Joy_Division wrote: »I'd like to see more tactical play as well, but I didn't see a lot of it in 1.6.
In sum, more health, making actual "glass cannons" glassy, and rewarding us for not holding down block.
Agree with health and glass cannons. Health was easily one of the dumbest decision ever.
I also think this thread sucks because 1.6 pvp which we just came from was the worst version of pvp yet by far.
The damage reduction is overkill. Should've started at maybe 15% and increased if needed. And the basic mobs seem like they hit way too hard... I understand the bosses roaming around hitting hard but the trash mobs are just that- trash, and they should hit like that.
The damage reduction is overkill. Should've started at maybe 15% and increased if needed. And the basic mobs seem like they hit way too hard... I understand the bosses roaming around hitting hard but the trash mobs are just that- trash, and they should hit like that.
The damage reduction is overkill. Should've started at maybe 15% and increased if needed. And the basic mobs seem like they hit way too hard... I understand the bosses roaming around hitting hard but the trash mobs are just that- trash, and they should hit like that.
Keep in mind it's still early days.. the meta will evolve, players will earn more CPs and as a result player damage will get higher. I think of it as leaving a little room to grow.
pmn100b16_ESO wrote: »As I don't see them changing the stamina regen while blocking thing, maybe they need to reduce stamina costs of abilities across the board to make up for the hit stamina specs have taken. Its a bit imbalanced when magicka defence (shields) can be spammed with impunity, but stamina defence (dodge roll) has a severe cost penalty.
pmn100b16_ESO wrote: »As I don't see them changing the stamina regen while blocking thing, maybe they need to reduce stamina costs of abilities across the board to make up for the hit stamina specs have taken. Its a bit imbalanced when magicka defence (shields) can be spammed with impunity, but stamina defence (dodge roll) has a severe cost penalty.
They already reduced the cost of all stamina abilities by 1/5.
We can compare defensive abilities all day long and you can come up with pros & cons for both...
A) Dodge rolling avoids ALL damage, shields do not.Dodge rolling is NOT the only stamina based defensive ability.
C) All classes have access to Healing Ward, Bone Shield, & Harness Magicka.
etc etc etc
Dodge rolling doesn't avoid all damage, if that were the case I wouldn't die so much and you can't attack while dodging (although you can animation cancel attacks with dodge roll)
Dodge rolling and blocking *are* the only two defensive stamina abilities and both were severely nerf.
pmn100b16_ESO wrote: »As I don't see them changing the stamina regen while blocking thing, maybe they need to reduce stamina costs of abilities across the board to make up for the hit stamina specs have taken. Its a bit imbalanced when magicka defence (shields) can be spammed with impunity, but stamina defence (dodge roll) has a severe cost penalty.
They already reduced the cost of all stamina abilities by 1/5.
We can compare defensive abilities all day long and you can come up with pros & cons for both...
A) Dodge rolling avoids ALL damage, shields do not.Dodge rolling is NOT the only stamina based defensive ability.
C) All classes have access to Healing Ward, Bone Shield, & Harness Magicka.
etc etc etc
Those cost reductions never worked out to 20% and they were only class stamina abilities not *all* stamina abilities.
Dodge rolling doesn't avoid all damage, if that were the case I wouldn't die so much and you can't attack while dodging (although you can animation cancel attacks with dodge roll)
Dodge rolling and blocking *are* the only two defensive stamina abilities and both were severely nerf. To replace this it is far better now to maximize your stamina and weapon damage and ignore health in order to maximize your *healing*. Why mitigate/avoid damage when you can easily outheal it? This is what I meant by combat being boring, it's just mashing keys and animation cancels, very static combat and easily to mathematically dictate.
Stamina classes can't make use of any of those other than Bone Shield which if you've ever tried it isn't worth the GCD.
Dodge rolling doesn't avoid all damage, if that were the case I wouldn't die so much and you can't attack while dodging (although you can animation cancel attacks with dodge roll)
Dodge rolling and blocking *are* the only two defensive stamina abilities and both were severely nerf.
You can't attack while using a shield ability either (although you can animation cancel attacks with a shield ability).
