Sugaroverdose wrote: »
I didn't keep in mind that someone plays PvE in stamina where they don't have this advantage that they have in PvP.Sugaroverdose wrote: »
While it might be a buff, it won't help stamina builds that much as just keeping up mobility and DPS drains the entire stamina pool very fast. But on the other hand, it would limit the emergency buffs and heals of stamina builds.
Sugaroverdose wrote: »Since 1.6 with softcaps removal stamina people have good advantage having almost:
1. infinite roll-dodge(was nerfed by increasing roll-dodge cost, but in fact magicka builds has been punished)
2. infinite block(was nerfed by disabling stamina regen, but once again magicka builds has been punished much more than stambuilds)
3. infinite break free(kept untouched)
Magicka builds from those times have a lot of problems with stamina pool which still required to stay alive, while stamina people don't care about magicka pool at all, with PTS increase cost magicka builds will suffer from small stamina poll a lot more.
So what about to force stamina builds care about magicka pool same way as magicka builds care about stamina pool? If you(ZOS) don't to implement less punishing stamina-related mechanics for magicka builds, than punish stamina builds the same way but with magicka-related mechanics.
All abilities which somehow connected to magic should cost magicka, what exactly? Every heal like rally or vigor, or shield like bone shield should cost magicka but still must scales of wepdmg/stam pool. This isn't requires much work, but it will force stam people to care about magicka pool and it will be connected to their overall survivability like stamina for magicka builds.
Also this change will definitely make glass-canon builds less survivable and not so good choice as they are now.
how this applies to heavy mele magplar? Why stamina people should not learn how to play without heal than?Then don't put yourself in the position to have to break free 4 times in a row?
Pull away, use your range, break line of sight, use your own CC... kill them? Get shields/healing ward up ready for the next CC that you can't break. If a stamina user breaks free 4 times in a row then they have significantly less of their main resource left than does a magicka build, what do they do in that situation? Use their range (if they have any), break line of sight, use their own CC... kill them.
Sugaroverdose wrote: »I didn't keep in mind that someone plays PvE in stamina where they don't have this advantage that they have in PvP.Sugaroverdose wrote: »
While it might be a buff, it won't help stamina builds that much as just keeping up mobility and DPS drains the entire stamina pool very fast. But on the other hand, it would limit the emergency buffs and heals of stamina builds.
But anyway: vigor and rally aren't benefit from spamming them, keeping them up in predictable pve environment isn't really a big deal
Drop 2 stat food, eat 3 stat food, should have in result 14k magicka if you don't have prismatic enchants.Sugaroverdose wrote: »I didn't keep in mind that someone plays PvE in stamina where they don't have this advantage that they have in PvP.Sugaroverdose wrote: »
While it might be a buff, it won't help stamina builds that much as just keeping up mobility and DPS drains the entire stamina pool very fast. But on the other hand, it would limit the emergency buffs and heals of stamina builds.
But anyway: vigor and rally aren't benefit from spamming them, keeping them up in predictable pve environment isn't really a big deal
In Maelstrom how is a Stamina build suppose to keep up Vigor pretty much all the time as required if it costs Magicka, while at the same time having enough Stamina to attack, block, and roll? All while having enough damage to actually get through the content?
Sugaroverdose wrote: »how this applies to heavy mele magplar? Why stamina people should not learn how to play without heal than?Then don't put yourself in the position to have to break free 4 times in a row?
Pull away, use your range, break line of sight, use your own CC... kill them? Get shields/healing ward up ready for the next CC that you can't break. If a stamina user breaks free 4 times in a row then they have significantly less of their main resource left than does a magicka build, what do they do in that situation? Use their range (if they have any), break line of sight, use their own CC... kill them.
Say why it's a bad idea, don't try to teach how to play
In opening message i described that it must scales of stamina and weapon damage(and this is already implemented mechanics at least half-way there's already implemented abilities which scales of bigger damage and resource pool), so first part of your message doesn't mean anything.Sugaroverdose wrote: »how this applies to heavy mele magplar? Why stamina people should not learn how to play without heal than?Then don't put yourself in the position to have to break free 4 times in a row?
Pull away, use your range, break line of sight, use your own CC... kill them? Get shields/healing ward up ready for the next CC that you can't break. If a stamina user breaks free 4 times in a row then they have significantly less of their main resource left than does a magicka build, what do they do in that situation? Use their range (if they have any), break line of sight, use their own CC... kill them.
Say why it's a bad idea, don't try to teach how to play
It's a bad idea because skills scale based on the resource they cost.
If you made all of stamina's (very few) heals be magicka based, including rally - I repeat, a skill that gives a bonus to weapon damage - then they would heal scaled on their spell damage and maximum magicka. This would give heals of approximately three quarters of jack.
The price that magicka pays for dodging/breaking free is that they have a small stamina pool so have to avoid repeatedly doing so. The price that stamina pays is that the resource they spend to dodge/break free is the same resource they need for almost all of their abilities.
You don't balance by homogenization - it shouldn't be 'well this is how it is for magicka, so it should be the same for stamina'. The way it is now balanced is based on having different but similarly weighted effects on the two types of character.
