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Please merg spell and weapon crit to one stat (crit rating).

tordr86b16_ESO
tordr86b16_ESO
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The reason I'm asking for this is because these two stats forces us to use either medium or light armor, and not only that, we have magicka based class abilities that uses weapon critical, and vice versa. Basically, we are either forced to run around in light armor sacrificing crit for the reduced magicka cost, if not then we are basically oom in a couple seconds due to the insane base costs of class abilities.

If we unify this to ONE stat we'll have more freedom to try out different armor types such as medium and light armor and get the benefits of crit, while also getting the magicka and stamina reduction cost at the same time. I doubt this will fix everything but I believe strongly that this is the right direction for the game. As crit works now, it only causes confusion and pigeonhole certain classes to play certain ways.
Edited by tordr86b16_ESO on July 7, 2014 7:56AM
  • Melufey
    Melufey
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    Hmm, this idea is not really bad. But there has to bee a difference between weapen and spell-crits. In my opinion it would be better if the difference wouldn't be this high at the moment.
    My weapon-crit is ~35% and spell-crit ~12 and as a Nightblade i have to use both. But we don't have this much magic skills that could crit.
    Für das Dominion und die Königin!
    Bosmer - Nachtklinge
    "Man mag den Stamm trennen, aber die Ranke tötet man damit nicht."
  • tordr86b16_ESO
    tordr86b16_ESO
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    Melufey wrote: »
    Hmm, this idea is not really bad. But there has to bee a difference between weapen and spell-crits. In my opinion it would be better if the difference wouldn't be this high at the moment.
    My weapon-crit is ~35% and spell-crit ~12 and as a Nightblade i have to use both. But we don't have this much magic skills that could crit.

    The problem with how it works now is that all class abilities are magicka based. Take the dragon knight as an example, it has short ranged abilities which uses weapon crit. Without 7/7 light armor lava whip will make you go oom with a few uses but you won't get ANY benefits from the spell crit due to lava whip using weapon crit. This is the same dilemma NB also faces.
  • Enkil
    Enkil
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    Current game is too basic.... should have used Morrowind as a template and utilized the attributes of Intelligence, Agillity, Willpower, Strength, Endurance, etc... then they could have easily made stamina, magicka and critical values derived attributes rather than primary attributes.

    This would have resulted in a clear distinction between magicka (magic) based abilities and stamina (physical) abilities... The current system is too simplistic and basic to accommodate magicka and stamina distinction. Right now the resource itself determines damage which is counter-intuitive. Stamina and physical based attacks are not fully developed in game and suffer from CC breaks and such utilizing stamina.
    Edited by Enkil on July 7, 2014 8:19AM
  • timidobserver
    timidobserver
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    No.... just no. I don't really need Sorcs running a 60% crit with crystal fragments and bow skills and 2hander skills. Just the crystal fragments alone is more than enough to deal with.
    V16 Uriel Stormblessed EP Magicka Templar(main)
    V16 Derelict Vagabond EP Stamina DK
    V16 Redacted Ep Stam Sorc
    V16 Insolent EP Magicka Sorc(retired)
    V16 Jed I Nyte EP Stamina NB(retired)

  • Melufey
    Melufey
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    I think that the greatest problem is the balance between magicka and stamina.
    The magicka skills are for me the most effective damageskills. And i don't want to run around with a dress to be effective in a fight. I like my medium armor.
    Für das Dominion und die Königin!
    Bosmer - Nachtklinge
    "Man mag den Stamm trennen, aber die Ranke tötet man damit nicht."
  • tordr86b16_ESO
    tordr86b16_ESO
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    No.... just no. I don't really need Sorcs running a 60% crit with crystal fragments and bow skills and 2hander skills. Just the crystal fragments alone is more than enough to deal with.

    already happening... now what? might wanna fact check before you say no. all damage abilities that sorcs have uses spell crit. dk have a mix of melee and spell crit which just makes a mess of things.
    Edited by tordr86b16_ESO on July 7, 2014 8:29AM
  • Sangeet
    Sangeet
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    My proposal: #

    Only 1 crit rating.
    Set all stamina skills to use magica.
    Stamina is only used for blocking, dodging, sprinting.

    Set damage of all former stamina skills to the same amount as magica skills do.

    Give each CC ability a rating, and substract that rating from the damage output of the used skill.