Defensive stance. Vigor. I'm sure there are more that I'm not thinking of. Both are absolutely fantastic.
Bone shield does suck, I'll give you that, but Healing Ward and Harness Magicka are insanely good.
Blocking casting was way too strong, anyone without blinders on knows that. I havent tested it, but if you are losing a whole tick of regen for a 1 second block, that should be fixed. Otherwise, I am extremely pleased with the change.
pmn100b16_ESO wrote: »As I don't see them changing the stamina regen while blocking thing, maybe they need to reduce stamina costs of abilities across the board to make up for the hit stamina specs have taken. Its a bit imbalanced when magicka defence (shields) can be spammed with impunity, but stamina defence (dodge roll) has a severe cost penalty.
They already reduced the cost of all stamina abilities by 1/5.
We can compare defensive abilities all day long and you can come up with pros & cons for both...
A) Dodge rolling avoids ALL damage, shields do not.Dodge rolling is NOT the only stamina based defensive ability.
C) All classes have access to Healing Ward, Bone Shield, & Harness Magicka.
etc etc etc
Those cost reductions never worked out to 20% and they were only class stamina abilities not *all* stamina abilities.
Dodge rolling doesn't avoid all damage, if that were the case I wouldn't die so much and you can't attack while dodging (although you can animation cancel attacks with dodge roll)
Dodge rolling and blocking *are* the only two defensive stamina abilities and both were severely nerf. To replace this it is far better now to maximize your stamina and weapon damage and ignore health in order to maximize your *healing*. Why mitigate/avoid damage when you can easily outheal it? This is what I meant by combat being boring, it's just mashing keys and animation cancels, very static combat and easily to mathematically dictate.
Stamina classes can't make use of any of those other than Bone Shield which if you've ever tried it isn't worth the GCD.
You checked the base cost? Also, not "all", the 20% was to bring the class abilities in line with weapon abilities which already had their own cost reduction. Stamina cost reduction is insane.
Dodge rolling doesn't avoid all damage, if that were the case I wouldn't die so much and you can't attack while dodging (although you can animation cancel attacks with dodge roll)
Dodge rolling and blocking *are* the only two defensive stamina abilities and both were severely nerf.
You can't attack while using a shield ability either (although you can animation cancel attacks with a shield ability).
Defensive stance. Vigor. I'm sure there are more that I'm not thinking of. Both are absolutely fantastic.
Bone shield does suck, I'll give you that, but Healing Ward and Harness Magicka are insanely good.
Blocking casting was way too strong, anyone without blinders on knows that. I havent tested it, but if you are losing a whole tick of regen for a 1 second block, that should be fixed. Otherwise, I am extremely pleased with the change.
You can have a shields defense active and do damage. I was talking about the dodge roll period that you're avoiding damage, you do zero damage from direct attacks during this time. As you well know I am intimately aware of all the differences between dodge roll and damage shields. Both have advantages and disadvantages, but right now there is no penalty for spamming damage shields when under fire...just like cloak. This is going to force players into very specific playstyles that are less diverse and interesting.
Defensive stance is a defensive ability but with block being nerfed so hard its much harder to justify having a shield at all.
Vigor is a heal not a defensive ability. It is the new go to ability that replaces block and dodge roll as it is far more efficient for the GCD and cost.
I agree block casting was stupid, but my style of play involved reactive blocks and bashes which are now both worthless.You lose a whole tick of regen for a single insta block and release or bash. It's absurd. I used to block on my sorc as well....not any more.pmn100b16_ESO wrote: »As I don't see them changing the stamina regen while blocking thing, maybe they need to reduce stamina costs of abilities across the board to make up for the hit stamina specs have taken. Its a bit imbalanced when magicka defence (shields) can be spammed with impunity, but stamina defence (dodge roll) has a severe cost penalty.
They already reduced the cost of all stamina abilities by 1/5.
We can compare defensive abilities all day long and you can come up with pros & cons for both...
A) Dodge rolling avoids ALL damage, shields do not.Dodge rolling is NOT the only stamina based defensive ability.
