#stamsorcmasterrace
With my V16 stam sorc template i managed to reach 3.2k stam regen with a fairly decent damage output (though reliant on proccs). However i feel like the stam regen while blocking thing actually does the opposite of what it felt like it was intended to do. Instead of preventig permablocking/ blockcasting it punishes those that tend to use block as a reactive defensive tool when facing heavy burst damage =/
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
wordz
...#stamsorcmasterrace
With my V16 stam sorc template i managed to reach 3.2k stam regen with a fairly decent damage output (though reliant on proccs). However i feel like the stam regen while blocking thing actually does the opposite of what it felt like it was intended to do. Instead of preventig permablocking/ blockcasting it punishes those that tend to use block as a reactive defensive tool when facing heavy burst damage =/
I feel as like everyone is being virtually brought to the same level. Yeah there are some areas where skill comes into play, especially when utilizing LoS tactics and such but most of the combat just comes down to outDPSing your opponent while out healing their damage. Just keep rally and vigor active while mashing your wrecking blow key requires zero reaction times or awareness. Sure you can throw a dodge rollin there every once in awhile but damage is so low relative to live why bother losing the downtime to your DPS by dodging?
...
This is extremely dissapointing....
Back to everyone wearing a nice dress and waving a stick. The few weeks of viable stamina builds were fun but we all knew it wouldn't last.
Anyone here still remember when people were asking for a separate resource pool for blocking, dodge etc. to put stamina on par with magicka?
nimander99 wrote: »Why not just limit the number of dodge rolls a player can do every few seconds instead of a blanked stam block dodge nerf?
nimander99 wrote: »Why not just limit the number of dodge rolls a player can do every few seconds instead of a blanked stam block dodge nerf?
I liked it the way it is in current live. People complain non-stop about how there is no skill in ESO. but catching a sorc who is trying to escape or shutting down a dodge roller is in itself skill. nerfing both of these abilities is lack of it.
mike.gaziotisb16_ESO wrote: »nimander99 wrote: »Why not just limit the number of dodge rolls a player can do every few seconds instead of a blanked stam block dodge nerf?
I liked it the way it is in current live. People complain non-stop about how there is no skill in ESO. but catching a sorc who is trying to escape or shutting down a dodge roller is in itself skill. nerfing both of these abilities is lack of it.
Nerfing the defensive abilities only is just plain stupid.
People tell me "You could only bolt 6-7 times in 1.5, now you bolt 15 times that's stupid". Yes it is stupid, but in 1.5 if you charged after me 6-7 you would also be out of stamina at the end, so at least we'd have a fair fight then.
Now gap closing costs nothing, while dodging-blocking-bolting costs buckets. It only favours the side with more numbers in combat.
Teargrants wrote: »Instead the new playstyle is, put all shields & rapid regen on and mindlessly spam crushing shock. Never block. Never dodge. Never bash. Never CC break. This way you save your stamina for the few times you absolutely have to CC break to reapply shields.
ColtPython wrote: »One situation in particular continued to occur until I quit the PTS (mad as hell) and went back to the live server. I would run into a Templar (this is not a dig on Templars but just painting the picture) who would begin jabbing. After the changes to block regeneration, I certainly cannot block this without putting a sure end to my stamina pool and then the next jabs will kill me. So I roll. Rolling of course activates a timer that will cause the next roll to be more expensive and so on. What does the Templar do? Well the attack is not affected by the same mechanics as rolling so they turn and jab again. I roll at a higher cost and put my self in a situation where the next roll is going to start really costing me. At this point my options are limited to fear or cloak and hide if I can. They just break fear and begin jabbing. Basically like the OP says "spam my damage abilities over and over and nothing else."
pmn100b16_ESO wrote: »And the sad thing about the whole stamina regen when blocking 'fix' is that there's still permablockers
I find myself instinctively blocking certain things, like a charge attack for example, thinking, good job, blocked that, only to realise I've just gimped myself doing it.
mike.gaziotisb16_ESO wrote: »nimander99 wrote: »Why not just limit the number of dodge rolls a player can do every few seconds instead of a blanked stam block dodge nerf?
I liked it the way it is in current live. People complain non-stop about how there is no skill in ESO. but catching a sorc who is trying to escape or shutting down a dodge roller is in itself skill. nerfing both of these abilities is lack of it.
