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A new way to balance Mundus stones.

t3hdubzy
t3hdubzy
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Has anyone considered using mundus stones to balance the combat system? Instead of having them be additive boost to stats, why not use them to supplement skills

For example

Apprentice - minor prophecy

Warrior - minor brutality

The lady - minor protection

Serpent - minor endurance


The reason for this is that it will allow classes to draw on buffs not naturally available to them or for new bar load outs not hinging out specific skills.

This will also lower the ceiling on current max stats.


Divine trait adjustment - enhances armor type passives by .5 percent (increase up to 2.5 percent for gold)



This will have some drawbacks specifically in trials where a lot of these buffs are already available. This should be fine as none of the trials are too difficult that a dps loss would break the game. During testing it could be determined to adjust some bosses health to compensate.
  • Avran_Sylt
    Avran_Sylt
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    Hmm. it IS an interesting concept. as it would allow classes to obtain the minor variant of skills which are unique to other classes.

    Though it would still see the problem of having unbalanced stones.

    For example:
    You want to deal more damage or more sustain. which do you pick? The one that makes all of your attacks deal 8% more damage, one being able to argue that it is a psuedo 8% cost decrease (In short term). Or would you rather have 15% increased stamina regen, which will also require you to put gear in stamina regen (sacrificing damage), otherwise that 15% of 600 stamina regen is a paltry 90 additional stam regen per second.

    If there are no other choices to style your gameplay it's just that ever bothersome power creep.
  • Mashille
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    No thanks, if it worked like this then certain passives and abilities make some Mundus' unusable / useless, I think the current system is fine how it is.
    House Baratheon: 'Ours Is The Fury'
  • Tipsy247
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    Slimecraw + TBS
  • deepseamk20b14_ESO
    deepseamk20b14_ESO
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    No. Make more sets and skills that give group buffs they might be missing to create more synergy between groups. Making minds stones have buff titles will screw things up.
    Hey everyone! Look! It's a signature!
  • idk
    idk
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    Two of the minor buffs mentioned we get automatically from two classes that provide them to the group. The other two come from multiple sources. Buffs do not stack so none of them would be beneficial.

    Mundus provide a stats that are additive and are a constant presence on our character sheets.
  • t3hdubzy
    t3hdubzy
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    Two of the minor buffs mentioned we get automatically from two classes that provide them to the group. The other two come from multiple sources. Buffs do not stack so none of them would be beneficial.

    Mundus provide a stats that are additive and are a constant presence on our character sheets.

    That would be part of the intention, which is to lower the ceiling on the additive stats but keep mundus stones to make the minor buffs available more easily. Keep in mind there are several more buffs that can be used for healing, tanking, and dpsing.
  • leepalmer95
    leepalmer95
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    Not really needed.

    Most mundus would be completely useless to some classes.


    Mundus are fine the way they are.

    Of course the main ones used are

    crit chance
    crit damage
    spell dmg
    wpn dmg
    magicka recovery
    stam recovery

    Everything else usually isn't used but a few people do use sprint speed or such sometimes.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • lolo_01b16_ESO
    lolo_01b16_ESO
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    That would basicly make mundus stones useless. In an average raid you'll have 100% uptime on most of the useful minor buffs anyway. The only one that might be good would be minor force for magicka builds who don't use trap.
  • t3hdubzy
    t3hdubzy
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    That would basicly make mundus stones useless. In an average raid you'll have 100% uptime on most of the useful minor buffs anyway. The only one that might be good would be minor force for magicka builds who don't use trap.

    You are right, i pointed to this in my original post, but its part of the point to lower the ceiling.
  • leepalmer95
    leepalmer95
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    t3hdubzy wrote: »
    That would basicly make mundus stones useless. In an average raid you'll have 100% uptime on most of the useful minor buffs anyway. The only one that might be good would be minor force for magicka builds who don't use trap.

    You are right, i pointed to this in my original post, but its part of the point to lower the ceiling.

    The ceiling is being lowered anyway via the sustain nerf.

    Not that i agree nerfing top players in order to bring them closer to more causal ones, zos should just make ways for worse players to get better easily.

    Just introduce Advanced Tutorials or something, the game has such a lack of information actually built into the game, it tells you how to interrupt block and dodge and thats it. Doesn't give you any information on max stats = dmg, builds, general information etc...

    The game really needs more information out there so the players who are pretty casual will actually start to improve because from their point of view they can just spam 1 skill for 95% of the time and then suddenly can't do the harder content such as vet dungeons.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • t3hdubzy
    t3hdubzy
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    t3hdubzy wrote: »
    That would basicly make mundus stones useless. In an average raid you'll have 100% uptime on most of the useful minor buffs anyway. The only one that might be good would be minor force for magicka builds who don't use trap.

