With the Imperial City changes to 0 Stamina Regen while Blocking and the increased cost to Dodge roll, wouldn't it be better if all DPS cost Magicka? This would leave Stamina ONLY for blocking, dodge rolling and sprinting/rapid maneuvers.
Magicka based builds IMO have a greater advantage as they typically only use Stamina for those three things. Their max magicka pool is available for ALL of their DPS spells. Some Tanks are really having a hard time with this mechanic as it's draining their stamina really quickly. With having to put all of their resources into Stamina to be able to tank, they have little left for actual damage. Magicka pools are extremely low for Stamina Builds typically so 2-3 spells and your out of that also. On top of that when you add in light/heavy attacks, there's another drain on Stamina.
I haven't Tanked in this update yet so I can only go from posts being created on it.
I'm not saying we must go this route, just wondering if maybe that would be an equal way to go....
What do you all think?
With the Imperial City changes to 0 Stamina Regen while Blocking and the increased cost to Dodge roll, wouldn't it be better if all DPS cost Magicka? This would leave Stamina ONLY for blocking, dodge rolling and sprinting/rapid maneuvers.
Magicka based builds IMO have a greater advantage as they typically only use Stamina for those three things. Their max magicka pool is available for ALL of their DPS spells. Some Tanks are really having a hard time with this mechanic as it's draining their stamina really quickly. With having to put all of their resources into Stamina to be able to tank, they have little left for actual damage. Magicka pools are extremely low for Stamina Builds typically so 2-3 spells and your out of that also. On top of that when you add in light/heavy attacks, there's another drain on Stamina.
I haven't Tanked in this update yet so I can only go from posts being created on it.
I'm not saying we must go this route, just wondering if maybe that would be an equal way to go....
What do you all think?
make dodge rolling use a different resource all on its own.
make some sword and board ( tank ) passives return stamina.
blocking in pve should be different in pvp same with ALL skills, they should behave different .
maybe blocking should not cost that much and keep the regen state? not sure about that.
turn back the clock and go back to another patch.
mrskinskull wrote: »With the Imperial City changes to 0 Stamina Regen while Blocking and the increased cost to Dodge roll, wouldn't it be better if all DPS cost Magicka? This would leave Stamina ONLY for blocking, dodge rolling and sprinting/rapid maneuvers.
Magicka based builds IMO have a greater advantage as they typically only use Stamina for those three things. Their max magicka pool is available for ALL of their DPS spells. Some Tanks are really having a hard time with this mechanic as it's draining their stamina really quickly. With having to put all of their resources into Stamina to be able to tank, they have little left for actual damage. Magicka pools are extremely low for Stamina Builds typically so 2-3 spells and your out of that also. On top of that when you add in light/heavy attacks, there's another drain on Stamina.
I haven't Tanked in this update yet so I can only go from posts being created on it.
I'm not saying we must go this route, just wondering if maybe that would be an equal way to go....
What do you all think?
You mean make magic builds expend magic when they run?
With the Imperial City changes to 0 Stamina Regen while Blocking and the increased cost to Dodge roll, wouldn't it be better if all DPS cost Magicka? This would leave Stamina ONLY for blocking, dodge rolling and sprinting/rapid maneuvers.
Magicka based builds IMO have a greater advantage as they typically only use Stamina for those three things. Their max magicka pool is available for ALL of their DPS spells. Some Tanks are really having a hard time with this mechanic as it's draining their stamina really quickly. With having to put all of their resources into Stamina to be able to tank, they have little left for actual damage. Magicka pools are extremely low for Stamina Builds typically so 2-3 spells and your out of that also. On top of that when you add in light/heavy attacks, there's another drain on Stamina.
I haven't Tanked in this update yet so I can only go from posts being created on it.
I'm not saying we must go this route, just wondering if maybe that would be an equal way to go....
What do you all think?
DigitalShibby wrote: »This is a stupid idea.
All of these problems can be fixed if we, and ZOS, stops trying to paint Magicka and Stamina with the same brush. Allow me to explain:
Magicka and stamina are fundamentally different, but right now the mechanics for them are trying to closely model each other in terms of damage.
Differences between Magicka and Stamina
Right now, magicka is used for damaging spells, utility spells, and healing spells. This is crucial to state because physical attacks cannot produce healing (well, a few can, but on the whole, to heal other characters, you need to be magicka), and can only produce damage and utility.
But then there's more! Stamina is also used for roll dodge, sprint, block, break out, these sorts of extra combat actions.
One more difference is that in reality, power and endurance are two very different things. There are humans who can throw a strong hit, but not many, and tire out, and there are humans who are slim and can run forever, but aren't terribly powerful (swimmers, runners).
So where does that get us?
Magicka has a special case in that it allows healing.
Stamina has a special case in that it allows for these extra combat actions (basically, these are for survival).
So we have healing on the magic side, and survivability on the stamina side, and both can deal damage and offer utility.
Solution
Stamina should be broken into 2 attributes, Strength and Endurance.
Strength determines power scaling, and Endurance determines pool size, the same pool being used for roll dodge and what not.
Then you will now have achieved a matching imbalance for the preexisting imbalances of magicka and stamina.
Tinkering with this will allow balance between builds that want to stack physical power or sustain + survivability, or magical damage + sustain + healing, and any combination of all of these different elements.
For magic, it makes sense that if you have more of it, you have more sustain and your spells are more powerful. It would be great if you could choose how much magicka to spend in one spell, variable cost, and make your one spell cost stronger but lose all your magicka, but that's another topic.
ryanmjmcevoy_ESO wrote: »One of the problems I see is that, ideally, the use of these two separate resources was meant to create build variety. Stamina users had a handful of playstyles that differed from what magika users could do. But in their attempt to "balance" things, the variety of Stam vs Magika has lost its diversity, with the only difference really being what your spammable DPS skill is. Like, Magika builds primary defenses should have been heals and shields, while stam should have been blocking, rolling, and straight up mitigation. Instead, now magika users can easily stack at least some mitigation, block as effectively (though maybe not for as long, depending on build), and stamina users have stam heals via Vigor, Rally, Blood Craze (lol), and a stam shield through bone shield.
So, really, where's the variety? What are we doing? What are the differences between the resource used now? Its just like crushing shock vs wrecking blow. What skill you spam is what defines your build now, since apparently "balance" means everyone should be able to do everything just as effectively as everyone else.
So, in that sense, I kind of agree with OP at this point. Make one pool for offense, one pool for defense, and a health pool. Shields, Heals, Block, Roll, etc cost your defensive resource, while primarily damaging skills cost your offensive pool. Maybe this isn't the best solution, but meh, I don't see build diversity anymore anyway.
nobertpaulb16_ESO wrote: »Zos has already limited what builds are usefull, they have made too many changes too fast.
They are rapidly approaching a point that kills many mmos. The point in game play were there are only a small select number of builds and classes that are useful in game play. PvP and PvE both.
They are heading in the wrong direction.