    Check the skill line passives, and bring them to the same level.

    Give each class a Role, where each one could be best.

    Sorc CC, CC last 10% longer
    DK tank, 10% more blocking
    NB DD, 10% more damage
    Templer Heal. 10% more healing than other classes.

    And dont let us wait, the problems are too obvious, and when i talk to other players, most complain about the balancing.

    Some content is ridiculously hard without a certain setup. Running Veteran Dungeons without AOE is very easy, without it, its very hard.

    To have a factor for PVP, introduce an extra PVP stat, which could be used to mitigate the use of spells vs other players or NPC.
  • tordr86b16_ESO
    tordr86b16_ESO
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    Sangeet wrote: »
    My proposal: #

    Only 1 crit rating.
    Set all stamina skills to use magica.
    Stamina is only used for blocking, dodging, sprinting.

    Set damage of all former stamina skills to the same amount as magica skills do.

    Give each CC ability a rating, and substract that rating from the damage output of the used skill.

    Check the skill line passives, and bring them to the same level.

    Give each class a Role, where each one could be best.

    Sorc CC, CC last 10% longer
    DK tank, 10% more blocking
    NB DD, 10% more damage
    Templer Heal. 10% more healing than other classes.

    And dont let us wait, the problems are too obvious, and when i talk to other players, most complain about the balancing.

    Some content is ridiculously hard without a certain setup. Running Veteran Dungeons without AOE is very easy, without it, its very hard.

    To have a factor for PVP, introduce an extra PVP stat, which could be used to mitigate the use of spells vs other players or NPC.

    aaaaaand everyone are then forced to use light armor... this won't solve the problem.
  • AlexDougherty
    AlexDougherty
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    Sangeet wrote: »
    My proposal: #

    Only 1 crit rating.
    Set all stamina skills to use magica.
    Stamina is only used for blocking, dodging, sprinting.

    Set damage of all former stamina skills to the same amount as magica skills do.

    The unification of criticals might work, but for god's sake we need to get away from light armour, medium and heavy armour need to be viable. Making everything magic based is a bad idea, it re-enforces the dependence on light armour.
    People believe what they either want to be true or what they are afraid is true!
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  • Sangeet
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    nope, i would re balance this with mitigation. Light armor gives least spell defence, also least physical defense.
    Medium armor with middle defenses.
    Heavy armor with highest defense rating.

    Light armor would give highest regeneration, highest reduction of magica cost for spells.
    Medium armor gives the middle set /balanced set.
    Heavy armor gets additional healing received as its currently.

    You give each armor a tendency, where it exceeds, Light for Ranged, Medium for high burst melee (not bows.) But then somewhat more squishy than tanks.
    Heavy Armor enough survivability to outlive the focus fire of 2 DD, when healed.

    Medium Armor could give a passive, where all melee skills gets additional damage.

    Medium armor the ability to outlive the focus fire of 1 DD when healed.

    Light armor could not outlive the focus fire of 1 DD when healed, only with clever use of CC /shields, class cannon! as it should be.



  • Uisi
    Uisi
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    ... and one damage factor for all weapons and spells, and armor rating same for all type of armor, and, maybe, a single resource for weapon skills and magic skills, and ... no thank you! I would choose diversity and specialty.
    If something is not broke ... fix it!
  • tordr86b16_ESO
    tordr86b16_ESO
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    Sangeet wrote: »
    nope, i would re balance this with mitigation. Light armor gives least spell defence, also least physical defense.
    Medium armor with middle defenses.
    Heavy armor with highest defense rating.

    Light armor would give highest regeneration, highest reduction of magica cost for spells.
    Medium armor gives the middle set /balanced set.
    Heavy armor gets additional healing received as its currently.

    You give each armor a tendency, where it exceeds, Light for Ranged, Medium for high burst melee (not bows.) But then somewhat more squishy than tanks.
    Heavy Armor enough survivability to outlive the focus fire of 2 DD, when healed.

    Medium Armor could give a passive, where all melee skills gets additional damage.

    Medium armor the ability to outlive the focus fire of 1 DD when healed.

