Oreyn_Bearclaw wrote: »Joy_Division wrote: »Oreyn_Bearclaw wrote: »Right now stamina builds are doing 50k+ dps in trials with magicka at about 35k. The imbalance is so big i expected somebody to notice and redo things but i see no mention of this from you.
There is also the sustain issue, stamina has redguards, has 20% cost reduction on EVERY weapon while magicka has none of that so most magicka builds can`t sustain.
Is this intended? In most games people rage at a 10% difference in max dps, i get that you can`t make it perfectly equal but its beyond senseless right now. Stamina builds have more armor, more mobility, more sustain, more dps. What is the design logic behind this?
The CP tree also favors stamina as Thaumaturge increases dot damage and basically most of the max stamina dps build is made of dots. Rapid Strikes, Rearming Trap, Rending Slashes, Poison Injection, Dawnbreaker. All are buffed by the Vet Maelstrom Weapons too adding 3k Weapon Damage.
Magicka has none of that, their main spells, Funnel Health, Force Pulse, Crystal Frag, Whip get no bonus from Thaumaturge and no way to buff them via other means like Vet Maelstrom Weapons.
On top of that you made Rapid Strikes 0.6 seconds from 1.1 seconds channel its now the new super duper stamina filler. Why not change Force Pulse too or destro staff? Dual Wield has passives like "more damage under 20%, more weapon damage, 20% cost reduction and a pick between 10% crit, a very nice dot, 5% damage or armor penetration as a last passive".
Destro Staff has much weaker passives and Destro abilities with the exception of wall of elements(that was recently buffed) are also much weaker.
So i have to ask, was it a mistake that you will fix or are you slowly just keeping magicka for healing and you only want stamina to handle damage?
As a possible solution: revamp destro, make it good again, every magicka build uses it so it will bump everyone in damage. Either make Thaumaturge no longer affect every possible skill in some builds especially channels or just add a new Star that buffs "non dot" damage abilities so both will have 2 stars buffing the damage not like now where one has 1 star and the other 2.
Fix sustain somehow, add destro passive with 20% cost reduction for a start or just tweak the more costly spells.
If you agree please keep bumping this thread until we get some kind of answer!
I pull about 5K more on stam, but at a cost. I must be at much closer range, I am far squishier, and I give no utility to my group. The rotation is much tougher and way less forgiving. Stam should pull more DPS with these sacrifices.
This rationale is highly questionable.
"I'm squishier!" No you are not. Your medium armor provides you with more innate physical and spell resistance than my light armor. You have access to an excellent AoE heal that is not tied to a weapon. You have a resource to draw upon for defensive purposes. I get it, you're not a tank but neither am I so stop pretending that you are in greater danger of dying.
"I must be at much closer range!" That's zero problem in ESO. With a game with such easy access to gap closers, the whole range-melee distinction is almost meaningless except on castle walls in cyrdoiil. For all the insistence on being "disadvantaged" by having to be up close, these builds immediately, repeatedly, and upon command get up close (and stay there) with gap closer (which themselves are excellent abilities). The pure melee style of play is effective and pervasive, many players don't even bother slotting any range capabilities.
"I give no utility to my group!" Yes you do and more so than my magicka build. You have the option to slot a selfish heal (which you can always slot without compromising your builds) that actually heals me and the rest of the group. I'm not even going to bother slotting the terrible restoration staff. Raid needs rapids? Sorry, I won't be doing that. Circle of Protection? Nope, look to the stamina guy who does 5K more DPS than me. As as a magicka DK, what utility am I providing? 10% extra fire damage to the group who is using primarily physical damage? Overlapping major brutality from Igneous weapons? Chains? I'm sure magicka templsrs, NBs, and sorcs are just thrilled their DPS pulls are thousands less just so a DK can chain stuff.
How exactly is a stam rotation tougher? Because you have to be close? DK whips and templar jabs require the dame range and exposed to the same dangers. All rotations require correct time, proper animation cancelling, and a stationary target.
These are just selective justifications why X build should be superior to Y build.
@Joy_Division , I normally agree with pretty much everything you write, but I am going to disagree here for the most part.
Perhaps squishier is the wrong word, but they are certainly much more vulnerable. Almost any boss has basic AoE around them. On a Flurry build, you are standing right in it, and you must work to constantly avoid it. On a whip build. you generally are not. On a ForcePulse or Funnel build, you might as well be in another zip code. I do very little movement on a Magic DK. The range of whip is actually quite long. It might be only a meter longer than Rapid Strikes on the tool tip, but its longer in reality. If you stand at the edge of whip range and cast your whip, it hits the boss every time. If you do the with rapid strikes, any little movement will cause your last hit to miss, which completely nullifies the skill and is a huge DPS loss. While I am technically a melee build on a Magic DK, other than embers and trap, I can apply all of my skills from a comfortable distance and not worry about what the boss is doing. This is not the case on a stam build. You are one miss-step from death at all times.
If you would like to compare Harness Magic to Vigor (the basic defense of each resource pool), they are night and day. Yes vigor can be cast on a group, but other than dead healers on the poison phase of serpent, or perhaps during Ozaras pins, when is this needed. Also, in both those scenarios, I dont need the vigor as a magic character if I cast a shield. Stam DPS dont spend their time spamming Vigor, and that is their main Utility. Harness magic is bordeline broken if you ask me. Any magic player gets a huge damage shield that will save you from anything save a true one shot. Vigor does not do this. Magic is far more survivable than stamina in a Raid/group setting.
The only other utility they have is to run a support set to boost other stam DPS like Sunderflame (CP140), Alkosh (should be worn by off tank), or Night mothers (good set but DPS loss to the user), but this always come as a personal DPS loss.
Next you mention a gap closer. I am sorry, but nobody runs this in Raid. It's meaningless to the discussion. If you want to talk about true ranged DPS, Magic >>> Stam. Magic Sorcs and NBs can literally DPS from across the room and pull very good numbers. Try that on a bow and see what happens. You probably wont be invited back to the group...
