Ok, if they want to be a "pure" staminers - so be it!ZOS_JessicaFolsom wrote: »We look forward to hearing your thoughts!
Medium armor - +3% magicka cost per piece of Medium armor equipped
Heavy armor - +1% magicka cost per piece of Heavy armor equipped
Fair? Yes.
You even didn't understand what you are talking!Your point would be valid if magicka was used for more than just active skills, as it is stamina is used for dodge rolling, blocking, cc breaking, AND weapon based active skills. As long as they keep the stamina based damage relatively low compared to magicka it should balance out fine.
I'm praying for turning all of this dodging etc into the magicka cost! Because as a mage I have a tons of magicka.
But you all, staminers, didn't understand that fact what every mage lost all of it's stamina after 2nd CCbreak!
You even didn't understand what you are talking!Your point would be valid if magicka was used for more than just active skills, as it is stamina is used for dodge rolling, blocking, cc breaking, AND weapon based active skills. As long as they keep the stamina based damage relatively low compared to magicka it should balance out fine.
I'm praying for turning all of this dodging etc into the magicka cost! Because as a mage I have a tons of magicka.
But you all, staminers, didn't understand that fact what every mage lost all of it's stamina after 2nd CCbreak!
I'm personally agree with all, over this:Just want to say: WHAT?ZOS_JessicaFolsom wrote: »Medium Armor
With the Wind Walker passive, medium armor will reduce stamina costs by 2% per piece equipped.
Every single stamina weapon already have 20% reduction in the passives, so you granting them 14% more?
Just a 34% cost reduction for weapon skills?
The game becomes [snip]...
[Moderator Note: Edited per our rules on Cursing & Profanity]
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
dylanjaygrobbelaarb16_ESO wrote: »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
seeing you get a 20% reduciton already from the weapon lines i think you would be right.
you are not sure, just talking, right?I'm personally agree with all, over this:Just want to say: WHAT?ZOS_JessicaFolsom wrote: »Medium Armor
With the Wind Walker passive, medium armor will reduce stamina costs by 2% per piece equipped.
Every single stamina weapon already have 20% reduction in the passives, so you granting them 14% more?
Just a 34% cost reduction for weapon skills?
The game becomes sh*tty...
WHAT? Light armor already has 21% reduction, yet class skills trees also have reductions...
So let the staves will get reduction passives, at least for 10%
You even didn't understand what you are talking!Your point would be valid if magicka was used for more than just active skills, as it is stamina is used for dodge rolling, blocking, cc breaking, AND weapon based active skills. As long as they keep the stamina based damage relatively low compared to magicka it should balance out fine.
I'm praying for turning all of this dodging etc into the magicka cost! Because as a mage I have a tons of magicka.
But you all, staminers, didn't understand that fact what every mage lost all of it's stamina after 2nd CCbreak!
ZOS_JessicaFolsom wrote: »Folks, we understand that everyone would like to see changes made to their preferred armor type or weapon immediately. Voicing disappointment that what you're looking for improvements to wasn't mentioned in an update post is totally fair, but we ask that you please understand that balance changes are part of an ongoing, never-ending effort and we implement them carefully and in small steps.
We will continue to do our very best to keep you updated on what is coming, and what we're working toward.
trimsic_ESO wrote: »@ZOS_JessicaFolsom
This is one interesting step towards the right direction, but still a small step at this point.
Let me take an example so as to illustrate the exact issue we have with a stamina build. I'm DK, wearing a full leather armor set, with one hand and a shield and dual wield.
SNIP
In a hope this little example will help your teams to better understand the issue
ZOS_JessicaFolsom wrote: »Folks, we understand that everyone would like to see changes made to their preferred armor type or weapon immediately. Voicing disappointment that what you're looking for improvements to wasn't mentioned in an update post is totally fair, but we ask that you please understand that balance changes are part of an ongoing, never-ending effort and we implement them carefully and in small steps.
We will continue to do our very best to keep you updated on what is coming, and what we're working toward.
trimsic_ESO wrote: »@ZOS_JessicaFolsom
This is one interesting step towards the right direction, but still a small step at this point.
Let me take an example so as to illustrate the exact issue we have with a stamina build. I'm DK, wearing a full leather armor set, with one hand and a shield and dual wield.