Sugaroverdose wrote: »In opening message i described that it must scales of stamina and weapon damage(and this is already implemented mechanics at least half-way there's already implemented abilities which scales of bigger damage and resource pool), so first part of your message doesn't mean anything.Sugaroverdose wrote: »how this applies to heavy mele magplar? Why stamina people should not learn how to play without heal than?Then don't put yourself in the position to have to break free 4 times in a row?
Pull away, use your range, break line of sight, use your own CC... kill them? Get shields/healing ward up ready for the next CC that you can't break. If a stamina user breaks free 4 times in a row then they have significantly less of their main resource left than does a magicka build, what do they do in that situation? Use their range (if they have any), break line of sight, use their own CC... kill them.
Say why it's a bad idea, don't try to teach how to play
It's a bad idea because skills scale based on the resource they cost.
If you made all of stamina's (very few) heals be magicka based, including rally - I repeat, a skill that gives a bonus to weapon damage - then they would heal scaled on their spell damage and maximum magicka. This would give heals of approximately three quarters of jack.
The price that magicka pays for dodging/breaking free is that they have a small stamina pool so have to avoid repeatedly doing so. The price that stamina pays is that the resource they spend to dodge/break free is the same resource they need for almost all of their abilities.
You don't balance by homogenization - it shouldn't be 'well this is how it is for magicka, so it should be the same for stamina'. The way it is now balanced is based on having different but similarly weighted effects on the two types of character.
Yeah, that you have to make descent regens and size of one specific resource pool is a "price", how loud did you laugh when said that?
Sugaroverdose wrote: »Since 1.6 with softcaps removal stamina people have good advantage having almost:
1. infinite roll-dodge(was nerfed by increasing roll-dodge cost, but in fact magicka builds has been punished)
2. infinite block(was nerfed by disabling stamina regen, but once again magicka builds has been punished much more than stambuilds)
3. infinite break free(kept untouched)
Magicka builds from those times have a lot of problems with stamina pool which still required to stay alive, while stamina people don't care about magicka pool at all, with PTS increase cost magicka builds will suffer from small stamina poll a lot more.
So what about to force stamina builds care about magicka pool same way as magicka builds care about stamina pool? If you(ZOS) don't want to implement less punishing stamina-related mechanics for magicka builds, than punish stamina builds the same way but with magicka-related mechanics.
All abilities which somehow connected to magic should cost magicka, what exactly? Every heal like rally or vigor, or shield like bone shield should cost magicka but still must scales of wepdmg/stam pool. This isn't requires much work, but it will force stam people to care about magicka pool and it will be connected to their overall survivability like stamina for magicka builds.
Also this change will definitely make glass-canon builds less survivable and not so good choice as they are now.
First of it's DB PTS forum, so i'm asking for change which connected to DB changes since in DB all stambuilds except stamsorcs have native ultimates which scales of mighty, also stambuilds will have Dawnbreaker which will be really good choice for stamsorc.bowmanz607 wrote: »Sugaroverdose wrote: »Since 1.6 with softcaps removal stamina people have good advantage having almost:
1. infinite roll-dodge(was nerfed by increasing roll-dodge cost, but in fact magicka builds has been punished)
2. infinite block(was nerfed by disabling stamina regen, but once again magicka builds has been punished much more than stambuilds)
3. infinite break free(kept untouched)
Magicka builds from those times have a lot of problems with stamina pool which still required to stay alive, while stamina people don't care about magicka pool at all, with PTS increase cost magicka builds will suffer from small stamina poll a lot more.
So what about to force stamina builds care about magicka pool same way as magicka builds care about stamina pool? If you(ZOS) don't want to implement less punishing stamina-related mechanics for magicka builds, than punish stamina builds the same way but with magicka-related mechanics.
All abilities which somehow connected to magic should cost magicka, what exactly? Every heal like rally or vigor, or shield like bone shield should cost magicka but still must scales of wepdmg/stam pool. This isn't requires much work, but it will force stam people to care about magicka pool and it will be connected to their overall survivability like stamina for magicka builds.
Also this change will definitely make glass-canon builds less survivable and not so good choice as they are now.
In TG mag is best strongest cause they have ults and Stam do not. DB is the most balance we seen since 1.5
Also, mag builds do have to rely on mag. Some classes more than others. Templar is really only class that doesn't really rely on mag in their builds. Most Stam builds will put resources into mag recovery. It is a necessary pool. Just like mag builds will usually run trip Stat food because the stamina is necessary. Solution for you is to invest in more stamina or Stam recovery if you have resource issues. Just as Stam builds invest into mag recovery. Heck, I run only 10k Stam on my mag builds because I run immovable pots so I am draining less stamina. If I don't run immovable pots I will use trip pots and tri food.
Since magbuilds must watch to their stam pool before deciding to roll, or block i do think that stambuilds should also think before using magicka cost abilities and choose wisely, and once again it's must be connected to their survivability, not something like 'oh i can't cast relentless focus, meh'Sugaroverdose wrote: »In opening message i described that it must scales of stamina and weapon damage(and this is already implemented mechanics at least half-way there's already implemented abilities which scales of bigger damage and resource pool), so first part of your message doesn't mean anything.Sugaroverdose wrote: »how this applies to heavy mele magplar? Why stamina people should not learn how to play without heal than?Then don't put yourself in the position to have to break free 4 times in a row?