As for magic utility, many classes are starting to run 5 Infallable Aether. That is some of the best utility in the game. 8% damage to everything you touch is insane, and you get free AoE that might be BIS. Sorcs give crit, templars give spell damage, stamina, and can rez you in an instant. Siphon blades can provide insane off heals passively while they DPS. Sorcs and NBs also have the benefit of not being in the thick of it, so they die way less.
As as a magicka DK, what utility am I providing? DKs might be the best of all. Chains and AoE Interrupt are virtually required in VMOL. There should probably be an achievement for clearing VMOL without a magic DK. Not sure if it has been done or not, we certainly havent even tried. Magic DKs are the king of utility in the current Meta.
As for the rotation, yes stamina is tougher. It's a light attack weave with a fair amount of bar swapping, and you never cast the same skill twice in a row. Rapid, skill, rapid, skill, rapid, skill, etc., all with light weaves in between. A magic DK or NB or whatever is much simpler. Weave a few buffs/Dots, Spam skill x 5 or 6. and repeat. I do twice as much bar swapping on a stam DK vs a magic DK. I do love playing stam, but I am pretty sure it is causing carpal tunnel.
Look, I agree that stam is really powerful right now, but I believe it comes at a price. As someone that primarily plays magic DK, sure, I would like a small buff. I took issue with this post because it is overstating the power gap between the two classes. Very few people are are actually posting 50k on real fights. And those that are, are the best in the world. It's not realistic to say, I can pull 35k on my NB/Sorc and then compare it to Alcast posting 50k on a stam DK. If you want to compare, you need to compare the best to the best. Is there a DPS gap, yep, but its not 15k, and it comes at a price.
Oreyn_Bearclaw wrote: »Joy_Division wrote: »Oreyn_Bearclaw wrote: »Right now stamina builds are doing 50k+ dps in trials with magicka at about 35k. The imbalance is so big i expected somebody to notice and redo things but i see no mention of this from you.
There is also the sustain issue, stamina has redguards, has 20% cost reduction on EVERY weapon while magicka has none of that so most magicka builds can`t sustain.
Is this intended? In most games people rage at a 10% difference in max dps, i get that you can`t make it perfectly equal but its beyond senseless right now. Stamina builds have more armor, more mobility, more sustain, more dps. What is the design logic behind this?
The CP tree also favors stamina as Thaumaturge increases dot damage and basically most of the max stamina dps build is made of dots. Rapid Strikes, Rearming Trap, Rending Slashes, Poison Injection, Dawnbreaker. All are buffed by the Vet Maelstrom Weapons too adding 3k Weapon Damage.
Magicka has none of that, their main spells, Funnel Health, Force Pulse, Crystal Frag, Whip get no bonus from Thaumaturge and no way to buff them via other means like Vet Maelstrom Weapons.
On top of that you made Rapid Strikes 0.6 seconds from 1.1 seconds channel its now the new super duper stamina filler. Why not change Force Pulse too or destro staff? Dual Wield has passives like "more damage under 20%, more weapon damage, 20% cost reduction and a pick between 10% crit, a very nice dot, 5% damage or armor penetration as a last passive".
Destro Staff has much weaker passives and Destro abilities with the exception of wall of elements(that was recently buffed) are also much weaker.
So i have to ask, was it a mistake that you will fix or are you slowly just keeping magicka for healing and you only want stamina to handle damage?
As a possible solution: revamp destro, make it good again, every magicka build uses it so it will bump everyone in damage. Either make Thaumaturge no longer affect every possible skill in some builds especially channels or just add a new Star that buffs "non dot" damage abilities so both will have 2 stars buffing the damage not like now where one has 1 star and the other 2.
Fix sustain somehow, add destro passive with 20% cost reduction for a start or just tweak the more costly spells.
If you agree please keep bumping this thread until we get some kind of answer!
I pull about 5K more on stam, but at a cost. I must be at much closer range, I am far squishier, and I give no utility to my group. The rotation is much tougher and way less forgiving. Stam should pull more DPS with these sacrifices.
This rationale is highly questionable.
"I'm squishier!" No you are not. Your medium armor provides you with more innate physical and spell resistance than my light armor. You have access to an excellent AoE heal that is not tied to a weapon. You have a resource to draw upon for defensive purposes. I get it, you're not a tank but neither am I so stop pretending that you are in greater danger of dying.
"I must be at much closer range!" That's zero problem in ESO. With a game with such easy access to gap closers, the whole range-melee distinction is almost meaningless except on castle walls in cyrdoiil. For all the insistence on being "disadvantaged" by having to be up close, these builds immediately, repeatedly, and upon command get up close (and stay there) with gap closer (which themselves are excellent abilities). The pure melee style of play is effective and pervasive, many players don't even bother slotting any range capabilities.
"I give no utility to my group!" Yes you do and more so than my magicka build. You have the option to slot a selfish heal (which you can always slot without compromising your builds) that actually heals me and the rest of the group. I'm not even going to bother slotting the terrible restoration staff. Raid needs rapids? Sorry, I won't be doing that. Circle of Protection? Nope, look to the stamina guy who does 5K more DPS than me. As as a magicka DK, what utility am I providing? 10% extra fire damage to the group who is using primarily physical damage? Overlapping major brutality from Igneous weapons? Chains? I'm sure magicka templsrs, NBs, and sorcs are just thrilled their DPS pulls are thousands less just so a DK can chain stuff.
How exactly is a stam rotation tougher? Because you have to be close? DK whips and templar jabs require the dame range and exposed to the same dangers. All rotations require correct time, proper animation cancelling, and a stationary target.
These are just selective justifications why X build should be superior to Y build.
@Joy_Division , I normally agree with pretty much everything you write, but I am going to disagree here for the most part.
