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Analysis of Magicka/Stamina Builds.

Soloeus
Soloeus
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1. Problem of Definition:There are a lot of skill lines to pick abilities from. When you declare "I am just a Stamina Build" you are limiting yourself. When you view Magicka Builds as "Wizards" you accuse every Dragon Knight, Nightblade and Templar of being a Wizard.

Please, just start using at minimum a 4/1 or 3/2 ratio of Stamina/Magicka abilities. Use your Class Abilities. You will be fine. I know plenty of 2-H DK's, Dual Wield/Archer Nightblades and they do great. They don't complain, but then again they don't view Magicka as some "Plague to Avoid." They view Magicka as a resource that some of their abilities cost.


2. Proven Strategies: Destro/Resto + Light Armor is a strategy that is proven. Medium Armor + 2-H is proven, of course, assuming that the player is smart and uses their best abilities toward a strategy. CC, DPS, Tanking, Healing. I know a Medium Armor Siphon Dual Wield Stamina Tank Nightblade who heals and dps better than me.

All of the best players I know don't consider themselves a "Stamina Build" or "Magicka Build" they consider themselves "Single DPS/AOE DPS/Heals/CC/Support/Tank." They don't feel that an ability costing Magicka or Stamina means they should or shouldn't use it. They look at how Combinations work, and design a strategy of gameplay that fulfills their role.

3. Game Design vs Player Design:This isn't a problem with the game, or the games systems. This is a problem of bad players who want bad design choices to be as strong as good design choices. There is an imbalance that favors Magicka Skills over Stamina Skills because the Medium Armor skill line and sets don't seem like they "perform" and because weapon/armor caps are too low.

There is an imbalance that disfavors Heavy Armor for all classes; most people I know run 2 heavy armor peices and 5 light/medium. There is an imbalance that many of the Melee Skill lines cost too much stamina, have too low damage and too few Area of Effect abilities.


4. Destro/Resto + Light Armor: Who is really to "blame" for this trend? Many types of players use this combination. Here are the reasons.

A. Level Grinders make use of Area of Effect to kill multiple enemies fast which is why Weapon Lines that have a lot of AoE's are popular right now. If those weapon skills don't prevent you from Blocking and Roll Dodging all the better.

B. Destro Staff is just fun! Melee Combat is a boring dredge with boring abilities. Destro Staff only has a couple of useful abilities but its really fun.

C. Resto Staff is the main form of Healing people use in Groups. It also cooperates with using Class Skills because of replenishing Magicka on Heavy Attacks. I find Resto Staff more FUN than Destro Staff to make Attacks with, so I use that.

D. Light Armor makes Class Abilities, Mages Guild, and both Staff Lines cost less magicka. Medium Armor only helps Fighters Guild Line, and all Weapon Skills. So for someone who properly blends Weapon (Melee/Archery) with Class Abilities, they still get better use out of Light Armor.

E. Stamina Reduction doesn't seem to help you get better use of Stamina Abilities. Nor does it protect you significantly more than Light Armor. Heavy Armor has the same problems as Medium Armor.

4. My fix for Medium/Heavy Armor:

The best fix is to cap Light Armor at 600, Medium Armor at 1200, Heavy Armor at
1800. This makes each "Armor Type" bonus really matter. Players who use Bound Armor, Immovable, or other things that increase Armor Bonus would be really better off.

Currently, a Heavy Armor Sorc that uses Bound Armor or Heavy Armor DK that uses Immovable will have the same Armor Rating functionality as the Medium and Light Armored copy. These abilities should not contribute to the Armor Soft Cap.

