Ragnar_Lodbrok wrote: »ZOS_JessicaFolsom wrote: »Many of you have asked what we’re doing to make skills, passives, and builds based on stamina more viable and as attractive as the magicka-based options. Below is a first look at some of the improvements we’re making to stamina-based skills and passives. As with all our balance efforts, this is an ongoing process and there will be more to come. We look forward to hearing your thoughts!
Bow: Poison Arrow
- Poison Arrow’s damage-over-time has been increased by 50% overall.
Bow: Snipe
- Snipe’s cast time will be reduced from 3 seconds to 2 seconds.
- Snipe’s maximum range will be reduced from 40 meters to 35 meters.
- Snipe’s minimum range will be reduced from 20 meters to 10 meters.
Dual Wield: Flurry
- The damage for Flurry’s final hit will be increased by 10%.
Medium Armor
- With the Wind Walker passive, medium armor will reduce stamina costs by 2% per piece equipped.
Two Handed: Cleave
- Cleave’s damage-over-time will be increased by 25% overall, and scale as the ability ranks up.
Two Handed: Uppercut
- Uppercut’s damage will be increased by 10%.
- Uppercut’s global cooldown after use will be reduced by 50%.
Nothing about fixing 1h & s? Nothing about nerfing stick and skirts? No fixes to why heavy armor is absolutely useless? You guys are useless, zenimax
go home you're drunk.
I think buffing instead of nerfing is the way to go
one hand and shield is used for tanking in trials really dont see the problem there.
such a silly child
demonlkojipub19_ESO wrote: »
The damage increase and armor pen increase of heavy armor isn't overkill, because I also added damage increase to light armor and medium armor which balances it out, not makes heavy better for damage. The armor pen suggested isn't even higher than light armors current spell pen.
All armor types need skill use resource reduction.
demonlkojipub19_ESO wrote: »
The damage increase and armor pen increase of heavy armor isn't overkill, because I also added damage increase to light armor and medium armor which balances it out, not makes heavy better for damage. The armor pen suggested isn't even higher than light armors current spell pen.
All armor types need skill use resource reduction.
This would presuppose a reason to use stamina based skills ...
Currently, the reality in TESO is that you will always find a magicka based skill doing a better job than a stamina skill and this results into light armor builds because its more efficient in general.
As long armor and stamina skills are not strong enough it makes no sense to play stamina builds with medium or heavy armor.
So when you start reducing stamina cost when wearing specific armor types it makes no sense because many magicka skills are still better than any stamina based skill ...
*snip*
This I find to be a valid point as well, templars and nbs get really shafted on cc, nb gets a minimal snare/speed increase, and a very short term fear, I don't even know if temps even get any cc at all.
@Eivar I'm sorry. I agreed with you all the way until you said this. Piercing Javelin is a hefty knockback which can be morphed into a knockdown. Sun Fire is a sizeable snare. Eclipse is the 2nd best cc for PVE casters imo behind Negate Magic naturally. Nova stuns all enemies in an area and the Solar Disturbance morph snares them as well. Most of the Aedric Spear line includes some form of disorient, interrupt, or knockback.
If there's one thing temps are not short on it's cc.
ZOS_JessicaFolsom wrote: »Many of you have asked what we’re doing to make skills, passives, and builds based on stamina more viable and as attractive as the magicka-based options. Below is a first look at some of the improvements we’re making to stamina-based skills and passives. As with all our balance efforts, this is an ongoing process and there will be more to come. We look forward to hearing your thoughts!
cgerhardtutoringub17_ESO wrote: »My two cents (long post):
From my experience with the game (i have been playing since Beta) and its skill lines, I believe the design behind weapon skill lines and "stamina builds" were meant to be based upon using light/heavy attacks primarily with skills to be used as fillers/buffs. Whereas, Magicka builds were based upon using skills with light/heavy attack fillers.
This can be seen in the skills in the DW, 2H, and bow skill lines. Many of the skills have a dot attached and/or provide some sort of benefit for their usage, i.e. poison status effect, snare, root, bleed, stun, haste, range extender.