    Light armor could not outlive the focus fire of 1 DD when healed, only with clever use of CC /shields, class cannon! as it should be.



    having high armor rating is not as awesome as you think it is. it actually means less when most of the playerbase are using magicka based abilities, in fact, you can overcharge your armor with only light armor and get all the benefits that comes with it.
    Edited by tordr86b16_ESO on July 7, 2014 10:14AM
  • LtCrunch
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    Me and my guildmates have talked about this before and we all agreed that having two seperate crit ratings for spell and weapon is kinda silly. Specifically with how some magicka abilities use weapon crit instead of spell crit. Either make all spells use spell-crit or merge them into one stat. Right now for a lot of builds if you're building for crit on a Templar or a Nightblade you can't focus on one or the other and instead have to spread yourself out which leads to a less effective build overall. Then you get Sorcs who can safely focus on spell crit and ignore weapon crit.
    NerdSauce Gaming
    Laughs-At-Wounds - Sap tanking since 03/30/14
    ßrandalf - Light armor tanking since 03/03/15
    Brandalf Beer-Belly - Tanking drunk since 12/30/16


  • tordr86b16_ESO
    tordr86b16_ESO
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    Brandalf wrote: »
    Me and my guildmates have talked about this before and we all agreed that having two seperate crit ratings for spell and weapon is kinda silly. Specifically with how some magicka abilities use weapon crit instead of spell crit. Either make all spells use spell-crit or merge them into one stat. Right now for a lot of builds if you're building for crit on a Templar or a Nightblade you can't focus on one or the other and instead have to spread yourself out which leads to a less effective build overall. Then you get Sorcs who can safely focus on spell crit and ignore weapon crit.

    yup, that sums it up perfectly.
  • MercyKilling
    MercyKilling
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    I'm not even sure what "merg" is.
    I am not spending a single penny on the game until changes are made to the game that I want to see.
    1) Remove having to be in a guild to sell items to other players at a kiosk.
    2) Cosmetic modding for armor and clothing.
    3) Difficulty slider.
    4) Fully customizable player housing that isn't tied to anything in the game other than having the correct resources and enough gold to build. Don't tie it to PvP, guild membership, or anything at all. Oh, make it instanced so as not to take up world map space, too. Zeni screwed this one up already.
    Any /one/ of these things implemented would get me spending again, maybe even subbing.
  • killedbyping
    killedbyping
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    Melufey wrote: »
    Hmm, this idea is not really bad. But there has to bee a difference between weapen and spell-crits. In my opinion it would be better if the difference wouldn't be this high at the moment.
    My weapon-crit is ~35% and spell-crit ~12 and as a Nightblade i have to use both. But we don't have this much magic skills that could crit.

    The problem with how it works now is that all class abilities are magicka based. Take the dragon knight as an example, it has short ranged abilities which uses weapon crit. Without 7/7 light armor lava whip will make you go oom with a few uses but you won't get ANY benefits from the spell crit due to lava whip using weapon crit. This is the same dilemma NB also faces.

    Are we playing the same game ?
    All of NB damaging Class skills are able to crit. And NONE of NB class skills benefits from Weapon crit, only Spell crit -.-

    If you guys talking about Weapons skills then say so, dont mess it up with NB skills, they have nothing to do with it.
    Edited by killedbyping on July 7, 2014 11:43AM
  • LtCrunch
    LtCrunch
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    Melufey wrote: »
    Hmm, this idea is not really bad. But there has to bee a difference between weapen and spell-crits. In my opinion it would be better if the difference wouldn't be this high at the moment.
    My weapon-crit is ~35% and spell-crit ~12 and as a Nightblade i have to use both. But we don't have this much magic skills that could crit.

    The problem with how it works now is that all class abilities are magicka based. Take the dragon knight as an example, it has short ranged abilities which uses weapon crit. Without 7/7 light armor lava whip will make you go oom with a few uses but you won't get ANY benefits from the spell crit due to lava whip using weapon crit. This is the same dilemma NB also faces.

    Are we playing the same game ?
    All of NB damaging Class skills are able to crit. And NONE of NB class skills benefits from Weapon crit, only Spell crit -.-

    If you guys talking about Weapons skills then say so, dont mess it up with NB skills, they have nothing to do with it.

    No. Assassin's blade procs off of weapon crit. So does veiled strike. So does teleport strike. Do a bit of research/testing before you attempt to tell someone they're incorrect.