Pull away, use your range, break line of sight, use your own CC... kill them? Get shields/healing ward up ready for the next CC that you can't break. If a stamina user breaks free 4 times in a row then they have significantly less of their main resource left than does a magicka build, what do they do in that situation? Use their range (if they have any), break line of sight, use their own CC... kill them.
Say why it's a bad idea, don't try to teach how to play
It's a bad idea because skills scale based on the resource they cost.
If you made all of stamina's (very few) heals be magicka based, including rally - I repeat, a skill that gives a bonus to weapon damage - then they would heal scaled on their spell damage and maximum magicka. This would give heals of approximately three quarters of jack.
The price that magicka pays for dodging/breaking free is that they have a small stamina pool so have to avoid repeatedly doing so. The price that stamina pays is that the resource they spend to dodge/break free is the same resource they need for almost all of their abilities.
You don't balance by homogenization - it shouldn't be 'well this is how it is for magicka, so it should be the same for stamina'. The way it is now balanced is based on having different but similarly weighted effects on the two types of character.
Yeah, that you have to make descent regens and size of one specific resource pool is a "price", how loud did you laugh when said that?
Sorry, I missed that point! I don't think there are any active abilities that do this currently except ultimates - but you're right that it would be feasible, even if it doesn't really make sense for a 2H skill to cost magicka (plus shouldn't repeatedly throwing your staff in the air wear you out a bit?)
I just don't understand how having to use a resource pool to dodge roll/break free is comparable to using one exclusively for healing. Magicka builds can use abilities to avoid/mitigate/prep heals in situations where they might have to do those. The only way for stamina to avoid healing is to avoid damage - and dodge rolling has an exponential increase in cost attached to it.
Besides, what about the stamina builds that rely on magicka for utility? Stamblades for cloak/relentless focus, stamina DKs for chains/talons, stamina sorcs for surge/streak, stamina templar for any of the many class magicka abilities they want to use. Is it the case that if a stamina class chooses to use any of their class magicka skills they should simply lose the ability to heal?
Sugaroverdose wrote: »[Snip] Since magbuilds must watch to their stam pool before deciding to roll, or block i do think that stambuilds should also think before using magicka cost abilities and choose wisely
It's not about that, it's about making both pool cost something, now stambuilds do not rely on magicka pool the same way as magicka builds rely on stamina. With 14k pool you have something like 5 casts of magicka abilities without regens. Making heal to cost magicka forces stambuilds to not spam something like obsidian shield to make magicka>stamina trade.Sugaroverdose wrote: »[Snip] Since magbuilds must watch to their stam pool before deciding to roll, or block i do think that stambuilds should also think before using magicka cost abilities and choose wisely
I don't see how having to be careful not using up your stamina rolling/blocking is the same as being forced to chose between using your class abilities or using any healing skills...
It simply doesn't sound like balance
Sugaroverdose wrote: »First of it's DB PTS forum, so i'm asking for change which connected to DB changes since in DB all stambuilds except stamsorcs have native ultimates which scales of mighty, also stambuilds will have Dawnbreaker which will be really good choice for stamsorc.bowmanz607 wrote: »Sugaroverdose wrote: »Since 1.6 with softcaps removal stamina people have good advantage having almost:
1. infinite roll-dodge(was nerfed by increasing roll-dodge cost, but in fact magicka builds has been punished)
2. infinite block(was nerfed by disabling stamina regen, but once again magicka builds has been punished much more than stambuilds)
3. infinite break free(kept untouched)
Magicka builds from those times have a lot of problems with stamina pool which still required to stay alive, while stamina people don't care about magicka pool at all, with PTS increase cost magicka builds will suffer from small stamina poll a lot more.
So what about to force stamina builds care about magicka pool same way as magicka builds care about stamina pool? If you(ZOS) don't want to implement less punishing stamina-related mechanics for magicka builds, than punish stamina builds the same way but with magicka-related mechanics.
All abilities which somehow connected to magic should cost magicka, what exactly? Every heal like rally or vigor, or shield like bone shield should cost magicka but still must scales of wepdmg/stam pool. This isn't requires much work, but it will force stam people to care about magicka pool and it will be connected to their overall survivability like stamina for magicka builds.
Also this change will definitely make glass-canon builds less survivable and not so good choice as they are now.
In TG mag is best strongest cause they have ults and Stam do not. DB is the most balance we seen since 1.5
Also, mag builds do have to rely on mag. Some classes more than others. Templar is really only class that doesn't really rely on mag in their builds. Most Stam builds will put resources into mag recovery. It is a necessary pool. Just like mag builds will usually run trip Stat food because the stamina is necessary. Solution for you is to invest in more stamina or Stam recovery if you have resource issues. Just as Stam builds invest into mag recovery. Heck, I run only 10k Stam on my mag builds because I run immovable pots so I am draining less stamina. If I don't run immovable pots I will use trip pots and tri food.
