Improvements for Stamina-Based Skills and Passives

  • potirondb16_ESO
    potirondb16_ESO
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    Stamina Nightblade,

    Would be nice if Power Extraction, Drain power stamina morph could deal disease dommage.
  • potirondb16_ESO
    potirondb16_ESO
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    Probably already posted before this one, but since I read the last pages of the forum, let's leave a 2 cents for the community.

    First there's a lot of different ways to see the different issue that magic and stamina user are dealing with. There are raid issues, pve content issues, dungeon and pvp.

    As far as I'm concern I do still believe that an increase of the amount of offensive and defensive skill is required in order to improve and maintain every class accessibility to every option but nonetheless, one of the principal issues I do believe that need to be addressed is the stamina ability's range.

    I've played Nightblade and Templar both ways, sorcerers magic only and never quite played DK but do know a little about them. What I found out is that all magic build except the DK can be used either from range or in close combat while stamina build absolutely needs to be at close range. Now is it a bad thing and where does it start to be ? I kind of believe everyone has their views.

    Personally I don't like when I'm fighting with a bunch of people at close range during a trial and I also dislike the fact that my options with a bow are limited. I don't like either that my class whether it's templar or nightblade is having so much issue to deliver a correct dps from range as soon as they are stamina. So, what can be done...

    First, it would be nice if we could get one more skill's tree for class ability, that could be coming from another class. If any player could pick another class's tree, I do believe you would have fixed all of your issue.

    Second, in order to improve range dps for stamina build, I do believe we need to think about creating more ability that scales off your max damage instead of resources .

    For example, as a templar, Dark Flare could still be a magical ability but it could scale to your max damage and allow stamina and magical users to use this skill. Do I believe this need to work with every skill, no. Do those abilities should always convert their damage type to physical damage the answer is also no. Could stamina skill work the same way for magika user, I say yes.

    Exemple: If a magic nightblade wants to use Killer Blade instead of Impale because they like the fact that it heals them back so could they, but they will need to deal with the fact that this skill will do poison damage and require stamina (cause it would right ? :)

    Hope this help, thanks guys for your job !
    Edited by potirondb16_ESO on March 10, 2016 7:47PM
  • Lilygoat
    Lilygoat
    Have been trying to stay stealth with BOW, the whole game, hoping help would come from the techies, from 0 to over Vet lev6, and the BOW has had no improvements at all. The bow is still like the begin of game, and continues with over 100 points includeing many champion points. The bow, I loved in Skyrim, it actually worked in TOL, the BOW, is the worst. Like said at begin of game, the BOW, still is useless as compared to the mage abilities in TOL.
  • Lilygoat
    Lilygoat
    Lilygoat wrote: »
    Have been trying to stay stealth with BOW, the whole game, hoping help would come from the techies, from 0 to over Vet lev6, and the BOW has had no improvements at all. The bow is still like the begin of game, and continues with over 100 points includeing many champion points. The bow, I loved in Skyrim, it actually worked in TOL, the BOW, is the worst. Like said at begin of game, the BOW, still is useless as compared to the mage abilities in TOL.

    "am still staying with my bow', anyway, even if it is not as good as it should be, at the level and points have put into it, there is always hope.'
  • Hibbou
    Hibbou
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    I have 2 small suggestions to improve stamina classes:

    -sneak: the "in sneak" regen that we had with drinks was perfect, I don t know why it has changed, it allowed us to start a fight with our stamina bar full. it would be choosing between drinks: starting a fight with full stamina, or food starting a fight with higher DPS.

