Contraptions wrote: »There were some suggestions I saw to make staves/bows/2 handers count for 2 pieces in a set. It's a small step that they could take to reduce the disparity between dual wield and everything else. One extra set bonus is nothing to sneeze at.
Overall, I agree with your posts OP. While stam was really underperforming when the game launched, we've seen how the game has changed to the point where stam weapons are now the best (even for magicka builds). As someone who's been running mag sorc since the beginning I can only hope balance will be achieved soon.
I feel ESO needs balance patches way more often. We simply cannot afford to wait 3 to 6 months for skills or sets to be tweaked or fixed. ZOS, you are logging combat data while we play, so why don't you use it? Give us dev updates that state possible changes that you may be making soon, and provide data you have logged to prove your point. Engage us on the forums much more regularly to ask for suggestions or comments on upcoming balancing changes. Do this not just when PTS is testing the next big update but every two weeks or so. Help us help you make the game better.
I actually think the game will be more balanced with more classes and skill line/weapon types. Right now, destruction staff has to fill the role of magicka dps in all situations. Ranged. Melee. PVE and PVP. This becomes incredibly hard to design for. Skills which are good in PVE, such as ground based DOTs like Wall, become less effective or are downright useless in PVP. By adding more weapons which can fill more niches I feel there will be more flexibility. Perhaps illusion, alteration, conjuration and mysticism staves could be added? Then the variety of stam vs magicka weapons would be more even.
SorataArisugawa wrote: »Well if it were a new melee focused magicka line some sorcerers would like it I'm pretty sure... but only if it were any damned good. Maybe a conjured / bound blade line with a decent set of abilities could work. What you'd use would be a soul gem talisman which would form the blade when equipped. Something along those lines anyway?
Wouldn't change, that range magican has a lot less DPS than an Melee figher. Which is not needed... not by this amount!
I really hope your, and other, feedback will get listened to @Joy_Division , but as with the magicka DK. I don't think they care or even understand what the problem is.
Shadesofkin wrote: »Firstly, I'm not disagreeing with people on this thread
That aside there seem to be some issues with regards to balance which are being ignored here.
Staffs are RANGED and thus are inherently less risky to use. It's easier to both avoid damage and to finish a fight with a ranged weapon, and as such I would EXPECT them to have lower DPS.
Also, MOST class skills are magika based, so the staff skill lines are complimented by MOST class skills, while stamina based weapons are pretty much stand alone with only a FEW class skills available at the same power level.
Can this discussion acknowledge that the staff skill lines are intended to supplement the class skills and as such look at them as primary support skill lines?
When using stamina builds you are expected to mostly use the weapon skills for your spammable dps. The only exception I can think of is the nightblade suprise attack, but even there rapid strikes has higher dps.
Once again, I'm not in any way saying that stamina and magi are playing on an even battlefield at the moment, or that there are not balance issues.
All I am saying is that staffs play a very different role than the stamina weapons in how they function with the rest of the class and should not be looked at in isolation, because in isolation staff skills will be inferior to weapon skills BY DESIGN.
The ultimate problem I have with this argument is that the difference between staves and the other 4 skills in the game is nearly 15k dps if you're set up correctly. I'm not convinced that melee needs 15k difference from ranged.
Furthermore, the magicka DK is a melee as well and using anything but a staff would be a massive dps loss for them.
is this difference primarily from the basic diff between staff and swords?
Is this primarily from the difference betweEn STA and MAG?
Is this primarily due to the diff between say certain specific weapons - like say DW maelstrom daggers or swords?
Any idea what the DPS diff would be between staff wielding sorc vs dagger wielding stam sorc or staff wielding magblade vs dagger wielding stamblade if all wore generic purple armor with similar enchants? Sub in 2h for DW dagger if you want.
is that difference gonna run 15K?
If not, then maybe the 15k diff is not "bad staff mechanics" but imbalanced sets and other gear choices.
Balance patches have no direct financial benefit for ZOS. They gotta add at least two whole dungeons.class balance will not be until UPDATE 13..
really we need to wait 4 months more???!!!
@Wrobel we actually want to play this game pls can u make ur job and make it playable in this patch pls...work 1 or 2 hours more in a day. And make the balance in this patch ok...
Lava_Croft wrote: »Balance patches have no direct financial benefit for ZOS. They gotta add at least two whole dungeons.class balance will not be until UPDATE 13..
really we need to wait 4 months more???!!!
@Wrobel we actually want to play this game pls can u make ur job and make it playable in this patch pls...work 1 or 2 hours more in a day. And make the balance in this patch ok...
I wish, staff light and heavy attacks would apply a bonus, to make each element a bit more unique.
Like fire light and heavy attacks, always apply a small Damage over time effect.
Frost light and heavy attacks always snare the target by 30% for 3 seconds-
Lightning light and heavy attacks always apply minor breach, decreasing the targets spell resistance by 1320 for 5 seconds (though I believe, they have increase minor breach in the meantime)
All these effects are independant from what burning, chill and concussion status effects do.