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.
Raise Armor caps so that heavy is not punished for making blue armor....
Raise Armor 10% it should give more then Leather lol....
Heavy needs blocking increased to 30 at the min..... Blocking and taunting is crazy with more then 3 mobs are on you... taunt damage can be reduced to make this more fair....
Scrap health reduction or do something with it ... its next to worthless.... I would rather have bonus health with the health cap increased again ...Maybe a bonus to healing ..... Maybe a smaller endo regen or something
Change Immovable so that you have to have 2-5 pieces of heavy armor on....
On medium I think it is fine maybe a 10% damage bonus thrown in there also... keep in mind these guys are going to be weak to magic damage....
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
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.
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
Similarly, Stamina users can use their whole magicka pool for buffs, debuffs, utility and heals, and they do not impact their ability to attack when doing so.
I agree that things are currently imbalanced toward magicka builds, but the dynamic you describe does apply to everyone in some respect ;0
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
Similarly, Stamina users can use their whole magicka pool for buffs, debuffs, utility and heals, and they do not impact their ability to attack when doing so.
I agree that things are currently imbalanced toward magicka builds, but the dynamic you describe does apply to everyone in some respect ;0
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.
How do they hate taking? They decided that medium was more broken than heavy, so it needed fixing first, that is all. Be patient, more fixes will come.
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.
What you just described is a hybrid build. Although... without enchantments and food for magicka, my VR2 nightblade can barely cast 3 stealths in a fight (without Siphoning Strikes active, which eat up 25% dps in return). And that's just because there are not enough stamina abilities, since ALL class abilities are for some mad reason magicka ones. I'd love if they made assassination and shadow lines scale with and use stamina, and just siphoning (as a "spell" line) use magicka.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
Similarly, Stamina users can use their whole magicka pool for buffs, debuffs, utility and heals, and they do not impact their ability to attack when doing so.
I agree that things are currently imbalanced toward magicka builds, but the dynamic you describe does apply to everyone in some respect ;0
Shaun98ca2 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.
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.
Disagree, that is what jewelry is for, if you add to much regen on heavy it would become the master armor.
david.haypreub18_ESO wrote: »Also, am I the only one who would prefer to still have the range on Snipe? The cast time doesn't seem to me to be the issue.
ruze84b14_ESO 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.
How do they hate taking? They decided that medium was more broken than heavy, so it needed fixing first, that is all. Be patient, more fixes will come.
I love how she's ignoring him in all of her replies. Can't say I don't enjoy it when someone who is rude just gets blocked out.
Still quite bad for Nightblades.
In PvP you mostly use Magicka skills (Suprise attack/Concealed, Cloak and Impale)
In PvE, if your a melee ST nigthblade, you use maybe one more stamina based skill.
So this will mainly affect bow Nigthblades.
Melee nigthblades still needs alot of tweaking of its class skills.
As proven in other topics, Nightblade class skills does less dmg, sometimes only half the dmg, of other comparable weapon skills, like Suprise attack vs Cleave.
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
Sorry to say, but this is a JOKE.
You buff medium armor (Im ok, they lack sta cost red) but make no change to heavy?
Buffing a few sta skills for 10% damage is what you think will fix this unbalanced mechanics?
Very disappointed.
david.haypreub18_ESO wrote: »Also, am I the only one who would prefer to still have the range on Snipe? The cast time doesn't seem to me to be the issue.
adam.s.jonesub17_ESO 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.
I was thinking more like:Shaun98ca2 wrote: »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.
I was thinking about a 1% Magicka/Stamina cost reduction per item but didn't know what it should be added to or replace.
david.haypreub18_ESO wrote: »Also, am I the only one who would prefer to still have the range on Snipe? The cast time doesn't seem to me to be the issue.
david.haypreub18_ESO wrote: »Also, am I the only one who would prefer to still have the range on Snipe? The cast time doesn't seem to me to be the issue.
Agreed
david.haypreub18_ESO wrote: »Also, am I the only one who would prefer to still have the range on Snipe? The cast time doesn't seem to me to be the issue.
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
Similarly, Stamina users can use their whole magicka pool for buffs, debuffs, utility and heals, and they do not impact their ability to attack when doing so.
I agree that things are currently imbalanced toward magicka builds, but the dynamic you describe does apply to everyone in some respect ;0
ZOS_JessicaFolsom wrote: »Dual Wield: Flurry
- The damage for Flurry’s final hit will be increased by 10%.
ZOS_JessicaFolsom wrote: »Medium Armor
- With the Wind Walker passive, medium armor will reduce stamina costs by 2% per piece equipped.
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
Similarly, Stamina users can use their whole magicka pool for buffs, debuffs, utility and heals, and they do not impact their ability to attack when doing so.
I agree that things are currently imbalanced toward magicka builds, but the dynamic you describe does apply to everyone in some respect ;0
So you pay more than a stamina user for blocking/dodging/breakingcc? Do you mitigate less while blocking for using a wood stick to do it?
What about you start using circle of protection or immovable? Those are buffs based on stamina, so save the bs about the buffs being magicka and stamina being for block as if you couldnt use stamina for buffs as well.
And, breaking news, you will pay the same cost as stamina users for it (worth it, but does not work the other way) as they dont have any stamina cost reduction passive..
Seriously, these changes by ZOS make it clear they have absolutely no clue about how to handle the stamina issue.
If they think a few pewpew 10% damage buff to some skills (and the most buffed being an arrow skill rofl) is gonna make it worth, they are dead wrong.
Of course, heavy (the shittiest of all three armors right now) get absolutely ZERO.
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.
Disagree, that is what jewelry is for, if you add to much regen on heavy it would become the master armor.
Master armor?
The heavy armor?
Dont make me cry dude, or I am gonna pwn you to death with my 1% extra incoming heal per piece, my ubber 1% extra weapon damage only for melee attacks or my ultraoverpowered +3%base armor/sr when Im capping armor with only 50 white heavy gear (so yes, its indeed much less than it because the stupid softcap being so low).
Not like they could add real useful values like raw mitigation (well, we are the only ones getting one of our passives added over a already reached softcap no matter what we do), critical damage reduction, cc resistance (less time cced) or cc break cost?
master armor, ***...
Ragnar_Lodbrok wrote: »ruze84b14_ESO 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.
How do they hate taking? They decided that medium was more broken than heavy, so it needed fixing first, that is all. Be patient, more fixes will come.
I love how she's ignoring him in all of her replies. Can't say I don't enjoy it when someone who is rude just gets blocked out.
How am I rude? For asking about the two lines that need love the most but are absent? I love it when obvious trolls are obvious, like my opinion is worthless because I pay to play this game.
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.