Credentials:
- Healer/Ranged Caster V11 Templar(Built this way from the get go)
- 2H/Bow Crit Based V3 Sorc(Built this way from the get go)
- Destro/Resto easy-mode V3 DK (Built this way to see the OP side)
Now to the topic, I see a lot of posts and complaints about Nightblade/Templar vs Sorc/DK and the vast majority actually boil down to stamina based abilities vs magicka based abilities and light armor vs heavy/medium armor. I'm not saying that Templar and Nightblade don't have their issues, I understand that some of the Nightblade's abilities are broken and Templar abilities are way overpriced and the class itself has terrible regen mechanics. The underlying problem, however, is the way things are calculated. Until that is fixed, stamina/heavy/medium builds are going to be underwhelming when compared to their magicka/light counterparts.
Look at the builds that are having issues:
- Duel Wield Builds(any class)
- Bow Builds(any class)
- 2H Builds(any class)
- Sword-n-Board Builds(any class)
- Traditional Tanks(Heavy Armor)
*Disclaimer: I understand there are people that believe all is right with their class/build and they have figured out how to make these things work. Generally these are people that are either A)Not ready to experience end-game, B)Turning a blind eye because what they are doing seems to be working, or C)Are stubborn and refuse to accept that their choices weren't optimal.
What needs to be done? Well, in my opinion, there are too many different sets of numbers used for damage calculations at the moment.
Think about this, we have abilities that:
- Are magicka based and
- use spell power to calculate damage.
- use weapon power to calculate damage.
- go against armor for mitigation.
- go against spell resistance for mitigation.
- use the spell crit modifier.
- use the weapon crit modifier.
- Are stamina based and
- use weapon power to calculate damage.
- go against armor for mitigation.
- go against spell resistance for mitigation.
- use the weapon crit modifier.
Just looking at the ones I provided you can see how stamina-only builds can begin to fall behind. Even more-so when you figure in that weapon power and spell power seem to scale differently.
My solution to this involves a few steps that actually make balancing easier in the future:
- Combine Spell Power and Weapon Power into one stat: Power
- Combine Weapon Critical and Spell Critical into one stat: Critical Chance
- Make all abilities Magicka Based, change the name of the pool if you must.
- Make all non ability defensive maneuvers use stamina.
Other changes would obviously have to be made, but this is a good start.
With that, now they need to rework the Armor lines completely as such:
- Armor Cap and mitigation calculations need to be raised drastically.
- Light/Medium armor builds should not be able to reach armor cap w/o giving up benefits.
- Medium armor needs a complete overhaul and should focus around melee damage, perhaps crit, armor penetration, attack speed, etc.
- Light armor needs toned down quite a bit from where it is now. It offers the right stats, but way too much.
- Heavy armor needs things like CC reduction, better overall mitigation, some kind of agro mechanic(while wearing 5 pieces of heavy all attacks agro for x seconds.)
- Remove +Armor Jewelry enchants.
There are many other changes for sure, these are just some that I thought may help build balance, now and in the future, go in a much better direction.
TLDR: Shame on you.