OP, tell that to all the stam characters I've come across that can dodge roll, heal with vigor and rally, run like the wind, cc break and still have enough stamina to kill people pursuing them.
With the right set up you can do all those things. Stamina builds are currently the FOTM! And you want to empower them?
Is this troll or what? Like magicka templar claiming they are the weakest class?
rfennell_ESO wrote: »If magicka builds had access to the same amount of dodging, break free and block they would be unkillable.
Some already are without those things...
OP, tell that to all the stam characters I've come across that can dodge roll, heal with vigor and rally, run like the wind, cc break and still have enough stamina to kill people pursuing them.
With the right set up you can do all those things. Stamina builds are currently the FOTM! And you want to empower them?
Is this troll or what? Like magicka templar claiming they are the weakest class?
Sandman929 wrote: »rfennell_ESO wrote: »If magicka builds had access to the same amount of dodging, break free and block they would be unkillable.
Some already are without those things...
It's not the same access without those magicka builds investing in Health, or whatever the refactored attribute would be called. The point is that all forms of mitigation should be scaling from attributes that aren't used for damage.
I strongly reccomend to look at cp's. There is passive that lowers You stamina based skills costs by 80% for next 3 seconds after break free. So after break free You can use 2-3 free stamina skills like for example caltroops etc. That helps to manage stamina a lot , and used by skilled players allows to perfomr really well with not so high stam regens especially as redguard. Also as stamina user You can lower things like block/roll dodge/sprint/break free in cp's. It's like giving magicka users a passive that lowers costs of magicka based shields and heals.Forestd16b14_ESO wrote: »Agreed on health needs to be utalized but break free and all that favors stamina? Yea what game you playing cquse as Wronel said "want to do it invest everything into it". Such as blocking if you do not have everything with sturdy with 100 points into shadow ward and maxed ot SnS with enchantments your stamina is gonna drain fast same eith sprinting and rolling cause rolling cost does stack with eash use.
So how does break free and all that favor stamina when you use it all doing said action leaving no stamina for attacks ?
rfennell_ESO wrote: »Sandman929 wrote: »rfennell_ESO wrote: »If magicka builds had access to the same amount of dodging, break free and block they would be unkillable.
Some already are without those things...
It's not the same access without those magicka builds investing in Health, or whatever the refactored attribute would be called. The point is that all forms of mitigation should be scaling from attributes that aren't used for damage.
Lol like shields and heals?
I'm for things being balanced, but really... giving certain magicka builds access to same type of dodge rolling, blocking and break free as stamina is about as far from balance as you can get.
Many magicka builds are unlimited resource, very few stamina builds are... Last I checked the only stamina builds that are truly unlimited in resources and still lethal are all cheats.
LOL so You checked it last before 1.6 ? Or You just did not checked and writed something random to prove You're right? Stam builds are now very lethal and have very good resource managment.rfennell_ESO wrote: »Sandman929 wrote: »rfennell_ESO wrote: »If magicka builds had access to the same amount of dodging, break free and block they would be unkillable.
Some already are without those things...
It's not the same access without those magicka builds investing in Health, or whatever the refactored attribute would be called. The point is that all forms of mitigation should be scaling from attributes that aren't used for damage.
Lol like shields and heals?
I'm for things being balanced, but really... giving certain magicka builds access to same type of dodge rolling, blocking and break free as stamina is about as far from balance as you can get.
Many magicka builds are unlimited resource, very few stamina builds are... Last I checked the only stamina builds that are truly unlimited in resources and still lethal are all cheats.
Sandman929 wrote: »Health definitely needs utility. There's no reason for mag or stam builds to balance their attribute allocation. But beyond just dodge roll and break free, I think health should have utility that would be attractive to tanks, and boost the utility of tank builds. Reduced snare duration/effectiveness, reduced DoT damage/duration, reduced AoE damage, increased healing received, increased dodge chance, etc.
