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
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.
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.
ShedsHisTail 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.
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..
ShedsHisTail wrote: »ZOS_JessicaFolsom wrote: »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?
ShedsHisTail 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.
Or being tanked by someone else. From the rear. Like a rogue.
ZOS_JessicaFolsom wrote: »ShedsHisTail wrote: »ZOS_JessicaFolsom wrote: »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?
This is on top of the 2% Stamina regen, and the 2% stamina cost reduction is for all abilities that cost stamina (per piece equipped, so a total of 14% possible stamina cost reduction.)
ZOS_JessicaFolsom wrote: »ShedsHisTail wrote: »ZOS_JessicaFolsom wrote: »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?
This is on top of the 2% Stamina regen, and the 2% stamina cost reduction is for all abilities that cost stamina (per piece equipped, so a total of 14% possible stamina cost reduction.)
ZOS_JessicaFolsom wrote: »ShedsHisTail wrote: »ZOS_JessicaFolsom wrote: »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?
This is on top of the 2% Stamina regen, and the 2% stamina cost reduction is for all abilities that cost stamina (per piece equipped, so a total of 14% possible stamina cost reduction.)
Glad to see somechanges BUT I don't think that the current changes will suffice. The damage increase is too low to make stamina worthwhile and heavy armor is still as *** as it was before. Besides that I don't think 2% stamina cost reduction for medium armor will do much.
It's a start, but sadly not enough for my liking.
Shaun98ca2 wrote: »WOW color me SHOCKED there is MORE Stamina reduction cost on TOP of the 20% you already get from melee weapons WOW. Medium Armor is going to rock.
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
I forget to add it in my first post; what is going to happen for us heavy armor-dps users? As it is decent enough to use, but certainly not as good as using medium (after changes) or light armor. I would like to see heavy armor becoming a bit more viable for those who wish to melee-dps with it.
ZOS_JessicaFolsom wrote: »I forget to add it in my first post; what is going to happen for us heavy armor-dps users? As it is decent enough to use, but certainly not as good as using medium (after changes) or light armor. I would like to see heavy armor becoming a bit more viable for those who wish to melee-dps with it.
We're looking at ways we can improve the Heavy Armor skill line as well.
Shaun98ca2 wrote: »Im thinking Reverse Slash needs 15% base damage increase then maybe slight cost increase as well.
Most complaints from Stam users include some variation of 'why are there so many fingers in our resource pool?'
Often people suggest just removing all defensive abilities from the Stamina pool. This is not something ZOS should do because such a change would inadvertently buff Magicka users. Instead of having a Stam pool that they had to split between 1-2 Stamina feats AND defensive abilities, they'd just have an entire new pool for damage.
If you keep them in the Stamina pool, but give every Stamina based weapon a passive that reduces the cost of defensive abilities (blocking, dodging, cc break, interrupt) by a hefty amount, then casters will still function in the same way but Stam users will be able to use their bar for more damage or more mobility/ utility. Alternatively, you could put this on Medium/ Heavy armor. The important part is not to make it a wholesale reduction in cost because that will buff all the casters as well.
Same goes for Stamina feat cost reduction. Make it a weapon skill passive which requires ___insert non-staff here____ to be equipped in order to work. Otherwise you're exponentially increasing the dps of any caster who slots even a single Stamina ability.
I don't think casters need nerfing. Stamina skills and weapons just need to be brought more in line with the damage and utility of magicka.
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.
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?
I forget to add it in my first post; what is going to happen for us heavy armor-dps users? As it is decent enough to use, but certainly not as good as using medium (after changes) or light armor. I would like to see heavy armor becoming a bit more viable for those who wish to melee-dps with 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