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Light Armor + Staff, 3 solutions

  • Reykice
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    There are really only three answers to this problem:
    1. Light armor needs the cost reduction to magicka skills removed or squelched.
    2. Light armor needs negatives to balance what positives come from it (negative HPs per piece worn, increased susceptibility to fire, etc)
    3. Medium and Heavy armor need passives that would bring them into desirability to an equal level.

    4. Make staff skills use Stamina like every other weapon skill.

    And make every weapon skill and light/heavy attacks use magicka.

    No.
    Why would you do that?
    It serves no purpose.

    Neither would making a staff a stamina weapon...
  • CosmicChaos
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    They just need to fix medium and heavy armor passives to be more comparable to what light armor has to offer. Right now Light armor makes for some useful dps builds, nerfing it means a lot of useless builds. I play Templar and the only weapon I use is a Bow. The reason I get by with it is in PVE I the only bow skill I use is magnum shot. Giving me a stamina based CC on top of Binding Jav is really nice. In PVP I switch out the bow skill for immovable. But almost all my DPS is applied with Binding Jav,Reflective Light and my Ult. Without full light Templar is the definition of Burst DPS and it isn't even high DPS. Even in full light in PVP I am out of magicka in 6-10secs. And I'm using a fairly low cost action bar. My action bar is immovable/Binding Jav/Reflective Light/Breath of Life/Eclipse and with this build I can solo fine against 3 of the 4 classes. We need to buff the other two armor trees to be more enticing to players.
  • SilverWF
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    Light Armor + Staff, 3 solutions

    Solutions? Hm, we didn't have a problems with light armor and staves. Sure, thanks for you care of us, but no.

    Also, wall-of-text is always bad.
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  • Reykice
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    if the OP is not smart enough to figure out that the Cost Reduction for casters is on the Armor while the one for melee/rangers is on the weapon then he should not make a thread....

    Also... the crit chage Medium Armor gets... a light armor user uses a skill slot to get it.

    People go on and on about armor without realizing that the only difference is the spell penetration and magic resistance... but then again Medium Armor gets something else more suited for a melee character...

    Really, they should have a quick IQ test before the Poll option...

    Cost reductions on the weapon do not affect class skills and spells like the light armor ones do. The crit chance medium armor gets is paid for with skill points the same way Prodigy is - both passive - neither using the ability bar. There is far more difference between the armors than spell penetration and magic resistance, but I guess I should be chastised for thinking I can start a thread without people like you being allowed to comment.

    By the way, this wasn't a poll.

    Because class skills... as i`m sure you might have noticed... use magicka. So stamina cost reduction won`t do anything for them because, repeat after me, they use magicka.

    Prodigy has an equivalent in the Medium Armor tree... you make it sound like it doesn`t.... and the attack speed bonus adds twice the dps Prodigy adds.

    Once could argue that its not the best design but it has nothing to do with light armor or staffs...

    Also, no sane developer will allow a build that enhances light/heavy attacks to do the same dps as a build that uses magicka for skill.... as the magicka build will run out of steam while the heavy/light attack one can just keep on going.

  • ShedsHisTail
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    There are really only three answers to this problem:
    1. Light armor needs the cost reduction to magicka skills removed or squelched.
    2. Light armor needs negatives to balance what positives come from it (negative HPs per piece worn, increased susceptibility to fire, etc)
    3. Medium and Heavy armor need passives that would bring them into desirability to an equal level.

    4. Make staff skills use Stamina like every other weapon skill.

    And make every weapon skill and light/heavy attacks use magicka.

    No.
    Why would you do that?
    It serves no purpose.

    Neither would making a staff a stamina weapon...

    What making a staff a Stamina weapon would do is force players who have front-loaded all their stats into Magicka to re-allocate those stats into a format more similar to what every other spec in the game has to deal with.

    What makes the Staff/LA build so powerful, regardless of class, is that it allows players to ignore the balancing act of Stamina and Magicka that every else has to deal with.

    If you put them on equal footing with other specs, they will become less powerful and less desirable.