Perhaps squishier is the wrong word, but they are certainly much more vulnerable. Almost any boss has basic AoE around them. On a Flurry build, you are standing right in it, and you must work to constantly avoid it. On a whip build. you generally are not. On a ForcePulse or Funnel build, you might as well be in another zip code. I do very little movement on a Magic DK. The range of whip is actually quite long. It might be only a meter longer than Rapid Strikes on the tool tip, but its longer in reality. If you stand at the edge of whip range and cast your whip, it hits the boss every time. If you do the with rapid strikes, any little movement will cause your last hit to miss, which completely nullifies the skill and is a huge DPS loss. While I am technically a melee build on a Magic DK, other than embers and trap, I can apply all of my skills from a comfortable distance and not worry about what the boss is doing. This is not the case on a stam build. You are one miss-step from death at all times.
If you would like to compare Harness Magic to Vigor (the basic defense of each resource pool), they are night and day. Yes vigor can be cast on a group, but other than dead healers on the poison phase of serpent, or perhaps during Ozaras pins, when is this needed. Also, in both those scenarios, I dont need the vigor as a magic character if I cast a shield. Stam DPS dont spend their time spamming Vigor, and that is their main Utility. Harness magic is bordeline broken if you ask me. Any magic player gets a huge damage shield that will save you from anything save a true one shot. Vigor does not do this. Magic is far more survivable than stamina in a Raid/group setting.
The only other utility they have is to run a support set to boost other stam DPS like Sunderflame (CP140), Alkosh (should be worn by off tank), or Night mothers (good set but DPS loss to the user), but this always come as a personal DPS loss.
Next you mention a gap closer. I am sorry, but nobody runs this in Raid. It's meaningless to the discussion. If you want to talk about true ranged DPS, Magic >>> Stam. Magic Sorcs and NBs can literally DPS from across the room and pull very good numbers. Try that on a bow and see what happens. You probably wont be invited back to the group...
As for magic utility, many classes are starting to run 5 Infallable Aether. That is some of the best utility in the game. 8% damage to everything you touch is insane, and you get free AoE that might be BIS. Sorcs give crit, templars give spell damage, stamina, and can rez you in an instant. Siphon blades can provide insane off heals passively while they DPS. Sorcs and NBs also have the benefit of not being in the thick of it, so they die way less.
As as a magicka DK, what utility am I providing? DKs might be the best of all. Chains and AoE Interrupt are virtually required in VMOL. There should probably be an achievement for clearing VMOL without a magic DK. Not sure if it has been done or not, we certainly havent even tried. Magic DKs are the king of utility in the current Meta.
As for the rotation, yes stamina is tougher. It's a light attack weave with a fair amount of bar swapping, and you never cast the same skill twice in a row. Rapid, skill, rapid, skill, rapid, skill, etc., all with light weaves in between. A magic DK or NB or whatever is much simpler. Weave a few buffs/Dots, Spam skill x 5 or 6. and repeat. I do twice as much bar swapping on a stam DK vs a magic DK. I do love playing stam, but I am pretty sure it is causing carpal tunnel.
Look, I agree that stam is really powerful right now, but I believe it comes at a price. As someone that primarily plays magic DK, sure, I would like a small buff. I took issue with this post because it is overstating the power gap between the two classes. Very few people are are actually posting 50k on real fights. And those that are, are the best in the world. It's not realistic to say, I can pull 35k on my NB/Sorc and then compare it to Alcast posting 50k on a stam DK. If you want to compare, you need to compare the best to the best. Is there a DPS gap, yep, but its not 15k, and it comes at a price.
All this magicka can do more real dps vs stamina would be valid if we did not have a lot of 50k stamina parses and none for magicka. So in real scenarios it has been proven stamina > magicka...
Also your "they are the best dps" is valid for stamina but its also valid for magicka. The fact that nobody including the best magicka players in the world are able to get close to stamina says it all.
There is a difference... they made stamina much better at everything now. I`m not saying nerf them, let them be this good, just make sure to buff magicka dps and sustain to those levels too. Or if you want their spells to cost this much, make them be better, make sustain be an issue but the reward is more damage.
No point to have stamina abilities cost 1200 stamina while magicka abilities cost 2200 magicka(Rapid Strikes VS Puncturing Sweep) then give magicka less sustain both in weapon trees, class passives and so on. Makes no sense to me.
timidobserver wrote: »
Oreyn_Bearclaw wrote: »timidobserver wrote: »
@timidobserver
You really think we could get to last boss in VMOL with 8 stam DPS? It would be tough...
Oreyn_Bearclaw wrote: »Joy_Division wrote: »Oreyn_Bearclaw wrote: »Right now stamina builds are doing 50k+ dps in trials with magicka at about 35k. The imbalance is so big i expected somebody to notice and redo things but i see no mention of this from you.
There is also the sustain issue, stamina has redguards, has 20% cost reduction on EVERY weapon while magicka has none of that so most magicka builds can`t sustain.
Is this intended? In most games people rage at a 10% difference in max dps, i get that you can`t make it perfectly equal but its beyond senseless right now. Stamina builds have more armor, more mobility, more sustain, more dps. What is the design logic behind this?
The CP tree also favors stamina as Thaumaturge increases dot damage and basically most of the max stamina dps build is made of dots. Rapid Strikes, Rearming Trap, Rending Slashes, Poison Injection, Dawnbreaker. All are buffed by the Vet Maelstrom Weapons too adding 3k Weapon Damage.
Magicka has none of that, their main spells, Funnel Health, Force Pulse, Crystal Frag, Whip get no bonus from Thaumaturge and no way to buff them via other means like Vet Maelstrom Weapons.
On top of that you made Rapid Strikes 0.6 seconds from 1.1 seconds channel its now the new super duper stamina filler. Why not change Force Pulse too or destro staff? Dual Wield has passives like "more damage under 20%, more weapon damage, 20% cost reduction and a pick between 10% crit, a very nice dot, 5% damage or armor penetration as a last passive".
Destro Staff has much weaker passives and Destro abilities with the exception of wall of elements(that was recently buffed) are also much weaker.
