1.4.4.finally great change yay!
The game is designed in a way where in order to be an effective stamina build, you have to alternate between class and weapon abilities - plus misc. skills. Once a player realizes this the sooner he will realize that there isn't such an imbalance that many people claim there is - it is simply the way the game is designed.
One can try to combat it all he want, but in the process one will simply gimp oneself. That really isn't the game's fault, to be honest.
Then why isn't the reverse true? It is entirely possible to build not only an effective, but an insanely powerful magicka build and use zero stamina abilities at all, reserving stamina purely for blocking, dodging and sprinting. it's not even hard to do so, it's incredibly easyThat's not to say that certain weapon skills don't need to be modified because sure they do. And especially the armor passives - they are key to leveling out the playing field some more.
This is certainly true - the light armor passives are head and shoulders above medium and heavy in the gaming impact they bring.
We need, soon, some way to fix the huge in-game imbalance between magicka and stamina, caused in very large part by the multiple pulls on the stamina pool (many of which make no sense - why do i use stamina to break out of a magical constraint?).
I honestly think the devs seriously believed all players would be happy with the class skill 'flash' and wouldn't really want to use weapon skills, which is absolutely ridiculous given the franchise's history and low fantasy feel.
Shaun98ca2 wrote: »trimsic_ESO wrote: »The game is designed in a way where in order to be an effective stamina build, you have to alternate between class and weapon abilities - plus misc. skills. Once a player realizes this the sooner he will realize that there isn't such an imbalance that many people claim there is - it is simply the way the game is designed.
One can try to combat it all he want, but in the process one will simply gimp oneself. That really isn't the game's fault, to be honest.
That's not to say that certain weapon skills don't need to be modified because sure they do. And especially the armor passives - they are key to leveling out the playing field some more.
In order to have an effective magicka build, I don't have to alternate between class and weapon abilities. I can equip a full set of light armor, use a destruction staff, and then use my stamina to run, dodge, block, interrupt, and CC break.
Furthermore, even if I alternate between class and weapon abilities, then I still do not have a stamina build that is as effective as a magicka build. Go figure...
What is the rationale here? The game is designed like this, that's what you said? Well, in that case, I really don't like the way it is designed, because such a design creates a huge imbalance between stamina and magicka builds.
At least the game should implement another pool of resources, call it endurance or whatever else, and this spool should be used to run, dodge, block, interrupt, and CC break. And in addition to that, melee combat skills should hit for much more that any other spells at range. It's just a question of common sense.
You state that Melee abilities should hit harder than ranged spells. WHY?
Shaun98ca2 wrote: »trimsic_ESO wrote: »The game is designed in a way where in order to be an effective stamina build, you have to alternate between class and weapon abilities - plus misc. skills. Once a player realizes this the sooner he will realize that there isn't such an imbalance that many people claim there is - it is simply the way the game is designed.
One can try to combat it all he want, but in the process one will simply gimp oneself. That really isn't the game's fault, to be honest.
That's not to say that certain weapon skills don't need to be modified because sure they do. And especially the armor passives - they are key to leveling out the playing field some more.
In order to have an effective magicka build, I don't have to alternate between class and weapon abilities. I can equip a full set of light armor, use a destruction staff, and then use my stamina to run, dodge, block, interrupt, and CC break.
Furthermore, even if I alternate between class and weapon abilities, then I still do not have a stamina build that is as effective as a magicka build. Go figure...
What is the rationale here? The game is designed like this, that's what you said? Well, in that case, I really don't like the way it is designed, because such a design creates a huge imbalance between stamina and magicka builds.
At least the game should implement another pool of resources, call it endurance or whatever else, and this spool should be used to run, dodge, block, interrupt, and CC break. And in addition to that, melee combat skills should hit for much more that any other spells at range. It's just a question of common sense.
You state that Melee abilities should hit harder than ranged spells. WHY?
Because you are charging your enemy head on, while with ranged spells you are much safer.
Thejollygreenone wrote: »Shaun98ca2 wrote: »trimsic_ESO wrote: »The game is designed in a way where in order to be an effective stamina build, you have to alternate between class and weapon abilities - plus misc. skills. Once a player realizes this the sooner he will realize that there isn't such an imbalance that many people claim there is - it is simply the way the game is designed.
One can try to combat it all he want, but in the process one will simply gimp oneself. That really isn't the game's fault, to be honest.
That's not to say that certain weapon skills don't need to be modified because sure they do. And especially the armor passives - they are key to leveling out the playing field some more.
In order to have an effective magicka build, I don't have to alternate between class and weapon abilities. I can equip a full set of light armor, use a destruction staff, and then use my stamina to run, dodge, block, interrupt, and CC break.
Furthermore, even if I alternate between class and weapon abilities, then I still do not have a stamina build that is as effective as a magicka build. Go figure...
What is the rationale here? The game is designed like this, that's what you said? Well, in that case, I really don't like the way it is designed, because such a design creates a huge imbalance between stamina and magicka builds.
