Improvements for Stamina-Based Skills and Passives

  • Shaun98ca2
    Shaun98ca2
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    Shaun98ca2 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
    Ragnar_Lodbrok
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    Shaun98ca2 wrote: »
    Shaun98ca2 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.
  • Shaun98ca2
    Shaun98ca2
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    Shaun98ca2 wrote: »
    Shaun98ca2 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.
  • Cogo
    Cogo
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    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

    I am very much for free speech, but ever since they fixed the huge overpowered shield bash, 1H and shield works very good and has no need for any change, atm. I have only seen posts from you to make 1H and shield the best damage weapon skill.

    Your view on 1H and shield is simply wrong.

    You have to accept that 1H and shield does not do the same damage as any other weapon ability. It works as intended.

    Your comment that heavy armor is useless is also wrong.
    This is not my opinion, but a fact, because there are a lot of heavy armored tanks who tanks various events from dungeons, trials even in the Craglorn raid.
    Oghur Hatemachine, Guild leader of The Nephilim - EU Megaserver
    Orc Weapon Specialist and Warchief of the Ebonheart Pact - Trueflame Cyrodiil War Campaign
    Guildsite: The Nephilim

    "I don't agree with what you are saying, but I'll defend to the death your right to say it"
    -Voltaire

    "My build? Improvise, overcome and adapt!"
  • Ragnar_Lodbrok
    Ragnar_Lodbrok
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    Shaun98ca2 wrote: »
    Shaun98ca2 wrote: »
    Shaun98ca2 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.
  • NordJitsu
    NordJitsu
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    IMO heavy armor should make cc break cheaper as well as blocking (put it in the same passive.) that would got a long way.
    @NordJitsu - Guild Master (Main Character = Hlaalu Idas)
    GREAT HOUSE HLAALU
  • Shaun98ca2
    Shaun98ca2
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    Shaun98ca2 wrote: »
    Shaun98ca2 wrote: »
    Shaun98ca2 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.

    I say Light Armor is a joke for tanking SURE it can be done but the more difficult content your gonna want Heavy Armor.

    Heavy Armor allows more blocking, better damage reduction reaching #s Light Armor cant. Heavy Armor allows the wearer to receive more healing AND increases their HP regen.

    Light Armor does NONE of that.
  • Gornt_Grimreaver
    Nice start, I would like to see more changes in the weapon skill line as well. Possibly increase weapon damage (not staff), tinker around with the passives more and give better bonus for full sets of heavy and medium not just 5 pieces, better damage mitigation for heavy, and less stam cost to break cc for full sets.
    Just a spoonful of moon sugar helps the medicine go down.
  • Kewljag_66_ESO
    Kewljag_66_ESO
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    Currently Snipe is used as a sneak attack opener. Then heavy shots with an instant poison arrow after each heavy shot for max damage over time. (this doesnt count mixing in class spells) Now with Snipe being reduced to 2sec cast time i am wondering if just repeaded snipes will do more damage over time. or maybe a snipe, poison arrow......snipe, poison arrow chain......
  • Wifeaggro13
    Wifeaggro13
    ✭✭✭✭✭
    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?
  • Shaun98ca2
    Shaun98ca2
    ✭✭✭✭✭
    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?

    They addressed a few things they are currently working on to show that they hear us loud and clear and are working on things. They addressed Medium armor, bows, 2 handers and 1 dual wield.
  • Maverick827
    Maverick827
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    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.
  • ArRashid
    ArRashid
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    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)
  • ShedsHisTail
    ShedsHisTail
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    Medium Armor
    • With the Wind Walker passive, medium armor will reduce stamina costs by 2% per piece equipped.

    Cost of what? Everything?
    Is this on top of the 2% Regen? Or instead of?
    "As an online discussion of Tamrielic Lore grows longer, the probability of someone blaming a Dragon Break approaches 1." -- Sheds' Law
    Have you seen the Twin Lamps?
  • Ser Lobo
    Ser Lobo
    ✭✭✭✭✭
    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%.

    As an Archer Nightblade primarily, I'd like to make two small suggestions:

    - Poison Arrow's dot, after this change, might be a decent addition. As another poster mentioned, it's still a utility ability that interrupts casters, not a primary damage source. Something more impactful would be nice.

