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Stamina, Blocking, Roll Dodge, Sprint Overhaul

Postumus
Postumus
While browsing threads about the current balance between stamina and magicka based builds, I saw someone mention that one of the reasons why a magicka based build beats out stamina builds is the way Block, Dodge and Sprint work.

Basically, the current meta two-stat magicka build (49 points HP, magicka gear etc.) still ends up with a very good sized stamina pool due to the default +20 to each attribute per level. Blocking, Dodge and Sprint all require stamina, but they aren't enhanced by having MORE stamina, and the amount of stamina which a max level magicka build ends up with is more than enough to spam Block, Dodge and Sprint when required. So, a magicka based sorcerer can block almost as effectively (bar any passives) as a stamina based tank, runs just as fast, and rolls the same distance, all at the same stamina cost.

In fact, the magicka builds have a large advantage, in that using their main damaging/healing abilities does not drain stamina used to Block, Dodge and Sprint, while using the equivalent abilities on a stamina build reduces the amount of Blocking, Dodging and Sprinting that character can do.

My idea is to tie the effectiveness of stamina based moves like Block, Dodge and Sprint to the max stamina of a character.

For a character with no attribute or enchantment points into stamina, Blocking would cost more, and mitigate less damage. Roll dodge would cost more, and move the character a smaller distance. Sprint would either cost more, move slower, or both. A character with soft-capped stamina would Block better, Sprint faster, and Dodge farther, all for less stamina.

Why wouldn't a character with max stamina, who is supposed to be extremely athletic, be able to do these things better and more often?
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