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?
RinaldoGandolphi wrote: »
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.
thoughts?
@Armitas
I like pretty much everything except the Healing scaling off max magicka / stamina.
Healing should have its own independant stat.
Otherwise it's just another buff to redguard and high elf.
Thanks. Yeah that is the biggest weakness. It results in high healing and high sustain when it draws from the magicka pool that way. Separate would be better.
thankyourat wrote: »I think a easier change would be to give magic users longer cc immunity with a passive either in the magic champion tree or in the light armor passive. Something like after you cc break you gain an additional 1 second of cc immunity per piece of light armor. Because the problem isn't really magicka has a low stamina pool the problem is how skill less it is to drain a magicka users stamina pool. So with this change it would basically double how long a magicka user has cc immunity.