    - Give Snipe a 5% chance to instant kill humanoid targets (similar to what you see with Silver Bolts) and/or a armor break. It's an opener ability that is used once in the average solo fight, and needs to have more power. Considering that damage output is often on scale with a stealthed heavy attack (which doesn't take up an ability slot), it's hard to sell it still.

    - Stamina is a smaller pool to draw from, and we draw from it more often with dodges, blocks, interrupts, cc breaks, sprints and stealth. A 2% cost reduction is nice for Medium Armor, but I don't think it will be quite enough to make up the difference.


    Thank you for the update, though, and keep us informed!
    Ruze Aulus. Mayor of Dhalmora. Archer, hunter, assassin. Nightblade.
    Gral. Mountain Terror. Barbarian, marauder, murderer. Nightblade.
    Na'Djin. Knight-Blade. Knight, vanguard, defender. Nightblade.

    XBOX NA
    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.

    This is an multiplayer game. I should be able to log in, join a dungeon, join a battleground, queue for a dolmen or world boss or delve, teleport in, play for 20 minutes, and not worry about getting kicked, failing to join, having perfect voice coms, or being unable to complete content because someone's lagging behind. Group Finder and matchmaking is broken. Take a note from Destiny and build a system that allows from drop-in/drop-out functionality and quick play.
  • Shaun98ca2
    Shaun98ca2
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    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.

    I was thinking about a 1% Magicka/Stamina cost reduction per item but didn't know what it should be added to or replace.
  • Shaun98ca2
    Shaun98ca2
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    ArRashid wrote: »
    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)

    You do understand they added cost reduction into medium armor on top of the cost reduction from the weapon itself.
  • ArRashid
    ArRashid
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    Shaun98ca2 wrote: »
    grizzbi 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
    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.

  • david.haypreub18_ESO
    david.haypreub18_ESO
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    Thanks for trying; I do appreciate that the designers are at least attempting to address the issues.

    I'm not sure that buffing individual skills and passives is the best way to approach the underlying issues, however. The issue is considerably more than just some problems with individual skills and passives, so your approach is likely to involve more work and less of a chance of solving the problems. Instead of focusing on individual skills, focus instead on the general issues, which are the real root of the problem.

    Stamina skills need to do more damage across the board, since Stamina users also have to use Stamina to block/dodge/roll, whereas Magicka users do not. Magicka users have better regen options than stamina users; they also have the option of using a weapon (staff) that scales off stamina, whereas Stamina users do not have the option of using class skills that scale off Stamina. Weapon skills have no ultimates. This is a fundamental inequality that can't be solved simply by tweaking a few skills. The problem is not Snipe or Cleave or Flurry; it is stamina skills in general. Due to all these disadvantages, Stamina skills should do more damage than class skills, not less.

    Also, while it is good to see you addressing the problems with armors, you surely must include some improvements to heavy armor, as well as melee skills. Without these, the problems will simply never be solved.

    Edited by david.haypreub18_ESO on June 20, 2014 7:55PM
    Templars are 'just slower... by design'
    Yes, Gina actually said that (at least regarding Rushed Ceremony) right here:
    http://forums.elderscrollsonline.com/en/discussion/161959/templar-skills-bugged-made-useless-ignored/p24
    VR 16 Templar (retired until Templars get fixed)
    VR 16 Sorcerer
    38 Nightblade
    24 DK
  • Zerikin
    Zerikin
    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.
  • Cogo
    Cogo
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    NordJitsu wrote: »
    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 =)
    Oghur Hatemachine, Guild leader of The Nephilim - EU Megaserver
    Orc Weapon Specialist and Warchief of the Ebonheart Pact - Trueflame Cyrodiil War Campaign
    Guildsite: The Nephilim

    "I don't agree with what you are saying, but I'll defend to the death your right to say it"
    -Voltaire

    "My build? Improvise, overcome and adapt!"
  • adam.s.jonesub17_ESO
    Well at least your swatting at the fly but this is a pathetic attempts at hitting it. You need to add things like

    'reduce blocking, dodging, and cc break cost by 50% with a melee weapon equipped' (not a staff or a bow)

    'increase overall physical weapon damage by 20% at least it is so heavily mitigated compared to spells that the damage ends up being much less'

    increase the stamina and stamina regen caps by 10% or more (this is an easy fix)

    all stamina skills cost shld be reduced by 10% -20% across the board

    maybe these would start to fix things
  • ShedsHisTail
    ShedsHisTail
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    Zerikin wrote: »
    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.