However, these are my thoughts on what was intended and not what currently exists. It is currently not possible to effectively use weapon skills to buff yourself/debuff your enemy and use light/heavy attacks efficiently as ones primary source of damage. Weapon attacks DO NOT do enough damage per attack.
IMHO weapon attacks need to be scaled up. Fix this first, then see if stamina costs need tinkering and which armor trait truly needs it. For instance, if weapon attacks did more damage and you could DPS competitively using the above mentioned model then medium armor would not need a stamina cost reduction.
On the topic of Heavy Armor Tanking (which i have not had the experience of using), I believe it will need some sort of Stamina management option. Best option would probably be to add Stamina cost reduction to 1H/S or a Stamina Recharge on successful Shield Block (similar to restoration staffs 10% magicka gain from heavy attack).
Lastly, I believe any class skill that utilizes weapon critical should also use weapon power to calculate its damage and not spell power. This just seems really odd to me and does not allow for great synergy between a weapon centric build and class skills. Examples of this are veiled strike, assassin's blade, biting jabs, etc.
Add a cost reduction to blocking, base damage increase or whatever to heavy. But adding any type of stamina or magicka reduction or regeneration takes away from the other armors.
Heavy armor is suppose to be the Health armor, not the stamina armor, not the magicka armor.
Just for a pov change, remember its a TES game.
Fully enchanted heavy was one of the most popular options, even with mages.
Yes, but in TES games, heavy armor regardless of enchants, cost more magicka than using light or cloth.
Yes, but Im also not calling for regen. Id prefer being able to kill it before Im out, not waiting for it to come back.
That is why they have medium and light armor and why you can mix and match. Heavy armor for defense, medium or light for your build type of choice. If you go full heavy, you should be extremely hard to kill and whittle down your opponents.
Now, as I have said before, I am all for buffing juggernaut for more front end damage and even expanding it to include healing and casting for "battle-mage" and "war-priest" types. But the con to heavy armor needs to remain that you cannot cast or use abilities as much as light or medium armor in exchange for your added protection.
demonlkojipub19_ESO wrote: »
The damage increase and armor pen increase of heavy armor isn't overkill, because I also added damage increase to light armor and medium armor which balances it out, not makes heavy better for damage. The armor pen suggested isn't even higher than light armors current spell pen.
All armor types need skill use resource reduction.
This would presuppose a reason to use stamina based skills ...
Currently, the reality in TESO is that you will always find a magicka based skill doing a better job than a stamina skill and this results into light armor builds because its more efficient in general.
As long armor and stamina skills are not strong enough it makes no sense to play stamina builds with medium or heavy armor.
So when you start reducing stamina cost when wearing specific armor types it makes no sense because many magicka skills are still better than any stamina based skill ...
While Stamina regen won't hurt surely base damage increase to Melee weapons would help everything across the board? I mean currently in VR zones I can take two or three mobs if I get the drop on them, and I won't be completely out of stam at the end of that fight (although close) but DPS is still so much lower than casters. Sure that is a result of weapons being too underpowered, not just stamina regen.
Some of us use 1H+S as a dps, or would like to, and see no reason to pigeon-hole the line into a tanks only niche.
Dual wield sucks visually and it annoys me as an expert in the field of ancient combat. 2 Handed should be JUST as capable of tanking as 1H+S (if any developer actually did any actual research instead of following the tired and incorrect practices of their forebears). Similarly, 1H+S is very capable of being a highly aggressive and offensive arms choice.
cgerhardtutoringub17_ESO wrote: »My two cents (long post):
From my experience with the game (i have been playing since Beta) and its skill lines, I believe the design behind weapon skill lines and "stamina builds" were meant to be based upon using light/heavy attacks primarily with skills to be used as fillers/buffs. Whereas, Magicka builds were based upon using skills with light/heavy attack fillers.
This can be seen in the skills in the DW, 2H, and bow skill lines. Many of the skills have a dot attached and/or provide some sort of benefit for their usage, i.e. poison status effect, snare, root, bleed, stun, haste, range extender.
However, these are my thoughts on what was intended and not what currently exists. It is currently not possible to effectively use weapon skills to buff yourself/debuff your enemy and use light/heavy attacks efficiently as ones primary source of damage. Weapon attacks DO NOT do enough damage per attack.