    You are right, i pointed to this in my original post, but its part of the point to lower the ceiling.

    The ceiling is being lowered anyway via the sustain nerf.

    Not that i agree nerfing top players in order to bring them closer to more causal ones, zos should just make ways for worse players to get better easily.

    Just introduce Advanced Tutorials or something, the game has such a lack of information actually built into the game, it tells you how to interrupt block and dodge and thats it. Doesn't give you any information on max stats = dmg, builds, general information etc...

    The game really needs more information out there so the players who are pretty casual will actually start to improve because from their point of view they can just spam 1 skill for 95% of the time and then suddenly can't do the harder content such as vet dungeons.

    I dunno ive been on console since release, and im a pretty good pvp player, and ive completed nearly all pve content to the point of being sick of the grinding for rng and to feel lack of challenge.

    Id love it if the pvp fights and pve fights were a little more intuitive, and less based on having the best build possible.

    Being able to create tanks with insane damage just bothers me.

    Then add in insane tanks who can take a beating from 10 players, with enough burst to kill them, and the ability to heal themselves and allies.
    I hope the cp changes do fix this but i think there will still be some work to do.

    I do like your idea of advanced tutorials though.
  • idk
    idk
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    t3hdubzy wrote: »
    Two of the minor buffs mentioned we get automatically from two classes that provide them to the group. The other two come from multiple sources. Buffs do not stack so none of them would be beneficial.

    Mundus provide a stats that are additive and are a constant presence on our character sheets.

    That would be part of the intention, which is to lower the ceiling on the additive stats but keep mundus stones to make the minor buffs available more easily. Keep in mind there are several more buffs that can be used for healing, tanking, and dpsing.

    There is already a movement from devs to flatten out the differences between players. Plans are for expansion is adding to that by eliminating cost reduction from CP which will reduce sustain.

    Further, IMHO, your idea go flat against the grain of ESO and the Play as You Want approach (not saying all builds play well) by essentially reducing options we have in our character builds.

    If mundus was op there are other ways to go about it without changing them to the point their use is of minimal benefit.

    Edit: I just read your earlier post where you agreed with someone else that your suggested changes would make "mundus useless" and that is the point you are trying to get to.

    Not going to fly.
    Edited by idk on April 9, 2017 11:38PM
  • lolo_01b16_ESO
    lolo_01b16_ESO
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    t3hdubzy wrote: »
    t3hdubzy wrote: »
    That would basicly make mundus stones useless. In an average raid you'll have 100% uptime on most of the useful minor buffs anyway. The only one that might be good would be minor force for magicka builds who don't use trap.

    You are right, i pointed to this in my original post, but its part of the point to lower the ceiling.

    The ceiling is being lowered anyway via the sustain nerf.

    Not that i agree nerfing top players in order to bring them closer to more causal ones, zos should just make ways for worse players to get better easily.

    Just introduce Advanced Tutorials or something, the game has such a lack of information actually built into the game, it tells you how to interrupt block and dodge and thats it. Doesn't give you any information on max stats = dmg, builds, general information etc...

    The game really needs more information out there so the players who are pretty casual will actually start to improve because from their point of view they can just spam 1 skill for 95% of the time and then suddenly can't do the harder content such as vet dungeons.

    I dunno ive been on console since release, and im a pretty good pvp player, and ive completed nearly all pve content to the point of being sick of the grinding for rng and to feel lack of challenge.

    Id love it if the pvp fights and pve fights were a little more intuitive, and less based on having the best build possible.

    Being able to create tanks with insane damage just bothers me.

    Then add in insane tanks who can take a beating from 10 players, with enough burst to kill them, and the ability to heal themselves and allies.
    I hope the cp changes do fix this but i think there will still be some work to do.

    I do like your idea of advanced tutorials though.
    I agree that it would be nice if we did less damage overall, but I don't think making some core aspects of elder scrolls games almost useless is the right way.
    A better idea would be lowering all magicka / stamina bonuses back to the original values (when a hp bonus was 1.5 times as strong as the other stats) or maybe adding some softcaps back.

    Besides, if someone can tank 10 players and then kill them, that has nothing to do with mundus stones and even cp don't make that much of a difference. It's basicly the other players not knowing core game mechanics like:
    - soft and hard cc and how to break them
    - how damage calculations work (including damage mitigation / impen)
    - when to dodge / block
    - how to deal with enemy ultimates (e.g. not casting your crystal frags while the enemy has his 1h/shield ulti up)
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