    My biggest beef with Flurry is that in order to get the most out of it I have to stand there doing little baby attacks while my opponent smacks me in the face if I want the big hit to land at the end. If I interrupt the series of little attacks (to defend myself) I can basically kiss that Stamina goodbye.

    Basically makes it a very niche skill, only useful for attacking enemies which are already stunned or debuffed in some way.
    "As an online discussion of Tamrielic Lore grows longer, the probability of someone blaming a Dragon Break approaches 1." -- Sheds' Law
    Have you seen the Twin Lamps?
  • adam.s.jonesub17_ESO
    Cogo wrote: »
    NordJitsu wrote: »
    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 =)

    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.
  • Cogo
    Cogo
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    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. :\
    Oghur Hatemachine, Guild leader of The Nephilim - EU Megaserver
    Orc Weapon Specialist and Warchief of the Ebonheart Pact - Trueflame Cyrodiil War Campaign
    Guildsite: The Nephilim

    "I don't agree with what you are saying, but I'll defend to the death your right to say it"
    -Voltaire

    "My build? Improvise, overcome and adapt!"
  • Cogo
    Cogo
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    ArRashid wrote: »

    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.

    Um, you seam pretty decent in your post.

    Magika users, who is all builds, do not just use magika for attacking. I run out of magika quite a lot when tanking, but that is because I only have 11 points in attributes and no magika regen. I use potions, food and enchants to increase my magika.

    Stamina works well, you just need to control your use of it. Block and roll, is VERY powerful. And sprint...even as tank, its very important to get out of AE in boss fights, and in PvP, sprint is one of their main important things...isnt it?

    No need for a separate resource. Control when and what you want to use stamina for.
    Oghur Hatemachine, Guild leader of The Nephilim - EU Megaserver
    Orc Weapon Specialist and Warchief of the Ebonheart Pact - Trueflame Cyrodiil War Campaign
    Guildsite: The Nephilim

    "I don't agree with what you are saying, but I'll defend to the death your right to say it"
    -Voltaire

    "My build? Improvise, overcome and adapt!"
  • Erlindur
    Erlindur
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    Shaun98ca2 wrote: »
    Tiberius_ wrote: »
    grizzbi wrote: »
    Do you have plan to change the overall stamina mechanics? soft caps, attributes bonus, weapon damage scaling/increase?

    Yes... fantastic idea! Just increase the effect that stamina pool size has on damage, and that will make stamina much more desirable.

    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.

    Actually this is an interesting approach. How about the actual points you spent in an attribute, raising the caps for the stats affected by that attribute? Enchantments would not affect those caps.
  • Sakiri
    Sakiri
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    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

    You just did.

    Looks good so far though, wish they'd address heavy armor a bit more though. Maybe 1h/shield, I don't use those abilities though. Even on my tank outside puncture..
  • Sakiri
    Sakiri
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    ✭✭
    Erock25 wrote: »
    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.

    Merge the stats.

    There's no real reason to have two different critical strike stats.
  • Cogo
    Cogo
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    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.

    I am a DK tank, and my stamina is my life blood. It is THE resource I use the most and the one that drains the fastest. ALL tanks, no matter their build are dependant on stamina. I have seen no exception. Regarding REAL tank, who can tank instanced dungeons in all levels. And tank Vet dungeons.

    Not talking about someone who have a 1H and shield, with nothing else....they are not tanks.

    The cost of blocking is easily reduced and it does not cost me that much to block an attack. It does cost stamina to keep block up and wait for an attack. You have to time your block, and you will see a vast improvement in stamina reduction.

    All my important tank skills are stamina based, but still as a tank, stamina decides if I can take a hit....OR MOVE. A tank doesn't not always need to take the hit, just because we tanking. Moving from an attack is also part of tanking.

    I need stamina to not go to 0, so my next block will be effective. Also, retaunting costs stamina, as well as the charge. So I really have to focus and control when I do what.

    The CC breaker I do not use a lot just because it cost so much stamina, but to break CC must be costly, I see no problem here. Again, its more about stamina control.
    Oghur Hatemachine, Guild leader of The Nephilim - EU Megaserver
    Orc Weapon Specialist and Warchief of the Ebonheart Pact - Trueflame Cyrodiil War Campaign
    Guildsite: The Nephilim

    "I don't agree with what you are saying, but I'll defend to the death your right to say it"
    -Voltaire

    "My build? Improvise, overcome and adapt!"
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