My one hand and a shield bar, in a raid group for AvA combat:
- Flame Lash (used to finish off fleeing enemies)
- Fragmented Shield (a very nice tool in AvA)
- Coagulating Blood (sometimes useful when holding the line)
- Shielded Assault (to charge the enemies in an assault)
- Choking Talons (to immobilize the enemies)
My Dual Wield bar, in a raid group for AvA combat:
- Blinding Flurry (used against NPC guards, rarely on players)
- Burning Breath (used to decrease the armor of the enemies)
- Volcanic Rune (a very nice CC tool in AvA)
- Steel Tornado (to finish off wounded enemies)
- Igneous Weapons (damage buff)
The one hand and a shield bar is used to hold the line; the dual wield bar is used to counter attack the enemy raid.
Can you see the issue? Well, let me help you:
- In the first bar, there are 4 magicka based skills, and only one stamina based skill
- In the second bar, there are 3 magicka based skills, and 2 stamina based skills
- The most important skills for my role in the raid are magicka based, with the exception of Tornado Steel.
- Only one skill in my bars takes a real advantage of my stamina build: Tornado Steel.
The end of the story:
The other DKs of my guild are playing with a one and a shield bar and a destruction staff bar, with a full set of light armor, and are out performing me, for obvious reasons.
In a hope this little example will help your teams to better understand the issue
ZOS_JessicaFolsom wrote: »Folks, we understand that everyone would like to see changes made to their preferred armor type or weapon immediately. Voicing disappointment that what you're looking for improvements to wasn't mentioned in an update post is totally fair, but we ask that you please understand that balance changes are part of an ongoing, never-ending effort and we implement them carefully and in small steps.
We will continue to do our very best to keep you updated on what is coming, and what we're working toward.
p_tsakirisb16_ESO wrote: »While I believe there are steps to the right direction, they need to raise the cap of melee damage.
Right now the cap seems is 181 power for V7 player. Bug or not, I do not know. Saw it when I cast Rally, after 10 seconds went to 181 and stopped while wasn't going higher for the other 13 seconds of the duration of the ability.
Should have gone to 192 or so.
By putting a smaller weapon on, it scales normally all way to the 22nd second of the duration of the spell.
ZOS_JessicaFolsom wrote: »trimsic_ESO wrote: »@ZOS_JessicaFolsom
This is one interesting step towards the right direction, but still a small step at this point.
Let me take an example so as to illustrate the exact issue we have with a stamina build. I'm DK, wearing a full leather armor set, with one hand and a shield and dual wield.
My one hand and a shield bar, in a raid group for AvA combat:
- Flame Lash (used to finish off fleeing enemies)
- Fragmented Shield (a very nice tool in AvA)
- Coagulating Blood (sometimes useful when holding the line)
- Shielded Assault (to charge the enemies in an assault)
- Choking Talons (to immobilize the enemies)
My Dual Wield bar, in a raid group for AvA combat:
- Blinding Flurry (used against NPC guards, rarely on players)
- Burning Breath (used to decrease the armor of the enemies)
- Volcanic Rune (a very nice CC tool in AvA)
- Steel Tornado (to finish off wounded enemies)
- Igneous Weapons (damage buff)
The one hand and a shield bar is used to hold the line; the dual wield bar is used to counter attack the enemy raid.
Can you see the issue? Well, let me help you:
- In the first bar, there are 4 magicka based skills, and only one stamina based skill
- In the second bar, there are 3 magicka based skills, and 2 stamina based skills
- The most important skills for my role in the raid are magicka based, with the exception of Tornado Steel.
- Only one skill in my bars takes a real advantage of my stamina build: Tornado Steel.
The end of the story:
The other DKs of my guild are playing with a one and a shield bar and a destruction staff bar, with a full set of light armor, and are out performing me, for obvious reasons.
In a hope this little example will help your teams to better understand the issue
Thank you very much for this thoughtful and detailed break-down @trimsic_ESO. We'll make sure the team in charge of balance sees it.
Thejollygreenone 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.
IMO, heavy armor as well as 1h/shield shouldn't yield as much damage oriented buffs as medium/light. Heavy armor exists because of it's increased defenses, same with 1h/shield. To expect something with increased defenses to have the same offensive output as something with less defenses is silly to me.
While I recognize this isn't necessarily what you expect or were implying, Denaia. I'm just using your comment as a vehicle to state my belief that someone who chooses to invest in some heavy armor shouldn't be absolutely crippled as a damage user, but should certainly give up some of that damage potential for a more defensive armor type. So I do agree with you to an extent.
