Improvements for Stamina-Based Skills and Passives

  • Lyall84
    Lyall84
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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.

    Agree with you on this point.
  • Lyall84
    Lyall84
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    Durham wrote: »
    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....


    All the armor abilities should require at lease 4/7 of their respective armor type. 5/7 would follow the preset set patterns.

    Edit: noticed I typed class instead of armor. Oops.
    Edited by Lyall84 on June 20, 2014 11:10PM
  • Zerikin
    Zerikin
    Also the two handed "heavy weapons" battleaxe bleed passive appears to scale with spell damage.
  • Snit
    Snit
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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

    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
    Snit AD Sorc
    Ratbag AD Warden Tank
    Goblins AD Stamblade

  • Lyall84
    Lyall84
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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.

    How do they hate tanking? They decided that medium was more broken than heavy, so it needed fixing first, that is all. Be patient, more fixes will come.
    Edited by Lyall84 on June 20, 2014 10:54PM
  • Akhratos
    Akhratos
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    Snit wrote: »
    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

    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 [snip] of all three armors right now) get absolutely ZERO.

    [Moderator Note: Edited per our rules on Cursing & Profanity]
    Edited by ZOS_LeroyW on June 20, 2014 11:16PM
  • SootyTX
    SootyTX
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    Snit wrote: »
    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

    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

    To a degree I see your point. In my suicidal stubbornness to continue playing as a 'warrior' rather than a mage with a sword, even I have a slot on my bar for GDB.

    But that's also part of the point about magicka builds - you get all that nice defense without needing you use any bar slots for it. i know, I'm running another DK with the inevitable dress&stick and nothing but class abilities slotted and she's far far more powerful, and tougher, than by S&S medium armour warrior could ever hope to be. Simply because I don't even have to think about dodging or blocking or CC breaking, I do it with zero impact to my offense and with pretty much no regard to the stamina bar, as I know its got no other pressures. And its easier, all just a mouse click away without having to swap one bar ability for another every other pack of mobs because there's a caster or an archer or not.
  • Ser Lobo
    Ser Lobo
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    Lyall84 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.

    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.

    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.
  • Lyall84
    Lyall84
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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.

    Disagree, that is what jewelry is for, if you add to much regen on heavy it would become the master armor.
  • ArRashid
    ArRashid
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    Snit wrote: »
    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

    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
    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.
  • Lyall84
    Lyall84
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    Shaun98ca2 wrote: »
    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.

    Do you not understand that there are class magicka cost reductions on top of the light armor ones?
  • Akhratos
    Akhratos
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    Lyall84 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, [snip]...

    [Moderator Note: Edited per our rules on Cursing & Profanity]
    Edited by ZOS_LeroyW on June 20, 2014 11:35PM
  • Kewljag_66_ESO
    Kewljag_66_ESO
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    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.

    The 5m less range is really not that much, i also like that the minimum range was reduced many times i would find my target had gotten to close to me when i started the snipe timer.

    Changing the timer to to seconds from 3 basically means you can do roughly 33% more damage over time on long range targets with snipe
  • Ragnar_Lodbrok
    Ragnar_Lodbrok
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    Lyall84 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.

    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.
    Edited by Ragnar_Lodbrok on June 20, 2014 10:29PM
  • Kewljag_66_ESO
    Kewljag_66_ESO
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    Selodaoc wrote: »
    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.

    Surpise attack then Flurry is a deadly combo. Remeber surpise attack debuffs armor by 40% for flurry.

    You open with teleport strike /suprise attack, then you fight with flurrys utill you finish off with impale. the resource managment stays about even for both. in some cases u actually run out of stamina 1st. for me anyways. I really like teh changes.
  • Lyall84
    Lyall84
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    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 =)

    It takes like 30% stamina, regardless of max. So it really beats up stamina builds vs magicka. If it was a set amount, like 400, it would not be as rough for people that have 1500 or more stamina.
  • Kewljag_66_ESO
    Kewljag_66_ESO
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    Archaon wrote: »
    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.

    They already said they were working on heavy armor and Werewolves. And it says this is on the first of more to come.
    Edited by Kewljag_66_ESO on June 20, 2014 10:35PM
  • Arsenic_Touch
    Arsenic_Touch
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    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.

    They should've left the max range, that is essentially a pvp nerf. And none of these changes address the damage differences.
    Is it better to out-monster the monster or to be quietly devoured?