IMHO weapon attacks need to be scaled up. Fix this first, then see if stamina costs need tinkering and which armor trait truly needs it. For instance, if weapon attacks did more damage and you could DPS competitively using the above mentioned model then medium armor would not need a stamina cost reduction.
On the topic of Heavy Armor Tanking (which i have not had the experience of using), I believe it will need some sort of Stamina management option. Best option would probably be to add Stamina cost reduction to 1H/S or a Stamina Recharge on successful Shield Block (similar to restoration staffs 10% magicka gain from heavy attack).
Lastly, I believe any class skill that utilizes weapon critical should also use weapon power to calculate its damage and not spell power. This just seems really odd to me and does not allow for great synergy between a weapon centric build and class skills. Examples of this are veiled strike, assassin's blade, biting jabs, etc.
Add a cost reduction to blocking, base damage increase or whatever to heavy. But adding any type of stamina or magicka reduction or regeneration takes away from the other armors.
Heavy armor is suppose to be the Health armor, not the stamina armor, not the magicka armor.
Just for a pov change, remember its a TES game.
Fully enchanted heavy was one of the most popular options, even with mages.
Yes, but in TES games, heavy armor regardless of enchants, cost more magicka than using light or cloth.
Yes, but Im also not calling for regen. Id prefer being able to kill it before Im out, not waiting for it to come back.
That is why they have medium and light armor and why you can mix and match. Heavy armor for defense, medium or light for your build type of choice. If you go full heavy, you should be extremely hard to kill and whittle down your opponents.
Now, as I have said before, I am all for buffing juggernaut for more front end damage and even expanding it to include healing and casting for "battle-mage" and "war-priest" types. But the con to heavy armor needs to remain that you cannot cast or use abilities as much as light or medium armor in exchange for your added protection.
And missed where I said mix and match doesnt work because for either to be worth a damn you need more than 2 pieces.
2 light or 2 medium in a set of heavy gives reduction/crit equivalent to me using a pointy stick vs a blunt stick to beat the crap out of you.
As in, none.
Thejollygreenone wrote: »cgerhardtutoringub17_ESO wrote: »My two cents (long post):
From my experience with the game (i have been playing since Beta) and its skill lines, I believe the design behind weapon skill lines and "stamina builds" were meant to be based upon using light/heavy attacks primarily with skills to be used as fillers/buffs. Whereas, Magicka builds were based upon using skills with light/heavy attack fillers.
This can be seen in the skills in the DW, 2H, and bow skill lines. Many of the skills have a dot attached and/or provide some sort of benefit for their usage, i.e. poison status effect, snare, root, bleed, stun, haste, range extender.
However, these are my thoughts on what was intended and not what currently exists. It is currently not possible to effectively use weapon skills to buff yourself/debuff your enemy and use light/heavy attacks efficiently as ones primary source of damage. Weapon attacks DO NOT do enough damage per attack.
IMHO weapon attacks need to be scaled up. Fix this first, then see if stamina costs need tinkering and which armor trait truly needs it. For instance, if weapon attacks did more damage and you could DPS competitively using the above mentioned model then medium armor would not need a stamina cost reduction.
On the topic of Heavy Armor Tanking (which i have not had the experience of using), I believe it will need some sort of Stamina management option. Best option would probably be to add Stamina cost reduction to 1H/S or a Stamina Recharge on successful Shield Block (similar to restoration staffs 10% magicka gain from heavy attack).
Lastly, I believe any class skill that utilizes weapon critical should also use weapon power to calculate its damage and not spell power. This just seems really odd to me and does not allow for great synergy between a weapon centric build and class skills. Examples of this are veiled strike, assassin's blade, biting jabs, etc.
Add a cost reduction to blocking, base damage increase or whatever to heavy. But adding any type of stamina or magicka reduction or regeneration takes away from the other armors.
Heavy armor is suppose to be the Health armor, not the stamina armor, not the magicka armor.
Just for a pov change, remember its a TES game.
Fully enchanted heavy was one of the most popular options, even with mages.
Yes, but in TES games, heavy armor regardless of enchants, cost more magicka than using light or cloth.