Didn't i described what stamina pool and how much CP i spend to have an ability to break free 3 times?Since magbuilds must watch to their stam pool before deciding to roll, or block i do think that stambuilds should also think before using magicka cost abilities and choose wisely, and once again it's must be connected to their survivability, not something like 'oh i can't cast relentless focus, meh'Sugaroverdose wrote: »In opening message i described that it must scales of stamina and weapon damage(and this is already implemented mechanics at least half-way there's already implemented abilities which scales of bigger damage and resource pool), so first part of your message doesn't mean anything.Sugaroverdose wrote: »how this applies to heavy mele magplar? Why stamina people should not learn how to play without heal than?Then don't put yourself in the position to have to break free 4 times in a row?
Pull away, use your range, break line of sight, use your own CC... kill them? Get shields/healing ward up ready for the next CC that you can't break. If a stamina user breaks free 4 times in a row then they have significantly less of their main resource left than does a magicka build, what do they do in that situation? Use their range (if they have any), break line of sight, use their own CC... kill them.
Say why it's a bad idea, don't try to teach how to play
It's a bad idea because skills scale based on the resource they cost.
If you made all of stamina's (very few) heals be magicka based, including rally - I repeat, a skill that gives a bonus to weapon damage - then they would heal scaled on their spell damage and maximum magicka. This would give heals of approximately three quarters of jack.
The price that magicka pays for dodging/breaking free is that they have a small stamina pool so have to avoid repeatedly doing so. The price that stamina pays is that the resource they spend to dodge/break free is the same resource they need for almost all of their abilities.
You don't balance by homogenization - it shouldn't be 'well this is how it is for magicka, so it should be the same for stamina'. The way it is now balanced is based on having different but similarly weighted effects on the two types of character.
Yeah, that you have to make descent regens and size of one specific resource pool is a "price", how loud did you laugh when said that?
Sorry, I missed that point! I don't think there are any active abilities that do this currently except ultimates - but you're right that it would be feasible, even if it doesn't really make sense for a 2H skill to cost magicka (plus shouldn't repeatedly throwing your staff in the air wear you out a bit?)
I just don't understand how having to use a resource pool to dodge roll/break free is comparable to using one exclusively for healing. Magicka builds can use abilities to avoid/mitigate/prep heals in situations where they might have to do those. The only way for stamina to avoid healing is to avoid damage - and dodge rolling has an exponential increase in cost attached to it.
Besides, what about the stamina builds that rely on magicka for utility? Stamblades for cloak/relentless focus, stamina DKs for chains/talons, stamina sorcs for surge/streak, stamina templar for any of the many class magicka abilities they want to use. Is it the case that if a stamina class chooses to use any of their class magicka skills they should simply lose the ability to heal?
Because in 1.6 was a lot of permarollers and blockholders maybe?bowmanz607 wrote: »Yes you talking about changes in db, bUT you started by talking about how Stam builds have been essentially the go to sense 1.6 which I refuted.
Also, Templar is the only class without a native ult that scales from mighty.
For many mag pool is survivability. Cc are survival tools. As well as skills such as cloak, streak and wings. Or perhaps a resistance buff. Or a nb blur. Or speed buffs to get away. Survivability comes in many more forms than simply dodge rolling or blocking.
Last, a stam build needs mag for many buffs and stam for blocking, dodgeing, buffs, heals, bteakfree and attacking. A mag build only needs it for dodgeing and breakfree. Which with the changes to harness is less about dodge rolling and more about breakfree. The stam pool on a mag build is for very specific situations and there is a cool down on breakfree. A stam build pools from both resources heavily.
Honestly you thinking that a stam build does not need to rely on their mag and not really have to spend resources on maintain their mag pool leads me to believe that you don't even play a stam build or if you do it is merely for ganking.
bowmanz607 wrote: »[Snip]
Yes you talking about changes in db, bUT you started by talking about how Stam builds have been essentially the go to sense 1.6 which I refuted.
Also, Templar is the only class without a native ult that scales from mighty.
For many mag pool is survivability. Cc are survival tools. As well as skills such as cloak, streak and wings. Or perhaps a resistance buff. Or a nb blur. Or speed buffs to get away. Survivability comes in many more forms than simply dodge rolling or blocking.
Last, a stam build needs mag for many buffs and stam for blocking, dodgeing, buffs, heals, bteakfree and attacking. A mag build only needs it for dodgeing and breakfree. Which with the changes to harness is less about dodge rolling and more about breakfree. The stam pool on a mag build is for very specific situations and there is a cool down on breakfree. A stam build pools from both resources heavily.
Honestly you thinking that a stam build does not need to rely on their mag and not really have to spend resources on maintain their mag pool leads me to believe that you don't even play a stam build or if you do it is merely for ganking.
Sugaroverdose wrote: »[Snip]
I don't play stamina at all, only L2P with stamblade, how much does it proves?
No it doesn't. I don't play now but played in 1.6 on PS4 when stambuilds haven't vigor at all, but then switched to magblade, then to magplar, now reL2P stamblade and L2P mDK.bowmanz607 wrote: »[Snip]
Yes you talking about changes in db, bUT you started by talking about how Stam builds have been essentially the go to sense 1.6 which I refuted.
Also, Templar is the only class without a native ult that scales from mighty.
For many mag pool is survivability. Cc are survival tools. As well as skills such as cloak, streak and wings. Or perhaps a resistance buff. Or a nb blur. Or speed buffs to get away. Survivability comes in many more forms than simply dodge rolling or blocking.
