SlappyThePoptart wrote: »Buff stamina as much as they like, but absolutely ruin Wrecking Blow. Make it useless, or just remove it for all I care lol
Emma_Eunjung wrote: »Remove all the horrible CCs and snares that make Magicka builds so hard to play against Stamina builds.
- Dawnbreaker of Smiting to be the morph for physical damage.
- Incapacitating Strike(Death Stroke morph) to be physical damage.
- A percentage cap for the increased roll dodge(preferably 125%).
- No regen when blocking to be changed to 50% regen penalty when blocking.
- Heavy Armor to be an actual choice.
That's about all that I'd like to see adjusted.
- Dawnbreaker of Smiting to be the morph for physical damage.
- Incapacitating Strike(Death Stroke morph) to be physical damage.
- A percentage cap for the increased roll dodge(preferably 125%).
- No regen when blocking to be changed to 50% regen penalty when blocking.
- Heavy Armor to be an actual choice.
That's about all that I'd like to see adjusted.
GreenSoup2HoT wrote: »- Dawnbreaker of Smiting to be the morph for physical damage.
- Incapacitating Strike(Death Stroke morph) to be physical damage.
- A percentage cap for the increased roll dodge(preferably 125%).
- No regen when blocking to be changed to 50% regen penalty when blocking.
- Heavy Armor to be an actual choice.
That's about all that I'd like to see adjusted.
I'm all for these change's but with my own little twist.
-Flawless dawnbreaker should prob be the physical one. Since it increases weapon damage. (Reducing the 60% extra damage to vampire's is a thread on it's own. Which i wont get into. Should be 25% imo)
-Roll dodge should have a static cooldown not one that refreshes per dodge roll. This penalizes people who roll back to back instead of people trying to roll every 4 second's (which is fine in my book's).
-Blocking regen should stop after 1 second of blocking. It messes up any regen for console user's since we do not have a "bash" input. Also to roll dodge we need to block then click X so we stop our regen on top of the roll dodge cost. This really suck's.
GreenSoup2HoT wrote: »- Dawnbreaker of Smiting to be the morph for physical damage.
- Incapacitating Strike(Death Stroke morph) to be physical damage.
- A percentage cap for the increased roll dodge(preferably 125%).
- No regen when blocking to be changed to 50% regen penalty when blocking.
- Heavy Armor to be an actual choice.
That's about all that I'd like to see adjusted.
I'm all for these change's but with my own little twist.
-Flawless dawnbreaker should prob be the physical one. Since it increases weapon damage. (Reducing the 60% extra damage to vampire's is a thread on it's own. Which i wont get into. Should be 25% imo)
-Roll dodge should have a static cooldown not one that refreshes per dodge roll. This penalizes people who roll back to back instead of people trying to roll every 4 second's (which is fine in my book's).
-Blocking regen should stop after 1 second of blocking. It messes up any regen for console user's since we do not have a "bash" input. Also to roll dodge we need to block then click X so we stop our regen on top of the roll dodge cost. This really suck's.
Sugaroverdose wrote: »From my POV:
1. Good idea will be to make dodge roll and break free utilize % of max stamina, with soft cap like: not less than 4k for break free and 3.5k for dodge roll if you didn't invest into cost reduction cp/set/enchants/armor passives. This change should balance magicka/stamina, and also it's good option to remove dodge roll price stacking.
2. Rethink block mechanics. Why the heck blocking completely disables stamina regen(that's a pain mostly for console players, where people can't dodge roll or bash without pressing block), there's bunch of ways to not allow people to permablock:
a. Should blocking spells cost stamina? I always ask this question.
b. Why not to make stacking debuff wich will sightly increase cost of blocking every time you block incoming damage and holds for something like 3-5secs while you're not blocking.
dylanjaygrobbelaarb16_ESO wrote: »rebuild toppling charge from the ground up so it works like ambush without ground pathing. 2 years + is enough we need a guaranteed working move!! come on already.99
khele23eb17_ESO wrote: »Id like to see Bow on equal footing to other ranged dps options. Also, add a Fatigue stat and remove sprint/block/roll from Stamina.
No to physical morphs for death stroke and radial sweep. If I understand it correctly, the balancing teams idea of giving stamina moves to the classes is that each should maintain its identity and have a unique Stamina based approach. That's their logic for not giving Stam dk a primary dps skill. NB has surprise attack, Templars have jabs, DK has leap. That's our thing just like surprise attack is to NB and jabs to templar. If templar and NB get a physical ulti, I fully expect DK to get a primary stamina DPS move. That's the only way Id be open to your proposal, otherwise Stam DKs lose their competetive advantage. Regardless, I think we can all agree Stam sorc needs something at all. It feels like they are left out right
I would rather see buffs that apply to all of us. Namely the addition of more viable dps moves to either weapon or guild trees so Stam builds don't have to rely on wrecking blow for burst damage. Maybe even weapon ultimates. By buffing/adding non class skills and passives, they can buff stamina in general without throwing balance between Stam builds out of wack. The only class that should receive individual attention is sorc. Stam DK, NB, and Templar are all very competetive with one another right now and id like to see it stay that way.