This way, Heavy Armor + Bound Armor/Immovable is 3x better than the Light Armor Version. Even the Medium Armor version would be better than the Light Armor version. This makes Medium and Heavy Armor desirable.
Edited by Soloeus on August 4, 2014 4:37AM

Within; Without.
  • Aziz006
    Aziz006
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    There are more utility skills than attacks skills that costs magicka in class abilities. For instance assasination tree from nightblade has 3 utility(Mark target, Blur, Haste) . So it is stupid idea to use only stamina skills.
  • Iduna1453
    Iduna1453
    Soul Shriven
    I agree in principal with the cap idea but it might be hard to implement because people can mix their armour. Maybe a system where the cap is set based on the majority of your armour or a scaled system where by each piece of armour contributes to the total soft/hard cap.
  • Aeratus
    Aeratus
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    Soloeus wrote: »
    4. Destro/Resto + Light Armor: Who is really to "blame" for this trend? Many types of players use this combination. Here are the reasons.

    A. Level Grinders make use of Area of Effect to kill multiple enemies fast which is why Weapon Lines that have a lot of AoE's are popular right now. If those weapon skills don't prevent you from Blocking and Roll Dodging all the better.

    B. Destro Staff is just fun! Melee Combat is a boring dredge with boring abilities. Destro Staff only has a couple of useful abilities but its really fun.

    C. Resto Staff is the main form of Healing people use in Groups. It also cooperates with using Class Skills because of replenishing Magicka on Heavy Attacks. I find Resto Staff more FUN than Destro Staff to make Attacks with, so I use that.

    D. Light Armor makes Class Abilities, Mages Guild, and both Staff Lines cost less magicka. Medium Armor only helps Fighters Guild Line, and all Weapon Skills. So for someone who properly blends Weapon (Melee/Archery) with Class Abilities, they still get better use out of Light Armor.

    E. Stamina Reduction doesn't seem to help you get better use of Stamina Abilities. Nor does it protect you significantly more than Light Armor. Heavy Armor has the same problems as Medium Armor.
    Actually, the reason why people use resto staff is (1) the cycle of life passive, which increases damage by up to 10% for class skills when a resto staff is equip, and (2) staff crit benefits from light armor.

    (1) can be easily resolved by simply tweaking the passive. At the moment, resto dps equip resto staff with no resto staff skills at all. The resto staff is just a damage buff item and nothing more, which is kinda silly.
  • Soloeus
    Soloeus
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    Aeratus wrote: »
    Soloeus wrote: »
    4. Destro/Resto + Light Armor: Who is really to "blame" for this trend? Many types of players use this combination. Here are the reasons.

    A. Level Grinders make use of Area of Effect to kill multiple enemies fast which is why Weapon Lines that have a lot of AoE's are popular right now. If those weapon skills don't prevent you from Blocking and Roll Dodging all the better.

    B. Destro Staff is just fun! Melee Combat is a boring dredge with boring abilities. Destro Staff only has a couple of useful abilities but its really fun.

    C. Resto Staff is the main form of Healing people use in Groups. It also cooperates with using Class Skills because of replenishing Magicka on Heavy Attacks. I find Resto Staff more FUN than Destro Staff to make Attacks with, so I use that.

    D. Light Armor makes Class Abilities, Mages Guild, and both Staff Lines cost less magicka. Medium Armor only helps Fighters Guild Line, and all Weapon Skills. So for someone who properly blends Weapon (Melee/Archery) with Class Abilities, they still get better use out of Light Armor.

    E. Stamina Reduction doesn't seem to help you get better use of Stamina Abilities. Nor does it protect you significantly more than Light Armor. Heavy Armor has the same problems as Medium Armor.
    Actually, the reason why people use resto staff is (1) the cycle of life passive, which increases damage by up to 10% for class skills when a resto staff is equip, and (2) staff crit benefits from light armor.

    (1) can be easily resolved by simply tweaking the passive. At the moment, resto dps equip resto staff with no resto staff skills at all. The resto staff is just a damage buff item and nothing more, which is kinda silly.

    I use it because Heavy Attacks replenish Magicka. The Cycle of Life has a small bit to do with it. The Passives are good, unlike the passives of a lot of other weapons.

    There is no "Synch" between a lot of weapons and Skill Lines, which creates a desirability gap. I only desire good synch, and my Sorcerer has that with Resto/Destro/Light. All of my characters do.