Last, a stam build needs mag for many buffs and stam for blocking, dodgeing, buffs, heals, bteakfree and attacking. A mag build only needs it for dodgeing and breakfree. Which with the changes to harness is less about dodge rolling and more about breakfree. The stam pool on a mag build is for very specific situations and there is a cool down on breakfree. A stam build pools from both resources heavily.
Honestly you thinking that a stam build does not need to rely on their mag and not really have to spend resources on maintain their mag pool leads me to believe that you don't even play a stam build or if you do it is merely for ganking.
Absolute sense - agree entirely.Sugaroverdose wrote: »[Snip]
I don't play stamina at all, only L2P with stamblade, how much does it proves?
Then - respectfully - you probably shouldn't be stating views about how a stamina build doesn't depenend on their magicka, and it isn't really the best idea to try to balance two different things when you've only experienced one of them... it may make you a little biased.
Sugaroverdose wrote: »Because in 1.6 was a lot of permarollers and blockholders maybe?bowmanz607 wrote: »Yes you talking about changes in db, bUT you started by talking about how Stam builds have been essentially the go to sense 1.6 which I refuted.
Also, Templar is the only class without a native ult that scales from mighty.
For many mag pool is survivability. Cc are survival tools. As well as skills such as cloak, streak and wings. Or perhaps a resistance buff. Or a nb blur. Or speed buffs to get away. Survivability comes in many more forms than simply dodge rolling or blocking.
Last, a stam build needs mag for many buffs and stam for blocking, dodgeing, buffs, heals, bteakfree and attacking. A mag build only needs it for dodgeing and breakfree. Which with the changes to harness is less about dodge rolling and more about breakfree. The stam pool on a mag build is for very specific situations and there is a cool down on breakfree. A stam build pools from both resources heavily.
Honestly you thinking that a stam build does not need to rely on their mag and not really have to spend resources on maintain their mag pool leads me to believe that you don't even play a stam build or if you do it is merely for ganking.
"A mag build only needs it for dodgeing and break free" this "only" isn't on it's place, being CC'ed is the same thing as not having any survivability tools at all, so i don't see any difference between magicka build who risks to stay in CC which he cannot break and stambuild who cannot heal himself because of lack of magicka but still he can roll dodge, even 3 times in a row will not destroy he's stamina pool, but will be enough to get magicka required to activate heal.
I don't play stamina at all, only L2P with stamblade, how much does it proves?
Sugaroverdose wrote: »Drop 2 stat food, eat 3 stat food, should have in result 14k magicka if you don't have prismatic enchants.Sugaroverdose wrote: »I didn't keep in mind that someone plays PvE in stamina where they don't have this advantage that they have in PvP.Sugaroverdose wrote: »
While it might be a buff, it won't help stamina builds that much as just keeping up mobility and DPS drains the entire stamina pool very fast. But on the other hand, it would limit the emergency buffs and heals of stamina builds.
But anyway: vigor and rally aren't benefit from spamming them, keeping them up in predictable pve environment isn't really a big deal
In Maelstrom how is a Stamina build suppose to keep up Vigor pretty much all the time as required if it costs Magicka, while at the same time having enough Stamina to attack, block, and roll? All while having enough damage to actually get through the content?
Vigor cost 2390 and it's 5 seconds duration. With 700 mag regen you will get 1400 magicka in it's duration+700 on top of it after a second which is 2100 magicka, when magicka drops to less than 50% values - eat tristat or magicka pot.
Magicka builds forced to roll-dodge or block on last boss so they do need to watch stamina and i don't see any reason why stamina builds should not save their magicka for something which is necessary.
Sugaroverdose wrote: »No it doesn't. I don't play now but played in 1.6 on PS4 when stambuilds haven't vigor at all, but then switched to magblade, then to magplar, now reL2P stamblade and L2P mDK.bowmanz607 wrote: »[Snip]
Yes you talking about changes in db, bUT you started by talking about how Stam builds have been essentially the go to sense 1.6 which I refuted.
Also, Templar is the only class without a native ult that scales from mighty.
For many mag pool is survivability. Cc are survival tools. As well as skills such as cloak, streak and wings. Or perhaps a resistance buff. Or a nb blur. Or speed buffs to get away. Survivability comes in many more forms than simply dodge rolling or blocking.
Last, a stam build needs mag for many buffs and stam for blocking, dodgeing, buffs, heals, bteakfree and attacking. A mag build only needs it for dodgeing and breakfree. Which with the changes to harness is less about dodge rolling and more about breakfree. The stam pool on a mag build is for very specific situations and there is a cool down on breakfree. A stam build pools from both resources heavily.
Honestly you thinking that a stam build does not need to rely on their mag and not really have to spend resources on maintain their mag pool leads me to believe that you don't even play a stam build or if you do it is merely for ganking.
Absolute sense - agree entirely.Sugaroverdose wrote: »[Snip]
I don't play stamina at all, only L2P with stamblade, how much does it proves?
Then - respectfully - you probably shouldn't be stating views about how a stamina build doesn't depenend on their magicka, and it isn't really the best idea to try to balance two different things when you've only experienced one of them... it may make you a little biased.
It's not an argument at all.
