thankyourat wrote: »I feel like magicka builds should hit harder because they are slower and have less survivability than stamina builds. It makes no since for stamina to hit harder and be able to survive better. Stamina has always been better than magicka, but at least last patch magicka builds had proxy det for burst damage. Now it's way harder for you too burst down stamina builds because one of your attacks is almost guaranteed to miss because of shuffle, while it's really easy for them to burst you down because you're in light armor. I wear 5 impen and I still got hit buy a 8.3k surprise attack
cschwingeb14_ESO wrote: »Let's compromise and just increase the cost of Vigor (group heal that always heals self) to be equal to healing ward (single target, unreliable self heal). Oh...wait... that already doubles it's cost.
I don't have a problem with must of the stam defensive kit, but the cheap cost of Vigor definitely need to be addressed.
A different solution would be to make stamina heals cost magicka (while still scaling off of WD and stam) and be relatively expensive. This would drain a separate resource for stam builds, similar to the way block and dodge roll is expensive for magicka builds.
Lava_Croft wrote: »Stamina: Non-class based healing that's only outclassed by MagPlar healing.
#JustWrobelThings
I think the priority for all stamina skill would be in this order.
1) Shuffle - reduce the evasion to a true 10-15% no a fake 20% that's more like a 50% dodge chance.
2) Vigor - AoE easily spammed heal even stronger with major mending needs double to costs or reduction in the heal value.
3) Rally - Single target heal that can double hit when you pop it twice maybe fix this mechanic and reduce the healing or increase the cost.
4) Dodge roll doesn't need any adjustment until like 5 consecutive dodge rolls with in 5 seconds or so from each other than it needs a harsh cost increase like what streak got.
I don't know if these are the correct values for a reduction or cost increase but stamina all around is to strong and needs some type of adjustments.
Oh ya incapacitating strike definitely needs a ultimate cost increase at 50 for the value that's way to cheap to hit as hard as it currently does.
Since you have to equip a specific, otherwise useless weapon for Healing Ward it's indeed weak.Lava_Croft wrote: »Stamina: Non-class based healing that's only outclassed by MagPlar healing.
#JustWrobelThings
Yes because healing ward is so weak GTFO with that BS.
thankyourat wrote: »I feel like magicka builds should hit harder because they are slower and have less survivability than stamina builds. It makes no since for stamina to hit harder and be able to survive better. Stamina has always been better than magicka, but at least last patch magicka builds had proxy det for burst damage. Now it's way harder for you too burst down stamina builds because one of your attacks is almost guaranteed to miss because of shuffle, while it's really easy for them to burst you down because you're in light armor. I wear 5 impen and I still got hit buy a 8.3k surprise attack
stamina was not always better than magicka. Back in the times of launch mana builds were actually better. I am not saying stamina builds could not do well, but mana builds tended to perform generally better.
Its basically switched since then. SOFTCAPS EVERYONE:) BRING BACK SOFTCAPS.
Stamina builds have to be aware of dodge rolling, blocking, attacking and healing, so it's only fair if they hit slightly harder since they all usually come off the stamina pool with exception of some skills.
Magicka builds are easy to play compared to them. You don't have to constantly watch your resources.
WreckfulAbandon wrote: »So the logic behind the shield nerf was plainly laid out to us in late April with this gem:
"Ultimately, we want to see you commit to being either offensive or defensive when using damage shields, instead of both simultaneously."
So the logic is to add a higher threshold to skilled play by forcing damage builds (that can benefit both offensively and defensively from the same attribute) somewhat balanced. I can get behind that. So why stop with sorcs?
Rally: over 30 sec duration, gives major brutality, HoT, bust heal or snare immunity if needed. Talk about a complete package!
Shuffle: 20 sec duration, I think 20% dodge chance is cheese, but feel to disagree.
Dodge roll: priceless
In the middle of a fight it is common practice to pop Vigor, dodge roll for a tick, and continue the offensive. Defiled? Nah, dodged that! And with another 4 sec of large heal ticks from Vigor combined with Rally heals, you can safely go on the offensive and put tons of pressure on the opponent.
And anyone who's been in Cyrodiil lately sees what that offensive will look like, which really doesn't do justice to the actual amount of attacks hitting you. Sure this has been a constant in the game but come on, animation cancelling heavy attacks into WB is pure cheese, much less throwing in the new Dawnbreaker and 2h execute. Take Flight animation cancels? I think we can all agree stamina hits very hard. So why does stamina also have superior survivability at this stage in the game? You can run away from what you can't kill or dodge/tank. It's every bit as broken as magsorc in 1.6, which generated so much QQ (some of it from me) back in the day.