    I don't find much good Synch in the other classes where most of the Passives only work within its own line, often only with 1-2 abilities of that line.

    Within; Without.
  • PlagueMonk
    PlagueMonk
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    Soloeus wrote: »
    .

    3. Game Design vs Player Design:This isn't a problem with the game, or the games systems. This is a problem of bad players who want bad design choices to be as strong as good design choices. There is an imbalance that favors Magicka Skills over Stamina Skills because the Medium Armor skill line and sets don't seem like they "perform" and because weapon/armor caps are too low.

    I wholeheartedly DISAGREE with this statement.

    This game was touted as pick what you want and play as you like. Now I'm not claiming there aren't ways to truly gimp yourself (like dumping all your points into stamina and running a purely magika based build) but in general, all builds should be viable. The min/maxers will always weed out the best of the best builds but ALL builds should have a good chance at success.

    And I wouldn't call a DK who wears light armor to be a logical design choice. DKs should do best in heavy armor since they are the "tank" class. So common sense would dictate heavy armor, not light.

    I think you are getting logical mixed up with "good" design choice.

    You (and most others) however seem to be missing the REAL problem.......having armor types tied to a stat (either magicka or stamina) This is the primary problem because ALL classes have/use magicka abilities and the main reason why most people are gravitating towards light armor; Because it gives the best magika regen/boosts. Stamina and weapon abilities are a poor second choice to class abilities and heavy armor isn't tied to either (which is why most only wear 2 pieces)

    I would suggest that both light and medium armor need to be detached from magicka and stamina. In it's place a more generic means need to be created to increase magicka or stamina so that everyone is FREE to wear the armor type that best suits their playstyle. You build magicka boosting and regen into class abilities and stamina regen/boosting through weapons.

    It's that simple.
    Edited by PlagueMonk on August 4, 2014 7:08AM
  • jamie.goddenrwb17_ESO
    PlagueMonk wrote: »

    This game was touted as pick what you want and play as you like. Now I'm not claiming there aren't ways to truly gimp yourself (like dumping all your points into stamina and running a purely magika based build) but in general, all builds should be viable. The min/maxers will always weed out the best of the best builds but ALL builds should have a good chance at success.

    And I wouldn't call a DK who wears light armor to be a logical design choice. DKs should do best in heavy armor since they are the "tank" class. So common sense would dictate heavy armor, not light.

    I think you are getting logical mixed up with "good" design choice.

    You (and most others) however seem to be missing the REAL problem.......having armor types tied to a stat (either magicka or stamina) This is the primary problem because ALL classes have/use magicka abilities and the main reason why most people are gravitating towards light armor; Because it gives the best magika regen/boosts. Stamina and weapon abilities are a poor second choice to class abilities and heavy armor isn't tied to either (which is why most only wear 2 pieces)

    I would suggest that both light and medium armor need to be detached from magicka and stamina. In it's place a more generic means need to be created to increase magicka or stamina so that everyone is FREE to wear the armor type that best suits their playstyle. You build magicka boosting and regen into class abilities and stamina regen/boosting through weapons.

    It's that simple.

    Almost completely agree.

    If the game is touted as "play as you want" then classes shouldn't be locked into roles either.

    That being said, why don't they add some sort of armor to weapon synergy within the armor passives so that they have different effects based on what you have equipped?

    That could allow any class/role/armor combination but still allow for variety based on the passives of each type.

    I'm sure I sound like a broken record but not being able to do proper 2h dps in heavy armor irks me. In fact locking armor to role in general is one of my pet hates...
    I can has typing!
  • Kego
    Kego
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    Iduna1453 wrote: »
    I agree in principal with the cap idea but it might be hard to implement because people can mix their armour. Maybe a system where the cap is set based on the majority of your armour or a scaled system where by each piece of armour contributes to the total soft/hard cap.
    That is correct and therefor I would never ever use Light Armor, if I want to DPS with Dual Weapons or Bow.