    Then, once everyone is on the same page, you can start with the buffing and adjustments.
    Edited by ShedsHisTail on June 11, 2014 11:15PM
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  • Varicite
    Varicite
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    if the OP is not smart enough to figure out that the Cost Reduction for casters is on the Armor while the one for melee/rangers is on the weapon then he should not make a thread....

    Also... the crit chage Medium Armor gets... a light armor user uses a skill slot to get it.

    People go on and on about armor without realizing that the only difference is the spell penetration and magic resistance... but then again Medium Armor gets something else more suited for a melee character...

    Really, they should have a quick IQ test before the Poll option...

    Both of the magicka based weapons return magicka on top of the light armor passives, boosting regen far and away beyond the softcap on the character sheet.

    The only stamina-based weapon that returns resources is the 2 hander, which doesn't give back direct resources, but increases stamina regeneration (which I believe is effected by the soft cap, making it rather meaningless.. much like Green Dragon Blood for stamina heavy builds).

    Also, at VR10 legendary levels w/ armor glyphs and enchants, the armor difference between light armor and heavy armor is 285 thanks to armor soft caps, which is pretty much negligible, while light armor retains far and away better passives than heavy as well as much higher spell resistance.

    Here is a link to a spreadsheet that shows exactly this in case anyone is skeptical:
    https://docs.google.com/spreadsheets/d/1d8co7KmeRnOhnskZS4P0q5nzuHNu5MPhD7o0Q92iMYw/edit#gid=0

    The gap just narrows as you increase in Veteran Ranks as well.

  • MasterSpatula
    MasterSpatula
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    What I see here:

    1. Completely ruin the only setup that really works.
    2. Not everyone wants to play the same way, but those who do want to play that way should have the experience ruined for them.
    3. I guess, if you must, you could improve things for HA, MA, and Stamina builds. But really, why make everyone happy when you could make those who are happy miserable instead?

    Seriously, you outline a very serious problem then present three solutions, two of which amount to nothing but "make everyone suffer."

    EDIT: Just so we're clear, I absolutely want my HA/1H&S tank to be more viable. And I hate that my healer Templar is more effective in LA/DS/RS than in MA/DW/RS. But I like my Sorcerer just the way it is, and there's no good reason to make it worse.
    Edited by MasterSpatula on June 11, 2014 11:05PM
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  • Reykice
    Reykice
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    What I see here:

    1. Completely ruin the only setup that really works.
    2. Not everyone wants to play the same way, but those who do want to play that way should have the experience ruined for them.
    3. I guess, if you must, you could improve things for HA, MA, and Stamina builds. But really, why make everyone happy when you could make those who are happy miserable instead?

    Seriously, you outline a very serious problem then present three solutions, two of which amount to nothing but "make everyone suffer."

    EDIT: Just so we're clear, I absolutely want my HA/1H&S tank to be more viable. And I hate that my healer Templar is more effective in LA/DS/RS than in MA/DW/RS. But I like my Sorcerer just the way it is, and there's no good reason to make it worse.

    you are absolutely true, this would not make anything more viable, just destroy the few builds currently working... i doubt ZENIMAX would do that anyway.
  • Tamanous
    Tamanous
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    Light armor + staff is about the ONLY combo that actually manages to barely take on high level VR content.

    The issue is NOT that the combo is over powered. The real issues is that Stamina builds are weak due to a number of factors.

    Stop trying to nerf what works and wrap your head around making abilities that are currently weak more competitive.

    Light armor and staff should be viable. People who want to make mage type characters should be allowed to do so. Currently it just so happens to be competitive. Focus is needed in areas too weak to compete. Stamina and melee/bow based around heavy and medium armor simply does not work as intended. Other than looking at light armor and staff as a baseline the discussion shouldn't even be about this combo at all.

    The passives for medium and heavy armor need to be looked at along with the cost and usage of stamina based abilities that must also be used along side defensive stamina costs. Focus on the real issues.
    Edited by Tamanous on June 11, 2014 11:22PM
  • xanikk999
    xanikk999
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    I agree nerf the hell out of staff and dress.

    No ty. Buff medium, heavy and stamina instead.
  • SilverWF
    SilverWF
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    There is no place for pure stamina builds, this game was designed in this state and you all are bought this game in this state.
    Deal with it.
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  • xanikk999
    xanikk999
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    Also... the crit chage Medium Armor gets... a light armor user uses a skill slot to get it.

