Ragnar_Lodbrok wrote: »Shaun98ca2 wrote: »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
So you rather they NOT implement these fixes till they address the issues YOU stated NEED to be fixed?
Id rather they include fixes to 1h and S (which is broke beyond broke to nerfs) and to heavy armor which is atm completely worthless. Basically all they are doing is showing love to medium armor builds. ZOS hates tanking.
Shaun98ca2 wrote: »Ragnar_Lodbrok wrote: »Shaun98ca2 wrote: »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
So you rather they NOT implement these fixes till they address the issues YOU stated NEED to be fixed?
Id rather they include fixes to 1h and S (which is broke beyond broke to nerfs) and to heavy armor which is atm completely worthless. Basically all they are doing is showing love to medium armor builds. ZOS hates tanking.
I guess. I find nothing wrong with Heavy Armor for tanking as I user it on my Stamina build and healer. I don't use 1h&S so cant comment.
Ragnar_Lodbrok wrote: »Shaun98ca2 wrote: »Ragnar_Lodbrok wrote: »Shaun98ca2 wrote: »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
So you rather they NOT implement these fixes till they address the issues YOU stated NEED to be fixed?
Id rather they include fixes to 1h and S (which is broke beyond broke to nerfs) and to heavy armor which is atm completely worthless. Basically all they are doing is showing love to medium armor builds. ZOS hates tanking.
I guess. I find nothing wrong with Heavy Armor for tanking as I user it on my Stamina build and healer. I don't use 1h&S so cant comment.
well for one, you have 3 pieces of hvy armor on and you are already armor capped. The passives stink for hvy armor. 1h & S mechanics are just either broke, bugged, or just badly designed for tanking.
Ragnar_Lodbrok wrote: »
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
Shaun98ca2 wrote: »Ragnar_Lodbrok wrote: »Shaun98ca2 wrote: »Ragnar_Lodbrok wrote: »Shaun98ca2 wrote: »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
So you rather they NOT implement these fixes till they address the issues YOU stated NEED to be fixed?
Id rather they include fixes to 1h and S (which is broke beyond broke to nerfs) and to heavy armor which is atm completely worthless. Basically all they are doing is showing love to medium armor builds. ZOS hates tanking.
I guess. I find nothing wrong with Heavy Armor for tanking as I user it on my Stamina build and healer. I don't use 1h&S so cant comment.
well for one, you have 3 pieces of hvy armor on and you are already armor capped. The passives stink for hvy armor. 1h & S mechanics are just either broke, bugged, or just badly designed for tanking.
Well Heavy Armor as a BONUS over other armors its capable of getting close to hard cap with is a substantial increase in protection of 20%. 30% at soft cap 50% at hard cap GOOD LUCK getting that with Light Armor.
Ragnar_Lodbrok wrote: »Shaun98ca2 wrote: »Ragnar_Lodbrok wrote: »Shaun98ca2 wrote: »Ragnar_Lodbrok wrote: »Shaun98ca2 wrote: »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
So you rather they NOT implement these fixes till they address the issues YOU stated NEED to be fixed?
Id rather they include fixes to 1h and S (which is broke beyond broke to nerfs) and to heavy armor which is atm completely worthless. Basically all they are doing is showing love to medium armor builds. ZOS hates tanking.
I guess. I find nothing wrong with Heavy Armor for tanking as I user it on my Stamina build and healer. I don't use 1h&S so cant comment.
well for one, you have 3 pieces of hvy armor on and you are already armor capped. The passives stink for hvy armor. 1h & S mechanics are just either broke, bugged, or just badly designed for tanking.
Well Heavy Armor as a BONUS over other armors its capable of getting close to hard cap with is a substantial increase in protection of 20%. 30% at soft cap 50% at hard cap GOOD LUCK getting that with Light Armor.
Right now Light armor is as good as heavy for anything, better say if your a sorc. Thats why light is king and hvy is a joke.
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%.
Wifeaggro13 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%.
Pitiful. Your serioously addressing ranged melee first? Are you serious right now? Are you trolling us?
ZOS_JessicaFolsom wrote: »Medium Armor
- With the Wind Walker passive, medium armor will reduce stamina costs by 2% per piece equipped.
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%.
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
Maverick827 wrote: »Heavy armor needs cost reduction or some other way to help with resource management. Tanks have the hardest time since they need to invest in all three resources.
Casters can overcharge magicka, get amazing magicka cost reduction, and use only magicka skills. It's like a completely different game playing as a caster.
