now stamina builds will be OP.
there will be people talking about stamina builds being OP, then ZOS will switch it to magicka builds being OP, then back again, then again, and again, and again, and again, and again.....
danno816_ESO wrote: »now stamina builds will be OP.
there will be people talking about stamina builds being OP, then ZOS will switch it to magicka builds being OP, then back again, then again, and again, and again, and again, and again.....
Sounds about perfect.
https://www.youtube.com/watch?v=e31OSVZF77w
Better yet combine magicka and stamina into one resource stat. We could call it Booooriiing!ZOS should give every class the option with every skill, to pick where the skill uses power from. Be it magica or stamina. Let the player choose. Let the skill be the same either way, but the cost of using that skill uses the same amount of magica or stamina.
There are just certain skills that NEED to have a stam option. For example...sorc pets. It does not make sense that they only scale w magicka. Should go both ways. There are other skills too, but I am just too tired to put much effort into it at this time.
Magicka wasn't nerfed, its just stamina got buffed, deal with it.
Play the way you want or play to win. update 6 brings a new game and being on PTS doesn't let you experiment it fully.
There are many set combinations out there yet to be used and tested and new ways to create builds.
Kingdinguhling wrote: »But I can tell you this much everyone is gonna roll stamina 2 hander pretty much and magicka is only gonna be for casting damage shields.
There are just certain skills that NEED to have a stam option. For example...sorc pets. It does not make sense that they only scale w magicka. Should go both ways. There are other skills too, but I am just too tired to put much effort into it at this time.
That is just ridiculous if they let you cast what is obviously a magical ability for stamina what is the point of having magicka, why not just get rid of the blue mana and just make everything use green mana? This game is different in that physical and magical DPS abilities draw on different resource bars, that all classes have access to both resource bars, and that defensive abilities such as block, dodge and sprint use the same physical DPS mana bar.
Sorry but physical abilities should continue to cost stamina and ANYTHING that is magical should cost magicka. If this dynamic changes they should just merge them and be done with it.
danno816_ESO wrote: »now stamina builds will be OP.
there will be people talking about stamina builds being OP, then ZOS will switch it to magicka builds being OP, then back again, then again, and again, and again, and again, and again.....
Sounds about perfect.
https://www.youtube.com/watch?v=e31OSVZF77w
Is my comprehension on cyclical balance clear?
Heavy Armour should provide significantly more defense/sustain against physical attacks (Medium Armour) than it does against Spells (Light Armour) so that Heavy builds are countered by Light builds which are countered by Medium builds which are countered by Heavy builds?
and if that comprehension is correct, questions:
How to go about ensuring that Medium hits hard against Light while Heavy does not hit hard against Light in a system where each category inherently has access to either source of damage output?
Should ZOS also be making spells less dramatically reduced by Block than physical attacks are?
There are just certain skills that NEED to have a stam option. For example...sorc pets. It does not make sense that they only scale w magicka. Should go both ways. There are other skills too, but I am just too tired to put much effort into it at this time.
That is just ridiculous if they let you cast what is obviously a magical ability for stamina what is the point of having magicka, why not just get rid of the blue mana and just make everything use green mana? This game is different in that physical and magical DPS abilities draw on different resource bars, that all classes have access to both resource bars, and that defensive abilities such as block, dodge and sprint use the same physical DPS mana bar.
Sorry but physical abilities should continue to cost stamina and ANYTHING that is magical should cost magicka. If this dynamic changes they should just merge them and be done with it.
There are just certain skills that NEED to have a stam option. For example...sorc pets. It does not make sense that they only scale w magicka. Should go both ways. There are other skills too, but I am just too tired to put much effort into it at this time.
That is just ridiculous if they let you cast what is obviously a magical ability for stamina what is the point of having magicka, why not just get rid of the blue mana and just make everything use green mana? This game is different in that physical and magical DPS abilities draw on different resource bars, that all classes have access to both resource bars, and that defensive abilities such as block, dodge and sprint use the same physical DPS mana bar.
Sorry but physical abilities should continue to cost stamina and ANYTHING that is magical should cost magicka. If this dynamic changes they should just merge them and be done with it.
There are just certain skills that NEED to have a stam option. For example...sorc pets. It does not make sense that they only scale w magicka. Should go both ways. There are other skills too, but I am just too tired to put much effort into it at this time.
That is just ridiculous if they let you cast what is obviously a magical ability for stamina what is the point of having magicka, why not just get rid of the blue mana and just make everything use green mana? This game is different in that physical and magical DPS abilities draw on different resource bars, that all classes have access to both resource bars, and that defensive abilities such as block, dodge and sprint use the same physical DPS mana bar.
Sorry but physical abilities should continue to cost stamina and ANYTHING that is magical should cost magicka. If this dynamic changes they should just merge them and be done with it.
danno816_ESO wrote: »now stamina builds will be OP.
there will be people talking about stamina builds being OP, then ZOS will switch it to magicka builds being OP, then back again, then again, and again, and again, and again, and again.....
Sounds about perfect.
https://www.youtube.com/watch?v=e31OSVZF77w
Is my comprehension on cyclical balance clear?
Heavy Armour should provide significantly more defense/sustain against physical attacks (Medium Armour) than it does against Spells (Light Armour) so that Heavy builds are countered by Light builds which are countered by Medium builds which are countered by Heavy builds?
and if that comprehension is correct, questions:
How to go about ensuring that Medium hits hard against Light while Heavy does not hit hard against Light in a system where each category inherently has access to either source of damage output?
Should ZOS also be making spells less dramatically reduced by Block than physical attacks are?
I have actually been thinking about this recently in trying to come up with builds. First off, no game is going to be balanced around 1v1 and we haven't been able to play enough to really tell where the balance is in major group content.
When comparing light/medium against heavy a couple things popped out, Heavies main advantage, damage mitigation, is a lot easier to by pass with light armor. Mana users (light armor +destruction staff) have an innate higher magicka penetration then MA has for physical penetration. Outside of NB/DK Medium armor has no ability to apply the major fracture debuff other then through sword and shield (which is obviously not high damaging), while LA has their base penetration, and have energy susceptibility which if not purged / cleansed (don't know if it actually can be but guessing it can) will reduce the players Spell resistence by ~10k total, also they have Nirnhoined for countering armor. Add in that LA also want to keep players at range and HA low sustain, with also Mana users having more skill trees to pull from their skill trees would make them maybe more adapt on taking care of HA players (at least in group settings) then MA. MA (melee range) fighters can deal more damage, but due to lack of good sources of major fracture debuff and other sources of penetration in theory would be dealing less damage to a tankish character then LA, add in that HA can heal up better and melee fighters tend to not forcing HA to use gap closers as much could lead to HA sustain issues not being as apparent.
Against light armor, medium armor has higher damage (melee range) and sustain then Heavy armor, thus are able to break down the damage shields faster and keep up (gap closers) with the Light armor user more so then LA can do against them selves, and HA can also.
Against medium armor HA users might be able to sustain less damage and (in theory) spend less resources on healing up and recovering then MA would. The question I have here as this one I have less time thinking about is, can HA create enough burst / pressure to take down a MA player? This one not sure enough as I wasn't going to test pvp with 3600 cp (with current VR ranks, they have said they are going to remove these, and if the stat increases go with them for leveling up players are going to find they will lose some sustain and base attributes), and just based on duels.
In general... to early to tell if my theory and view has any validity, as we are going to be in the making new builds phase for a while after it launches.