C) All classes have access to Healing Ward, Bone Shield, & Harness Magicka.
etc etc etc
Those cost reductions never worked out to 20% and they were only class stamina abilities not *all* stamina abilities.
Dodge rolling doesn't avoid all damage, if that were the case I wouldn't die so much and you can't attack while dodging (although you can animation cancel attacks with dodge roll)
Dodge rolling and blocking *are* the only two defensive stamina abilities and both were severely nerf. To replace this it is far better now to maximize your stamina and weapon damage and ignore health in order to maximize your *healing*. Why mitigate/avoid damage when you can easily outheal it? This is what I meant by combat being boring, it's just mashing keys and animation cancels, very static combat and easily to mathematically dictate.
Stamina classes can't make use of any of those other than Bone Shield which if you've ever tried it isn't worth the GCD.
You checked the base cost? Also, not "all", the 20% was to bring the class abilities in line with weapon abilities which already had their own cost reduction. Stamina cost reduction is insane.
Several others have posted the numbers. I was replying to the comment that they all were made cheaper. Stamina abilities are relatively cheaper than their equivalent magicka counterparts but it is far easier to stack max magicka than it is max stamina and the benefits of doing so are greater. I should also point out that it's easier to stack magicka regen as well.
Forestd16b14_ESO wrote: »*sips tea* And here I am still waiting for heavy armor changes so that you don't have to rely on blocking dodging or shields to survive.
maybe because i spent some CP in tumbling.... idk but i could roll dodge more than once, lol
i didnt block at all, but i didnt try a build for that (no block reduction glyphs, no block expertise CP, no black rose set, not even a shield equipped)
i lost a lot of 1x1, but stamina regen was not my problem
Dodge rolling doesn't avoid all damage, if that were the case I wouldn't die so much and you can't attack while dodging (although you can animation cancel attacks with dodge roll)
Dodge rolling and blocking *are* the only two defensive stamina abilities and both were severely nerf.
You can't attack while using a shield ability either (although you can animation cancel attacks with a shield ability).
Defensive stance. Vigor. I'm sure there are more that I'm not thinking of. Both are absolutely fantastic.
Bone shield does suck, I'll give you that, but Healing Ward and Harness Magicka are insanely good.
Blocking casting was way too strong, anyone without blinders on knows that. I havent tested it, but if you are losing a whole tick of regen for a 1 second block, that should be fixed. Otherwise, I am extremely pleased with the change.
You can have a shields defense active and do damage. I was talking about the dodge roll period that you're avoiding damage, you do zero damage from direct attacks during this time. As you well know I am intimately aware of all the differences between dodge roll and damage shields. Both have advantages and disadvantages, but right now there is no penalty for spamming damage shields when under fire...just like cloak. This is going to force players into very specific playstyles that are less diverse and interesting.
Defensive stance is a defensive ability but with block being nerfed so hard its much harder to justify having a shield at all.
Vigor is a heal not a defensive ability. It is the new go to ability that replaces block and dodge roll as it is far more efficient for the GCD and cost.
I agree block casting was stupid, but my style of play involved reactive blocks and bashes which are now both worthless.You lose a whole tick of regen for a single insta block and release or bash. It's absurd. I used to block on my sorc as well....not any more.pmn100b16_ESO wrote: »As I don't see them changing the stamina regen while blocking thing, maybe they need to reduce stamina costs of abilities across the board to make up for the hit stamina specs have taken. Its a bit imbalanced when magicka defence (shields) can be spammed with impunity, but stamina defence (dodge roll) has a severe cost penalty.
They already reduced the cost of all stamina abilities by 1/5.
We can compare defensive abilities all day long and you can come up with pros & cons for both...
A) Dodge rolling avoids ALL damage, shields do not.Dodge rolling is NOT the only stamina based defensive ability.
C) All classes have access to Healing Ward, Bone Shield, & Harness Magicka.
etc etc etc
Those cost reductions never worked out to 20% and they were only class stamina abilities not *all* stamina abilities.