    Edited by LtCrunch on July 7, 2014 11:55AM
    NerdSauce Gaming
    Laughs-At-Wounds - Sap tanking since 03/30/14
    ßrandalf - Light armor tanking since 03/03/15
    Brandalf Beer-Belly - Tanking drunk since 12/30/16


  • RoCoL
    RoCoL
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    Enkil wrote: »
    Current game is too basic.... should have used Morrowind as a template and utilized the attributes of Intelligence, Agillity, Willpower, Strength, Endurance, etc... then they could have easily made stamina, magicka and critical values derived attributes rather than primary attributes.

    This would have resulted in a clear distinction between magicka (magic) based abilities and stamina (physical) abilities... The current system is too simplistic and basic to accommodate magicka and stamina distinction. Right now the resource itself determines damage which is counter-intuitive. Stamina and physical based attacks are not fully developed in game and suffer from CC breaks and such utilizing stamina.

    I like this idea. I am new to Elder Scrolls, but played D&D pen and paper from the early 80's and about every D&D pc game since.

    The Strength-how much you can carry and how hard you hit with melee, Stamina(Constitution)- hit points, resistance against poisons etc, Intelligence (magic for arcane mage and various ability for rogues, Charisma - magic base for Sorcs and turning ability for Clerics/Paladins, Wisdom - magic pool for divine casters, Dexterity - ability to dodge blows, use ranged weapons with increased accuracy.

    YEa, im missing some details,but with such a pool to place your resources makes a character far more unique than simply - Magic- Health- Stamina. I dont expect a complete rebuild to accommodate but it would be nice
  • Enkil
    Enkil
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    RoCoL wrote: »
    Enkil wrote: »
    Current game is too basic.... should have used Morrowind as a template and utilized the attributes of Intelligence, Agillity, Willpower, Strength, Endurance, etc... then they could have easily made stamina, magicka and critical values derived attributes rather than primary attributes.

    This would have resulted in a clear distinction between magicka (magic) based abilities and stamina (physical) abilities... The current system is too simplistic and basic to accommodate magicka and stamina distinction. Right now the resource itself determines damage which is counter-intuitive. Stamina and physical based attacks are not fully developed in game and suffer from CC breaks and such utilizing stamina.

    I like this idea. I am new to Elder Scrolls, but played D&D pen and paper from the early 80's and about every D&D pc game since.

    The Strength-how much you can carry and how hard you hit with melee, Stamina(Constitution)- hit points, resistance against poisons etc, Intelligence (magic for arcane mage and various ability for rogues, Charisma - magic base for Sorcs and turning ability for Clerics/Paladins, Wisdom - magic pool for divine casters, Dexterity - ability to dodge blows, use ranged weapons with increased accuracy.

    YEa, im missing some details,but with such a pool to place your resources makes a character far more unique than simply - Magic- Health- Stamina. I dont expect a complete rebuild to accommodate but it would be nice

    Traditional Elder Scrolls is very much like the Pen&Paper D&D.. it's only in recent years that the series has strayed away from that.. dumbing down the series.. (I suppose to attract FPS players?)....

    Take a look here: http://www.uesp.net/wiki/Morrowind:Attributes

    Morrowind is the perfect template for a *properly balanced* MMO!! If they had used it as their starting point, we would be way better off by now...

    Edited by Enkil on July 7, 2014 1:38PM
  • Tabbycat
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    Sangeet wrote: »
    My proposal: #

    Only 1 crit rating.
    Set all stamina skills to use magica.
    Stamina is only used for blocking, dodging, sprinting.

    Set damage of all former stamina skills to the same amount as magica skills do.

    Give each CC ability a rating, and substract that rating from the damage output of the used skill.

    Check the skill line passives, and bring them to the same level.

    Give each class a Role, where each one could be best.

    Sorc CC, CC last 10% longer
    DK tank, 10% more blocking
    NB DD, 10% more damage
    Templer Heal. 10% more healing than other classes.

    And dont let us wait, the problems are too obvious, and when i talk to other players, most complain about the balancing.

    Some content is ridiculously hard without a certain setup. Running Veteran Dungeons without AOE is very easy, without it, its very hard.

    To have a factor for PVP, introduce an extra PVP stat, which could be used to mitigate the use of spells vs other players or NPC.


    Ugh no. ESO classes aren't about assigning roles and stuffing you in a box where you can only do one thing well. I greatly prefer it as it is now where I can be a sorc that can tank, heal, dps and support. So can every other class.