So i have to ask, was it a mistake that you will fix or are you slowly just keeping magicka for healing and you only want stamina to handle damage?
As a possible solution: revamp destro, make it good again, every magicka build uses it so it will bump everyone in damage. Either make Thaumaturge no longer affect every possible skill in some builds especially channels or just add a new Star that buffs "non dot" damage abilities so both will have 2 stars buffing the damage not like now where one has 1 star and the other 2.
Fix sustain somehow, add destro passive with 20% cost reduction for a start or just tweak the more costly spells.
If you agree please keep bumping this thread until we get some kind of answer!
I pull about 5K more on stam, but at a cost. I must be at much closer range, I am far squishier, and I give no utility to my group. The rotation is much tougher and way less forgiving. Stam should pull more DPS with these sacrifices.
This rationale is highly questionable.
"I'm squishier!" No you are not. Your medium armor provides you with more innate physical and spell resistance than my light armor. You have access to an excellent AoE heal that is not tied to a weapon. You have a resource to draw upon for defensive purposes. I get it, you're not a tank but neither am I so stop pretending that you are in greater danger of dying.
"I must be at much closer range!" That's zero problem in ESO. With a game with such easy access to gap closers, the whole range-melee distinction is almost meaningless except on castle walls in cyrdoiil. For all the insistence on being "disadvantaged" by having to be up close, these builds immediately, repeatedly, and upon command get up close (and stay there) with gap closer (which themselves are excellent abilities). The pure melee style of play is effective and pervasive, many players don't even bother slotting any range capabilities.
"I give no utility to my group!" Yes you do and more so than my magicka build. You have the option to slot a selfish heal (which you can always slot without compromising your builds) that actually heals me and the rest of the group. I'm not even going to bother slotting the terrible restoration staff. Raid needs rapids? Sorry, I won't be doing that. Circle of Protection? Nope, look to the stamina guy who does 5K more DPS than me. As as a magicka DK, what utility am I providing? 10% extra fire damage to the group who is using primarily physical damage? Overlapping major brutality from Igneous weapons? Chains? I'm sure magicka templsrs, NBs, and sorcs are just thrilled their DPS pulls are thousands less just so a DK can chain stuff.
How exactly is a stam rotation tougher? Because you have to be close? DK whips and templar jabs require the dame range and exposed to the same dangers. All rotations require correct time, proper animation cancelling, and a stationary target.
These are just selective justifications why X build should be superior to Y build.
@Joy_Division , I normally agree with pretty much everything you write, but I am going to disagree here for the most part.
Perhaps squishier is the wrong word, but they are certainly much more vulnerable. Almost any boss has basic AoE around them. On a Flurry build, you are standing right in it, and you must work to constantly avoid it. On a whip build. you generally are not. On a ForcePulse or Funnel build, you might as well be in another zip code. I do very little movement on a Magic DK. The range of whip is actually quite long. It might be only a meter longer than Rapid Strikes on the tool tip, but its longer in reality. If you stand at the edge of whip range and cast your whip, it hits the boss every time. If you do the with rapid strikes, any little movement will cause your last hit to miss, which completely nullifies the skill and is a huge DPS loss. While I am technically a melee build on a Magic DK, other than embers and trap, I can apply all of my skills from a comfortable distance and not worry about what the boss is doing. This is not the case on a stam build. You are one miss-step from death at all times.
If you would like to compare Harness Magic to Vigor (the basic defense of each resource pool), they are night and day. Yes vigor can be cast on a group, but other than dead healers on the poison phase of serpent, or perhaps during Ozaras pins, when is this needed. Also, in both those scenarios, I dont need the vigor as a magic character if I cast a shield. Stam DPS dont spend their time spamming Vigor, and that is their main Utility. Harness magic is bordeline broken if you ask me. Any magic player gets a huge damage shield that will save you from anything save a true one shot. Vigor does not do this. Magic is far more survivable than stamina in a Raid/group setting.
The only other utility they have is to run a support set to boost other stam DPS like Sunderflame (CP140), Alkosh (should be worn by off tank), or Night mothers (good set but DPS loss to the user), but this always come as a personal DPS loss.
Next you mention a gap closer. I am sorry, but nobody runs this in Raid. It's meaningless to the discussion. If you want to talk about true ranged DPS, Magic >>> Stam. Magic Sorcs and NBs can literally DPS from across the room and pull very good numbers. Try that on a bow and see what happens. You probably wont be invited back to the group...
As for magic utility, many classes are starting to run 5 Infallable Aether. That is some of the best utility in the game. 8% damage to everything you touch is insane, and you get free AoE that might be BIS. Sorcs give crit, templars give spell damage, stamina, and can rez you in an instant. Siphon blades can provide insane off heals passively while they DPS. Sorcs and NBs also have the benefit of not being in the thick of it, so they die way less.
As as a magicka DK, what utility am I providing? DKs might be the best of all. Chains and AoE Interrupt are virtually required in VMOL. There should probably be an achievement for clearing VMOL without a magic DK. Not sure if it has been done or not, we certainly havent even tried. Magic DKs are the king of utility in the current Meta.
As for the rotation, yes stamina is tougher. It's a light attack weave with a fair amount of bar swapping, and you never cast the same skill twice in a row. Rapid, skill, rapid, skill, rapid, skill, etc., all with light weaves in between. A magic DK or NB or whatever is much simpler. Weave a few buffs/Dots, Spam skill x 5 or 6. and repeat. I do twice as much bar swapping on a stam DK vs a magic DK. I do love playing stam, but I am pretty sure it is causing carpal tunnel.
Look, I agree that stam is really powerful right now, but I believe it comes at a price. As someone that primarily plays magic DK, sure, I would like a small buff. I took issue with this post because it is overstating the power gap between the two classes. Very few people are are actually posting 50k on real fights. And those that are, are the best in the world. It's not realistic to say, I can pull 35k on my NB/Sorc and then compare it to Alcast posting 50k on a stam DK. If you want to compare, you need to compare the best to the best. Is there a DPS gap, yep, but its not 15k, and it comes at a price.