Dodge rolling doesn't avoid all damage, if that were the case I wouldn't die so much and you can't attack while dodging (although you can animation cancel attacks with dodge roll)
Dodge rolling and blocking *are* the only two defensive stamina abilities and both were severely nerf. To replace this it is far better now to maximize your stamina and weapon damage and ignore health in order to maximize your *healing*. Why mitigate/avoid damage when you can easily outheal it? This is what I meant by combat being boring, it's just mashing keys and animation cancels, very static combat and easily to mathematically dictate.
Stamina classes can't make use of any of those other than Bone Shield which if you've ever tried it isn't worth the GCD.
You checked the base cost? Also, not "all", the 20% was to bring the class abilities in line with weapon abilities which already had their own cost reduction. Stamina cost reduction is insane.
Several others have posted the numbers. I was replying to the comment that they all were made cheaper. Stamina abilities are relatively cheaper than their equivalent magicka counterparts but it is far easier to stack max magicka than it is max stamina and the benefits of doing so are greater. I should also point out that it's easier to stack magicka regen as well.
Fair enough, exept for Vigor. A heal is a defensive ability, lol. Have you ever seen a Templar heal through a small zerg? If vigor is not defensive, neither are damage shields, because all they are, are preemptive heals.
See how dumb that sounds?
Dodge rolling doesn't avoid all damage, if that were the case I wouldn't die so much and you can't attack while dodging (although you can animation cancel attacks with dodge roll)
Dodge rolling and blocking *are* the only two defensive stamina abilities and both were severely nerf.
You can't attack while using a shield ability either (although you can animation cancel attacks with a shield ability).
Defensive stance. Vigor. I'm sure there are more that I'm not thinking of. Both are absolutely fantastic.
Bone shield does suck, I'll give you that, but Healing Ward and Harness Magicka are insanely good.
Blocking casting was way too strong, anyone without blinders on knows that. I havent tested it, but if you are losing a whole tick of regen for a 1 second block, that should be fixed. Otherwise, I am extremely pleased with the change.
You can have a shields defense active and do damage. I was talking about the dodge roll period that you're avoiding damage, you do zero damage from direct attacks during this time. As you well know I am intimately aware of all the differences between dodge roll and damage shields. Both have advantages and disadvantages, but right now there is no penalty for spamming damage shields when under fire...just like cloak. This is going to force players into very specific playstyles that are less diverse and interesting.
Defensive stance is a defensive ability but with block being nerfed so hard its much harder to justify having a shield at all.
Vigor is a heal not a defensive ability. It is the new go to ability that replaces block and dodge roll as it is far more efficient for the GCD and cost.
I agree block casting was stupid, but my style of play involved reactive blocks and bashes which are now both worthless.You lose a whole tick of regen for a single insta block and release or bash. It's absurd. I used to block on my sorc as well....not any more.pmn100b16_ESO wrote: »As I don't see them changing the stamina regen while blocking thing, maybe they need to reduce stamina costs of abilities across the board to make up for the hit stamina specs have taken. Its a bit imbalanced when magicka defence (shields) can be spammed with impunity, but stamina defence (dodge roll) has a severe cost penalty.
They already reduced the cost of all stamina abilities by 1/5.
We can compare defensive abilities all day long and you can come up with pros & cons for both...
A) Dodge rolling avoids ALL damage, shields do not.Dodge rolling is NOT the only stamina based defensive ability.
C) All classes have access to Healing Ward, Bone Shield, & Harness Magicka.
etc etc etc
Those cost reductions never worked out to 20% and they were only class stamina abilities not *all* stamina abilities.
Dodge rolling doesn't avoid all damage, if that were the case I wouldn't die so much and you can't attack while dodging (although you can animation cancel attacks with dodge roll)
Dodge rolling and blocking *are* the only two defensive stamina abilities and both were severely nerf. To replace this it is far better now to maximize your stamina and weapon damage and ignore health in order to maximize your *healing*. Why mitigate/avoid damage when you can easily outheal it? This is what I meant by combat being boring, it's just mashing keys and animation cancels, very static combat and easily to mathematically dictate.
Stamina classes can't make use of any of those other than Bone Shield which if you've ever tried it isn't worth the GCD.
You checked the base cost? Also, not "all", the 20% was to bring the class abilities in line with weapon abilities which already had their own cost reduction. Stamina cost reduction is insane.