Poison Arrow and Cleave buffs will solve nothing. If people have them on bar, it means they want to use them MORE OFTEN than every 10 seconds, usually because they have nothing else (well thanks for at least addressing Snipe).
It would be better to just make their DoTs tick in half the time (making them tick every 0.5 sec doing the same damage over half time), or just getting rid of the DoT completely (till you implement DoT stacking) and just add all (or most) of that damage to the instant part.
Also, what melee (2h, DW, 1h+S) need is adding a PARRY chance while they swing weapons - while weapon animation is playing, you have 50% chance to parry (ignore damage) of weapon hits on you. That would make up for not being able to use block.
Without that, they are pretty much killed within a Heavy weapon attack in VR difficulty (as you generally receive 2-6 "light" hits from mobs for 350+ damage till you finish your attack, or worse, get a single ability that instakills you because you didn't block/avoid it), just because VR mobs hit that hard even on armor capped people.
Otherwise, I'm screaming of joy, with changes to Snipe and medium armor, maybe Archer will become a playable spec (not necessarily viable, but maybe at least playable)
While your anger is understandable, you need to realize stamina users don't use stamina for just attacking, but also for defending, while magicka users only use magicka for attacking, and their WHOLE stamina bar just sits there at 100%, ready for blocking/roll dodging/cc-breaking whenever you need it.Shaun98ca2 wrote: »Interesting. thanks for the update.
- I like the poison arrow change: overall, all the dots need more love (duration, amount, stacking mechanics etc..)
- Medium armor Wind walker passive: 3% would have been better..maybe..We'll see.
- Two handed: uppercuts changes are interesting. More burst damage.. In line with people expectations..
Do you have plan to change the overall stamina mechanics? soft caps, attributes bonus, weapon damage scaling/increase?
Wind Walker COULD be 2/4 % ON TOP of the 20% you get from weapons
IMO heavy armor should make cc break cheaper as well as blocking (put it in the same passive.) that would got a long way.
Flurry needs a fundamental change. You can do just as much damage by doing light attacks over the duration. The rapid strikes speed buff also starts when the skill activates meaning you get almost no usable duration for the attack speed buff.
IMO heavy armor should make cc break cheaper as well as blocking (put it in the same passive.) that would got a long way.
Are you talking as tank or other build?
For blocking, there are rings and enchants that takes care of this.
Blocking work very well. What you have to control is not to keep block up....but to time the block on the attack. Or even better, interupt and stun the incoming attack.
CC break cheaper? Mind explain? Not sure what you mean
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?
While your anger is understandable, you need to realize stamina users don't use stamina for just attacking, but also for defending, while magicka users only use magicka for attacking, and their WHOLE stamina bar just sits there at 100%, ready for blocking/roll dodging/cc-breaking whenever you need it.
Unless they move Block (not Bash!), CC-breaker, roll dodge and sprint to a separate resource (let's call it "Breath"), stamina cap and regen must be increased and costs decreased to compensate. It won't make them superior, don't worry, their damage is still too low to be even in the same league as magicka builds.
Shaun98ca2 wrote: »
ACTUALLY it would be nice if points into Magicka/Stamina/Health game more of a boon for putting points into the pool, like points in Stamina increasing Weapon Damage(if it does I have NO idea).
A person with 50 points in Stamina SHOULD be different than a person with 50 points in Health and slots Stamina enchantments.
Shaun98ca2 wrote: »Who do you think is gonna be the 1st idiot to complain Light Armor gets a 3% cost reduction per item versus Mediums 2% per? lol
Something else I feel strongly about is that medium's crit passive should be both physical AND spell crit. If you want to use stam weapons, you basically have to use medium armor, and if you use medium armor you need to focus on physical crit class abilities to complement your dps. Problem is Sorc have no physical crit class abilities so I'm basically locked out of any non-weapon ability means of damage. It really limits build potential.
Adding spell crit to medium will not affect magicka builds at all. They'll still prefer light armor for the other magicka passives. All this will do is help stam/med builds immensely and that is the point of these changes.
Please consider.
adam.s.jonesub17_ESO wrote: »
blocking is extremely expensive maybe a dk tank that never uses stamina doesn't worry about it, but it cost about 300stamina to block an attack. if your sitting on a pool of 1200-500 that a big chunk.
CC breaker is when you hold left and hit right and hold. It breaks you out of cc's and stuns have to have as a melee class cost about 600 stamina to use.