Why do Stamina builds get 2 multi-tier cost reduction passives?
1. They get Wind Walker - two tiers reduces stamina cost of abilities by 3% per each piece of Med Armor equipped.
2. All Stamina Weapons (Bow, One handed, Two handed, and Dual wield) All get a multi-tier cost reduction on that weapon's abilities.
well, i've been a full leather stamina build since 1.3... those two tiers of cost reduction have been there a while, yet resource management has always been the most challenging aspect of playing a stamina build, and that hasn't changed in 1.6 unless you're a bosmer... magic users typically get their second tier of cost reduction from seducer set if they need it, stamina users have great gear options for damage, but not much in the way of sustain
WhiskeyJac wrote: »the fact that dodge rolling , sneaking , running and blocking costs stamina is a very good reason for the double reduction
WhiskeyJac wrote: »the fact that dodge rolling , sneaking , running and blocking costs stamina is a very good reason for the double reduction
ezareth_ESO wrote: »WhiskeyJac wrote: »the fact that dodge rolling , sneaking , running and blocking costs stamina is a very good reason for the double reduction
Then as @woodsro pointed out, weapon abilities shouldn't be the most efficient abilities in the game.
Cost reduction is additive which means their compounding effect has increasing returns.
In 1.6 you can get an absurd amount of reduction to both weapon abilities and more importantly Dodge rolls. There is no reason a dodge roll should be able to be reduced to something like 15% of it's base cost, yet that is exactly what is possible with Medium Armor, Champion Points, and Stamina reduction glyphs.
Stamina is just flat out more efficient in every single way
the other day someone called me "the ezareth of DKs" which makes this thread really funny... don't worry i took it as a compliment :PStamina is just flat out more efficient in every single way
aoe damage, ranged attacks, heals, shields... four significant areas that are definitely still stronger for magic builds... is it really so bad that stamina builds are better at dodging and single target melee burst?
also stamina builds do in fact need magic to survive... what do you think happens to a stamina NB that can't cloak, or a stamina DK that can't put up igneous shield or reflect? sure they might be able to roll across the map to escape danger, but in a keep or large zerg battle with nowhere to run, they very quickly die to aoe and enemies focusing range attacks on them
ezareth_ESO wrote: »WhiskeyJac wrote: »the fact that dodge rolling , sneaking , running and blocking costs stamina is a very good reason for the double reduction
Then as @woodsro pointed out, weapon abilities shouldn't be the most efficient abilities in the game.
Cost reduction is additive which means their compounding effect has increasing returns.
In 1.6 you can get an absurd amount of reduction to both weapon abilities and more importantly Dodge rolls. There is no reason a dodge roll should be able to be reduced to something like 15% of it's base cost, yet that is exactly what is possible with Medium Armor, Champion Points, and Stamina reduction glyphs.
@ezareth_ESO Exactly! Taking into account the additive cost reduction, and how dodge roll cost can be reduced so much, Stamina is just flat out more efficient in every single way and a Stamina user will spend much less Stamina to kill someone then the Magic user has to. The efficiency of Stamina in 1.6 is over the top, most efficient and most damaging by a longshot, the fact they can get dodge roll so cheap as well is icing on the cake.
WhiskeyJac wrote: »the fact that dodge rolling , sneaking , running and blocking costs stamina is a very good reason for the double reduction
Vigor, Rally.stamina can't heal
Bone Shield, Brawler.stamina can't create a damage shield
Steel Tornado, Bombard, even power extraction.stamina can't put out as effective AOE as magicka can
Light attack + venom arrow, Hidden Blade, Caltrops, plus 3 stamina based gap closers if you include ambush.Stamina does not have the ranged capability that magicka does(and do not say snipe is the best ranged ability; it is not. It has a cast time and is inturruptible; snipers are utterly helpless against crushing shock spammers and venom arrow spammers)
You're in for a surpriseI sure as heck don't expect to see any stamina based healers
It can be morphed to have a 15m radius which covers more then half an inner keep.(and do not try to pass vigor off as the best heal in the game; it is not, it is an HoT with a relatively short radius)
ezareth_ESO wrote: »
Why do Stamina builds get 2 multi-tier cost reduction passives?