Can we just be honest and acknowledge that the game is definitely favoring Stamina builds right now? Enough so to warrant some changes. I won't clamor for those changes because the patch just hit and things need to settle, but these are my thoughts right now, I have no problem getting this ball rolling.
I know there are gonna be a ton of gankers here disagreeing vehemently with me
Your confused.... When you are dodge rolling you cannot attack. Hence the philosophy of while you are defending you cannot attack is upheld.... The second your dodge roll ends you can go back to attacking and will take full damage as well.. Wards used to be such that you prebuff before engaging with (in the worst offender cases) with annulment + hardened + healing for a 20k+ shield.. This allows you to go FULL potato offensive while basically ignoring any kind of damage for a good 5-10 seconds depending on how good your opponent is. Dodge roll does NOT allow you to do that. You either attack OR dodge roll.
You also arent acknowledging the shortcomings of heals that are ONLY HOTS. Basically if you ever drop below 30%, you are in serious danger. You cant just hit a massive heal spell like bol and get topped up to almost full. You have to dodge roll and pray the HOTS are enuf to keep you alive and that your opponents are stupid enough to not use undodgeable CCs.
Stamina is pretty good for small scale and 1v1s, but in open world cyro group play, they are basically bombard spam monkeys... Magicka has VD, proxy and pretty much the whole toolkit of hard hitting huge AOE ultimates ranging from standard to meteor. DBOS is fantastic but its the ONLY thing stam has... Steel nado and bombard dosent quite compare to proxy>lotusfan>soul tether/swarm or proxy>meteor>streak etc etc....
I think its fine that stam is better for small scale and that mag is really good in large scale. I think total homogenization should be avoided.... I mean look at magDKs... They are SO strong in small scale group play but total trash in open world solo. They are just sitting ducks waiting to be potato-ed to death.
As a total rebalancing package, I would support a small reduction in the Rally burst heal and removing the AoE heal from the Resolving Vigor morph IN ADDITION to reducing Major Evasion to 10% chance.
I wouldn't change much more than that without seeing how the balance feels after the above changes...
caeliusstarbreaker wrote: »Apply a dot. Apply a dot that has some other status effect. You're welcome.
When that specific weapons has additional heals on it not weak at all.Not to mentioned we have to do the same thing for Rally all stamina builds most run 2 hand for a heal same as magic builds.Not to mentioned healing ward heals you and give you a shield that grant you crit immunity and absorb a crap ton of damage.Yea that's weak get the hell out of here with that Bs man.Lava_Croft wrote: »Since you have to equip a specific, otherwise useless weapon for Healing Ward it's indeed weak.Lava_Croft wrote: »Stamina: Non-class based healing that's only outclassed by MagPlar healing.
#JustWrobelThings
Yes because healing ward is so weak GTFO with that BS.
@WreckfulAbandonWreckfulAbandon wrote: »So the logic behind the shield nerf was plainly laid out to us in late April with this gem:
"Ultimately, we want to see you commit to being either offensive or defensive when using damage shields, instead of both simultaneously."
So the logic is to add a higher threshold to skilled play by forcing damage builds (that can benefit both offensively and defensively from the same attribute) somewhat balanced. I can get behind that. So why stop with sorcs?
Rally: over 30 sec duration, gives major brutality, HoT, bust heal or snare immunity if needed. Talk about a complete package!
Shuffle: 20 sec duration, I think 20% dodge chance is cheese, but feel to disagree.
Dodge roll: priceless
In the middle of a fight it is common practice to pop Vigor, dodge roll for a tick, and continue the offensive. Defiled? Nah, dodged that! And with another 4 sec of large heal ticks from Vigor combined with Rally heals, you can safely go on the offensive and put tons of pressure on the opponent.
And anyone who's been in Cyrodiil lately sees what that offensive will look like, which really doesn't do justice to the actual amount of attacks hitting you. Sure this has been a constant in the game but come on, animation cancelling heavy attacks into WB is pure cheese, much less throwing in the new Dawnbreaker and 2h execute. Take Flight animation cancels? I think we can all agree stamina hits very hard. So why does stamina also have superior survivability at this stage in the game? You can run away from what you can't kill or dodge/tank. It's every bit as broken as magsorc in 1.6, which generated so much QQ (some of it from me) back in the day.
Can we just be honest and acknowledge that the game is definitely favoring Stamina builds right now? Enough so to warrant some changes. I won't clamor for those changes because the patch just hit and things need to settle, but these are my thoughts right now, I have no problem getting this ball rolling.