Right now stamina builds are doing 50k+ dps in trials with magicka at about 35k. The imbalance is so big i expected somebody to notice and redo things but i see no mention of this from you.
There is also the sustain issue, stamina has redguards, has 20% cost reduction on EVERY weapon while magicka has none of that so most magicka builds can`t sustain.
Is this intended? In most games people rage at a 10% difference in max dps, i get that you can`t make it perfectly equal but its beyond senseless right now. Stamina builds have more armor, more mobility, more sustain, more dps. What is the design logic behind this?
The CP tree also favors stamina as Thaumaturge increases dot damage and basically most of the max stamina dps build is made of dots. Rapid Strikes, Rearming Trap, Rending Slashes, Poison Injection, Dawnbreaker. All are buffed by the Vet Maelstrom Weapons too adding 3k Weapon Damage.
Magicka has none of that, their main spells, Funnel Health, Force Pulse, Crystal Frag, Whip get no bonus from Thaumaturge and no way to buff them via other means like Vet Maelstrom Weapons.
On top of that you made Rapid Strikes 0.6 seconds from 1.1 seconds channel its now the new super duper stamina filler. Why not change Force Pulse too or destro staff? Dual Wield has passives like "more damage under 20%, more weapon damage, 20% cost reduction and a pick between 10% crit, a very nice dot, 5% damage or armor penetration as a last passive".
Destro Staff has much weaker passives and Destro abilities with the exception of wall of elements(that was recently buffed) are also much weaker.
So i have to ask, was it a mistake that you will fix or are you slowly just keeping magicka for healing and you only want stamina to handle damage?
As a possible solution: revamp destro, make it good again, every magicka build uses it so it will bump everyone in damage. Either make Thaumaturge no longer affect every possible skill in some builds especially channels or just add a new Star that buffs "non dot" damage abilities so both will have 2 stars buffing the damage not like now where one has 1 star and the other 2.
Fix sustain somehow, add destro passive with 20% cost reduction for a start or just tweak the more costly spells.
If you agree please keep bumping this thread until we get some kind of answer!
Oreyn_Bearclaw wrote: »If you run a magic build in pvp or pve other than a healer you are crrrrraaaaazzzzzzyyyyyyyyy. Just saying!
Go through VMOL without some magic DPS and see what happens. Also, here is my "non-support" magic DK.
https://www.flickr.com/photos/138752410@N07/28220427641/
I was responsible for chaining ads and interrupting their channel, both come at a big DPS loss. Try chaining 4 adds or spamming deep breath on a stam DK and see what happens. Anybody that has done this fight knows how much movement and downtime there can be even if you sole job is to just DPS. Also, I am far from what most players would call elite. I have seen good magic sorcs pull 40K on this fight.
Stam DKs are great on pure single target stack and whacks, maybe too great, but that is not the DPS that matters in this game.
Joy_Division wrote: »Oreyn_Bearclaw wrote: »Joy_Division wrote: »Oreyn_Bearclaw wrote: »Right now stamina builds are doing 50k+ dps in trials with magicka at about 35k. The imbalance is so big i expected somebody to notice and redo things but i see no mention of this from you.
There is also the sustain issue, stamina has redguards, has 20% cost reduction on EVERY weapon while magicka has none of that so most magicka builds can`t sustain.
Is this intended? In most games people rage at a 10% difference in max dps, i get that you can`t make it perfectly equal but its beyond senseless right now. Stamina builds have more armor, more mobility, more sustain, more dps. What is the design logic behind this?
The CP tree also favors stamina as Thaumaturge increases dot damage and basically most of the max stamina dps build is made of dots. Rapid Strikes, Rearming Trap, Rending Slashes, Poison Injection, Dawnbreaker. All are buffed by the Vet Maelstrom Weapons too adding 3k Weapon Damage.
Magicka has none of that, their main spells, Funnel Health, Force Pulse, Crystal Frag, Whip get no bonus from Thaumaturge and no way to buff them via other means like Vet Maelstrom Weapons.
On top of that you made Rapid Strikes 0.6 seconds from 1.1 seconds channel its now the new super duper stamina filler. Why not change Force Pulse too or destro staff? Dual Wield has passives like "more damage under 20%, more weapon damage, 20% cost reduction and a pick between 10% crit, a very nice dot, 5% damage or armor penetration as a last passive".
Destro Staff has much weaker passives and Destro abilities with the exception of wall of elements(that was recently buffed) are also much weaker.
So i have to ask, was it a mistake that you will fix or are you slowly just keeping magicka for healing and you only want stamina to handle damage?
As a possible solution: revamp destro, make it good again, every magicka build uses it so it will bump everyone in damage. Either make Thaumaturge no longer affect every possible skill in some builds especially channels or just add a new Star that buffs "non dot" damage abilities so both will have 2 stars buffing the damage not like now where one has 1 star and the other 2.
Fix sustain somehow, add destro passive with 20% cost reduction for a start or just tweak the more costly spells.
If you agree please keep bumping this thread until we get some kind of answer!
I pull about 5K more on stam, but at a cost. I must be at much closer range, I am far squishier, and I give no utility to my group. The rotation is much tougher and way less forgiving. Stam should pull more DPS with these sacrifices.
This rationale is highly questionable.
"I'm squishier!" No you are not. Your medium armor provides you with more innate physical and spell resistance than my light armor. You have access to an excellent AoE heal that is not tied to a weapon. You have a resource to draw upon for defensive purposes. I get it, you're not a tank but neither am I so stop pretending that you are in greater danger of dying.
"I must be at much closer range!" That's zero problem in ESO. With a game with such easy access to gap closers, the whole range-melee distinction is almost meaningless except on castle walls in cyrdoiil. For all the insistence on being "disadvantaged" by having to be up close, these builds immediately, repeatedly, and upon command get up close (and stay there) with gap closer (which themselves are excellent abilities). The pure melee style of play is effective and pervasive, many players don't even bother slotting any range capabilities.