Obviously not all of these suggestions, but these would be benefits that would make pure tanks more effective in PvP, and would add some incentive for non-tanks to invest to varying degrees in health.
Overall damage would go down because builds favoring pure mag or stam would be at a disadvantage to those who invest a modest amount in the new utilities that Health would provide.
rfennell_ESO wrote: »Sandman929 wrote: »rfennell_ESO wrote: »If magicka builds had access to the same amount of dodging, break free and block they would be unkillable.
Some already are without those things...
It's not the same access without those magicka builds investing in Health, or whatever the refactored attribute would be called. The point is that all forms of mitigation should be scaling from attributes that aren't used for damage.
Lol like shields and heals?
I'm for things being balanced, but really... giving certain magicka builds access to same type of dodge rolling, blocking and break free as stamina is about as far from balance as you can get.
Many magicka builds are unlimited resource, very few stamina builds are... Last I checked the only stamina builds that are truly unlimited in resources and still lethal are all cheats.
rfennell_ESO wrote: »Sandman929 wrote: »rfennell_ESO wrote: »If magicka builds had access to the same amount of dodging, break free and block they would be unkillable.
Some already are without those things...
It's not the same access without those magicka builds investing in Health, or whatever the refactored attribute would be called. The point is that all forms of mitigation should be scaling from attributes that aren't used for damage.
Lol like shields and heals?
I'm for things being balanced, but really... giving certain magicka builds access to same type of dodge rolling, blocking and break free as stamina is about as far from balance as you can get.
Many magicka builds are unlimited resource, very few stamina builds are... Last I checked the only stamina builds that are truly unlimited in resources and still lethal are all cheats.
Shields should be tied to health as well, given most classes have access to shield just like everyone has access to dodge rolling. And the skills reviewed and balanced to function as the primary resource for tanky classes (heals Magicka, DPS stam, tank health).
Only issue I have is how exactly does the ability cost if under health? Does everyone have a base health and you only increase/decrease "endurance" on ability? Does health regenerate faster to compensate since you don't do any dmg with this resource? What happens if all shields are health based; is the cost under health or stam/Magicka and if the later, is it fair to say high cost/limited Magicka pool is a balanced way to execute the change?
Lots to think about, but we are playing an RPG (which historically have been the most complex games to play in gaming aside from turn based strategy games. Adding another resource pool should have been a no brainer and traditionally loved for the complexity it adds to any fight encounter).
RinaldoGandolphi wrote: »Right now there are two major issues with ESO from a balance stand point.(Class issues withstanding but thats a topic for another thread)
1. Health is useless
2. Dodge Roll, Break Free, and Block are all tied to the same resource pool that increases Stamina Based damage and Stamina Based Healing.
This needs to be changed.
Health needs to be renamed Endurance, and it not only needs to determine your max health, but it also needs to be the base of the resource pool that determines how often you can dodge, block, and break free that is independent of stamina
Right now in open world PVP Crowd Control determines pretty much 99% of all fights, the 1st one out of stam(unable to CC break) is dead. Since this system is based on stamina, it gives far too much of an unfair advantage as a magic build must sacrifice damage if they wish to have larger stam pool to break free, Stam builds can simply stack everything into max stam and not only do they increase their damage and stamina based healing, but they also increase their ability/number of times they can dodge and break- free. Back when Shields lasted longer then 6 seconds, I was ok with this because Magic builds could keep shields up longer to even out their disadvantage of not being able to CC break, dodge, or block anywhere near as much as stam build.
Now however, the 6 sec duration has pretty much put magic builds into a hole they simply can't get out of. In a fight between 2 equally skilled players, its not a magic builds fight to win its a stam builds fight to lose. A magic build makes one mistake(dodges when he shouldn't") he is dead against any competent stam build. A stamina build can make multiple mistakes in dodging, etc and still win a fight. When you factor in that stamina abilities do more damage then their magic counterparts, and all stamina based class abilities are 20% cheaper in cost then their magic counterparts, and all stamina based weapons get a 20% cost reduction to their skills on top of med armor passives, its simply too lopsided.