    This is incorrect. Light armor gets a similar passive and it's not active.
  • Hedonist_Jester
    What I see here:

    1. Completely ruin the only setup that really works.
    2. Not everyone wants to play the same way, but those who do want to play that way should have the experience ruined for them.
    3. I guess, if you must, you could improve things for HA, MA, and Stamina builds. But really, why make everyone happy when you could make those who are happy miserable instead?

    Seriously, you outline a very serious problem then present three solutions, two of which amount to nothing but "make everyone suffer."

    EDIT: Just so we're clear, I absolutely want my HA/1H&S tank to be more viable. And I hate that my healer Templar is more effective in LA/DS/RS than in MA/DW/RS. But I like my Sorcerer just the way it is, and there's no good reason to make it worse.

    You are 100% correct, and I would never advocate nerfing something that works in order to balance with things that dont. That's like putting plastic on your furniture because your roof leaks.

    Both "nerfing" solutions I posed would then be followed up by standard balancing to the environment, just like the third would also require.
  • Shaun98ca2
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    I guess it would help a LOT if people understood the issue why the armors seem unbalanced. Its due to Magicka versus Stamina builds. Now if people understood why Magicka and Stamina is currently outta whack. The answer is very easy and simple and the Devs have been working towards it for a while now.

    This is just my belief but if you look at a LOT of things it starts to make sense.

    The issue is the Resource Management in the game. The fix is REALLY gonna make people unhappy and require more tuning of Veteran Rank.

    1. Look at Templars they got Nerfed with no fix screwing their Magicka Management.

    2. Look at NightBlades upcoming patch 1.2 they are getting their entire Resource Management screwed to completely worthless.

    3. DragonKnights never really had much a Resource Management to begin with and I hear their took a slight hit as well.


    The way I see Magicka versus Stamina is SUPPOSED to work is.


    Magicka has High Damage with low sustainment. Once Magicka runs out your next to worthless with DPS being lower than that of a Stamina users.

    Stamina has GOOD damage with HIGH sustainment. Once your Resource runs out you still have better damage than a Magicka user without their Resource.

    Stamina builds ALSO get the benefit of increased survivability with Block, Dodge, Stun, CC Break(these are not supposed to be fixed values long since beta).

    All classes have a few Magicka based abilities that assist Stamina builds as they are good regardless of points in Magicka.

    Balanced builds are also "promoted" as Magicka's cost reduction is on the clothes and Stamina's cost reductions is in the weapon your using.



    You wanna see to the balance between Magicka and Stamina play ANY class as a full Magicka build minus destro staff(has OPed abilities IE Impulse) or ESPECIALLY restro staff.
  • babylon
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    PBpsy wrote: »
    Nerfing Light will not make Medium and Heavy any less crappy.It will just make all builds gimp. Unfortunately this is the direction that ZOS seems to want to take.
    What a boring game this will be in a couple of months. :(

    So you mean itd be balanced?

    No, it would not be balanced unless you're suggesting stamina builds right now are balanced vs the game.

    What they need to do is buff skills up.
    Edited by babylon on June 11, 2014 11:43PM
  • Lynx7386
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    Yes, light armor + resto/destro staff + class abilities is too good.

    No, they should not be nerfed as the solution. The reason medium/heavy armor and melee weapon/stamina builds suck right now is not because light armor is too good... it's because they suck.

    If you just nerf everything until everyone is equally crappy, the game is not going to be fun anymore.



    Here's my proposed solution:

    -Change the 20% stamina reduction cost in each weapon skill tree to the following:

    Two Handed: Balanced Blade
    Reduces the cost of all stamina abilities by 10/20% while wielding a two handed weapon.
    One Handed & Shield: Fortress
    Reduces the cost of blocking by 15/30% and the cost of all stamina abilities while wielding a one handed weapon and shield by 10/20%.
    Dual Wield: Controlled Fury
    Reduces the cost of all stamina abilities by 10/20% while dual wielding.
    Bow: Ranger
    Reduces the cost of all stamina abilities by 10/20% while wielding a bow.