Unfortunately one could argue light armor has enough defenses to make this all a moot point, but I think that was unintended and will be scaled down soon enough. My overall point is this:
Sure you should be able to go pvp as a melee or even caster in heavy armor and be effective due to your increased defenses and not have absolute crap offenses if you choose to use an offensive weapon.
However that by no means should go so far as to make heavy armor do the same or similar dps as the two dps oriented armor trees, light/medium, since the game works under the assumption that these two armor trees are less defensive, even though in the current state of the game that might not be the case(yet).
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.
Agree with you on this point.
Thejollygreenone 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.
IMO, heavy armor as well as 1h/shield shouldn't yield as much damage oriented buffs as medium/light. Heavy armor exists because of it's increased defenses, same with 1h/shield. To expect something with increased defenses to have the same offensive output as something with less defenses is silly to me.
While I recognize this isn't necessarily what you expect or were implying, Denaia. I'm just using your comment as a vehicle to state my belief that someone who chooses to invest in some heavy armor shouldn't be absolutely crippled as a damage user, but should certainly give up some of that damage potential for a more defensive armor type. So I do agree with you to an extent.
Unfortunately one could argue light armor has enough defenses to make this all a moot point, but I think that was unintended and will be scaled down soon enough. My overall point is this:
Sure you should be able to go pvp as a melee or even caster in heavy armor and be effective due to your increased defenses and not have absolute crap offenses if you choose to use an offensive weapon.
However that by no means should go so far as to make heavy armor do the same or similar dps as the two dps oriented armor trees, light/medium, since the game works under the assumption that these two armor trees are less defensive, even though in the current state of the game that might not be the case(yet).
Until there's a significant defensive advantage to heavy over medium and light, then they'd best damn well be equal in terms of DPS capability.
As it is, anything over soft cap is mostly wasted because the DR curve is stupid, and the soft cap is ridiculously easy to reach.
If I have the same effect from any of the three armor types in terms of damage reduction, then there's no bloody excuse for them to not be equal in terms of damage output passives.
On top of it, VR level mobs have this lovely ability to hit me just as hard in plate as they do in cloth, making armor effectively POINTLESS.
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.
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.
30%, changes as you raise max. So cheaper for magicka builds of you look at actual cost number vs%.
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.
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.
If regen didn't suck complete butt I'd agree with you.
I see 0 noticeable difference with or without regen. I stack ability reduction instead. I'd rather take longer to run out than wait a year to get enough back to do something when I'm trying to not die.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.
30%, changes as you raise max. So cheaper for magicka builds of you look at actual cost number vs%.
Uses a percentage of max stamina from what I've seen.
Means putting points into stamina so you can use them more often is BS, basically.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.
The crit chance on Medium automatically made it better than heavy, easy.
But the problem with stamina builds? Armor is the least of them.
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.
Can start by making it actually mitigate damage. Then, if you're giving Medium 14% max stamina regen/reduction, why not give Heavy 7% max magicka and 7% max stamina regen/reduction.
Go for the increase in mitigation and survival first. See how that plays out before screaming for regen. You have to be careful about keeping the balance. Everyone wants their armor type or play style to be the best, but that is unreasonable.
Ok, if they want to be a "pure" staminers - so be it!ZOS_JessicaFolsom wrote: »We look forward to hearing your thoughts!
Medium armor - +3% magicka cost per piece of Medium armor equipped
Heavy armor - +1% magicka cost per piece of Heavy armor equipped
Fair? Yes.
Ok, if they want to be a "pure" staminers - so be it!ZOS_JessicaFolsom wrote: »We look forward to hearing your thoughts!
Medium armor - +3% magicka cost per piece of Medium armor equipped
Heavy armor - +1% magicka cost per piece of Heavy armor equipped
Fair? Yes.
Have you *seen* DK magicka costs?
Before reduction.
My current alt is having issues and I'm rocking 3p Seducer/3p Magnus heavy...
I'm so stubborn to try making heavy armor work it's come to that. Divines with Mage stone too. Might switch that around a bit.
Anything to not be stuck in a dress. I *am* using restoration staff. Only weapon.
Stamina weapons problems come from a few things, and armor type is the least of it's problems.
Heavily relying on bleeds and stamina cost of abilities are pretty high up there in the "*sigh*" part.