You know i thought shields were just a bit over the top...i thought a 20 seconds was too long, 10 seconds would have been pretty fair. Even then magic builds would still be hard pressed. However leaving it at 6 seconds would be fine if Dodge, Block, and Break-free were determined by a3rd resource pool that has nothing to do with damage.
Simply put,
- Health needs to be renamed Endurance
- Dodge, Block, and Break Free no longer determined by stamina
- the 3rd resource pool Endurance is governed by how much health and health recovery you have.
This means BOTH stamina and magic builds will have to give up damage(invest in health) if they wish to be able to dodge, block, or break-free more. This is the core crux of why stamina has been significantly better then magic since 1.6. Make this change and i think you can leave stamina damage alone. I think things would be pretty fair overall. Stam builds would still have Major Evasion, but it would put things in a more even leveled field...well about as even as it could be, nothing will be perfect mind you, but it would be a start.
thoughts?
dodgehopper_ESO wrote: »RinaldoGandolphi wrote: »Right now there are two major issues with ESO from a balance stand point.(Class issues withstanding but thats a topic for another thread)
1. Health is useless
2. Dodge Roll, Break Free, and Block are all tied to the same resource pool that increases Stamina Based damage and Stamina Based Healing.
This needs to be changed.
Health needs to be renamed Endurance, and it not only needs to determine your max health, but it also needs to be the base of the resource pool that determines how often you can dodge, block, and break free that is independent of stamina
Right now in open world PVP Crowd Control determines pretty much 99% of all fights, the 1st one out of stam(unable to CC break) is dead. Since this system is based on stamina, it gives far too much of an unfair advantage as a magic build must sacrifice damage if they wish to have larger stam pool to break free, Stam builds can simply stack everything into max stam and not only do they increase their damage and stamina based healing, but they also increase their ability/number of times they can dodge and break- free. Back when Shields lasted longer then 6 seconds, I was ok with this because Magic builds could keep shields up longer to even out their disadvantage of not being able to CC break, dodge, or block anywhere near as much as stam build.
Now however, the 6 sec duration has pretty much put magic builds into a hole they simply can't get out of. In a fight between 2 equally skilled players, its not a magic builds fight to win its a stam builds fight to lose. A magic build makes one mistake(dodges when he shouldn't") he is dead against any competent stam build. A stamina build can make multiple mistakes in dodging, etc and still win a fight. When you factor in that stamina abilities do more damage then their magic counterparts, and all stamina based class abilities are 20% cheaper in cost then their magic counterparts, and all stamina based weapons get a 20% cost reduction to their skills on top of med armor passives, its simply too lopsided.
You know i thought shields were just a bit over the top...i thought a 20 seconds was too long, 10 seconds would have been pretty fair. Even then magic builds would still be hard pressed. However leaving it at 6 seconds would be fine if Dodge, Block, and Break-free were determined by a3rd resource pool that has nothing to do with damage.
Simply put,
- Health needs to be renamed Endurance
- Dodge, Block, and Break Free no longer determined by stamina
- the 3rd resource pool Endurance is governed by how much health and health recovery you have.
This means BOTH stamina and magic builds will have to give up damage(invest in health) if they wish to be able to dodge, block, or break-free more. This is the core crux of why stamina has been significantly better then magic since 1.6. Make this change and i think you can leave stamina damage alone. I think things would be pretty fair overall. Stam builds would still have Major Evasion, but it would put things in a more even leveled field...well about as even as it could be, nothing will be perfect mind you, but it would be a start.
thoughts?
By the way I'm glad someone is agreeing. It felt like very few were replying to my point about this, or were disinterested. My main issue with the way things are is that Stamina and Magicka are far too meaningful and active for mitigation, and health is just a passive dump stat. I think a lot of us who appreciate tanking bristle at this notion, while at the same time we don't want to see tanking become overpowered.