    -Change the passive "Evocation" in the light armor tree to the following:

    Evocation
    Increases spell critical strike chance by 1/2/3% per piece of light armor equipped. Current bonus: X%


    -Change the following passives in the destruction and restoration staff skill lines:

    Destruction Expert (destruction staff)
    Current: Restores 3/6 magicka when killing a target with a destruction spell.
    New: Reduces the cost of all magicka abilities by 10/20% while wielding a destruction staff.

    Absorb (restoration staff)
    Current: Blocking spells restores X magicka.
    New: Reduces the cost of all magicka abilities by 10/20% while wielding a restoration staff.


    -Change inner light and it's morphs to the following (remove crit, as it is now available in the light armor line):

    Magelight:
    Summons a light that reveals hidden and invisible enemies within 12 meters.
    (no more crit, no more magicka reduction, it's a free passive that requires a skill slot)

    Radiant Magelight:
    Summons a brighter light at the targetted location that reveals hidden and invisible enemies within 20 meters for 30 seconds. Allies in the area take 50% less damage from stealth attacks.
    (Instead of floating around you, the ball is cast at an area and reveals a larger area, still provides the defensive bonus. Would be more useful for defending keeps).

    Inner Light:
    Increases weapon and spell damage by 10%, but reduces max magicka and max stamina by 5%. No longer reveals hidden or invisible enemies.
    (no more glowing ball, thus no more stealth detection, this simply works as a damage boost in place of the crit that it once gave).


    -Change the following skills in the heavy armor skill line:

    Juggernaut:
    Increases weapon damage and spell damage by 1% / 2% per piece of heavy armor equipped. Current bonus: X%.
    (no longer just a melee damage bonus. This way heavy armor is useful for both stamina and magicka builds, while medium armor is stamina focused and light armor is magicka focused).


    -Add the following restrictions to armor active abilities:

    Annulment / Dampen Magic / Harness Magicka
    Can only be activated if at least 4 pieces of light armor are equipped.

    Evasion / Shuffle / Elude
    Can only be activated if at least 4 pieces of medium armor are equipped.

    Immovable / Immovable Brute / Unstoppable
    Can only be activated if at least 4 pieces of heavy armor are equipped.




    What these changes will accomplish:

    -Light armor no longer provides reduced magicka costs, but instead provides critical for spells, this gives it the same benefits for a magicka build that medium armor gives for stamina builds.

    -Stamina reduction passives in melee/bow skill lines will now apply to all stamina abilities, including alliance war and fighter's guild abilities.
    -Magicka reduction passives are now gained from the destruction staff and restoration staff skill lines, rather than from light armor.

    -Magelight is no longer a 'must have' ability for spell builds, and now becomes equally useful for both stamina and magicka builds.

    -Heavy armor becomes equally useful for either stamina/melee focused characters OR magicka focused characters, or better yet hybrid characters. In fact, heavy armor would become the armor type of choice for hybrid builds, while medium armor is more favorable to heavy stamina builds and light armor is more favorable to heavy magicka builds. The changes to juggernaut also allow for heavy armor damage dealers to be effective.

    -Players wearing all light armor (or all medium armor) will no longer be able to abuse immovable for the crowd control immunity and armor bonus, and likewise for the light armor and medium armor active abilities.



    maybe after all of that is done, actual balancing on the damage/cost values between magicka and stamina abilities can occur.
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  • PBpsy
    PBpsy
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    Shaun98ca2 wrote: »
    PBpsy wrote: »
    Aimelin wrote: »
    So, do you guys even compare the different amounts of spell resist & armor you get with full light, medium & heavy?

    Wtf is this? ok guys, we got DKs nerfed & sorc semi nerfed, lets find the next thing to cry about & get it nerfed?

    instead of nerfing everything, propose things to bring the other armor types on par with light, instead of crying qq op nerf !!!!1!111!!!

    i honestly thing they're fine as is, light gives magicka recovery, medium gives stam recovery, heavy gives hp recovery. Light gives bonus to spells, medium to weapons, heavy to survivability.

    wtf is you guys problem? are you trying to run magicka based builds while you pump *** in stam? learn what different class abilities & weapon abilities are considered as, not all "spells" are spells ....