1. They get Wind Walker - two tiers reduces stamina cost of abilities by 3% per each piece of Med Armor equipped.
2. All Stamina Weapons (Bow, One handed, Two handed, and Dual wield) All get a multi-tier cost reduction on that weapon's abilities.
Let's not forget that Stamina Cost-Reduction Enchants affect both Stamina abilities *and* Dodge rolling which is total BS.
There are already people who can virtually dodge roll forever on live....wait until 1.6
This is going to be PvP soon:https://www.youtube.com/watch?v=cIx1NCvb5TU
ezareth_ESO wrote: »...but being unable to block or break free is death no matter who you are.
The Stamina abilities reduced by 80% after breaking free for 8 seconds perk is just freaking stupid. When people get that you may as well just make stamina abilities free. I have no idea how anyone though that perk was a good idea...
Rune_Relic wrote: »But lets be honest here in PVP.
When large groups are going toe to toe... pure stamina rely on server ticks for regen
My stamina simply never regens in such instances (by design or exploit)....so cost reduction Is often better for burst while you can.
+ I have to use annulment to block all the incoming spells using "magcika I don't have"...or using immovable to try and stop me being done using "stamina I cant afford to spare" as its used for blocking and dodging too as well as attack and defense.
Clawing back stamina is not easy in drawn out fights unless you want to hide in the same spot and get ganked,
Heavy attacks are painfully slow.
I hear stamina regen Is improved a lot in 1.6. I hope so to even get an any kind of equal footing with magicka management.
It wont help though if my stamina bar sits at the same level in group fights.
You see we choose dodge roll "or" attack (stamina+stamina)....you choose dodge roll "and" attack (magicka+stamina)
You really don't give a damn when stamina runs out....you can still attack or defend with magicka.
We stand there helpless
...and magicka uses can still flit away in a cloud of lightining rather than dodge roll or block.
ezareth_ESO wrote: »...but being unable to block or break free is death no matter who you are.
The difference is that as a stamina build you drain yourself of the resource you so desperately need to survive by simply attacking. As a magicka build, you don't.
A stamina build has more stamina to begin with, but subtract the cost of his attacks, and what's left for defense may be even lower than what a magicka build has available.
I have 2500 stamina, and 1800 magicka. That's a 700 point difference. That means an inversely built magicka build (2500 mag, 1800 sta) has more stamina available for defense as soon as i spend 700 stamina on my attacks. And 700 stamina is spent in just a couple of seconds into the fight.
Why do Stamina builds get 2 multi-tier cost reduction passives?
1. They get Wind Walker - two tiers reduces stamina cost of abilities by 3% per each piece of Med Armor equipped.
2. All Stamina Weapons (Bow, One handed, Two handed, and Dual wield) All get a multi-tier cost reduction on that weapon's abilities.
I don't see how this is balanced or fair at all. Stamina Weapons get two multi- tier Stamina Passive Cost reductions, Magic users get one.
Why do Stamina builds get 2 multi-tier cost reduction passives?
1. They get Wind Walker - two tiers reduces stamina cost of abilities by 3% per each piece of Med Armor equipped.
2. All Stamina Weapons (Bow, One handed, Two handed, and Dual wield) All get a multi-tier cost reduction on that weapon's abilities.
I don't see how this is balanced or fair at all. Stamina Weapons get two multi- tier Stamina Passive Cost reductions, Magic users get one.
I stopped here because this looked like another thread about how Stam is boss now and magicka is gimped, and sorcs were nerfed etc etc cry, cry, and more cry....
Not sure where the actual numbers OP is getting from but seems to have no grasp of reality.
