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.
timidobserver wrote: »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.
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.
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.
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.
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.
tordr86b16_ESO 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.
killedbyping wrote: »tordr86b16_ESO 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.
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.
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
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 wrote: »timidobserver wrote: »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.
MonkeyAssassin24 wrote: »tordr86b16_ESO wrote: »timidobserver wrote: »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.