    Take the bow, than you want equip:

    1. Venom Arrow.
    2. Lethal Arrow.
    3. Mass Hysteria (CC)
    4. Dark Cloak or Shadowy Disguise (Depends if you want Heavy DPS or Survival)
    5. Leeching or Syphoning Strikes (Again Depends if you want Bonus Heal or more chance at Stamina/Magicka Regen.)

    U. Flawless Dawnbreaker for 13% Extra DMG.

    For this setup it makes no sence to use Lightarmor, cause Magicka Skills are only Utility.
  • PlagueMonk
    PlagueMonk
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    Almost completely agree.

    If the game is touted as "play as you want" then classes shouldn't be locked into roles either.

    That being said, why don't they add some sort of armor to weapon synergy within the armor passives so that they have different effects based on what you have equipped?

    That could allow any class/role/armor combination but still allow for variety based on the passives of each type.

    I'm sure I sound like a broken record but not being able to do proper 2h dps in heavy armor irks me. In fact locking armor to role in general is one of my pet hates...

    I would say no to this idea only because it would be very complex. They would have to decide what a staff does with heavy armor, then how DW, 2H, sword and board, etc work with it. That is a lot of combos to work out and more chances for balance problems.

    That's why I prefer my idea, it's much more generic and simple.

    This would also open up medium and light armor to more attuned effects like heavy armor has.

    (oh and I also agree the game should never have had classes in the first place. They did it so as to not make choosing a much less daunting task. What they really should have done is allow everyone to choose any line BUT have say 10-20 suggested builds for beginners. Our current classes would then have fallen into the suggested builds)
    Edited by PlagueMonk on August 4, 2014 7:30AM
  • Soraellion
    Soraellion
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    People can make full magicka builds and do fine, more than fine, and right from the start throughout all levels.

    You can't make a Stamina build where you use magicka in a support role, it doesn't work on the same level, doesn't have similar survivability and it doesn't have this *** healing staff magicka gain nonsense equivalent.
  • jamie.goddenrwb17_ESO
    PlagueMonk wrote: »

    I would say no to this idea only because it would be very complex. They would have to decide what a staff does with heavy armor, then how DW, 2H, sword and board, etc work with it. That is a lot of combos to work out and more chances for balance problems.

    That's why I prefer my idea, it's much more generic and simple.

    This would also open up medium and light armor to more attuned effects like heavy armor has.

    I do agree with your idea. I am just really really hoping that we don't end up with a simplistic pigeon-holed armor system where only tanks use heavy armor, stamina dps use medium and caster (dps and heals) only use light. I want to make a big, heavy Knight character and have him perform well enough to run later content (even if he isn't good enough for setting records!).
    I can has typing!
  • PlagueMonk
    PlagueMonk
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    PlagueMonk wrote: »

    I would say no to this idea only because it would be very complex. They would have to decide what a staff does with heavy armor, then how DW, 2H, sword and board, etc work with it. That is a lot of combos to work out and more chances for balance problems.

    That's why I prefer my idea, it's much more generic and simple.

    This would also open up medium and light armor to more attuned effects like heavy armor has.

    I do agree with your idea. I am just really really hoping that we don't end up with a simplistic pigeon-holed armor system where only tanks use heavy armor, stamina dps use medium and caster (dps and heals) only use light. I want to make a big, heavy Knight character and have him perform well enough to run later content (even if he isn't good enough for setting records!).

    I know where you are coming from but there will be inevitable synergies, not necessarily pigeon-holed though. Something that may help that is adding more same set bonuses?

    2 piece, 3 piece, 4 piece, 5 piece and 7 piece (all one type) like found and crafted sets. That would allow MUCH more mixing and matching. That way a caster wanting a bit more heath regen will wear 3 hvy to go with 4 light? idk, now I'm starting to get into complexities which is what I am "trying " to avoid.

  • Soloeus
    Soloeus
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    PlagueMonk wrote: »
    Soloeus wrote: »
    .