At least the game should implement another pool of resources, call it endurance or whatever else, and this spool should be used to run, dodge, block, interrupt, and CC break. And in addition to that, melee combat skills should hit for much more that any other spells at range. It's just a question of common sense.
You state that Melee abilities should hit harder than ranged spells. WHY?
Because you are charging your enemy head on, while with ranged spells you are much safer.
This. It's called risk versus rewards. An incredibly important element to combat balance in MMOs.
Even if it's not just higher raw damage, melee must be rewarded in some way for taking on the extra risk of being in melee range.
khele23eb17_ESO wrote: »Thejollygreenone wrote: »Shaun98ca2 wrote: »trimsic_ESO wrote: »The game is designed in a way where in order to be an effective stamina build, you have to alternate between class and weapon abilities - plus misc. skills. Once a player realizes this the sooner he will realize that there isn't such an imbalance that many people claim there is - it is simply the way the game is designed.
One can try to combat it all he want, but in the process one will simply gimp oneself. That really isn't the game's fault, to be honest.
That's not to say that certain weapon skills don't need to be modified because sure they do. And especially the armor passives - they are key to leveling out the playing field some more.
In order to have an effective magicka build, I don't have to alternate between class and weapon abilities. I can equip a full set of light armor, use a destruction staff, and then use my stamina to run, dodge, block, interrupt, and CC break.
Furthermore, even if I alternate between class and weapon abilities, then I still do not have a stamina build that is as effective as a magicka build. Go figure...
What is the rationale here? The game is designed like this, that's what you said? Well, in that case, I really don't like the way it is designed, because such a design creates a huge imbalance between stamina and magicka builds.
At least the game should implement another pool of resources, call it endurance or whatever else, and this spool should be used to run, dodge, block, interrupt, and CC break. And in addition to that, melee combat skills should hit for much more that any other spells at range. It's just a question of common sense.
You state that Melee abilities should hit harder than ranged spells. WHY?
Because you are charging your enemy head on, while with ranged spells you are much safer.
This. It's called risk versus rewards. An incredibly important element to combat balance in MMOs.
Even if it's not just higher raw damage, melee must be rewarded in some way for taking on the extra risk of being in melee range.
Risk is one thing, uptime is another. With a ranged weapon youre always at the right distance to do damage. With a melee weapon you can only do damage when youre within 5-6m of the target. Which means that with a ranged weapon you can keep up almost constant DPS because youre avoiding most of the PBAOE attacks just by standing away from the boss... and youre doing that anyway. Playing melee on the other hand involves a lot of running in and out, dropping your DPS completely to avoid getting killed. And then you have switching between targets which for a ranged fighter means noting more than moving the camera a bit to the left or right and for a melee fighter it means running around and using up resources on gap closers.
Thejollygreenone wrote: »khele23eb17_ESO wrote: »Thejollygreenone wrote: »Shaun98ca2 wrote: »trimsic_ESO wrote: »The game is designed in a way where in order to be an effective stamina build, you have to alternate between class and weapon abilities - plus misc. skills. Once a player realizes this the sooner he will realize that there isn't such an imbalance that many people claim there is - it is simply the way the game is designed.
One can try to combat it all he want, but in the process one will simply gimp oneself. That really isn't the game's fault, to be honest.
That's not to say that certain weapon skills don't need to be modified because sure they do. And especially the armor passives - they are key to leveling out the playing field some more.
In order to have an effective magicka build, I don't have to alternate between class and weapon abilities. I can equip a full set of light armor, use a destruction staff, and then use my stamina to run, dodge, block, interrupt, and CC break.
Furthermore, even if I alternate between class and weapon abilities, then I still do not have a stamina build that is as effective as a magicka build. Go figure...
What is the rationale here? The game is designed like this, that's what you said? Well, in that case, I really don't like the way it is designed, because such a design creates a huge imbalance between stamina and magicka builds.
At least the game should implement another pool of resources, call it endurance or whatever else, and this spool should be used to run, dodge, block, interrupt, and CC break. And in addition to that, melee combat skills should hit for much more that any other spells at range. It's just a question of common sense.
You state that Melee abilities should hit harder than ranged spells. WHY?
Because you are charging your enemy head on, while with ranged spells you are much safer.
This. It's called risk versus rewards. An incredibly important element to combat balance in MMOs.
Even if it's not just higher raw damage, melee must be rewarded in some way for taking on the extra risk of being in melee range.
Risk is one thing, uptime is another. With a ranged weapon youre always at the right distance to do damage. With a melee weapon you can only do damage when youre within 5-6m of the target. Which means that with a ranged weapon you can keep up almost constant DPS because youre avoiding most of the PBAOE attacks just by standing away from the boss... and youre doing that anyway. Playing melee on the other hand involves a lot of running in and out, dropping your DPS completely to avoid getting killed. And then you have switching between targets which for a ranged fighter means noting more than moving the camera a bit to the left or right and for a melee fighter it means running around and using up resources on gap closers.
