Again, you guys are assuming magicka and stamina builds should be even. They've never said that.
Therefore, all these suggestions might be a waste of effort, because we don't really know if we should be talking about dps or resource management until
they actually say it.
I agree with you on this.
With the current construction of max 5 skills a stamina based skill has little to no place unless for flavor and rp. Even with a stam build I need heals and cc that are all on magicka. The 2 skills i have from weapon trees are easily surpassed by class skills in damage, and this is with a full stam build. No magicka enhancements.
Each and every magicka based skill does more, scales better and has a wide variety of synergies from passives, cross tree skills, ultimates. Stamina has none of the above and is often based on restrictions such as target below 25% health in order to even compare.
Unfortunately this IS an rp game wheather you want to rp or not and physical melee is a classical playstile that is and should be different but compareable to magicka based playstiles.
If there were testing of VR content before release, then either they did not test A) magicka, because they can solo the "group" VR content without many problems.magicka vs stamina comparison, because they do not compare.
C)either, because magicka is supposed to be the only viable choice to scale your character.
Thus we need a Zos response to understand if stamina based skills were intended for rp flavor only.
...Unfortunately this IS an rp game wheather you want to rp or not and physical melee is a classical playstile that is and should be different but compareable to magicka based playstiles.
Thejollygreenone wrote: »Again, you guys are assuming magicka and stamina builds should be even. They've never said that.
Therefore, all these suggestions might be a waste of effort, because we don't really know if we should be talking about dps or resource management until
they actually say it.
I agree with you on this.
With the current construction of max 5 skills a stamina based skill has little to no place unless for flavor and rp. Even with a stam build I need heals and cc that are all on magicka. The 2 skills i have from weapon trees are easily surpassed by class skills in damage, and this is with a full stam build. No magicka enhancements.
Each and every magicka based skill does more, scales better and has a wide variety of synergies from passives, cross tree skills, ultimates. Stamina has none of the above and is often based on restrictions such as target below 25% health in order to even compare.
Unfortunately this IS an rp game wheather you want to rp or not and physical melee is a classical playstile that is and should be different but compareable to magicka based playstiles.
If there were testing of VR content before release, then either they did not test A) magicka, because they can solo the "group" VR content without many problems.magicka vs stamina comparison, because they do not compare.
C)either, because magicka is supposed to be the only viable choice to scale your character.
Thus we need a Zos response to understand if stamina based skills were intended for rp flavor only.
This is one of the funniest responses I've seen yet, assuming so much. Hell, if stamina dps wasn't meant to be a serious dps option, this thread wouldn't exist. End of story.
The fact that they're putting themselves out there and saying they know this play-style is under-preforming is evidence enough that the developers of the game intended stamina and magicka based play-styles respectively to be a worth option in dps.
What confuses me about your post particularly is that you question whether or not stamina dps was an intended game mechanic, yet you go on to say this:...Unfortunately this IS an rp game wheather you want to rp or not and physical melee is a classical playstile that is and should be different but compareable to magicka based playstiles.
If you even know yourself that weapon based dps has been more than flavor in the past, why would you go so far as to assume that a game that has put so much time into that very same playstyle (there are a whopping SEVEN total stamina skill trees even though you only ever use up to four at once), actually intended said playstyle that has so much time put into it, to actually be somewhat of a joke playstyle that was never intended to output similar dps.
With all this in mind, the fact that such a conclusion as this can still be reached appalls me. The evidence is overwhelming that Stamina dps was meant to be competitive with Magicka dps, the only evidence that suggests otherwise is the current poor state of balance between the two WHICH HAS BEEN STATED IS BEING WORKED UPON, AND IS WHY WE'RE HERE IN THIS THREAD.
How people can still question whether or not the developers intended stamina dps to do so much less than magicka, in a developer thread intended to increase stamina dps, just hurts my brain.
To everyone who keeps asserting stamina dps may not be intended to do similar dps to magicka: You're being silly. Listen to what you're saying for Nirn's sake and look at the thread you're in. One last time, if stamina dps wasn't meant to be anything more than flavor, THEN THIS THREAD WOULDN'T EXIST.
/endrant (sorry folks)
adam.s.jonesub17_ESO wrote: »....
'reduce blocking, dodging, and cc break cost by 50% with a melee weapon equipped' (not a staff or a bow)
....
all stamina skills cost shld be reduced by 10% -20% across the board
This would go a long way towards making Stam more viable. Most complaints from Stam users include some variation of 'why are there so many fingers in our resource pool?'
Thejollygreenone wrote: »I'd like to suggest that the medium armor passive 'Athletics' should be changed to include sprint cost reduction (I'd take this over speed) as well as CC-break cost reduction if these functions are to remain stamina based.
blocking we can do without since that should be a tanking based thing and shouldn't be improved upon unless in heavy armor and/or 1h shield.
I think such a change to athletics would go a LONG way to mitigating the damage these utility functions have on our resource pool.