    3. Game Design vs Player Design:This isn't a problem with the game, or the games systems. This is a problem of bad players who want bad design choices to be as strong as good design choices. There is an imbalance that favors Magicka Skills over Stamina Skills because the Medium Armor skill line and sets don't seem like they "perform" and because weapon/armor caps are too low.

    I wholeheartedly DISAGREE with this statement.

    This game was touted as pick what you want and play as you like. Now I'm not claiming there aren't ways to truly gimp yourself (like dumping all your points into stamina and running a purely magika based build) but in general, all builds should be viable. The min/maxers will always weed out the best of the best builds but ALL builds should have a good chance at success.

    And I wouldn't call a DK who wears light armor to be a logical design choice. DKs should do best in heavy armor since they are the "tank" class. So common sense would dictate heavy armor, not light.

    I think you are getting logical mixed up with "good" design choice.

    You (and most others) however seem to be missing the REAL problem.......having armor types tied to a stat (either magicka or stamina) This is the primary problem because ALL classes have/use magicka abilities and the main reason why most people are gravitating towards light armor; Because it gives the best magika regen/boosts. Stamina and weapon abilities are a poor second choice to class abilities and heavy armor isn't tied to either (which is why most only wear 2 pieces)

    I would suggest that both light and medium armor need to be detached from magicka and stamina. In it's place a more generic means need to be created to increase magicka or stamina so that everyone is FREE to wear the armor type that best suits their playstyle. You build magicka boosting and regen into class abilities and stamina regen/boosting through weapons.

    It's that simple.

    1. Lets look at the consequences of your desire: You want to force everyone into Heavy Armor because Light/Medium provides no benefit. So instead of playing how I want to, I am forced to play how you want me to. Light Armor only benefits me because it reduces magicka cost and adds regen. Without this, I may as well be naked.

    Heavy Armor under your proposal offers no benefit, it simply becomes the only choice. Right now, the reason Light is the popular is because it offers the benefit people want; lower magicka cost.

    Light Armor and Medium Armor doesn't suit anybodies playstyle without that cost reduction of abilities.

    2. All builds should NOT be viable. A build is any set of 1-5 bar. If I as a sorc, slot Clannafear, Rune Prison, Destructive Clench, Immobilize and Spell Symmetry, I will always die. This build offers very little and claiming it should be as good as Inner Light, Critical Surge, Crushing Shock, Mages Fury, Impulse is absurd.

    3. Many stamina abilities are just fine. What isn't fine is some people refuse to use any ability associated with magicka. In this case, we refer to Person Blame instead of System Blame.

    4. Your idea fails, and it isn't "that simple."


    Lastly, right now we can play as we want. I can tank up a Sorc in heavy armor. And it works. I can tank up my Sorcerer in Medium and go 2-Handed, which I have seen a lot of people do. I can Magicka Up my Dragonknight to play a Battlemage.

    The only thing I cannot do is expect a stupid build to work that doesn't properly use its resource pools.

    Within; Without.
  • Inversus
    Inversus
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    My sorcerer truly is a magicka build
    the only stamina ability I use is dark exchange, which swaps my stamina for magicka
    perfect

    But yeah you should really make use of both types of abilities, even if you only focus on one
    VR14 EH Sorc
    VR1 AD NB Crafter
  • PlagueMonk
    PlagueMonk
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    Soloeus wrote: »
    1. Lets look at the consequences of your desire: You want to force everyone into Heavy Armor because Light/Medium provides no benefit. So instead of playing how I want to, I am forced to play how you want me to. Light Armor only benefits me because it reduces magicka cost and adds regen. Without this, I may as well be naked.

    Heavy Armor under your proposal offers no benefit, it simply becomes the only choice. Right now, the reason Light is the popular is because it offers the benefit people want; lower magicka cost.

    Light Armor and Medium Armor doesn't suit anybodies playstyle without that cost reduction of abilities.

    What the hell are you talking about?