While you do have a point, I would just like to point out that the loss in dps from movement of being melee is quite mitigated with the multitude of gap closers available (which do respectable damage), and the ability to switch bars to one with a ranged ability or two to keep dps up while you have to move around.
This doesn't make the problem non-existent, of course, I did say mitigate. But I'm not sure melee should be rewarded with a substantial amount of higher potential numbers to compensate.
Ideally, in the actual raid situation melee and ranged must be able to actually pull equal numbers. If we don't buff melee enough, they'll be too low from the movement penalty. If we buff melee too much, then the movement penalty won't be enough and their dps will be too high, leading everyone to rush immediately to melee builds.
I it's not too clear what my goal is to this post, I guess I just wanted to bring up that ZoS should be careful to keep this in mind concerning balancing melee vs ranged. In theory, melee's numbers should be better. But that shouldn't actually happen in a boss fight, there melee should be brought down to an equal level by the raid mechanics that wouldn't lower the dps of a ranged.
khele23eb17_ESO wrote: »Thejollygreenone wrote: »khele23eb17_ESO wrote: »Thejollygreenone wrote: »Shaun98ca2 wrote: »trimsic_ESO wrote: »The game is designed in a way where in order to be an effective stamina build, you have to alternate between class and weapon abilities - plus misc. skills. Once a player realizes this the sooner he will realize that there isn't such an imbalance that many people claim there is - it is simply the way the game is designed.
One can try to combat it all he want, but in the process one will simply gimp oneself. That really isn't the game's fault, to be honest.
That's not to say that certain weapon skills don't need to be modified because sure they do. And especially the armor passives - they are key to leveling out the playing field some more.
In order to have an effective magicka build, I don't have to alternate between class and weapon abilities. I can equip a full set of light armor, use a destruction staff, and then use my stamina to run, dodge, block, interrupt, and CC break.
Furthermore, even if I alternate between class and weapon abilities, then I still do not have a stamina build that is as effective as a magicka build. Go figure...
What is the rationale here? The game is designed like this, that's what you said? Well, in that case, I really don't like the way it is designed, because such a design creates a huge imbalance between stamina and magicka builds.
At least the game should implement another pool of resources, call it endurance or whatever else, and this spool should be used to run, dodge, block, interrupt, and CC break. And in addition to that, melee combat skills should hit for much more that any other spells at range. It's just a question of common sense.
You state that Melee abilities should hit harder than ranged spells. WHY?
Because you are charging your enemy head on, while with ranged spells you are much safer.
This. It's called risk versus rewards. An incredibly important element to combat balance in MMOs.
Even if it's not just higher raw damage, melee must be rewarded in some way for taking on the extra risk of being in melee range.
Risk is one thing, uptime is another. With a ranged weapon youre always at the right distance to do damage. With a melee weapon you can only do damage when youre within 5-6m of the target. Which means that with a ranged weapon you can keep up almost constant DPS because youre avoiding most of the PBAOE attacks just by standing away from the boss... and youre doing that anyway. Playing melee on the other hand involves a lot of running in and out, dropping your DPS completely to avoid getting killed. And then you have switching between targets which for a ranged fighter means noting more than moving the camera a bit to the left or right and for a melee fighter it means running around and using up resources on gap closers.
While you do have a point, I would just like to point out that the loss in dps from movement of being melee is quite mitigated with the multitude of gap closers available (which do respectable damage), and the ability to switch bars to one with a ranged ability or two to keep dps up while you have to move around.
This doesn't make the problem non-existent, of course, I did say mitigate. But I'm not sure melee should be rewarded with a substantial amount of higher potential numbers to compensate.
Ideally, in the actual raid situation melee and ranged must be able to actually pull equal numbers. If we don't buff melee enough, they'll be too low from the movement penalty. If we buff melee too much, then the movement penalty won't be enough and their dps will be too high, leading everyone to rush immediately to melee builds.
I it's not too clear what my goal is to this post, I guess I just wanted to bring up that ZoS should be careful to keep this in mind concerning balancing melee vs ranged. In theory, melee's numbers should be better. But that shouldn't actually happen in a boss fight, there melee should be brought down to an equal level by the raid mechanics that wouldn't lower the dps of a ranged.
That was my point. This is happening already. Whenever the boss does a PBAOE attack the melee must stop dps and get the hell out. As for weapon swap... atm its way too unresponsive to be used quickly and reliably.
Khivas_Carrick wrote: »I hear of people getting glitched every night from weapon swapping. That *** is still not working right
Khivas_Carrick wrote: »Tank tries to switch his weapons in a fight, his bars completely lock up and he can't even auto-attack. Sometimes I can only roll dodge and that's it, other times the healer can switch weapons but can't cast spells, same for caster DPS.
It happens way more often than I'd care to admit and it's still an issue for some. You're lucky if you haven't encountered it yet, so good for you, not sure why you feel the need to tell others it doesn't exist just because it works for you.
I do agree with you though that ZoS is at least working on it, already means more than what other companies would've done.