"I give no utility to my group!" Yes you do and more so than my magicka build. You have the option to slot a selfish heal (which you can always slot without compromising your builds) that actually heals me and the rest of the group. I'm not even going to bother slotting the terrible restoration staff. Raid needs rapids? Sorry, I won't be doing that. Circle of Protection? Nope, look to the stamina guy who does 5K more DPS than me. As as a magicka DK, what utility am I providing? 10% extra fire damage to the group who is using primarily physical damage? Overlapping major brutality from Igneous weapons? Chains? I'm sure magicka templsrs, NBs, and sorcs are just thrilled their DPS pulls are thousands less just so a DK can chain stuff.
How exactly is a stam rotation tougher? Because you have to be close? DK whips and templar jabs require the dame range and exposed to the same dangers. All rotations require correct time, proper animation cancelling, and a stationary target.
These are just selective justifications why X build should be superior to Y build.
@Joy_Division , I normally agree with pretty much everything you write, but I am going to disagree here for the most part.
Perhaps squishier is the wrong word, but they are certainly much more vulnerable. Almost any boss has basic AoE around them. On a Flurry build, you are standing right in it, and you must work to constantly avoid it. On a whip build. you generally are not. On a ForcePulse or Funnel build, you might as well be in another zip code. I do very little movement on a Magic DK. The range of whip is actually quite long. It might be only a meter longer than Rapid Strikes on the tool tip, but its longer in reality. If you stand at the edge of whip range and cast your whip, it hits the boss every time. If you do the with rapid strikes, any little movement will cause your last hit to miss, which completely nullifies the skill and is a huge DPS loss. While I am technically a melee build on a Magic DK, other than embers and trap, I can apply all of my skills from a comfortable distance and not worry about what the boss is doing. This is not the case on a stam build. You are one miss-step from death at all times.
If you would like to compare Harness Magic to Vigor (the basic defense of each resource pool), they are night and day. Yes vigor can be cast on a group, but other than dead healers on the poison phase of serpent, or perhaps during Ozaras pins, when is this needed. Also, in both those scenarios, I dont need the vigor as a magic character if I cast a shield. Stam DPS dont spend their time spamming Vigor, and that is their main Utility. Harness magic is bordeline broken if you ask me. Any magic player gets a huge damage shield that will save you from anything save a true one shot. Vigor does not do this. Magic is far more survivable than stamina in a Raid/group setting.
The only other utility they have is to run a support set to boost other stam DPS like Sunderflame (CP140), Alkosh (should be worn by off tank), or Night mothers (good set but DPS loss to the user), but this always come as a personal DPS loss.
Next you mention a gap closer. I am sorry, but nobody runs this in Raid. It's meaningless to the discussion. If you want to talk about true ranged DPS, Magic >>> Stam. Magic Sorcs and NBs can literally DPS from across the room and pull very good numbers. Try that on a bow and see what happens. You probably wont be invited back to the group...
As for magic utility, many classes are starting to run 5 Infallable Aether. That is some of the best utility in the game. 8% damage to everything you touch is insane, and you get free AoE that might be BIS. Sorcs give crit, templars give spell damage, stamina, and can rez you in an instant. Siphon blades can provide insane off heals passively while they DPS. Sorcs and NBs also have the benefit of not being in the thick of it, so they die way less.
As as a magicka DK, what utility am I providing? DKs might be the best of all. Chains and AoE Interrupt are virtually required in VMOL. There should probably be an achievement for clearing VMOL without a magic DK. Not sure if it has been done or not, we certainly havent even tried. Magic DKs are the king of utility in the current Meta.
As for the rotation, yes stamina is tougher. It's a light attack weave with a fair amount of bar swapping, and you never cast the same skill twice in a row. Rapid, skill, rapid, skill, rapid, skill, etc., all with light weaves in between. A magic DK or NB or whatever is much simpler. Weave a few buffs/Dots, Spam skill x 5 or 6. and repeat. I do twice as much bar swapping on a stam DK vs a magic DK. I do love playing stam, but I am pretty sure it is causing carpal tunnel.
Look, I agree that stam is really powerful right now, but I believe it comes at a price. As someone that primarily plays magic DK, sure, I would like a small buff. I took issue with this post because it is overstating the power gap between the two classes. Very few people are are actually posting 50k on real fights. And those that are, are the best in the world. It's not realistic to say, I can pull 35k on my NB/Sorc and then compare it to Alcast posting 50k on a stam DK. If you want to compare, you need to compare the best to the best. Is there a DPS gap, yep, but its not 15k, and it comes at a price.
I'm not buying the"price"of dangerous melee in a game full of convenient and powerful gap closers. Rationale like yours is why cyrodiil is a joke right now. I stopped coming onto these forums because I am getting sick and tired of hearing stamina players whine, b*itch, and moan about RD because they feel they ought to have the ability to always interrupt the spell with a 100% melee build. Why are they running a 100% melee build? Because it's so F'ing powerful and does not have the "price" you claim it does. The proof is in the pudding is right there ... not you questionable justification that a stam build is "much more vulnerable" than a magicka DK for templar even though all close enough to kiss the boss's ass.
Harnes magicka was OP back in the day. Now the 6 second timer makes it a waste. I'm not exactly sure what "group utility" it was providing, but even when it was OP, I can assure you as a magicka DPS, I wasn't using it or even slotting it except on 3 fights - ash titan CoA, Lord Warden, ICP, Flame Atronach in WGT - and even during these fights it wasnt 100% unnecessary and I only did it out of habit from running with PUG groups.
As far as Chains - oops - because Eric Wrobel refused to give DK much of anything, including a reliable gap closer - I have to slot the "wrong" version of chains, so sorry Trials group raid, my main group utility that you were counting on and justifying my crap DPS I don't even have. Also, does this logic mean that my non magicka DKs can look forward to a justified 5k+ DPS increase next patch since they dont have chains and AoE interrupts?