Nerfing the defensive abilities only is just plain stupid.
People tell me "You could only bolt 6-7 times in 1.5, now you bolt 15 times that's stupid". Yes it is stupid, but in 1.5 if you charged after me 6-7 you would also be out of stamina at the end, so at least we'd have a fair fight then.
Now gap closing costs nothing, while dodging-blocking-bolting costs buckets. It only favours the side with more numbers in combat.
ColtPython wrote: »One situation in particular continued to occur until I quit the PTS (mad as hell) and went back to the live server. I would run into a Templar (this is not a dig on Templars but just painting the picture) who would begin jabbing. After the changes to block regeneration, I certainly cannot block this without putting a sure end to my stamina pool and then the next jabs will kill me. So I roll. Rolling of course activates a timer that will cause the next roll to be more expensive and so on. What does the Templar do? Well the attack is not affected by the same mechanics as rolling so they turn and jab again. I roll at a higher cost and put my self in a situation where the next roll is going to start really costing me. At this point my options are limited to fear or cloak and hide if I can. They just break fear and begin jabbing. Basically like the OP says "spam my damage abilities over and over and nothing else."
Yup. These are the guys who will take my entire stamina bar to kill. There are some damage abilities you almost *have* to block or dodge roll and jabs is one of them. Now, by doing the correct counter to these abilities you end up hurting yourself more than the person who was countered! It is counterintuitive and pretty infuriating. Everyone just starts spamming their damage abilities over and over and the variation and excitement in combat is removed.pmn100b16_ESO wrote: »And the sad thing about the whole stamina regen when blocking 'fix' is that there's still permablockers
I find myself instinctively blocking certain things, like a charge attack for example, thinking, good job, blocked that, only to realise I've just gimped myself doing it.
Exactly how I feel too.mike.gaziotisb16_ESO wrote: »nimander99 wrote: »Why not just limit the number of dodge rolls a player can do every few seconds instead of a blanked stam block dodge nerf?
I liked it the way it is in current live. People complain non-stop about how there is no skill in ESO. but catching a sorc who is trying to escape or shutting down a dodge roller is in itself skill. nerfing both of these abilities is lack of it.
Nerfing the defensive abilities only is just plain stupid.
People tell me "You could only bolt 6-7 times in 1.5, now you bolt 15 times that's stupid". Yes it is stupid, but in 1.5 if you charged after me 6-7 you would also be out of stamina at the end, so at least we'd have a fair fight then.
Now gap closing costs nothing, while dodging-blocking-bolting costs buckets. It only favours the side with more numbers in combat.
The dodge roll penalty needs a shorter cooldown.
The Stamina regen penalty needs a second or two before it activates.
This would allow other players the ability to guarantee hits on other players while still allowing room for skillful (and enjoyable) play.
pmn100b16_ESO wrote: »ColtPython wrote: »One situation in particular continued to occur until I quit the PTS (mad as hell) and went back to the live server. I would run into a Templar (this is not a dig on Templars but just painting the picture) who would begin jabbing. After the changes to block regeneration, I certainly cannot block this without putting a sure end to my stamina pool and then the next jabs will kill me. So I roll. Rolling of course activates a timer that will cause the next roll to be more expensive and so on. What does the Templar do? Well the attack is not affected by the same mechanics as rolling so they turn and jab again. I roll at a higher cost and put my self in a situation where the next roll is going to start really costing me. At this point my options are limited to fear or cloak and hide if I can. They just break fear and begin jabbing. Basically like the OP says "spam my damage abilities over and over and nothing else."
Yup. These are the guys who will take my entire stamina bar to kill. There are some damage abilities you almost *have* to block or dodge roll and jabs is one of them. Now, by doing the correct counter to these abilities you end up hurting yourself more than the person who was countered! It is counterintuitive and pretty infuriating. Everyone just starts spamming their damage abilities over and over and the variation and excitement in combat is removed.pmn100b16_ESO wrote: »And the sad thing about the whole stamina regen when blocking 'fix' is that there's still permablockers
I find myself instinctively blocking certain things, like a charge attack for example, thinking, good job, blocked that, only to realise I've just gimped myself doing it.