Yes, but Im also not calling for regen. Id prefer being able to kill it before Im out, not waiting for it to come back.
That is why they have medium and light armor and why you can mix and match. Heavy armor for defense, medium or light for your build type of choice. If you go full heavy, you should be extremely hard to kill and whittle down your opponents.
Now, as I have said before, I am all for buffing juggernaut for more front end damage and even expanding it to include healing and casting for "battle-mage" and "war-priest" types. But the con to heavy armor needs to remain that you cannot cast or use abilities as much as light or medium armor in exchange for your added protection.
And missed where I said mix and match doesnt work because for either to be worth a damn you need more than 2 pieces.
2 light or 2 medium in a set of heavy gives reduction/crit equivalent to me using a pointy stick vs a blunt stick to beat the crap out of you.
As in, none.
It doesn't mix to give the desired results RIGHT NOW. But it's intended to. I beg you to stop trying to change how the game has set itself up, because trying to change an mmo like such without preserving the general overlay and intent of the original game get's you an end product like present day WoW.
Sorry to drop that reference here, I know it's a touchy subject for most, including myself, but I've seen too many games go down that path, and I'd hate to see ESO mutated and morphed and disfigured to the point where I don't recognize it. If an mmo caters to any old forum poster that puts forth an idea that gets the crowd riled (this includes myself) then such structure-altering changes are surely on the way.
Bottom line, the combo of 5 heavy and 2 light/medium is INTENDED to output moderately decent damage because of the 2 light/medium portion along with a minor amount of damage synergy from heavy armor. If it doesn't right now that doesn't mean they should throw a bunch of damage buffs at heavy armor because that changes heavy armors role, which is defensiveness (the hp role). It would be the fault of light/medium because that's their role(the magicka or stamina max dps role).
Some changes could be made to the Juggernaut passive to improve it marginally, but nothing too much. The bonuses of medium/light armor should just be adequately accessible to one who uses five pieces of heavy armor, and if it isn't right now then I'd think it should change to be. Not the other way around where heavy armor assimilates to fit in as a dps armor class, that breaks the triad of armor classes TES has always run with.
Maybe this bit is just my opinion, but I think the structure that this game has set for itself has a lot of potential and would like to see it altered as little as possible while this process of fixing and balancing plays out.
Fix Flurry, It is bugged like hell, rapid strikes make your attack speed slower and this skill completely unusable. 4% in blinding fury is so low that does nor make any sense in this ability. And overall usage time is about 2.5 sec instead of 1.3.
You should fix major bugs first and only then try to change stamina skills. Half of NB melee abilities are bugged, and you are talking about stamina balance, wtf?
Thejollygreenone wrote: »cgerhardtutoringub17_ESO wrote: »My two cents (long post):
From my experience with the game (i have been playing since Beta) and its skill lines, I believe the design behind weapon skill lines and "stamina builds" were meant to be based upon using light/heavy attacks primarily with skills to be used as fillers/buffs. Whereas, Magicka builds were based upon using skills with light/heavy attack fillers.
This can be seen in the skills in the DW, 2H, and bow skill lines. Many of the skills have a dot attached and/or provide some sort of benefit for their usage, i.e. poison status effect, snare, root, bleed, stun, haste, range extender.
However, these are my thoughts on what was intended and not what currently exists. It is currently not possible to effectively use weapon skills to buff yourself/debuff your enemy and use light/heavy attacks efficiently as ones primary source of damage. Weapon attacks DO NOT do enough damage per attack.
IMHO weapon attacks need to be scaled up. Fix this first, then see if stamina costs need tinkering and which armor trait truly needs it. For instance, if weapon attacks did more damage and you could DPS competitively using the above mentioned model then medium armor would not need a stamina cost reduction.
On the topic of Heavy Armor Tanking (which i have not had the experience of using), I believe it will need some sort of Stamina management option. Best option would probably be to add Stamina cost reduction to 1H/S or a Stamina Recharge on successful Shield Block (similar to restoration staffs 10% magicka gain from heavy attack).
Lastly, I believe any class skill that utilizes weapon critical should also use weapon power to calculate its damage and not spell power. This just seems really odd to me and does not allow for great synergy between a weapon centric build and class skills. Examples of this are veiled strike, assassin's blade, biting jabs, etc.