    Where did I say light/med armor would have no benefits? Here let me quote myself:

    "This would also open up medium and light armor to more attuned effects like heavy armor has."

    reading comprehension ftw.
    2. All builds should NOT be viable. A build is any set of 1-5 bar. If I as a sorc, slot Clannafear, Rune Prison, Destructive Clench, Immobilize and Spell Symmetry, I will always die. This build offers very little and claiming it should be as good as Inner Light, Critical Surge, Crushing Shock, Mages Fury, Impulse is absurd.

    Please, you are presenting a strawman here just to attempt to prove a point.

    I already discounted extreme builds. Here lemme quote myself again:

    "Now I'm not claiming there aren't ways to truly gimp yourself (like dumping all your points into stamina and running a purely magika based build) but in general, all builds should be viable."

    "in general' means there WILL be exceptions so lets stop getting carried away.
    3. Many stamina abilities are just fine. What isn't fine is some people refuse to use any ability associated with magicka. In this case, we refer to Person Blame instead of System Blame.

    It's not the stamina abilities that are the problem (well yes they are because they aren't nearly as good as class abilities but I digress) it's the stamina system and what other things need to use stamina.

    There are countless discussion about stamina build problems so no need to rehash them here.
    4. Your idea fails, and it isn't "that simple."

    How "cute". Just because I disagree with your idea don't get all bent out of shape.
    Lastly, right now we can play as we want. I can tank up a Sorc in heavy armor. And it works. I can tank up my Sorcerer in Medium and go 2-Handed, which I have seen a lot of people do. I can Magicka Up my Dragonknight to play a Battlemage.

    Except that no, we don't. The majority of players wear light armor for the magicka synergy with class abilities or a lesser percentage use med now for the stamina/crit. Hardly no one wears 5 piece hvy armor.
    Edited by PlagueMonk on August 4, 2014 8:29AM
  • frwinters_ESO
    frwinters_ESO
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    I want to see Immovable require you to at least have to wear heavy armor. Most people in PvP wear heavy to unlock it, then go back to full light. The same should go for any armor ability.
  • jackyd
    jackyd
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    Hi, I'm a melee sorc and even tho we lack behind in raw DPS when it comes to trials MELEE BUILDS are doing fine.

    I hit V10 before the Craglorn patch and before the nerfs to VR content and I did it w/o major issues (some solo encounters gave me trouble but that was more of a L2P issue and swapping in the right skills for the given encounter than anything melee related).

    I run 5med/2light

    My ability points are spent as follows:

    Magicka: 0 Health: 49 Stamina: 0

    I have approx 1.9k magicka and 2.2k Stamina, not wasting a cpl hundred stat points on the soft cap liberates them up for something else :wink:

    I have approx 270 skill points spent, of those 34 went into crafting (Alchemy, Provisioning and all the hirelings)

    the skills I have slotted are

    DW: Blood Craze, Flying Blades, Steel Tornado, Critical Surge, Volcanic Rune
    2H: Executioner, Critical Rush, Streak, Critical Surge, Immovable

    Ult: PvE: Flawless Dawnbreaker PvP: Shooting Star + Absorbtion Field

    This setup is highly competitive outside of speed run trials.

    single target I can hit 1k DPS fairly consistently with the latest changes on static fights, I haven't been able to test the 1.3 changes.

    AoE DPS is way over the top and it even outshines impulse spam ... ever seen impulse crit for 800+dmg? Nope ? Well ya can achieve those numbers with Steel Tornado when making good use of the Ruffian and Slaughter passives.

    I won't go into PvP, suffice to say that I play as a sneaky rogue when out in Cyrodiil looking for targets of opportunity mostly.

    Then comes the Skill Weaving ...TADA yes it does work equally well for melee skills as well as bow skill as well as spells.

    Same thing goes for casting while blocking, the game doesn't care if it's a spell, a melee ability, a bow shot, or some special like Caltrops, as long as it isn't a light or heavy attack you can trigger it while blocking.

    The issue doesn't come from the fact that Stamina abilities are inherently weaker than class abilities, Flying Blades for instances does about the same damage as Crystal Fragments, MY HARDEST HITTING NUKE, while having the advantage of it being an instant cast compared to CF which has a 1.2s theoretical cast time and close to 2.5s if ya count in the animation time.