    What next? Do you want to make it so that only Sorc can use light armor and staves and Dragonknight can only use heavy armor and sword and board and Nightblades are the only ones that can use duel wield and medium armor and sneak around? There's already a game out there like that. We don't need another one.
    Edited by Tabbycat on July 7, 2014 1:00PM
    Founder and Co-GM of The Psijic Order Guild (NA)
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  • hk11
    hk11
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    everyone in the game would lose one of their 5 slots for magelight
  • MonkeyAssassin24
    MonkeyAssassin24
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    No.... just no. I don't really need Sorcs running a 60% crit with crystal fragments and bow skills and 2hander skills. Just the crystal fragments alone is more than enough to deal with.

    already happening... now what? might wanna fact check before you say no. all damage abilities that sorcs have uses spell crit. dk have a mix of melee and spell crit which just makes a mess of things.

    I don't think you understood that post. Yes sorcs are already running around with 60% crit sharding on people but if crit rating was universal that means they could weave in say poison arrow crits or snipe crits. That would be terrible.

    Also basically every player in the game would use magelight (if it gave crit value instead of only spell crit value). Floating blue balls for everyone!

    I wear 5m2l on my NB and just enchant magicka on everything, I have no problem spamming class skills (which still crit a lot because many of them do in fact use wep crit) even without relying on leeching/siphoning strikes.

    If anything we need MORE stats to play with and tweak instead of merging them together. I would like to see dodge rating on my character sheet (especially considering I have abilities that tell me I can dodge attacks), and armor pen. Also tell me how much damage my armor rating gives instead of just an arbitrary number, though, I guess they can't do this because armor is basically just for looks, enchants, and offensive stats and passives anyway.
    On second thought, let's not go to the forums. 'Tis a silly place.
  • tordr86b16_ESO
    tordr86b16_ESO
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    No.... just no. I don't really need Sorcs running a 60% crit with crystal fragments and bow skills and 2hander skills. Just the crystal fragments alone is more than enough to deal with.

    already happening... now what? might wanna fact check before you say no. all damage abilities that sorcs have uses spell crit. dk have a mix of melee and spell crit which just makes a mess of things.

    I don't think you understood that post. Yes sorcs are already running around with 60% crit sharding on people but if crit rating was universal that means they could weave in say poison arrow crits or snipe crits. That would be terrible.

    Also basically every player in the game would use magelight (if it gave crit value instead of only spell crit value). Floating blue balls for everyone!

    I wear 5m2l on my NB and just enchant magicka on everything, I have no problem spamming class skills (which still crit a lot because many of them do in fact use wep crit) even without relying on leeching/siphoning strikes.

    If anything we need MORE stats to play with and tweak instead of merging them together. I would like to see dodge rating on my character sheet (especially considering I have abilities that tell me I can dodge attacks), and armor pen. Also tell me how much damage my armor rating gives instead of just an arbitrary number, though, I guess they can't do this because armor is basically just for looks, enchants, and offensive stats and passives anyway.

    so redesign some of the abilities and put a soft cap to crit, problem solved. i find it insane that we can almost reach 100% crit rating and quite puzzeling why they even thought that would be a good idea - if anything, what i'm suggesting here would solve the problem with sorcs running around spamming crystal frags with insanely high crit chance.

    i'm not dismissing you completely, don't worry. i agree we need more stats to choose from.
    Edited by tordr86b16_ESO on July 7, 2014 7:34PM
  • Samadhi
    Samadhi
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    As a Nightblade, I like the current mix of spell crit and weapon crit.

    Which of my skills is most effective is based on how I have decided to build.

    If critical stats were merged, it would weight more heavily towards Nightblades in dresses, because they would still be going Light Armour for the cost reductions to class skills while also now being able to crit without having to build Medium Armour.

    5Light/2Medium build Bow Nightblade here.
    "If you want others to be happy, practice compassion. If you want to be happy, practice compassion." -- the 14th Dalai Lama
    Wisdom is doing Now that which benefits you later.
  • yelloweyedemon
    yelloweyedemon
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    The system is fine as it is. I play melee NB (not stamina based) and I'm having 58% weapon crit along with about 16% spell crit. Not sure what the problem is. Skills using weapons (melee and ranged skills) are going with weapon crit. Skills that are pure magic (spells etc) are off to spell crit. Yes it can cause confusion on newcomers. They'll get used to it in 1 day like we all did
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