    No they are certainly not balanced.

    LA give extra damage with magicka skills, 21% cost reduction, 10% crit and magicka regen.and spell resist. I do think it is where the Line should be though. The other Armors are pretty bad compared and should be drastically buffed. I am now completely converted.

    Also it isn't a matter of being able to cap armor in LA since armor seems to not do much when you are dead in 4 hits with either 1000 armor or 2000 armor.I prefer to let it at 1450 with 5 L/2H and use my jewel enchants for actually good stuff like extra magicka regen and reduced spell cost The whole mechanic of armor mitigation should be looked at. I am a Sword and Shield NB.

    Armor Softcap is only 30% damage reduction for physical damage. Assume Spell resist is same. Its when you start pushing closer to Hardcap that the values mean something. 50% at hardcap.

    Get the funny feeling people don't realize how good hardcap is for a character.

    Hm. Interesting. I am not sure though how that extra 20% mitigation would compare with the extra self HPS I can get by going light .
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  • Cogo
    Cogo
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    Shaun98ca2 wrote: »

    Well disagree all you like, luckily the Developers took a different route with this game. Being able to Tank in any gear opens up opportunities for people to play how they want. Being a caster DPS and then being able to swap a few skill you can be a Tank. They even offer a ranged taunt that USES Magicka. But being a tank in Light Armor requires what I would say is a lot of effort on the players part to reach those soft caps wasting traits on armor.

    Very well said! People keep forgetting the CORE of ESO. YOU build your class. However you do it, is up to you, and some players might be very good in a "bad" build.

    I love it!
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  • Tabbycat
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    Stop asking for things to be nerfed. Start asking for things to be buffed instead.
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  • Wifeaggro13
    Wifeaggro13
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    The problems in balance and the inability to run viable stamina builds all boils down to the synergies between staves and light armor. This does not mean that stamina builds are not viable in the PvE world - simply that they will not be invited to trial groups generally, and will have harder times with resource management in order to come close to the healing/damage output of a light armor/staff build.

    The synergies I'm talking about are two-fold. The first and most glaring is on the light armor side - The ability to negate 21% of the cost of your skills, coupled with a up to 28% regeneration of the magicka pool. Add to this set items that further reduce cost, flat cost reduction jewelry, and cost reduction racials and you can end up with a stupid amount of magicka per ability usage. While Pulsar and Elemental Wall are not the most damaging of AOEs, they are by far the most efficient since they use magicka. Cost reduction from the light armor tree makes these skills far more desirable than any of the weaponline counterparts (Whirlwind, Cleave, Volley, etc), since they become far more sustainable. The second issue is in staves using spell critical instead of melee critical in order to boost their damage. This negates the choice to run with medium armor as the Dexterity passive does nothing for either of the characters main skill lines. A simple delve into the Mage's Guild will provide anyone and everyone with 20% spell critical, another 10% from Prodigy since light armor is the obvious choice, and then an even further percentage from the Mundus stones since pool regeneration or increased maximums aren't necessary at this point.

    When you make skills synergize like this, it becomes not only impossible to beat, but extremely difficult to even come close to through other means. Restoration staff, which should be used by whomever is playing the role of the healer, provides a 10% damage boost through the Cycle of Life passive. This is straight DPS to anyone who is using class skills instead of weapon skills as output! You may say "But Jester, the Dual Wield weapon line will also increase your classes damage output!" I'd quickly remind you that the abilities in the dual wield line also require stamina and stamina regeneration - which causes the entire synergistic effect of light armor to fall apart. When the light armor falls down, so does your spell critical. You pulled out the cornerstone from my Jenga tower... it's all coming down.

    Destruction staff allows anyone to AOE with the best of them while wearing light armor, and Restoration staff allows anyone to increase their base DPS by 10% and base healing output by up to 30% while wearing light armor. While ZOS nerfs pulsar, and buffs individual class skills - they are ignoring the flaw at it's source: The overpowered nature of Light Armor.