Add a cost reduction to blocking, base damage increase or whatever to heavy. But adding any type of stamina or magicka reduction or regeneration takes away from the other armors.
Heavy armor is suppose to be the Health armor, not the stamina armor, not the magicka armor.
Just for a pov change, remember its a TES game.
Fully enchanted heavy was one of the most popular options, even with mages.
Yes, but in TES games, heavy armor regardless of enchants, cost more magicka than using light or cloth.
Yes, but Im also not calling for regen. Id prefer being able to kill it before Im out, not waiting for it to come back.
That is why they have medium and light armor and why you can mix and match. Heavy armor for defense, medium or light for your build type of choice. If you go full heavy, you should be extremely hard to kill and whittle down your opponents.
Now, as I have said before, I am all for buffing juggernaut for more front end damage and even expanding it to include healing and casting for "battle-mage" and "war-priest" types. But the con to heavy armor needs to remain that you cannot cast or use abilities as much as light or medium armor in exchange for your added protection.
And missed where I said mix and match doesnt work because for either to be worth a damn you need more than 2 pieces.
2 light or 2 medium in a set of heavy gives reduction/crit equivalent to me using a pointy stick vs a blunt stick to beat the crap out of you.
As in, none.
It doesn't mix to give the desired results RIGHT NOW. But it's intended to. I beg you to stop trying to change how the game has set itself up, because trying to change an mmo like such without preserving the general overlay and intent of the original game get's you an end product like present day WoW.
Sorry to drop that reference here, I know it's a touchy subject for most, including myself, but I've seen too many games go down that path, and I'd hate to see ESO mutated and morphed and disfigured to the point where I don't recognize it. If an mmo caters to any old forum poster that puts forth an idea that gets the crowd riled (this includes myself) then such structure-altering changes are surely on the way.
Bottom line, the combo of 5 heavy and 2 light/medium is INTENDED to output moderately decent damage because of the 2 light/medium portion along with a minor amount of damage synergy from heavy armor. If it doesn't right now that doesn't mean they should throw a bunch of damage buffs at heavy armor because that changes heavy armors role, which is defensiveness (the hp role). It would be the fault of light/medium because that's their role(the magicka or stamina max dps role).
Some changes could be made to the Juggernaut passive to improve it marginally, but nothing too much. The bonuses of medium/light armor should just be adequately accessible to one who uses five pieces of heavy armor, and if it isn't right now then I'd think it should change to be. Not the other way around where heavy armor assimilates to fit in as a dps armor class, that breaks the triad of armor classes TES has always run with.
Maybe this bit is just my opinion, but I think the structure that this game has set for itself has a lot of potential and would like to see it altered as little as possible while this process of fixing and balancing plays out.
Again, you think I want reduction or regen on heavy.
I dont.
I dont give a flying flip if I burn out faster.
WHAT I CARE ABOUT IS NOT BEING ABLE TO KILL VR MOBS BEFOTE THEY KILL ME.
Your suggestion to put on 2 light or medium is asinine, because the major bonuses DO NOT WORK without a set of 5. There is NO noticeable difference. NONE. Period.
Im *fine* with the idea behind juggernaut. Problem is, it sucks.
Weapon damage cap is too low and 2h weapons particularly dont hit hard enough.
If *anything*, heavy should make weapon damage go up solely based on momentum and basic laws of physics.
Of course, youre not paying attention to a thing Im saying and insisting that armor be hard locked into role.
Did you know armor wasnt locked to class in wow until people complained about others taking *their* loot? Warriors and hunters often wore leather due to better itemization, and elemental/resto shaman and moonkin druids often wore cloth for the same reason well up until Cata, when they added bonuses for wearing a specific type because of the whining. They had to force people to do it, mostly to shut up clothies, and plate dps hate plate tanks for taking *their* gear.
Back up and learn to read my posts before jumping to conclusions.
Some of us use 1H+S as a dps, or would like to, and see no reason to pigeon-hole the line into a tanks only niche.