Exactly how I feel too.mike.gaziotisb16_ESO wrote: »nimander99 wrote: »Why not just limit the number of dodge rolls a player can do every few seconds instead of a blanked stam block dodge nerf?
I liked it the way it is in current live. People complain non-stop about how there is no skill in ESO. but catching a sorc who is trying to escape or shutting down a dodge roller is in itself skill. nerfing both of these abilities is lack of it.
Nerfing the defensive abilities only is just plain stupid.
People tell me "You could only bolt 6-7 times in 1.5, now you bolt 15 times that's stupid". Yes it is stupid, but in 1.5 if you charged after me 6-7 you would also be out of stamina at the end, so at least we'd have a fair fight then.
Now gap closing costs nothing, while dodging-blocking-bolting costs buckets. It only favours the side with more numbers in combat.
The dodge roll penalty needs a shorter cooldown.
The Stamina regen penalty needs a second or two before it activates.
This would allow other players the ability to guarantee hits on other players while still allowing room for skillful (and enjoyable) play.
Trouble with this is permablockers, which ZOS wants an end to, will just press and release the rmb every second to avoid the penalty. The simplest solution, which they seem to want to avoid at all costs for some reason, is the blanking out of skills with rmb pushed down, same way they do as you hold the sprint key down. There's all sorts of arguments why block casting is desirable or even necessary, but I'd prefer the end to block casting over this current stamina regen fix that has resulted in penalising intelligent defensive play.
pmn100b16_ESO wrote: »ColtPython wrote: »One situation in particular continued to occur until I quit the PTS (mad as hell) and went back to the live server. I would run into a Templar (this is not a dig on Templars but just painting the picture) who would begin jabbing. After the changes to block regeneration, I certainly cannot block this without putting a sure end to my stamina pool and then the next jabs will kill me. So I roll. Rolling of course activates a timer that will cause the next roll to be more expensive and so on. What does the Templar do? Well the attack is not affected by the same mechanics as rolling so they turn and jab again. I roll at a higher cost and put my self in a situation where the next roll is going to start really costing me. At this point my options are limited to fear or cloak and hide if I can. They just break fear and begin jabbing. Basically like the OP says "spam my damage abilities over and over and nothing else."
Yup. These are the guys who will take my entire stamina bar to kill. There are some damage abilities you almost *have* to block or dodge roll and jabs is one of them. Now, by doing the correct counter to these abilities you end up hurting yourself more than the person who was countered! It is counterintuitive and pretty infuriating. Everyone just starts spamming their damage abilities over and over and the variation and excitement in combat is removed.pmn100b16_ESO wrote: »And the sad thing about the whole stamina regen when blocking 'fix' is that there's still permablockers
I find myself instinctively blocking certain things, like a charge attack for example, thinking, good job, blocked that, only to realise I've just gimped myself doing it.
Exactly how I feel too.mike.gaziotisb16_ESO wrote: »nimander99 wrote: »Why not just limit the number of dodge rolls a player can do every few seconds instead of a blanked stam block dodge nerf?
I liked it the way it is in current live. People complain non-stop about how there is no skill in ESO. but catching a sorc who is trying to escape or shutting down a dodge roller is in itself skill. nerfing both of these abilities is lack of it.
Nerfing the defensive abilities only is just plain stupid.
People tell me "You could only bolt 6-7 times in 1.5, now you bolt 15 times that's stupid". Yes it is stupid, but in 1.5 if you charged after me 6-7 you would also be out of stamina at the end, so at least we'd have a fair fight then.
Now gap closing costs nothing, while dodging-blocking-bolting costs buckets. It only favours the side with more numbers in combat.
The dodge roll penalty needs a shorter cooldown.
The Stamina regen penalty needs a second or two before it activates.
This would allow other players the ability to guarantee hits on other players while still allowing room for skillful (and enjoyable) play.
Trouble with this is permablockers, which ZOS wants an end to, will just press and release the rmb every second to avoid the penalty. The simplest solution, which they seem to want to avoid at all costs for some reason, is the blanking out of skills with rmb pushed down, same way they do as you hold the sprint key down. There's all sorts of arguments why block casting is desirable or even necessary, but I'd prefer the end to block casting over this current stamina regen fix that has resulted in penalising intelligent defensive play.