Double cost reducers don't make any sense, they are just skill point wasters to get the skill to the cost to a reasonable level. It's not like they make the related weapon OP, rather just allow the player to use the skill for the cost it should be on the first place. Basically these passives are giving no real advantage, but must be purchased to get rid of the initial handicap.
In the end of the day cost doesn't matter, but sustainability. Stamina management is hard and not getting any better with 1.6 (even with bosmers, maybe with exception redguards). Also bare in mind stamina has less options to recharge innediatelly (Spell symmetry). And while people posting builds around 40k magicka, I haven't seen any build even getting to 30k stamina.
Not sure about the dodge rolling issue, maybe a bug. Last time I've checked it cost me 3k stamina to roll in full MA and 3x stamina cost enchi. Far from "forever". Not to mention the numerous times I've died cause the lack of stamina to roll or break-out.
80% stamina cost CS thingie was too powerful, but now got killed totally (30%, 8 sec would have been more use). Will we see the same for Magicka Well in the future? I doubt.
Oh and mentioning Vigor as a healing option while still tiny amount of people has access to it is just cruel...
My thoughts...
the other day someone called me "the ezareth of DKs" which makes this thread really funny... don't worry i took it as a compliment :PStamina is just flat out more efficient in every single way
aoe damage, ranged attacks, heals, shields... four significant areas that are definitely still stronger for magic builds... is it really so bad that stamina builds are better at dodging and single target melee burst?
also stamina builds do in fact need magic to survive... what do you think happens to a stamina NB that can't cloak, or a stamina DK that can't put up igneous shield or reflect? sure they might be able to roll across the map to escape danger, but in a keep or large zerg battle with nowhere to run, they very quickly die to aoe and enemies focusing range attacks on them
Not sure where the actual numbers OP is getting from but seems to have no grasp of reality.
Double cost reducers don't make any sense, they are just skill point wasters to get the skill to the cost to a reasonable level. It's not like they make the related weapon OP, rather just allow the player to use the skill for the cost it should be on the first place. Basically these passives are giving no real advantage, but must be purchased to get rid of the initial handicap.
In the end of the day cost doesn't matter, but sustainability. Stamina management is hard and not getting any better with 1.6 (even with bosmers, maybe with exception redguards). Also bare in mind stamina has less options to recharge innediatelly (Spell symmetry). And while people posting builds around 40k magicka, I haven't seen any build even getting to 30k stamina.
Not sure about the dodge rolling issue, maybe a bug. Last time I've checked it cost me 3k stamina to roll in full MA and 3x stamina cost enchi. Far from "forever". Not to mention the numerous times I've died cause the lack of stamina to roll or break-out.
80% stamina cost CS thingie was too powerful, but now got killed totally (30%, 8 sec would have been more use). Will we see the same for Magicka Well in the future? I doubt.
Oh and mentioning Vigor as a healing option while still tiny amount of people has access to it is just cruel...
My thoughts...
This isn't quite true.
Lets say the intended "balance" of a stamina ability to cost 800 stamina such as you suggest. This means that the base cost of the ability would be 1000 with the 20% reduction passive bringing it to 800. The issue is with Medium Armor you get another 21% discount from the 1000 base, not the 800 true base and thus that 21% discount is in fact 20% more powerful due to the fact cost reduciton is additive.
Also on PTS with a template char it cost me 3729 to dodge roll. With 3 Stamina Cost reduction glyphs, max dodge roll reduction and Medium armor passives it cost 1785 stamina a dodge roll and I could roll infinitely with my basic stamina regeneration. Granted I wasn't doing damage or anything but giving every stamina user a limitless defense in the game as magicka users waste all their magicka trying to do damage to them is absurd. I'm basically forced to follow them around wasting magicka and hoping my velocious curse can kill them. At least a Bolt escaping sorc is rapidly drained of magicka while they are fleeing leaving them with nothing to fight with at the end.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"