Um, Heavy armor is unique already. No stamina/magika what so ever have anything to do with heavy armor.
Heavy armor: Biggest protection, Increased armor and SPELL RESIST (this is a big one), Health recovery, even weapon damage bonus. Small bonus I agree and that can be discussed, increased healing. Even the 5% makes a difference for a tank. And the HUGE 20% reduction in BLOCK. There you have a stamina reduction already.
No regen of stamina and magika on heavy armor. You only make heavy armor to powerful then. We do NOT want that circus. Those attributes don't belong on heavy.
What I can understand is a question from heavy armor front damage builds. You do get protection, so that's useful for any damage dealer, as well as the resist and health regen.
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.
arnaldomoraleseb17_ESO wrote: »My suggest to improve heavy armor:
Resolve - Reduce all damage taken by 1% per piece of heavy armor. Max bonus 7%.
Constitution - Increases Health Recovery by 4% per piece of Heavy Armor equipped. Max bonus 28%. AND Reduce all skills cost (magicka/stamina) by 1% per piece equiped. Max bonus 7%.
Juggernaut - Increases Damage with melee attacks by 1% per piece of Heavy Armor equipped. Max bonus 7%. (Not only weapon dmg, The skill should increases global melee dmg like downbreaker passive does).
Bracing - Decreases cost of blocking by 20% when a Heavy Armor set of 5 or more pieces is equipped.
Rapid Mending - Increases healing received by 2% per piece of Heavy Armor equipped. Max bonus 14%.
@ZOS_JessicaFolsom how about a passive that adds a 1.5% evade chance per piece of medium armor equipped?
mikeymike2785b14_ESO wrote: »You fixed stamina zos. Change nothing about the patch coming out. I am very happy
eventide03b14a_ESO wrote: »This is the problem that class based systems have. ZOS would have saved themselves so much trouble if they had simply modeled it after Skyrim with no classes and completely skill based. I knew this was a bad idea from the moment I heard they were going in a class direction. They are never going to satisfactorily balance these classes and it's about time they just accepted it and moved to a pure skill based system.
This also needs to go into the calculus of stamina builds.NerfEverything wrote: »And just like that NBs become the most powerful class in PvP by far.
It sucks that it is going to be nearly impossible to balance PvP and PvE since Zen refuses to separate PvE and PvP stats like every other MMORPG that has figured out how to balance them.
I think the design decision on this game is already a done deal. Personally I've been waiting for over 10 years for an MMO like this. Well high fantasy based MMO, EVE already has this. My plan is to win the lottery then go to Sweden and discuss a deal with the dude who made Wurm Online. I have a feeling my plan will never come to fruition.eventide03b14a_ESO wrote: »This is the problem that class based systems have. ZOS would have saved themselves so much trouble if they had simply modeled it after Skyrim with no classes and completely skill based. I knew this was a bad idea from the moment I heard they were going in a class direction. They are never going to satisfactorily balance these classes and it's about time they just accepted it and moved to a pure skill based system.
Thejollygreenone wrote: »
Furthermore, yes as a stamina build you need self heals and cc, just like magicka builds. But oh, guess what? You have access to both of those things in stamina form! (Prime examples: Blood Craze, Uppercut) Even if you didn't have those, pure stamina builds wouldn't make sense using 0 magicka abilities just like pure magicka builds dont use 0 stamina.
Pure magicka players still dodge, block, sprint, and even use active abilities like immovable that all cost stamina. In the same way, stamina pure builds should sacrifice an active ability slot or two for some magicka based spells that don't do damage but instead enhance one's stamina dps capability and/or adds needed defenses (Prime examples: Haste, Surge/Critical Surge, Green Dragons Blood, Igneous Weapons etc)
There are enough mechanics in the game as evidence for this to hold true. The only argument you bring up that is true/relevant is that stamina damaging abilities don't scale as well and therefore do less damage. This is true, but a flaw and is being worked upon, in time I assume this argument will become invalid. See changes for poison arrow, flurry, snipe, etc. The bit about restrictions certainly is also in existence, and limits our synergy, but I wouldn't say it's one of the big factors as to why stamina dps is under-preforming.
madangrypally wrote: »Stamina builds will never be fixed until they do something about ability scaling. All class abilities scale on Max Magicka and the weapon abilities (other then staffs) scale on Max Stamina.
This means doing a Stamina build will seriously hurt all class abilities. There are not enough stamina abilities to make this viable.
One easy solution is just make the abilities scale off of whichever stat is highest. Ill still be limited based on my resource pool but at least making a stamina pool wont make all my class skills useless.
madangrypally wrote: »Stamina builds will never be fixed until they do something about ability scaling. All class abilities scale on Max Magicka and the weapon abilities (other then staffs) scale on Max Stamina.
This means doing a Stamina build will seriously hurt all class abilities. There are not enough stamina abilities to make this viable.
One easy solution is just make the abilities scale off of whichever stat is highest. Ill still be limited based on my resource pool but at least making a stamina pool wont make all my class skills useless.