Dual wield sucks visually and it annoys me as an expert in the field of ancient combat. 2 Handed should be JUST as capable of tanking as 1H+S (if any developer actually did any actual research instead of following the tired and incorrect practices of their forebears). Similarly, 1H+S is very capable of being a highly aggressive and offensive arms choice.
1H and shield
I am sorry, but I do not agree with you on 1H and shield. All weapon abilities should have their strengths and weaknesses. Also how you use them should still have a base in the player, not only the skill.
1H and shield have the most powerful block ability to protect you. The trade off must be less damage. Otherwise you make this weapon ability overpowered, as already proven it was.
Of course you can use 1H and shield for any purpose you want. If its to do damage, then you mix being able to protect yourself and live longer, and combine other attack abilities to make 1H and shield a choice for doing damage.
Other weapons to be a capable tank
You can use any weapon you want to be a "capable" tank. They have block, but of course not as powerful as a shield. They shouldn't be.
Tanking in ESO does not mean only the ability to stand still and block an attack.
Stun and interupt is something all players can do. But this depends on your player skill to time it. Stun and interupt is a VERY big part of any tanking.
Mix skills, evade, move, kite, or whatever someone feels is right for them, or even brilliantly pulls off. There are a wide area of skills that protects you. Which, how and when to use what, isn't that the core of ESO? Build what you want?
My answer here is based on coming, future balanced and fixes that abilities works as intended. That a skill is needed of balancing I accept fully as needed to be used in YOUR build of tanking.
You have 2 skill bars available to you. Basing the answer that switch will work when used, and not lagged, this is more then needed to make lots of different builds and types of tanks.
This is a feature in ESO isn't it? All weapon skills must have their unique pros and cons. Add to that, you may be a far better tank then me, with the same setup, because you might simply be a better player ;-).
Wifeaggro13 wrote: »
Medium Armor
- With the Wind Walker passive, medium armor will reduce stamina costs by 2% per piece equipped.
Pitiful. Your serioously addressing ranged melee first? Are you serious right now? Are you trolling us?
You must missed this part. That is a HUGE decrease in stamina cost for ALL abilities. Which included melee stamina based skills.
And calling our Zenimax communicator, who works a lot for us, for troll, does not gain you much respect here my friend. I'd advice you to choose your words when we get info.
Id prefer to not see someone told to come back when theyre ready to put on leather hotpants if they want to do melee dps, and thats precisely whats going to happen if theres a dps discrepancy AND they keep up the idea that their versions of raids must be a timed affair.
Id also like to be one shot if Im hit in a dress, as it should be.
Of course, thats not happening.
My main is a heavy armor dk. I prefer 2h, but tried dw for giggles. I shelved him at VR 2 because I cant kill anything in a reasonable time frame.
The heavy armor thing ties in perfectly with the stamina weapon issue because theres a load of people here that demand all dps roll with leather because all heavy should be used for is tanking, when one of the reasons heavy armor sucks is directly related to a major problem with stamina weapons... weapon damage blows.
Its obvious to me that youre not supposed to aoe with cleave spam. Hit it and hravy attacks + splash damage while the dot ticks. Problem is, weapons dont hit for crap, mobs are immune to bleed half the time...
I wont need regen or reduction if crap dies in a timely manner, and fixing weapon damage will solve that.
Exactly, as to your point about heavy<light. there is literally no difference in damage mitigation between my DK VR 12 in heavy vs my Sorc VR5 in light. i Actually am more effective due to magica regen with my sorc. I can be at armor cap with a toggle and another click i am 1200 over cap and mitigating 50% damage at hard cap . My DK in heavy with spike armor being an orc actually has less armor. As for the melee problem i think they only way they are going to remotley fix this is by adding more bleeds and DOT's to the melee abilites. if they increase the hit there will be n uproar form the Cyrodil community and the burst damage Melee can attain. as for resources in Armor its clearly in favor of light armor. the heavy armor passives are worse then medium.Id prefer to not see someone told to come back when theyre ready to put on leather hotpants if they want to do melee dps, and thats precisely whats going to happen if theres a dps discrepancy AND they keep up the idea that their versions of raids must be a timed affair.
Id also like to be one shot if Im hit in a dress, as it should be.