So as magicka mele build i must just switch to range and hope that stambuild don't have gap closers at all? How will it help if i met stamblade who will just ambush+surprise attack between roll dodges?Sugaroverdose wrote: »Drop 2 stat food, eat 3 stat food, should have in result 14k magicka if you don't have prismatic enchants.Sugaroverdose wrote: »I didn't keep in mind that someone plays PvE in stamina where they don't have this advantage that they have in PvP.Sugaroverdose wrote: »
While it might be a buff, it won't help stamina builds that much as just keeping up mobility and DPS drains the entire stamina pool very fast. But on the other hand, it would limit the emergency buffs and heals of stamina builds.
But anyway: vigor and rally aren't benefit from spamming them, keeping them up in predictable pve environment isn't really a big deal
In Maelstrom how is a Stamina build suppose to keep up Vigor pretty much all the time as required if it costs Magicka, while at the same time having enough Stamina to attack, block, and roll? All while having enough damage to actually get through the content?
Vigor cost 2390 and it's 5 seconds duration. With 700 mag regen you will get 1400 magicka in it's duration+700 on top of it after a second which is 2100 magicka, when magicka drops to less than 50% values - eat tristat or magicka pot.
Magicka builds forced to roll-dodge or block on last boss so they do need to watch stamina and i don't see any reason why stamina builds should not save their magicka for something which is necessary.
Magicka has range, that the trade off. It's a massive boon for many areas of the game. Should Surprise Attack have a 22m range? Since otherwise I need to watch my spacing which means more dodging, blocking, sprinting, and gap closing than a Magicka build?
Many Stamina builds run the Orisinum Health + Stamina Regen food, so they'll need to make up that somewhere else likely losing a lot of damage output in the process. Or they could run the HP double regen food. For a loss of max Magicka, and needing a Perfect Roe per 4.
If they did use Tri-stat then most players would need more Magicka regen, since 700 is more than most Stamina builds have. I have 611 on my Reguard NB who has a 15% passive to regen.
Less access to Major Brutality or Savagery from Pots while using tripots to maintain. That'll at the least cost slots to make up.
Using NB as an example. I use Relentless Focus at 2373 Magicka pretty each fall off, and Siphoning Attacks at 2118 Magicka at least every 30s. I would not longer be able to do that if Vigor costs Magicka.
That's a lot to give up. Stamina's trade off is less often use of the utility Magicka provides, but they also have more actions drawing on their main stat pool. The experiences are not equal, and trying to shoehorn equalization of experience on Stamina or Magicka is just going to gimp one or both.
If you think the tradeoff is imbalanced the better answer would be to broaden the utility of Magicka. Rather than gimp Stamina trying to make it play like Magicka.
Sugaroverdose wrote: »So as magicka mele build i must just switch to range and hope that stambuild don't have gap closers at all? How will it help if i met stamblade who will just ambush+surprise attack between roll dodges?Sugaroverdose wrote: »Drop 2 stat food, eat 3 stat food, should have in result 14k magicka if you don't have prismatic enchants.Sugaroverdose wrote: »I didn't keep in mind that someone plays PvE in stamina where they don't have this advantage that they have in PvP.Sugaroverdose wrote: »
While it might be a buff, it won't help stamina builds that much as just keeping up mobility and DPS drains the entire stamina pool very fast. But on the other hand, it would limit the emergency buffs and heals of stamina builds.
But anyway: vigor and rally aren't benefit from spamming them, keeping them up in predictable pve environment isn't really a big deal
In Maelstrom how is a Stamina build suppose to keep up Vigor pretty much all the time as required if it costs Magicka, while at the same time having enough Stamina to attack, block, and roll? All while having enough damage to actually get through the content?
Vigor cost 2390 and it's 5 seconds duration. With 700 mag regen you will get 1400 magicka in it's duration+700 on top of it after a second which is 2100 magicka, when magicka drops to less than 50% values - eat tristat or magicka pot.
Magicka builds forced to roll-dodge or block on last boss so they do need to watch stamina and i don't see any reason why stamina builds should not save their magicka for something which is necessary.
Magicka has range, that the trade off. It's a massive boon for many areas of the game. Should Surprise Attack have a 22m range? Since otherwise I need to watch my spacing which means more dodging, blocking, sprinting, and gap closing than a Magicka build?
Many Stamina builds run the Orisinum Health + Stamina Regen food, so they'll need to make up that somewhere else likely losing a lot of damage output in the process. Or they could run the HP double regen food. For a loss of max Magicka, and needing a Perfect Roe per 4.
If they did use Tri-stat then most players would need more Magicka regen, since 700 is more than most Stamina builds have. I have 611 on my Reguard NB who has a 15% passive to regen.
Less access to Major Brutality or Savagery from Pots while using tripots to maintain. That'll at the least cost slots to make up.
Using NB as an example. I use Relentless Focus at 2373 Magicka pretty each fall off, and Siphoning Attacks at 2118 Magicka at least every 30s. I would not longer be able to do that if Vigor costs Magicka.
That's a lot to give up. Stamina's trade off is less often use of the utility Magicka provides, but they also have more actions drawing on their main stat pool. The experiences are not equal, and trying to shoehorn equalization of experience on Stamina or Magicka is just going to gimp one or both.