And I'm sorry, not buying that pressing these button 1-2-1-3-1-4-1-5 is "harder" than 1-1-2-1-1-4-1-5. Every magic build I ever played (except arguably sorcerer) has to bar swap under 10 seconds because they have to slot mage light and there isn't enough room for DoTs - especially now since we have to use the stamina skill Trap Beast.
The hardest rotation right now (at least for me) is by far the sorcerer because of the moronic animation priority system that constantly gets this class locked into basic attack animations which sends magic DPS further down the toilet. I'd love to have the 'disadvantage' of having to be right next to the boss because under this stupid system, at least those skills actually fire.
I can tell you love playing a stam. People and posts that write "yeah we deserve to be more powerful because of X" have the sort of selective logic that comes from bias. Very few stam may be getting 50K, but I'm not even sniffing 40K. And this is PVE land. That sort of damage gap makes Cyrodiil an absolute joke because that BoSS Pve stuff does not matter one bit there.
lucky_Sage wrote: »well I mostly pvp and 4 out of 5 people I fight are always stam now the one good thing is that there's less newbie nb bomber builds but when stam builds can get a lot more regen and weapon damage than magicka builds
Oreyn_Bearclaw wrote: »lucky_Sage wrote: »well I mostly pvp and 4 out of 5 people I fight are always stam now the one good thing is that there's less newbie nb bomber builds but when stam builds can get a lot more regen and weapon damage than magicka builds
4 out of 5 people are always "something" in cyro. A few months back, it was Vicious death NB bombers, then it was RD templars, now its I guess all stam builds. At least this FOTM has a few classes involved. Haha
Oreyn_Bearclaw wrote: »lucky_Sage wrote: »well I mostly pvp and 4 out of 5 people I fight are always stam now the one good thing is that there's less newbie nb bomber builds but when stam builds can get a lot more regen and weapon damage than magicka builds
4 out of 5 people are always "something" in cyro. A few months back, it was Vicious death NB bombers, then it was RD templars, now its I guess all stam builds. At least this FOTM has a few classes involved. Haha
I thought 4 of 5 people in PVP were Templar Jesus beam noobs standing in the back of groups beaming at 100%?
Or was it 4/5 are NB gankers?
or 4/5 are VD bombers?
I am so confused.
FireCowCommando wrote: »Well, now with the race changes expect a massive imbalance every update from here on in!
P.S.: for people who were asking for a dps post from a magicka dd with about or more than 50k in a more than 2 minutes fight, HRC hm is enough --->http://tamrielfoundry.com/topic/noss-guide-to-magicka-templar-trial4-man-dps-thiefs-guild/ ?
It is not mine btw, and i didn't even use google to find it. It was in the first topic related to ESO that i opened today.
5 pages of negative. When the game was elder robes online it was less qq than nowadays. But good players adapted, if you don't believe me check Atropos, i remember that @Alcast was the only endgame stam dps in 1.5 when we were competing for the first place in Sanctum Ophidia with Hodor, at least for Eu server. It was 3 templars + 9 dks vs templar + dk + 2 sorcs and 8 nightblades lol, two main raidsgroups of Eu of that time with only 1 stamina player xD
And now after 1,8 years of magicka domination all this people came here on the forum to get the balance back ? Where were you when people were wiping raids in pvp ? Sorcs were spaming bats for 4 ultimate with special setup, simply unzergable/antizerg vampire dks, when templars could instantly oneshot people only with their blazing shield ?
Aether + Seducer dominance in pve, when healing springs gave you more magicka than u spend, when people were wiping bosses in AA/HRC with massive orbs only, dks using igneous shields to make an incredible amount of damage in trials, when a single nightblade could have a veil of blades uptime 100%. If you don't believe me check out youtube folks the earliest vids. There was NOT a place for a stam in any competetive endgame content. Check out that dk guy (i don't remember his nickname sorry) that was soloing vet dungeons on his pyromage dk while stamina players (esp. nightblades) were dying from flames of Maw in BC vet with a healer and a tank in their group. I remember that clearly, because i used to be one of that healers (mag sorc spaming healing springs).
Remember veteran areas when pulling two mobs at the same time was a big challenge and 3 mobs were guaranteed death (except for mdks).
I really don't want to be devil's advocate here, but i'll be, if people keep telling nonsence like this thread. It is not stamina's fault that it's overpowered. It is because of maelstrom weapons that overpower second skill in weapon skill line. When Zenimax will introduce next arena it will be more balanced (scatter shot/steel tornado/uppercut/defensive posture against force pulse and combat prayer).
Have you ever thought about arena number 4 or 5 ? Where people will just snipe and bash each other, or just spam impulse like in old days ?
Just a tip: my main since beta is a magicka sorcerer (that have seen almost same or maybe even more nerfs than any other class). And i play mostly magicka based characters (and only dds) and still defending stamina performance of this days.
BECAUSE: it will not last forever, it is FOTM action from Zos, to keep people busy, grinding new gear and leveling alts/changing race. Someday your mnightblades and mtemplars will shine again, can't say about msorcs because balancing them from pve perspective will overpower them in pvp perspective and vice versa. And mdks ... they are quite balanced atm (not counting pvp).
P.S.: for people who were asking for a dps post from a magicka dd with about or more than 50k in a more than 2 minutes fight, HRC hm is enough --->http://tamrielfoundry.com/topic/noss-guide-to-magicka-templar-trial4-man-dps-thiefs-guild/ ?
It is not mine btw, and i didn't even use google to find it. It was in the first topic related to ESO that i opened today.