    What is a big problem currently is the OPness of Resto staves that, as an earlier poster correctly stated, are used as a 10% damage boost trinket by DPS builds and nothing more. It boggles my mind that the "healing" weapon has the best general purpose passive ability of any weapon.

    Remove this one passive and you'll see a lot less people wearing staves & light armor.

    The other thing is having the stat boosts tied to armor, IMHO there should be 3 seperate skill lines only containing passives representing the 3 Archetypes:

    Fighter
    Mage
    Rogue

    Now dump all the current armor passives into those lines and find other means to make anything other than heavy armor appealing.

    Edit: Forgot to add that we melee builds need an ability to xfer Magicka to Stamina but this'll happen thx to spell crafting.
    Edited by jackyd on August 4, 2014 2:54PM
  • Thralgaf
    Thralgaf
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    PlagueMonk wrote: »
    Soloeus wrote: »
    1. Lets look at the consequences of your desire: You want to force everyone into Heavy Armor because Light/Medium provides no benefit. So instead of playing how I want to, I am forced to play how you want me to. Light Armor only benefits me because it reduces magicka cost and adds regen. Without this, I may as well be naked.

    Heavy Armor under your proposal offers no benefit, it simply becomes the only choice. Right now, the reason Light is the popular is because it offers the benefit people want; lower magicka cost.

    Light Armor and Medium Armor doesn't suit anybodies playstyle without that cost reduction of abilities.

    What the hell are you talking about?

    Where did I say light/med armor would have no benefits? Here let me quote myself:

    "This would also open up medium and light armor to more attuned effects like heavy armor has."

    reading comprehension ftw.
    2. All builds should NOT be viable. A build is any set of 1-5 bar. If I as a sorc, slot Clannafear, Rune Prison, Destructive Clench, Immobilize and Spell Symmetry, I will always die. This build offers very little and claiming it should be as good as Inner Light, Critical Surge, Crushing Shock, Mages Fury, Impulse is absurd.

    Please, you are presenting a strawman here just to attempt to prove a point.

    I already discounted extreme builds. Here lemme quote myself again:

    "Now I'm not claiming there aren't ways to truly gimp yourself (like dumping all your points into stamina and running a purely magika based build) but in general, all builds should be viable."

    "in general' means there WILL be exceptions so lets stop getting carried away.
    3. Many stamina abilities are just fine. What isn't fine is some people refuse to use any ability associated with magicka. In this case, we refer to Person Blame instead of System Blame.

    It's not the stamina abilities that are the problem (well yes they are because they aren't nearly as good as class abilities but I digress) it's the stamina system and what other things need to use stamina.

    There are countless discussion about stamina build problems so no need to rehash them here.
    4. Your idea fails, and it isn't "that simple."

    How "cute". Just because I disagree with your idea don't get all bent out of shape.
    Lastly, right now we can play as we want. I can tank up a Sorc in heavy armor. And it works. I can tank up my Sorcerer in Medium and go 2-Handed, which I have seen a lot of people do. I can Magicka Up my Dragonknight to play a Battlemage.

    Except that no, we don't. The majority of players wear light armor for the magicka synergy with class abilities or a lesser percentage use med now for the stamina/crit. Hardly no one wears 5 piece hvy armor.

    The guy has his mind made up for some unknown reason. Logic will not work in this case. There is no need to go in to how gimped stamina abilities are; Its been rehashed a million times, and the game designers themselves have admitted its an issue.
  • Soloeus
    Soloeus
    ✭✭✭✭✭
    I want to see Immovable require you to at least have to wear heavy armor. Most people in PvP wear heavy to unlock it, then go back to full light. The same should go for any armor ability.

    No way. This is already in place, the morphs have "per piece worn".

    This wouldn't cause anyone to use Heavy Armor anyway, it will just make everyone use the Light Armor and Resto Staff wards instead of Immovable.

    Within; Without.
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