There's a new trial coming down the pipe, and more to follow most likely. We don't need another thread talking about the demoralizing balance issues between magicka and stamina builds, or the fact that even among magicka builds most of the time you're forced into cookie cutter builds in order to hit a certain required dps.
What I think should become gospel for the ZOS team that covers testing of new trials is the following:
New trials cannot be released unless they can be completed (read: doesn't need to be optimal) with ~half of the dps comes from stamina builds and ~half of the dps comes from magicka builds.
I, and many others feel we can't even participate in the current trials because of (yes balance issues... but also) the trial mechanics pigeonholing the player-base into certain cookie cutter builds. Using the above guideline, it would ensure that if by some miracle stamina builds suddenly became much more powerful than magicka builds, for the end-game pve vision ZOS has, the pendulum wouldn't swing so far to the other side that people running magicka builds would be locked out of trials like stamina users currently are.
We know balance is a hard thing to get right, and while you've made great efforts so far, you still have a long way to go. With that in mind, whoever is designing your trials needs to work in mechanics that promote build and class diversity, otherwise what's the point? If they can't design mechanics that stay true to the general vision for the game that you all led us to believe, they shouldn't be on that particular development team.
There's a new trial coming down the pipe, and more to follow most likely. We don't need another thread talking about the demoralizing balance issues between magicka and stamina builds, or the fact that even among magicka builds most of the time you're forced into cookie cutter builds in order to hit a certain required dps.
What I think should become gospel for the ZOS team that covers testing of new trials is the following:
New trials cannot be released unless they can be completed (read: doesn't need to be optimal) with ~half of the dps comes from stamina builds and ~half of the dps comes from magicka builds.
I, and many others feel we can't even participate in the current trials because of (yes balance issues... but also) the trial mechanics pigeonholing the player-base into certain cookie cutter builds. Using the above guideline, it would ensure that if by some miracle stamina builds suddenly became much more powerful than magicka builds, for the end-game pve vision ZOS has, the pendulum wouldn't swing so far to the other side that people running magicka builds would be locked out of trials like stamina users currently are.
We know balance is a hard thing to get right, and while you've made great efforts so far, you still have a long way to go. With that in mind, whoever is designing your trials needs to work in mechanics that promote build and class diversity, otherwise what's the point? If they can't design mechanics that stay true to the general vision for the game that you all led us to believe, they shouldn't be on that particular development team.
1. There is no such thing as a Stamina Build.
That is a silly term invented by people who are confused. I will demonstrate this: Lets start with the "Magicka Build" as you call it. Every Class Ability uses Magicka. That means everyone is already a "Magicka Build" by Inherent Design.
Now, the Stamina Build... Every weapon line, one Alliance War line, Fighters Guild use "Stamina" as a Resource Pool instead of Magicka. To be a "Stamina Build" you use "Stamina Skills" instead of Magicka Skills, so you aren't using your Class Abilities, Mages Guild or the other Alliance War line?
No offense, but restricting yourself like this, I wouldn't want to be in a group with you either.
2. Many people use "Hybrid" under your definitions. That is, even Sorcerer DPS builds have room for Silver Shards.
The best Melee/Archer DK's and NB's that I know who can pull well over 1.4k DPS tell me they use a 2/3 or 3/2 ratio.
To quote one of these players, she said "I don't put thought into being a Magicka or Stamina Build. I use whatever abilities I need, and that usually means a mix of both."
In Conclusion we should not be forced to group with people we don't want to be grouped with. I should be allowed to run PVP, Trials, etc. with any player no matter their build, and I should be permitted to reject them for any reason or no reason.
We can call this "At Will" policy.
P.S. - I have enjoyed many group runs with Melee Build characters who wear Medium or Heavy Armor, and find that the best teammates could play about anything. I would much rather be grouped with someone who likes their character and adapts to the situation than about anyone else. Those are the kinds of players you can have fun with.
1. There is no such thing as a Stamina Build.
That is a silly term invented by people who are confused. I will demonstrate this: Lets start with the "Magicka Build" as you call it. Every Class Ability uses Magicka. That means everyone is already a "Magicka Build" by Inherent Design.
Now, the Stamina Build... Every weapon line, one Alliance War line, Fighters Guild use "Stamina" as a Resource Pool instead of Magicka. To be a "Stamina Build" you use "Stamina Skills" instead of Magicka Skills, so you aren't using your Class Abilities, Mages Guild or the other Alliance War line?
No offense, but restricting yourself like this, I wouldn't want to be in a group with you either.
To the above two posters, have you been able to do a trial group where a few people are running stamina builds and still meeting the dps requirements? Because you being the lone wolf and 95% of the other group needing to run magicka builds still sounds broken to me.
Mechanics to promote build diversity sounds the complete opposite of 'limiting' to me. The game itself promotes a play as you want style, and you have an insane amount of options to develop your build. End game PVE should not run entirely counter to what they promoted their game as.
Which sounds better?
1) Turtling in a clump to get hit by aoe heals and defensive buffs while cookie cutter dps rotations are spammed (current mechanics)
2) Every 10% hp lost the boss goes into danger mode for 30 seconds, each player has an aoe over time attack centered on them that increases damage when you overlap red circles with another player, and the boss is dropping heavy hitting aoe on the ground that you need to run around and avoid/use defensive abilities.
That sounds far more fun to me, and would give really good groups a chance to demonstrate real skill by both having a low finish time AND keeping group members alive during that.
It's not just an issue of stamina/magicka but also of melee/ranged as there are currently some fights where you cannot even do any melee damage. Ra kotu is a good example, once he starts his whirlwind at 35% you cannot do ANY melee damage. For other fights outside the trials its the same issue, some fights cannot be done in melee mode.
And while I don't mind having some mechanics that melee/ranged have to solve they should be able to complete the fight. So I wonder, why are there even mechanics like Ra Kotu (where he has to be zerged down) where melees cannot participate without being one shot?
That is an issue that should be solved.
I saw 2H DK pulling 1,3k DPS (on first try of the build) in AA's first boss the other day without the PVP buffs.
Still **** IMO (at least in AA) because those stamina users take up the room around the Mage, leaving less room for Magicka DKs to do their mojo close range (and pull more dps in any case).
But in any case, you can no longer cry about stamina needing buff.It's not just an issue of stamina/magicka but also of melee/ranged as there are currently some fights where you cannot even do any melee damage. Ra kotu is a good example, once he starts his whirlwind at 35% you cannot do ANY melee damage. For other fights outside the trials its the same issue, some fights cannot be done in melee mode.
And while I don't mind having some mechanics that melee/ranged have to solve they should be able to complete the fight. So I wonder, why are there even mechanics like Ra Kotu (where he has to be zerged down) where melees cannot participate without being one shot?
That is an issue that should be solved.
This is only an issue in your mind. As a DK, to achieve max DPS, I need to get almost as close as a melee to a boss. During Ra Kotu's burn phase, I just move away & start using ranged skills.
You can't expect all fights to be doable with melee range, you should have a destro, resto staf or bow equiped on your second bar. If you don't have them leveled up, I guess you now have a new goal. It is unrealistic to expect all fights to be melee just because YOU only use melee.