5 pages of negative. When the game was elder robes online it was less qq than nowadays. But good players adapted, if you don't believe me check Atropos, i remember that @Alcast was the only endgame stam dps in 1.5 when we were competing for the first place in Sanctum Ophidia with Hodor, at least for Eu server. It was 3 templars + 9 dks vs templar + dk + 2 sorcs and 8 nightblades lol, two main raidsgroups of Eu of that time with only 1 stamina player xD
And now after 1,8 years of magicka domination all this people came here on the forum to get the balance back ? Where were you when people were wiping raids in pvp ? Sorcs were spaming bats for 4 ultimate with special setup, simply unzergable/antizerg vampire dks, when templars could instantly oneshot people only with their blazing shield ?
Aether + Seducer dominance in pve, when healing springs gave you more magicka than u spend, when people were wiping bosses in AA/HRC with massive orbs only, dks using igneous shields to make an incredible amount of damage in trials, when a single nightblade could have a veil of blades uptime 100%. If you don't believe me check out youtube folks the earliest vids. There was NOT a place for a stam in any competetive endgame content. Check out that dk guy (i don't remember his nickname sorry) that was soloing vet dungeons on his pyromage dk while stamina players (esp. nightblades) were dying from flames of Maw in BC vet with a healer and a tank in their group. I remember that clearly, because i used to be one of that healers (mag sorc spaming healing springs).
Remember veteran areas when pulling two mobs at the same time was a big challenge and 3 mobs were guaranteed death (except for mdks).
I really don't want to be devil's advocate here, but i'll be, if people keep telling nonsence like this thread. It is not stamina's fault that it's overpowered. It is because of maelstrom weapons that overpower second skill in weapon skill line. When Zenimax will introduce next arena it will be more balanced (scatter shot/steel tornado/uppercut/defensive posture against force pulse and combat prayer).
Have you ever thought about arena number 4 or 5 ? Where people will just snipe and bash each other, or just spam impulse like in old days ?
Just a tip: my main since beta is a magicka sorcerer (that have seen almost same or maybe even more nerfs than any other class). And i play mostly magicka based characters (and only dds) and still defending stamina performance of this days.
BECAUSE: it will not last forever, it is FOTM action from Zos, to keep people busy, grinding new gear and leveling alts/changing race. Someday your mnightblades and mtemplars will shine again, can't say about msorcs because balancing them from pve perspective will overpower them in pvp perspective and vice versa. And mdks ... they are quite balanced atm (not counting pvp).
P.S.: for people who were asking for a dps post from a magicka dd with about or more than 50k in a more than 2 minutes fight, HRC hm is enough --->http://tamrielfoundry.com/topic/noss-guide-to-magicka-templar-trial4-man-dps-thiefs-guild/ ?
It is not mine btw, and i didn't even use google to find it. It was in the first topic related to ESO that i opened today.
You can easily fix and balance sorc out without overpowering it in PVP.
* Give pets a longer cast time and a duration instead of a toggle.
* Do something about bound aegis, it's terrible. And a toggle. Make it work like magelight.
* Eight seconds on Hardened ward. If shuffle can last more than six seconds, so can shields.
* Increased damage on liquid lightning and elemental blockade. Nobody uses those in PVP because... Enemies can walk away from them.
* Cut the costs of some sorc and all destruction staff abilities. Start with the base values of similar damage Stam abilities (half).
PS: For heaven sake, do something about Magicka DK damage or mobility already.
I always hated stamina builds, I don't like how break free and dodging use the same resource as your skills....it's stupid.
Magicka do need more options and scale the same as weapon power, weapon power can get way higher numbers right now.
Magicka has been on top since the game started. You are starting (key word starting) to feel what it has been like for a stamina character looking in. Also it is harder to survive boss encounters as a stam character then a magicka one. Period. I believe the skill designers are realizing this and thus the huge buffs. Magicka night blade stands back and heals and dpses for christ sake. A stam character has to be up in the aoe constantly dodge rolling. Ive played both. I am not very good but my opinion counts too. Stam characters are more squishy in that its harder to survive the closer you get. Thus more dps. Magicka has all the utility. Like all of it. Can off heal CC from a distance great shield etc.
MisterBigglesworth wrote: »When I read the words
"design" and "logic"
together in a sentence about ESO:
Right now stamina builds are doing 50k+ dps in trials with magicka at about 35k. The imbalance is so big i expected somebody to notice and redo things but i see no mention of this from you.
There is also the sustain issue, stamina has redguards, has 20% cost reduction on EVERY weapon while magicka has none of that so most magicka builds can`t sustain.
Is this intended? In most games people rage at a 10% difference in max dps, i get that you can`t make it perfectly equal but its beyond senseless right now. Stamina builds have more armor, more mobility, more sustain, more dps. What is the design logic behind this?
The CP tree also favors stamina as Thaumaturge increases dot damage and basically most of the max stamina dps build is made of dots. Rapid Strikes, Rearming Trap, Rending Slashes, Poison Injection, Dawnbreaker. All are buffed by the Vet Maelstrom Weapons too adding 3k Weapon Damage.
Magicka has none of that, their main spells, Funnel Health, Force Pulse, Crystal Frag, Whip get no bonus from Thaumaturge and no way to buff them via other means like Vet Maelstrom Weapons.
On top of that you made Rapid Strikes 0.6 seconds from 1.1 seconds channel its now the new super duper stamina filler. Why not change Force Pulse too or destro staff? Dual Wield has passives like "more damage under 20%, more weapon damage, 20% cost reduction and a pick between 10% crit, a very nice dot, 5% damage or armor penetration as a last passive".
Destro Staff has much weaker passives and Destro abilities with the exception of wall of elements(that was recently buffed) are also much weaker.
So i have to ask, was it a mistake that you will fix or are you slowly just keeping magicka for healing and you only want stamina to handle damage?
As a possible solution: revamp destro, make it good again, every magicka build uses it so it will bump everyone in damage. Either make Thaumaturge no longer affect every possible skill in some builds especially channels or just add a new Star that buffs "non dot" damage abilities so both will have 2 stars buffing the damage not like now where one has 1 star and the other 2.
Fix sustain somehow, add destro passive with 20% cost reduction for a start or just tweak the more costly spells.
If you agree please keep bumping this thread until we get some kind of answer!