Of course, thats not happening.
My main is a heavy armor dk. I prefer 2h, but tried dw for giggles. I shelved him at VR 2 because I cant kill anything in a reasonable time frame.
The heavy armor thing ties in perfectly with the stamina weapon issue because theres a load of people here that demand all dps roll with leather because all heavy should be used for is tanking, when one of the reasons heavy armor sucks is directly related to a major problem with stamina weapons... weapon damage blows.
Its obvious to me that youre not supposed to aoe with cleave spam. Hit it and hravy attacks + splash damage while the dot ticks. Problem is, weapons dont hit for crap, mobs are immune to bleed half the time...
I wont need regen or reduction if crap dies in a timely manner, and fixing weapon damage will solve that.
frankuguzzb16_ESO wrote: »ZOS_JessicaFolsom wrote: »Many of you have asked what we’re doing to make skills, passives, and builds based on stamina more viable and as attractive as the magicka-based options. Below is a first look at some of the improvements we’re making to stamina-based skills and passives. As with all our balance efforts, this is an ongoing process and there will be more to come. We look forward to hearing your thoughts!
I can give you this simple advice: make the Heavvy Armour useful with OneHand+Shield by changing some passives! At this point in PvP the shield absorbs too many dmgs compared to the difference in pure armor value between med/light/heavvy...i can say that the best TANK wears LIGHT armor and uses a shield, and this is really really weird imho.
Blocking with a shield has to be less powerful alone, and greatly improved by heavvy armour passives and/or health points, making it no more ''a MUST'' for magika users, but for heavvy armor tanks!!!
This is only a suggestion, but i think it adds both variety and realism...
PS: sry for my english!
and bordering GW2 really.frankuguzzb16_ESO wrote: »ZOS_JessicaFolsom wrote: »Many of you have asked what we’re doing to make skills, passives, and builds based on stamina more viable and as attractive as the magicka-based options. Below is a first look at some of the improvements we’re making to stamina-based skills and passives. As with all our balance efforts, this is an ongoing process and there will be more to come. We look forward to hearing your thoughts!
I can give you this simple advice: make the Heavvy Armour useful with OneHand+Shield by changing some passives! At this point in PvP the shield absorbs too many dmgs compared to the difference in pure armor value between med/light/heavvy...i can say that the best TANK wears LIGHT armor and uses a shield, and this is really really weird imho.
Blocking with a shield has to be less powerful alone, and greatly improved by heavvy armour passives and/or health points, making it no more ''a MUST'' for magika users, but for heavvy armor tanks!!!
This is only a suggestion, but i think it adds both variety and realism...
PS: sry for my english!
I like where you are going with this thought - certainly the lacking of heavy armour in actual protection terms over light (esp) and medium is a real issue that many have brought up. And the over-simplification of shield into a purely defensive (and therefore over-achieving in that regard) element has led to loss of variety and individuality as ESO becomes just another cookie-cutter MMO.
m.stollb16_ESO wrote: »Looking forward to testing these changes in the game
Is there any chance we'll have any werewolf changes soon?
Wifeaggro13 wrote: »
But i cannot idly stand by and pat them on the back for Problems this community saw way before this game was launched, Many members called them on closed limited beta for friends and family only for end game activites. Nor should you for the money spent by consumers on this game. I still enjoy the game and i think the 1-50 content is subperb i never felt a flat get me to end game spot the whole process.But the MMO portion was largely missing it was primarily a single player game aside from a few activites
With all this said i still enjoy my reroll and i still have faith But i have watched to many of the community in my guilds Bail and unsub vowing never to return because of ZOS oversight/ mis managment .Primarily in the balance department and the Lack of actuall roles in end game. Everyone is DPS in light armor that taunts or heals. Sorry i come off as harsh and trash talking but its the facts. The comment "Serioulsy are you trolling us" was a reaction to them increasing DPS on the ranged spec melee by 30% with changes to snipe , and maybe a 10% increase to melee on a sustained fight. It made me think they still don't understand their own mechanics and rotations. Melee runs a huge risk for very little gain 10% is not gonna cut it,(FYI hundngs is still broken Crit still does not apply to weapon damage Jessica)