    ╔═════════════ ೋღ☃ღೋ ══════════════╗
    "Hope can drown lost in thunderous sound."
    "Fear can claim what little faith remains."
    "Death will take those who fight alone."
    "But united we can break a fate once set in stone."

    ╚═════════════ ೋღ☃ღೋ ══════════════╝

    NA // Ebonheart Pact // Leader of CORE Legion // Namira Beta Tester // VR11 NB
  • Lyall84
    Lyall84
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    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.

    30%, changes as you raise max. So cheaper for magicka builds of you look at actual cost number vs%.
  • Maverick827
    Maverick827
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    Shaun98ca2 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.
    I was thinking more like:

    Restores X% Magicka and Y% Stamina on a successful block. Can only occur once every Z seconds. Requires 5 or more heavy armor pieces.
  • Lyall84
    Lyall84
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    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
  • Lyall84
    Lyall84
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    Edit, deleted double post
    Edited by Lyall84 on June 20, 2014 10:53PM
  • Erlindur
    Erlindur
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    Lyall84 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

    Snipe suffers from the ultimate cap in this game, the pvp balance cap. You shall never one shot your opponent in pvp. As long as this rule is on and they cannot find a way to disengage skills from their pvp dmg (like adding protection passives in a tree against certain attacks), snipe (and a lot of other skills) will remain useless.
    Edited by Erlindur on June 20, 2014 10:50PM
  • nudel
    nudel
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    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.

    The snipe changes are a good change. Only 5m were snipped off the maximum range and 10m were added to the minimum. So you get more space to let it rip even while mobs are charging you. Before it could essentially be interrupted just by walking closer to the archer. Furthermore the cast time reduction is a good buff to nightblade archers. You could probably now use Shadow Cloak and release Snipe from it amid combat, whereas the cast time used to be longer than your invisibility. This means Snipe can be more than just an opener.
  • Lyall84
    Lyall84
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    Snit wrote: »
    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

    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

    Really, if we put utility skills, shield skills, or heals on our bars, where is the room for our stamina abilities?

    Magicka users still have access to block, roll CC break without losing bar slots.
    Edited by Lyall84 on June 20, 2014 10:53PM
  • Obscure
    Obscure
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    Dual Wield: Flurry
    • The damage for Flurry’s final hit will be increased by 10%.

    FINALLY! I've longed for the day to come when I could no longer out DPS Flurry with my basic attacks. This is a great move.
    Medium Armor
    • With the Wind Walker passive, medium armor will reduce stamina costs by 2% per piece equipped.

    ...o.o... Holy *** ... This actually kinda scares me...
  • Lyall84
    Lyall84
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    Archaon wrote: »
    Snit wrote: »
    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

    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.

    Disagree on the heavy being the worst. Medium was the worst, heavy being a close second.
  • OkieDokie
    OkieDokie
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    Great news, thanks Jessica.

    I think the biggest problem is/was in the fact that you use stamina for utility (run, block, etc) and therefore you can be short in resources when you use it for damage. This cost reduction will help a lot.

    Now we have to wait and see how it goes.

    And for all the guys claiming for higher damage, don't hate me when I say that, but I'm pretty sure weapon damage is not supposed to be higher than class skills. So, yeah, better resource management is probably the best you can get at this point (all those damage increases are already a bonus).
    People keep saying they heard of a friend of friend of friend of their neighbors that plays a NB and can catch up with dks and sorcs and this guy just never shows up. He would be a rock star if he existed.
  • Lyall84
    Lyall84
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    Archaon wrote: »
    Lyall84 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, ***...

    I said if they added both stamina and magicka regen to heavy armor it would be the master armor. Not that it is now. The point of heavy is that you can survive long enough to recover without the boosted regen.

    I will agree with you that the current passives may need boosting, but not added regen.
  • Ser Lobo
    Ser Lobo
    ✭✭✭✭✭
    Lyall84 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.

    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.

    Caring for the game isn't bad, at all. Don't let me or anyone else tell you it is.

    Caring for your class, or your personal weapon type? Also, nothing wrong with it.

    Insulting developers, pushing agenda's with false or just exaggerated claims, and offering little positive force to the agenda? I personally feel there's something wrong with that.

    Your opinion is NOT worthless. Your attitude is.
    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.
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