I know there are gonna be a ton of gankers here disagreeing vehemently with me
Stamina builds have to be aware of dodge rolling, blocking, attacking and healing, so it's only fair if they hit slightly harder since they all usually come off the stamina pool with exception of some skills.
Magicka builds are easy to play compared to them. You don't have to constantly watch your resources.
WreckfulAbandon wrote: »As a total rebalancing package, I would support a small reduction in the Rally burst heal and removing the AoE heal from the Resolving Vigor morph IN ADDITION to reducing Major Evasion to 10% chance.
I wouldn't change much more than that without seeing how the balance feels after the above changes...
I think all PvP balancing needs to be done incrementally and in small steps.caeliusstarbreaker wrote: »Apply a dot. Apply a dot that has some other status effect. You're welcome.
1) Apply burn to player
2) Watch the burning effect miss even though the player is clearly on fire
3) Thank you... For what again?
The_Outsider wrote: »@WreckfulAbandonWreckfulAbandon wrote: »So the logic behind the shield nerf was plainly laid out to us in late April with this gem:
"Ultimately, we want to see you commit to being either offensive or defensive when using damage shields, instead of both simultaneously."
So the logic is to add a higher threshold to skilled play by forcing damage builds (that can benefit both offensively and defensively from the same attribute) somewhat balanced. I can get behind that. So why stop with sorcs?
Rally: over 30 sec duration, gives major brutality, HoT, bust heal or snare immunity if needed. Talk about a complete package!
Shuffle: 20 sec duration, I think 20% dodge chance is cheese, but feel to disagree.
Dodge roll: priceless
In the middle of a fight it is common practice to pop Vigor, dodge roll for a tick, and continue the offensive. Defiled? Nah, dodged that! And with another 4 sec of large heal ticks from Vigor combined with Rally heals, you can safely go on the offensive and put tons of pressure on the opponent.
And anyone who's been in Cyrodiil lately sees what that offensive will look like, which really doesn't do justice to the actual amount of attacks hitting you. Sure this has been a constant in the game but come on, animation cancelling heavy attacks into WB is pure cheese, much less throwing in the new Dawnbreaker and 2h execute. Take Flight animation cancels? I think we can all agree stamina hits very hard. So why does stamina also have superior survivability at this stage in the game? You can run away from what you can't kill or dodge/tank. It's every bit as broken as magsorc in 1.6, which generated so much QQ (some of it from me) back in the day.
Can we just be honest and acknowledge that the game is definitely favoring Stamina builds right now? Enough so to warrant some changes. I won't clamor for those changes because the patch just hit and things need to settle, but these are my thoughts right now, I have no problem getting this ball rolling.
I know there are gonna be a ton of gankers here disagreeing vehemently with me
I see where you're coming from, OP. But I don't think that comparing Shields with Dodge roll + Shuffle + Rally + Vigor is a fair comparison. Let's look at what was required of a shield spammer for maximum defense pre- DB: press "1." The only way a Stamina build can even come close to such a defense is press "1, 2, 3," hit "4" every few seconds. You're comparing the ability to mitigate all incoming damage with no chance to crit with the combined effects of 3 abilities and an active dodge roll used in tandem (even when executed perfectly the stam build still takes damage). Even from an offense vs. defense point of view, shields are amazingly strong. Anyone attacking a shield spam defense has to maximize dps output: animation cancelling, CC, staying in melee range if melee, ect. Shield spammer presses "1."
If you think shuffle is a cheese defense, look at the shield spam style, haha.
Now it's not that I don't think shuffle/dodging mechanics shouldn't be addressed, but I'm not sure that's what this thread is about.
edit for tag
2H comes with excellent damage skills while a Resto allows you to heal your opponent to death.When that specific weapons has additional heals on it not weak at all.Not to mentioned we have to do the same thing for Rally all stamina builds most run 2 hand for a heal same as magic builds.Not to mentioned healing ward heals you and give you a shield that grant you crit immunity and absorb a crap ton of damage.Yea that's weak get the hell out of here with that Bs man.Lava_Croft wrote: »Since you have to equip a specific, otherwise useless weapon for Healing Ward it's indeed weak.Lava_Croft wrote: »Stamina: Non-class based healing that's only outclassed by MagPlar healing.
#JustWrobelThings
Yes because healing ward is so weak GTFO with that BS.
Bruh healing OP you didn't know.Those heavy restro attackd hit hard lol but fair point.Lava_Croft wrote: »2H comes with excellent damage skills while a Resto allows you to heal your opponent to death.When that specific weapons has additional heals on it not weak at all.Not to mentioned we have to do the same thing for Rally all stamina builds most run 2 hand for a heal same as magic builds.Not to mentioned healing ward heals you and give you a shield that grant you crit immunity and absorb a crap ton of damage.Yea that's weak get the hell out of here with that Bs man.Lava_Croft wrote: »Since you have to equip a specific, otherwise useless weapon for Healing Ward it's indeed weak.Lava_Croft wrote: »Stamina: Non-class based healing that's only outclassed by MagPlar healing.