Several others have posted the numbers. I was replying to the comment that they all were made cheaper. Stamina abilities are relatively cheaper than their equivalent magicka counterparts but it is far easier to stack max magicka than it is max stamina and the benefits of doing so are greater. I should also point out that it's easier to stack magicka regen as well.
Fair enough, exept for Vigor. A heal is a defensive ability, lol. Have you ever seen a Templar heal through a small zerg? If vigor is not defensive, neither are damage shields, because all they are, are preemptive heals.
See how dumb that sounds?
Mitigation, heath regeneration, whatever helps you stay alive. Segregating the different mechanics will only skew the argument to one side or the other. It must be looked at as a whole to achieve balance.
bob.ellisonb16_ESO wrote: »After watching the ESO team Twitch stream IC and PvP it's clear there is a lack game play knowledge.
The analogy is:
The ESO devs are like a Formula 1 racing team, they are all mechanics/engineers/designers and do very important things to make the car run , but they are not drivers. Without input from the driver the team fails, and ESO has no driver.
Yup. Personally I hate cloak but I'm going to be forced into using it as the only viable defensive option left in the game which of course will be even more useful in 2.1
Mitigation, heath regeneration, whatever helps you stay alive. Segregating the different mechanics will only skew the argument to one side or the other. It must be looked at as a whole to achieve balance.
That's what I'm saying. The "balance" is now ability mashing.
Many people do not really get what this is going to do to core character design. It will become far more homogenous because it all comes down to math.
On 1.6 we are seeing this with Sorc builds. Why bother at all with blocking or dodge? Why ever increase stamina regen? Just let your shields absorb your damage, break free when CCed and mash DPS abilities until your opponents die.
This is exactly what will happen to stamina.
Why block or dodge? Just break free and absorb the damage. Have enough stamina regen to spam your damage abilities and heal, ignore the rest then maximize your weapon damage and stamina ignoring health because your damage will increase along with your healing(The stamina equivalent to damage shields). Maximize passive defenses only as reactive defenses are no long worth using.
Boring homogeneous combat that turns less into who has more skill and better timing and more into who has a better gear setup/build and CPs.
Does that sound fun to you?
Yup. Personally I hate cloak but I'm going to be forced into using it as the only viable defensive option left in the game which of course will be even more useful in 2.1
This is exactly what I meant by hybridize builds. You are no longer going to be able to max out stam regen/resource pool and be viable. You are going to have to use some stamina, some magic and some health.
They homogenized the builds into the least common denominator to level the playing field.
The actual "skilled" players will still be able to win fights against "lesser skilled", but the folks who maxed a build for one skill (aka wrecking blow permadodge or whip perma block) are s.o.l.
ColtPython wrote: »Mitigation, heath regeneration, whatever helps you stay alive. Segregating the different mechanics will only skew the argument to one side or the other. It must be looked at as a whole to achieve balance.
That's what I'm saying. The "balance" is now ability mashing.
Many people do not really get what this is going to do to core character design. It will become far more homogenous because it all comes down to math.
On 1.6 we are seeing this with Sorc builds. Why bother at all with blocking or dodge? Why ever increase stamina regen? Just let your shields absorb your damage, break free when CCed and mash DPS abilities until your opponents die.
This is exactly what will happen to stamina.
Why block or dodge? Just break free and absorb the damage. Have enough stamina regen to spam your damage abilities and heal, ignore the rest then maximize your weapon damage and stamina ignoring health because your damage will increase along with your healing(The stamina equivalent to damage shields). Maximize passive defenses only as reactive defenses are no long worth using.
Boring homogeneous combat that turns less into who has more skill and better timing and more into who has a better gear setup/build and CPs.
Does that sound fun to you?
Totally agree with you Ez on all points. I just wanted to throw out there another stamina defensive ability that I personally love: Brawler. Not the best but its a blend of damage and defense. I have tried it on PTS and was not very successful as you have pointed out I would be better to go with a skill or combo that aims for full damage and no defense. Mitigation by obliteration... or the best defense is a good offense.. maybe the only defense is a good fast offense lol