    If Light Armor gave cost reduction to dodge/roll/block and stamina based skills as well as magicka - do you honestly think you'd see the disparity in weapon choices? Heck no! You'd have robe wearing greatsword swinging knuckle draggers left and right. Robe wearing archers. All weapon lines would be able to be balanced accordingly. But light armor would remain ahead of the pack.

    There are really only three answers to this problem:
    1. Light armor needs the cost reduction to magicka skills removed or squelched.
    2. Light armor needs negatives to balance what positives come from it (negative HPs per piece worn, increased susceptibility to fire, etc)
    3. Medium and Heavy armor need passives that would bring them into desirability to an equal level.

    Until this is fixed, any boosting/nerfing of class abilities and/or staff based weapon skills have no effect on the paradigm. You reduce the damage on Pulsar, the Dragonknight robe wearer simply uses a different AoE in it's place. You increase the damage on Impale, the Nightblade robe wearer thanks you. Now if you were to give an "Evocation" passive to the medium/heavy armor tree, and a fighter's guild passive that allowed dodge/roll/block stamina to come from the magicka pool? Your 8 different robe wearing staff weilders become thousands of effective builds.

    Heavy Armor Passive: Strength of Will. Rank 1 Combat Manuevers cost Magicka instead of Stamina while wearing 5 pieces of heavy armor or more.
    Heavy Armor Passive: Empowered Plates: Rank 1/2/3 Reduces the Stamina cost of spells and skills by 1%/2%/3%, and increases maximum HPs/Stamina by 0.5%/1%/1.5% per piece of heavy armor worn.

    Medium Armor Passive: Catlike Reflexes Rank 1 Combat Manuevers costs are split between your Magicka and Stamina pools equally while wearing 5 or more pieces of medium armor.
    Medium Armor Passive: Dexterity: Rank 1/2 Reduces the cost of all spells and skills by 1%/2%, increases melee critical strike chance by 1%/2%, and increases melee critical strike damage by 1%/2% per piece of medium armor worn.

    I completely agree.but i dont think light armor needs decrease . Rather melee and stam/health builds need a boost.there are serious Dps checks in trials. As ass backwards and canabalistic design of trials. Those dps checks are good mechanics. But the rest of the end game is way shody.i think stamina and health builds need to be buffed and the rolls defined.
  • demonlkojipub19_ESO
    demonlkojipub19_ESO
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    PBpsy wrote: »
    Nerfing Light will not make Medium and Heavy any less crappy.It will just make all builds gimp. Unfortunately this is the direction that ZOS seems to want to take.
    What a boring game this will be in a couple of months. :(

    No, they remove the magica cost reduction and spell pen and I will be pretty damn happy.
  • SilverWF
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    No, they remove the magica cost reduction and spell pen and I will be pretty damn happy.
    Only this will allow you to no die in 1st two-three seconds of fight with mage?
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  • Shaun98ca2
    Shaun98ca2
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    PBpsy wrote: »
    Shaun98ca2 wrote: »
    PBpsy wrote: »
    Aimelin wrote: »
    So, do you guys even compare the different amounts of spell resist & armor you get with full light, medium & heavy?

    Wtf is this? ok guys, we got DKs nerfed & sorc semi nerfed, lets find the next thing to cry about & get it nerfed?

    instead of nerfing everything, propose things to bring the other armor types on par with light, instead of crying qq op nerf !!!!1!111!!!

    i honestly thing they're fine as is, light gives magicka recovery, medium gives stam recovery, heavy gives hp recovery. Light gives bonus to spells, medium to weapons, heavy to survivability.

    wtf is you guys problem? are you trying to run magicka based builds while you pump *** in stam? learn what different class abilities & weapon abilities are considered as, not all "spells" are spells ....

    No they are certainly not balanced.

    LA give extra damage with magicka skills, 21% cost reduction, 10% crit and magicka regen.and spell resist. I do think it is where the Line should be though. The other Armors are pretty bad compared and should be drastically buffed. I am now completely converted.

    Also it isn't a matter of being able to cap armor in LA since armor seems to not do much when you are dead in 4 hits with either 1000 armor or 2000 armor.I prefer to let it at 1450 with 5 L/2H and use my jewel enchants for actually good stuff like extra magicka regen and reduced spell cost The whole mechanic of armor mitigation should be looked at. I am a Sword and Shield NB.