#JustWrobelThings
Yes because healing ward is so weak GTFO with that BS.
When that specific weapons has additional heals on it not weak at all.Not to mentioned we have to do the same thing for Rally all stamina builds most run 2 hand for a heal same as magic builds.Not to mentioned healing ward heals you and give you a shield that grant you crit immunity and absorb a crap ton of damage.Yea that's weak get the hell out of here with that Bs man.Lava_Croft wrote: »Since you have to equip a specific, otherwise useless weapon for Healing Ward it's indeed weak.Lava_Croft wrote: »Stamina: Non-class based healing that's only outclassed by MagPlar healing.
#JustWrobelThings
Yes because healing ward is so weak GTFO with that BS.
Lava_Croft wrote: »2H comes with excellent damage skills while a Resto allows you to heal your opponent to death.Lava_Croft wrote: »Since you have to equip a specific, otherwise useless weapon for Healing Ward it's indeed weak.Lava_Croft wrote: »Stamina: Non-class based healing that's only outclassed by MagPlar healing.
#JustWrobelThings
Yes because healing ward is so weak GTFO with that BS.
When that specific weapons has additional heals on it not weak at all.Not to mentioned we have to do the same thing for Rally all stamina builds most run 2 hand for a heal same as magic builds.Not to mentioned healing ward heals you and give you a shield that grant you crit immunity and absorb a crap ton of damage.Yea that's weak get the hell out of here with that Bs man.
WreckfulAbandon wrote: »So the logic behind the shield nerf was plainly laid out to us in late April with this gem:
"Ultimately, we want to see you commit to being either offensive or defensive when using damage shields, instead of both simultaneously."
So the logic is to add a higher threshold to skilled play by forcing damage builds (that can benefit both offensively and defensively from the same attribute) somewhat balanced. I can get behind that. So why stop with sorcs?
Rally: over 30 sec duration, gives major brutality, HoT, bust heal or snare immunity if needed. Talk about a complete package!
Shuffle: 20 sec duration, I think 20% dodge chance is cheese, but feel to disagree.
Dodge roll: priceless
In the middle of a fight it is common practice to pop Vigor, dodge roll for a tick, and continue the offensive. Defiled? Nah, dodged that! And with another 4 sec of large heal ticks from Vigor combined with Rally heals, you can safely go on the offensive and put tons of pressure on the opponent.
And anyone who's been in Cyrodiil lately sees what that offensive will look like, which really doesn't do justice to the actual amount of attacks hitting you. Sure this has been a constant in the game but come on, animation cancelling heavy attacks into WB is pure cheese, much less throwing in the new Dawnbreaker and 2h execute. Take Flight animation cancels? I think we can all agree stamina hits very hard. So why does stamina also have superior survivability at this stage in the game? You can run away from what you can't kill or dodge/tank. It's every bit as broken as magsorc in 1.6, which generated so much QQ (some of it from me) back in the day.
Can we just be honest and acknowledge that the game is definitely favoring Stamina builds right now? Enough so to warrant some changes. I won't clamor for those changes because the patch just hit and things need to settle, but these are my thoughts right now, I have no problem getting this ball rolling.
I know there are gonna be a ton of gankers here disagreeing vehemently with me
Your confused.... When you are dodge rolling you cannot attack. Hence the philosophy of while you are defending you cannot attack is upheld.... The second your dodge roll ends you can go back to attacking and will take full damage as well.. Wards used to be such that you prebuff before engaging with (in the worst offender cases) with annulment + hardened + healing for a 20k+ shield.. This allows you to go FULL potato offensive while basically ignoring any kind of damage for a good 5-10 seconds depending on how good your opponent is. Dodge roll does NOT allow you to do that. You either attack OR dodge roll.
You also arent acknowledging the shortcomings of heals that are ONLY HOTS. Basically if you ever drop below 30%, you are in serious danger. You cant just hit a massive heal spell like bol and get topped up to almost full. You have to dodge roll and pray the HOTS are enuf to keep you alive and that your opponents are stupid enough to not use undodgeable CCs.
Stamina is pretty good for small scale and 1v1s, but in open world cyro group play, they are basically bombard spam monkeys... Magicka has VD, proxy and pretty much the whole toolkit of hard hitting huge AOE ultimates ranging from standard to meteor. DBOS is fantastic but its the ONLY thing stam has... Steel nado and bombard dosent quite compare to proxy>lotusfan>soul tether/swarm or proxy>meteor>streak etc etc....