If you think the tradeoff is imbalanced the better answer would be to broaden the utility of Magicka. Rather than gimp Stamina trying to make it play like Magicka.
Initial cost of rally and vigor can also be reconsidered to make them have reasonable cost.
What do we have as stamina abilities not class-related:Sugaroverdose wrote: »So as magicka mele build i must just switch to range and hope that stambuild don't have gap closers at all? How will it help if i met stamblade who will just ambush+surprise attack between roll dodges?Sugaroverdose wrote: »Drop 2 stat food, eat 3 stat food, should have in result 14k magicka if you don't have prismatic enchants.Sugaroverdose wrote: »I didn't keep in mind that someone plays PvE in stamina where they don't have this advantage that they have in PvP.Sugaroverdose wrote: »
While it might be a buff, it won't help stamina builds that much as just keeping up mobility and DPS drains the entire stamina pool very fast. But on the other hand, it would limit the emergency buffs and heals of stamina builds.
But anyway: vigor and rally aren't benefit from spamming them, keeping them up in predictable pve environment isn't really a big deal
In Maelstrom how is a Stamina build suppose to keep up Vigor pretty much all the time as required if it costs Magicka, while at the same time having enough Stamina to attack, block, and roll? All while having enough damage to actually get through the content?
Vigor cost 2390 and it's 5 seconds duration. With 700 mag regen you will get 1400 magicka in it's duration+700 on top of it after a second which is 2100 magicka, when magicka drops to less than 50% values - eat tristat or magicka pot.
Magicka builds forced to roll-dodge or block on last boss so they do need to watch stamina and i don't see any reason why stamina builds should not save their magicka for something which is necessary.
Magicka has range, that the trade off. It's a massive boon for many areas of the game. Should Surprise Attack have a 22m range? Since otherwise I need to watch my spacing which means more dodging, blocking, sprinting, and gap closing than a Magicka build?
Many Stamina builds run the Orisinum Health + Stamina Regen food, so they'll need to make up that somewhere else likely losing a lot of damage output in the process. Or they could run the HP double regen food. For a loss of max Magicka, and needing a Perfect Roe per 4.
If they did use Tri-stat then most players would need more Magicka regen, since 700 is more than most Stamina builds have. I have 611 on my Reguard NB who has a 15% passive to regen.
Less access to Major Brutality or Savagery from Pots while using tripots to maintain. That'll at the least cost slots to make up.
Using NB as an example. I use Relentless Focus at 2373 Magicka pretty each fall off, and Siphoning Attacks at 2118 Magicka at least every 30s. I would not longer be able to do that if Vigor costs Magicka.
That's a lot to give up. Stamina's trade off is less often use of the utility Magicka provides, but they also have more actions drawing on their main stat pool. The experiences are not equal, and trying to shoehorn equalization of experience on Stamina or Magicka is just going to gimp one or both.
If you think the tradeoff is imbalanced the better answer would be to broaden the utility of Magicka. Rather than gimp Stamina trying to make it play like Magicka.
Initial cost of rally and vigor can also be reconsidered to make them have reasonable cost.
Stamina builds are already paying the price by being forced to use one resource for mobility, defence and damage. The stamina builds are forced to choose between mobility and damage dealing, so essentially even stam builds can't do both together. At least Magicka builds get to use both resources for different purposes. Plus magicka builds have their own defences unlike stamina builds.
Sugaroverdose wrote: »What do we have as stamina abilities not class-related:Sugaroverdose wrote: »So as magicka mele build i must just switch to range and hope that stambuild don't have gap closers at all? How will it help if i met stamblade who will just ambush+surprise attack between roll dodges?Sugaroverdose wrote: »Drop 2 stat food, eat 3 stat food, should have in result 14k magicka if you don't have prismatic enchants.Sugaroverdose wrote: »I didn't keep in mind that someone plays PvE in stamina where they don't have this advantage that they have in PvP.Sugaroverdose wrote: »
While it might be a buff, it won't help stamina builds that much as just keeping up mobility and DPS drains the entire stamina pool very fast. But on the other hand, it would limit the emergency buffs and heals of stamina builds.
But anyway: vigor and rally aren't benefit from spamming them, keeping them up in predictable pve environment isn't really a big deal
In Maelstrom how is a Stamina build suppose to keep up Vigor pretty much all the time as required if it costs Magicka, while at the same time having enough Stamina to attack, block, and roll? All while having enough damage to actually get through the content?
Vigor cost 2390 and it's 5 seconds duration. With 700 mag regen you will get 1400 magicka in it's duration+700 on top of it after a second which is 2100 magicka, when magicka drops to less than 50% values - eat tristat or magicka pot.
Magicka builds forced to roll-dodge or block on last boss so they do need to watch stamina and i don't see any reason why stamina builds should not save their magicka for something which is necessary.
Magicka has range, that the trade off. It's a massive boon for many areas of the game. Should Surprise Attack have a 22m range? Since otherwise I need to watch my spacing which means more dodging, blocking, sprinting, and gap closing than a Magicka build?
Many Stamina builds run the Orisinum Health + Stamina Regen food, so they'll need to make up that somewhere else likely losing a lot of damage output in the process. Or they could run the HP double regen food. For a loss of max Magicka, and needing a Perfect Roe per 4.