    Armor Softcap is only 30% damage reduction for physical damage. Assume Spell resist is same. Its when you start pushing closer to Hardcap that the values mean something. 50% at hardcap.

    Get the funny feeling people don't realize how good hardcap is for a character.

    Hm. Interesting. I am not sure though how that extra 20% mitigation would compare with the extra self HPS I can get by going light .

    You can get other Magicka "benefits" that don't scale with Magicka like Templar sun shield. Every class has an ability that doesn't need any points in Magicka to be useful at all making reaching hard cap in Stamina more viable.
  • Kingslayer
    Kingslayer
    ✭✭✭
    I don't see an issue with destro staff or it being "op" as you say because it just isn't. Stamina based builds are well underpowered they should be buffed and have their costs reduced greatly. Stop trying to destroy what is left of the game with constant nerfs. Nerfs are never good for any kind of balance. Because it ruins any form of balance from the get go. There will always be one class or one weapon which seems overpowered and nerfing it to bring it in line with the rest sets of a chain reaction which usually doesn't stop until their is barely anyone left in the game. Then it makes a nice transition to f2p and ends up spending most of its time trying to sell ridiculous vanity items on its online shop.
  • Hedonist_Jester
    Wow. I'm so glad everyone is posting for me to stop nerfing things. Because you know, not only am I the lead developer for some international online video game, but I'm also just looking to make said game impossible to play.
  • Kingslayer
    Kingslayer
    ✭✭✭
    Wow. I'm so glad everyone is posting for me to stop nerfing things. Because you know, not only am I the lead developer for some international online video game, but I'm also just looking to make said game impossible to play.

    It might help stop posting complaining about the wrong subject where the subject obviously lies in the weak stamina based builds.
  • ExiledKhallisi
    ExiledKhallisi
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    If they gimped cost reduction good luck getting healed by any class other than op infinite mana sorc.

    All these complaint threads on stamina when my vr6 pure stam NB archer face rolls vr content...I don't understand....

    The price of dealing more damage is taking more..

    Light armour builds gets *** on in cyrodil vs melee.
    Edited by ExiledKhallisi on June 12, 2014 3:34AM
    >>>>>>>>(DC)Guild Master of Biestas 250+ Active Members<<<<<<<<
    ||||||Vr14 Sorc: Darkened Soul vr14 Templar: Tiffaney||||||
    “Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
    ― Sun Tzu, The Art of War
  • ShADoW0s
    ShADoW0s
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    Right now, nerfs are not the answer buffs are. Also the soft cap is way to low, why would you run heavy armor, if you can hit the soft cap with light and give yourself more mana to fight with?
  • Hedonist_Jester
    It's relative, geniusboy. If your build does 10 dps, or 120k dps is completely relative to the games content and systems. Nerfing and boosting are identical concepts when the system is in flux, and you can only sit back and assess when the smoke clears. Does armor need to be changed/balanced? Yes? Then stop demanding it be changed one way or another relative to a broken system.
  • Shaun98ca2
    Shaun98ca2
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    If they gimped cost reduction good luck getting healed by any class other than op infinite mana sorc.

    All these complaint threads on stamina when my vr6 pure stam NB archer face rolls vr content...I don't understand....

    The price of dealing more damage is taking more..

    Light armour builds gets *** on in cyrodil vs melee.


    Melee builds absolutely destroy Light Armor caster builds in PVP. After people learn this there will be a new tune sung on the forums.

    I also imagine Sorcerers aren't going to keep their infinite mana without a heavier cost than they currently have. Right now its too easy for them to have infinite mana over the other classes at too low of a cost.
    ShADoW0s wrote: »
    Right now, nerfs are not the answer buffs are. Also the soft cap is way to low, why would you run heavy armor, if you can hit the soft cap with light and give yourself more mana to fight with?

    As for the Soft Cap issue.....that's working as intended. Wearing Light Armor you can reach the soft cap yes but you have to sacrifice a lot in character development in order to do so.

    Hard Armor reaches the caps MUCH easier AND still has the increased survivability over Light Armor while leaving addition armor traits and jewelry free for whatever you like.
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