    -Ultimate: I am a stamina NB, and I have noticed, that I don't have a SINGLE physical damage ultimate... correct me if I am wrong, but I looked into a skill tree calculator (maybe a little bit overdated), I found out, that only DK had one. It might be interesting to add a "neutral" damage for ultimates (and maybe 5th set bonusses for armors that existe in the 3 materials) that would scale on the highest ressource. For example dawnbreaker If you have 25k stamina and 10k magicka, it deals physical damage. When I get hit by it, I take between 7 an 8k +2k tick, when I cast it, i deal between 4 and 5k with barely 1k tick (I am a vampire, but I am talking about my experience against other vampires)
  • potirondb16_ESO
    potirondb16_ESO
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    Hi guys,

    I gave a tough about weapon ultimate and here's two idea I got coming from a bigger. They are considering destro and 2h ultimate and they are both trigger ultimate which can be use from 1000% until 0% with the need to actually stop the ultimate for the player to be able to do Something as run/block/dodgeroll.

    First Destro Staff: The ultimate works a bit as tri-focus, you get a pure beam of power which has increase power on target over 50% health. The ultimate alone got in my mind a good dps potential and should run off after something near 30 sec. While trigger the user should be slow down a bit has he is when he channel any ability from the game.

    For dps purpose, it shall be doing 25/30k dps during the first 25%, 17/23k during the 25% to 50% and then be 12/10k after that ending at 5k.

    The two morph of this ultimate: first turning the ultimate into a cheap ultimate (no longer trigger that does direct domage and a dot who've increase domage on target over 50% health.

    Second morp: the ability doesn't depleete after being use once. Because I didn't told you but even if that is a 1000% trigger ability once stop the ultimate bar goes to 0.

    Secone one for 2h, same kind of stuff but works on target Under 50% health, the ultimate look like a succession of executionner, but the player can move normally using it.

    First morph, the ultimate turn into a 3 time ground hit, that make people jump into the air a bit as a Manticore pop-up. (Frontal)

    Second morph, the ultimate also create domage shield around you that will explose delivering domage to nearby enemy.

    Hope you guys liked it.
  • potirondb16_ESO
    potirondb16_ESO
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    Passive implementation for armor skill line:

    Here's a couple of tough, first we all believe that stamina as a ressource fo skill usage should be difference from stamina as a possible way to CC break/Sprint/Dodge/Sneak.

    Why simply because as far as stamina vs. magika is concern, and I won't be talking about stamina always being a step behind because this is not true, most class got essential buff coming from magika which make magika also important for stamina build simply less relevant, and since magika don't have those important skill coming from stamina it's kind of establishing a balance.

    So the reason why this should apply it's actually because there should be only be two type of ressource ability ressource and mouvement ressource. That would greatly help the balance between genre since it would allow stamina build to gain a bonus to mouvement ressource while not tempering with their ability usage and offering light armor build to gain some specific aspect such as for example ressource gain while performing any mouvement ability.

    Also it would reduce the margin in term of customisation making a magika and a stamina skill basicly as attractive but nontheless pretty different, which also lead to fewer half and half skill perspective.

    So that's for one.

    Other Passive Skill for armor:

    Heavy Armor,

    Heavy armor is the only skill that get only 1 bonus for 5 pieces, it also suppose that being a passively better heavy armor user is more rare because most class can to some extend benefice from more of their bonus.

    One of the main skill that need to be change is the last one, Healing receive. This should be turn into a 5 piece domage reduction bonus, adding 5%, and then 7,5% domage reduction to heavy armor user which would make them more tanky and also incourage there usage Inside pvp context from which they are now passively recluse to be a 2 pieces of a set kind of schema.

    Medium Amor,

    Now medium armor don't need to much change since they are pretty interesting of there own but they really show the need for new trait of armor bonus such as divines, well-fited, etc. The reason being Stamina don't add penetration and while the 20% bonnus you may get to physical penetration is nice, I'm not sure it is currently doing is job.

    So New type, Well-Fited: Reduce cost of sprint/sneak and Roll-dodge, not blocking.
    Reinforce, stay the same,
    Infused, Stay the same,
    Exploration, also increase the bonus for completing a quest
    Impenetrable, also reduce the domage armor takes
    Sturdy, (remove)
    Training, Stay the same
    Ninhorned, stay the same but become a flat value
    Elaborate, increase the selling price of your object
    Ornate, create a object with more value

    What this does is basicly is adding some more place to quester, and casual player by adding ways to gather more money from random equipement drop, and by giving the capacity to quester to get from experience from completing a quest.