If they did use Tri-stat then most players would need more Magicka regen, since 700 is more than most Stamina builds have. I have 611 on my Reguard NB who has a 15% passive to regen.
Less access to Major Brutality or Savagery from Pots while using tripots to maintain. That'll at the least cost slots to make up.
Using NB as an example. I use Relentless Focus at 2373 Magicka pretty each fall off, and Siphoning Attacks at 2118 Magicka at least every 30s. I would not longer be able to do that if Vigor costs Magicka.
That's a lot to give up. Stamina's trade off is less often use of the utility Magicka provides, but they also have more actions drawing on their main stat pool. The experiences are not equal, and trying to shoehorn equalization of experience on Stamina or Magicka is just going to gimp one or both.
If you think the tradeoff is imbalanced the better answer would be to broaden the utility of Magicka. Rather than gimp Stamina trying to make it play like Magicka.
Initial cost of rally and vigor can also be reconsidered to make them have reasonable cost.
Stamina builds are already paying the price by being forced to use one resource for mobility, defence and damage. The stamina builds are forced to choose between mobility and damage dealing, so essentially even stam builds can't do both together. At least Magicka builds get to use both resources for different purposes. Plus magicka builds have their own defences unlike stamina builds.
Shield
Heal
Roll dodge
Major evasion
What do we have as magicka abilities not class-related:
Shield
Heal
You missed something.
It's not "paying", it's making one pool to solve all problems, while magicka pool is mostly for buffs. Only sorc and nightblade can be considered as classes who have option to spend magicka into mobility, magplars and dk's don't have this option, and funny thing, stambuilds still can use and double take and streak, and does use them.
Sugaroverdose wrote: »What do we have as stamina abilities not class-related:Sugaroverdose wrote: »So as magicka mele build i must just switch to range and hope that stambuild don't have gap closers at all? How will it help if i met stamblade who will just ambush+surprise attack between roll dodges?Sugaroverdose wrote: »Drop 2 stat food, eat 3 stat food, should have in result 14k magicka if you don't have prismatic enchants.Sugaroverdose wrote: »I didn't keep in mind that someone plays PvE in stamina where they don't have this advantage that they have in PvP.Sugaroverdose wrote: »
While it might be a buff, it won't help stamina builds that much as just keeping up mobility and DPS drains the entire stamina pool very fast. But on the other hand, it would limit the emergency buffs and heals of stamina builds.
But anyway: vigor and rally aren't benefit from spamming them, keeping them up in predictable pve environment isn't really a big deal
In Maelstrom how is a Stamina build suppose to keep up Vigor pretty much all the time as required if it costs Magicka, while at the same time having enough Stamina to attack, block, and roll? All while having enough damage to actually get through the content?
Vigor cost 2390 and it's 5 seconds duration. With 700 mag regen you will get 1400 magicka in it's duration+700 on top of it after a second which is 2100 magicka, when magicka drops to less than 50% values - eat tristat or magicka pot.
Magicka builds forced to roll-dodge or block on last boss so they do need to watch stamina and i don't see any reason why stamina builds should not save their magicka for something which is necessary.
Magicka has range, that the trade off. It's a massive boon for many areas of the game. Should Surprise Attack have a 22m range? Since otherwise I need to watch my spacing which means more dodging, blocking, sprinting, and gap closing than a Magicka build?
Many Stamina builds run the Orisinum Health + Stamina Regen food, so they'll need to make up that somewhere else likely losing a lot of damage output in the process. Or they could run the HP double regen food. For a loss of max Magicka, and needing a Perfect Roe per 4.
If they did use Tri-stat then most players would need more Magicka regen, since 700 is more than most Stamina builds have. I have 611 on my Reguard NB who has a 15% passive to regen.
Less access to Major Brutality or Savagery from Pots while using tripots to maintain. That'll at the least cost slots to make up.
Using NB as an example. I use Relentless Focus at 2373 Magicka pretty each fall off, and Siphoning Attacks at 2118 Magicka at least every 30s. I would not longer be able to do that if Vigor costs Magicka.
That's a lot to give up. Stamina's trade off is less often use of the utility Magicka provides, but they also have more actions drawing on their main stat pool. The experiences are not equal, and trying to shoehorn equalization of experience on Stamina or Magicka is just going to gimp one or both.
If you think the tradeoff is imbalanced the better answer would be to broaden the utility of Magicka. Rather than gimp Stamina trying to make it play like Magicka.
Initial cost of rally and vigor can also be reconsidered to make them have reasonable cost.
Stamina builds are already paying the price by being forced to use one resource for mobility, defence and damage. The stamina builds are forced to choose between mobility and damage dealing, so essentially even stam builds can't do both together. At least Magicka builds get to use both resources for different purposes. Plus magicka builds have their own defences unlike stamina builds.
Shield
Heal
Roll dodge
Major evasion
What do we have as magicka abilities not class-related:
Shield
Heal
You missed something.
It's not "paying", it's making one pool to solve all problems, while magicka pool is mostly for buffs. Only sorc and nightblade can be considered as classes who have option to spend magicka into mobility, magplars and dk's don't have this option, and funny thing, stambuilds still can use and double take and streak, and does use them.
Have you ever played in high end PvE? Stamina users are usually out of stamina in seconds.