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Something needs to be done about the stamina issues

Lynx7386
Lynx7386
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Particularly as a tank, i'm getting sick and tired of being constantly out of stamina because someone at ZOS decided it was a good idea to put too many defensive/utility moves on the same resource bar. I already have a huge amount of stamina getting soaked up by blocking, but on top of that I have to dodge roll, break out of fear/CC, and interrupt casters all with the same resource bar, and then I have to hope I have enough stamina left over for constant taunting (because nobody thought "hey, what about an AoE taunt?"), dropping circle of protection, and using any other weapon abilities on my bar.

Stop pushing out worthless new content until you get the core issues with the game fixed. Utility effects like sprinting, sneaking, dodging, blocking, bashing, and CC break need to either be put on their own seperate resource bar from stamina/magicka, or they (and stamina based abilities) need to be drastically reduced in cost.
PS4 / NA
M'asad - Khajiit Nightblade - Healer
Pakhet - Khajiit Dragonknight - Tank
Raksha - Khajiit Sorcerer - Stamina DPS
Bastet - Khajiit Templar - Healer
Leonin - Khajiit Warden - Tank
  • rotiferuk
    rotiferuk
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    Lynx7386 wrote: »
    Utility effects like sprinting, sneaking, dodging, blocking, bashing, and CC break

    Since these would all require PHYSICAL effort in real life they should be stamina based. Try putting a magicka based utilitiy on your action bar. You can use this while your stamina regenerates.
    EU Server.
  • Daethz
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    We lose stamina from blocking, running, interrupting and so on plus stamina spells are weaker than most if not all magicka spells in existence.
    Plus certain spells like DW's Flurry are prone to desync's which force the entire animation but don't deal any damage at all.

    Fix or F2P asap.
    Edited by Daethz on June 10, 2014 3:08PM
    Waiting, and watching, for the return of Melee Weapons.
    -Subsidiary of The Fighters Guild
  • Ragnar_Lodbrok
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    Indeed, Id say create a third bar for blocking, cc breaks, rolling/dodge, based of stamina level. Barring that Id say nerf the *** out of light armor and staff
  • Lynx7386
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    I don't think a light armor/staff nerf is particularly necessary, but if all these things are going to be based on stamina, then:

    1. Reduce all stamina ability base costs by 25%.
    2. Increase the attribute point gain for stamina to 15 instead of 10, just like health.
    3. Increase the damage of stamina based weapon abilities by at least 10% to be on par with magicka abilities.

    It's long past time for stamina builds to be as viable as magicka builds
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Lynx7386
    Lynx7386
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    Failing that, a seperate resource bar for these mechanics is necessary, and there's still going to be a need to reduce stamina costs and increase stamina ability damage just to bring stamina in line with magicka as an offensive resource.

    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Paladin_echo1
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    Do not forget that while stamina spells are weaker, Stamina also does not effect your class Ultimates. Dawnbreaker and the comet from the mage tree haven't been the ultimates I see most of the time in both pve and pvp.
  • rophez_ESO
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    Stamina and Magicka should have different softcaps. Give stamina a 50% higher stoftcap to compensate for needing that resource for more things.
  • Viblo
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    This is a huge imbalance and a major reason people are forced to go magicka pool builds instead of stamina. Doubt they will ever be able to fix this though because it was such an imbalance before the game even went live and they were blind to it when it could have been changed. Now it's too late and their game is built on an imbalanced foundation and they have no clue how to change it.
  • Lynx7386
    Lynx7386
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    Stamina and Magicka should have different softcaps. Give stamina a 50% higher stoftcap to compensate for needing that resource for more things.

    Changing the softcap wont make a difference if both stamina and magicka still get the same +10 from attribute points.
    Now it's too late and their game is built on an imbalanced foundation and they have no clue how to change it.

    I dont think it's too late to change things for the better, it just takes some creativity and number tweaking.

    I think that on average, any particular stamina ability should cost roughly 25% less than an equivalent magicka ability, and do the same damage or have similar utility effect.

    It probably wouldnt hurt either if they made one of the passives (maybe even the final/highest level passive) in each melee weapon tree (and bow tree) reduce the cost of blocking, dodging, bashing, cc break, etc. by a significant amount - that way melee users get the reduction but anyone wielding a staff doesnt.

    Another possible tweak is to add reduced stamina costs to the medium armor line, just like the light armor line has reduced magicka costs. The real imbalance here is that the magicka cost reduction applies to -all- magicka abilities (even mage's guild and class abilities), while the stamina cost reduction passives in the weapon skill trees only apply to that particular weapon type, and not things like the fighter's guild abilities or alliance war abilities.

    What if the passives in each weapon skill tree that say something to the effect of "reduces stamina costs of weapon abilities in this tree by 20%" were changed to "reduces the cost of all stamina abilities by 20%", effectively making up for the lack of a light armor magicka reduction equivalent as long as you have one of those weapons equipped?



    Further, the armor cap for medium and heavy armor needs to be raised, I'd say 50% for medium and 100% for heavy. That way you dont have light armor wearers reaching the same effective armor level as heavy armor wearers, while receiving MUCH higher offensive bonuses from light armor passives.

    Also, abilities like annulment, evasion, and immovable need to require that you have a majority (4 pieces) of the respective armor type equipped, this way you dont have someone in 7/7 light armor activating immovable from the heavy armor tree to become immune to CC.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Phantorang
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    Lynx7386 wrote: »
    Particularly as a tank, i'm getting sick and tired of being constantly out of stamina because someone at ZOS decided it was a good idea to put too many defensive/utility moves on the same resource bar. I already have a huge amount of stamina getting soaked up by blocking, but on top of that I have to dodge roll, break out of fear/CC, and interrupt casters all with the same resource bar, and then I have to hope I have enough stamina left over for constant taunting (because nobody thought "hey, what about an AoE taunt?"), dropping circle of protection, and using any other weapon abilities on my bar.

    Stop pushing out worthless new content until you get the core issues with the game fixed. Utility effects like sprinting, sneaking, dodging, blocking, bashing, and CC break need to either be put on their own seperate resource bar from stamina/magicka, or they (and stamina based abilities) need to be drastically reduced in cost.

    Bring a Templar and your stamina problems are solved :)
    Fimbulwinter Recruiting true Vikings | Campaigns score | EU PC
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