    Also remove unusefull trait and reallocating the bonus elsewhere to give some more interess to another. Basicly turning Sturdy (uselees in pvp), and Impenetrable (often seen as useless in pve) as a more interesting trait.

    Weapon


    Charged, Stay the same
    Defending Stay the same
    Infuse, stay the same
    Powered increase the change of proccing (enchant should have a known flat value of proccing chance)
    Precise , stay the same
    Sharpened, turn into a flat value
    Training, stay the same
    Weighted, weapon penetration and block effectiveness
    Nirnhorned, flat value

    What this does it first is giving flat value which is way more interesting then % value for that matter since does are kind of hard to comprehend (thus legitimating penetration value in a more logical schematique for player). Second, increasing the part of enchantement in the weapon creation by adding a variable that increase those.

    Turning weighed into a weapon penetration and block effectiveness also gives more place to stamina specific build by adding dps/defense perspective to the weapon enchant without lowering the added value of ninhorn since ninhored is still more interesting because it add to general effectiveness and not specific action effectiveness.

    Light Armor,

    I kind of like them, they feel authentic and despite what I talk about earlier do feel like they are working in an interesting way.

    Coming up, Undaunted !

  • QuebraRegra
    QuebraRegra
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    Matuzes wrote: »
    Question: Wind Walker give 1/2% per piece or 2/4% per item equipped?
    Snipe change is good, but rest ... its joke i hope. How poor skill changes to poor skills makes them better? Flurry 10% damage increase its like 20-30 more damage, and you needed so much time to show us this?

    Yup, the FLURRY change made me laugh...

    Reducing the SNIPE max range doesn't make sense to me.
  • potirondb16_ESO
    potirondb16_ESO
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    Undaunted, first let me tell you that undaunted is probably the wierdest skill tree ever in Eso, by that I don't mean it's the worst, it's only the one where.... you don't know where this skill should go... put it in undaunted :wink: do like the idea though.

    So what modification should be done

    First ! Add an ultimate, yup there is no relevant skill tree without an ultimate and you know it.

    Ultimate, what should it be !! Arachnia Phobic go elsewhere :smile: it should be Trapping web... actually a different version where the spider comes first and the synergie second. Why this skill would be amazing !! Spider is the perfect reason to add a zone snare and that would be great in pvp, and while that spider could not be of any use Inside pve environnement I'm sure there's way we could make it happend.


    Base Morph: Necrosis Trap

    Spider pop, snare all your friend in a 12 meter radius by 70% activating a synergie deal 5 k dommage as the web explose dealing 3 k domage to nearbie ennemi.

    First Morph: Arachniaphobie

    Spider pop and pose spider bomb on the field that will domage anyone who step on it and also snare them, the spider does a regular amount of domage to nearby enemy after that for a specific amount.

    Second Morph: Poison web

    No longer a spider, simply a huge poison web that deal a good chunk of domage per second, can also be synergise to turn in flame making it a poison or fire dot.

    ___

    Now that we've added an ultimate, what can we do.

    On this skill line, it will be likely to add a stamina regen buff right, because this skill line deliver on of the three magika regen morph while there's none in the overall game plateform for stamina , (as a reminder, Equilibrium, Necrothic orb, and Harness magika

    Why not turn spiked bone into a domage shield that gives back stamina to the group, I would love it.

    And we also need a new skill since we switch Trapping web into an ultimate... what's been missing...

    We need some kind of a Rockie feeling, you know what I mean, the dude gets down but gets up everytime... that's what an undaunted is right ?. But trapping web was more of an I'm a stamina I don't have ressource let me do Something kind of skill... so let's see what Rocky can do about it.

    He gets ressources from everyone in the group... why not make one undaunted skill that balance overall group ressource so that health, stamina and magika could be equal.