I think its fine that stam is better for small scale and that mag is really good in large scale. I think total homogenization should be avoided.... I mean look at magDKs... They are SO strong in small scale group play but total trash in open world solo. They are just sitting ducks waiting to be potato-ed to death.
Guess you haven't been watching fengrush or krotha lately in large scale pvp. Those guys dodge roll and run right into the thick of battle with awesome mobility and damage casting vigor like a champ and bouncing from enemy to enemy with stampede/crit charge. Granted they have help and use a lot of tools but it highlight the power of dodge rolling, vigor, and damage output of two handers with wb animation canceling. If I tried doing that on my mageblade I would be dead in 2 seconds. We don't have the mobility. And no I don't want to be forced to use alchemist, proxy det, and vicious death just to do the single target and aoe damage they can do with dawn breaker and reverse slice from a two hander and benefits of medium armor.
WreckfulAbandon wrote: »WreckfulAbandon wrote: »As a total rebalancing package, I would support a small reduction in the Rally burst heal and removing the AoE heal from the Resolving Vigor morph IN ADDITION to reducing Major Evasion to 10% chance.
I wouldn't change much more than that without seeing how the balance feels after the above changes...
I think all PvP balancing needs to be done incrementally and in small steps.caeliusstarbreaker wrote: »Apply a dot. Apply a dot that has some other status effect. You're welcome.
1) Apply burn to player
2) Watch the burning effect miss even though the player is clearly on fire
3) Thank you... For what again?The_Outsider wrote: »@WreckfulAbandonWreckfulAbandon wrote: »So the logic behind the shield nerf was plainly laid out to us in late April with this gem:
"Ultimately, we want to see you commit to being either offensive or defensive when using damage shields, instead of both simultaneously."
So the logic is to add a higher threshold to skilled play by forcing damage builds (that can benefit both offensively and defensively from the same attribute) somewhat balanced. I can get behind that. So why stop with sorcs?
Rally: over 30 sec duration, gives major brutality, HoT, bust heal or snare immunity if needed. Talk about a complete package!
Shuffle: 20 sec duration, I think 20% dodge chance is cheese, but feel to disagree.
Dodge roll: priceless
In the middle of a fight it is common practice to pop Vigor, dodge roll for a tick, and continue the offensive. Defiled? Nah, dodged that! And with another 4 sec of large heal ticks from Vigor combined with Rally heals, you can safely go on the offensive and put tons of pressure on the opponent.
And anyone who's been in Cyrodiil lately sees what that offensive will look like, which really doesn't do justice to the actual amount of attacks hitting you. Sure this has been a constant in the game but come on, animation cancelling heavy attacks into WB is pure cheese, much less throwing in the new Dawnbreaker and 2h execute. Take Flight animation cancels? I think we can all agree stamina hits very hard. So why does stamina also have superior survivability at this stage in the game? You can run away from what you can't kill or dodge/tank. It's every bit as broken as magsorc in 1.6, which generated so much QQ (some of it from me) back in the day.
Can we just be honest and acknowledge that the game is definitely favoring Stamina builds right now? Enough so to warrant some changes. I won't clamor for those changes because the patch just hit and things need to settle, but these are my thoughts right now, I have no problem getting this ball rolling.
I know there are gonna be a ton of gankers here disagreeing vehemently with me
I see where you're coming from, OP. But I don't think that comparing Shields with Dodge roll + Shuffle + Rally + Vigor is a fair comparison. Let's look at what was required of a shield spammer for maximum defense pre- DB: press "1." The only way a Stamina build can even come close to such a defense is press "1, 2, 3," hit "4" every few seconds. You're comparing the ability to mitigate all incoming damage with no chance to crit with the combined effects of 3 abilities and an active dodge roll used in tandem (even when executed perfectly the stam build still takes damage). Even from an offense vs. defense point of view, shields are amazingly strong. Anyone attacking a shield spam defense has to maximize dps output: animation cancelling, CC, staying in melee range if melee, ect. Shield spammer presses "1."
If you think shuffle is a cheese defense, look at the shield spam style, haha.
Now it's not that I don't think shuffle/dodging mechanics shouldn't be addressed, but I'm not sure that's what this thread is about.
edit for tag
That would be a good start if dodge could be looked at. It's all of these qualities as a whole that I find unbalanced, I'm fine with stamina having the advantage in damage and mobility. Just not survivability as well. A couple of small tweaks could go a long way.