    Basic morph only includes health,

    First morph, includes health and stamina

    Second morph, includes health and magika

    Both increasing the regen of the ressource by 20%.

    That would be at the same time really evil and really nice, I do like it.

    Last but not least Blood Altar, this skill should be draining hp from the enemy in the arena.

    Base morph: Draining 1k a tick from enemy in the area

    First morph: Draining 1k a tick from enemy in the area, ally can activate synergie to heal themself. Heal receive will correspond to 75% of the health took by the altar.

    Second: Draining 1k a tick from enemy in the area, ally can activate a synegy would would give them minor brutality or minor sorcery..

    That's kind of a nice twist to it. Either you use it as an Healing spell targeting the one in need, or you target your group by increasing domage done.

    I hope you enjoy yourself and have fun picking from my ideas, hope to have more idea to share with you. take care ! :)
  • Commish
    Commish
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    I'm not certain of the reason for some of the changes to Snipe.
    Isn't the point of "Sniping" to be a long range kill shot?
    Why reduce the distance?

    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.

    I play solo and use a series of bow skills to control targets in the kill area and prevent them from getting to me, - sniping at long distance plus other assassination skills allow me to take out the highest value target first, pin the group and then time my shots to pick off individuals in the order of threat while maintaining my stamina, if one gets too close I knock them back and start again.
    I don't need snipe to hit targets up close - I need to be able to hit them from even farther away.

  • dodgehopper_ESO
    dodgehopper_ESO
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    Tiberius_ wrote: »
    I like to see progress on this front, but as others have stated, there is still a long way to go.

    One of the things that makes magic-based skills so much better is not simply their damage, but also their utility

    Really all the skills with interesting effects are magicka-based. DK pulls, sorc teleports, NB invis, DK spell reflect... All are magicka based. (I know sword and shield has a reflect skill, but it's not nearly as good as the DK reflect skill, since the 1H-shield skill has to be recast after each reflected spell)

    The point is you can make stamina builds much more appealing by adding useful stamina-based utility skills.

    Edit: fixed some typos

    I really think the DK reflect as well as 1H+S reflect should be a 20 second buff that gives a 25%-33% chance to return all ranged attacks for the duration. This would really balance the skill out making it not OP, but still giving it a defensive utility. They might also want to do something similar for Eclipse, although I think Eclipse just needs a rework to function more like Reflective Scales. That skill is far too situational to be worth its magicka cost.
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  • potirondb16_ESO
    potirondb16_ESO
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    It will be nice that the invis bats from vampire ultimate could be dealing physical domage instead of magical one.

    Also, would be nice if well obviously all magika yet stamina oriented skill could aim for poison instead of magika dps that's a given.

    Also the bow option which throw fire to the ground... I like the relevency of fire being put to the ground but since fire is more of magika oriented skill, maybe it should applies a poison dot to target being in the area of effect.... poison dot that reapply or poison dot that is apply on initial hit... yup poison dot on initial hit.

    OH ! got one, for the Stemplar !

    Burning light should be dealing unresistable domage, and unresistable domage should be buffing with any time of domage extender !

    Edit: Should probably be the same with concussion on Sorc, but then again I don't know if that could be relevant for StamSorc I only play a magika one... but still could be nice orientation for any type of class passive domage proc.
    Edited by potirondb16_ESO on April 21, 2016 6:19PM
  • Cuyler
    Cuyler
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    Guys this OP was from June 2014. Start another thread!
    Guild: STACK n BURN (gm) PC - NA
    CP 810 18 Maxed Characters:
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  • Vangy
    Vangy
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    Cuyler wrote: »
    Guys this OP was from June 2014. Start another thread!

    Yeah I totally got trolled by this too.... LOL
    (2)V16 Dk- stam dps/stam tank/mag dps
    (2)V16 Sorc- mag dps/stam dps
    (2)V16 nb- stam dps/mag dps
    (1)v16 temp- mag tank/mag dps
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