I'd love to see ZoS address this by revamping seldom used skills to add to overall build diversity for both magika and stamina.
As it stands now, I just don't enjoy stam builds nearly as much because of the lack of skill diversity. Its all the same skill lines in use.
GrumpyDuckling wrote: »I'd love to see ZoS address this by revamping seldom used skills to add to overall build diversity for both magika and stamina.
As it stands now, I just don't enjoy stam builds nearly as much because of the lack of skill diversity. Its all the same skill lines in use.
I know what you mean. Most of my stamina characters are similar builds with a different coat of paint - and I have to lean heavy on weapon skill lines. With magicka characters, I can much more easily create optimal builds that only require class skills.
You could also flip it, that stamina builds have tons of magicka skills for utility, but magicka builds have very, very few stamina skills for utility.
I just wish they realized their mistake and made corrections when adding a new class, but it doesn't look like it. Swarm should obviously have a stamina morph. It is the key DPS ability for the entire class and not giving it a stamina morph is just so sad.
They really had a great opportunity to make a viable ranged Stamina setup. Like a ranger of some sort that could run Bow/Bow. But they blew it, unfortunately.
GrumpyDuckling wrote: »Magicka vs. Stamina Discrepancy by Class (Morphs Only)
Dragonknight
Magicka - 28 skills (+4 ultimates)
Stamina - 2 skills (+2 ultimates)
Nightblade
Magicka - 24 skills (+5 ultimates)
Stamina - 6 skills (+1 ultimate)
Sorcerer
Magicka - 26 skills (+6 ultimates)
Stamina - 4 skills (+0 ultimates)
Templar
Magicka - 26 skills (+5 ultimates)
Stamina - 4 skills (+1 ultimate)
Warden
Magicka - 27 skills (+5 ultimates)
Stamina - 3 skills (+1 ultimate)
Total Numbers
Total class skill morphs - Magicka (131) vs. Stamina (19)
Total class ultimate morphs - Magicka (25) vs. Stamina (5)
Variables to Consider
- There are more Stamina weapon skill lines (4) than Magicka weapon skill lines (2).
- There are a few oddball skills (ex: Flames of Oblivion costs magicka to use, but will scale with highest statistics).
- There are a few skills that scale off health, but cost magicka (ex: Blazing Shield).
- Some skills are buff skills, without damage components.
- Stamina is used exclusively in breaking CC, roll-dodging, and blocking (for every weapon equipped except ice staff).
- Magicka is used exclusively for shielding - excluding Bone Shield (guild ability), and blocking with ice staff.
Analysis
Most of the variables point to the need for more class-based Magicka skills than Stamina, however when 131 out of 150 skills are Magicka-based, Stamina builds are very limited when selecting from their pool of class skills. Perhaps a 60-40%, or even a 70-30% divide (in favor of Magicka) would give Stamina morphs more options. Also, there is no justification for why Magicka Ultimate morphs are more abundant (25 in total), than Stamina Ultimate morphs (5 in total).
@Wrobel
@ZOS_BrianWheeler
@ZOS_RichLambert
Please consider.
Between guilds and weapons and class skills, i have never had a problem filling my two bar slots for my stamina chars. "More than you need" is more than sufficient in my book, especially given the increased usage of the three non-skill maneuvers block, dodge and break-free.
It needs to be said. After years of playing stamina, magicka, and hybrid I feel as though it must be; cannot help but be asked:
What is a stamina class? By this we must assume that outside of the realm of min/maxing stam and magicka "classes" do not exist. This isn't an argument of lexicon, this is an argument of pragmatism.
Did ZoS make the stamina class or did WE the players make the stamina class?
Do you see what I'm getting at? In order to profess that there is an imbalance between two things we must assert that they exist, as such we define a stamina class as a build that focuses on stamina based skills but we have no issue including with stamdks, stamplars, and of course StamSorcs that all use magicka skills as part of their regular arsenal.
Now, I understand the counterpoint. Even if the devs did not intend to push the community to create this chasm between the two non-existent "classes" that's what, unfortunately, it is now. So what do we do as a solution? We stop asking for one way buffs and nerfs.
The player who thinks they're mature and ahead of the curve for saying, "Just buffs please! Stop nerfs!" is still just as damaging as the salty player who is frothing at the mouth for nerfs, because they're still mindlessly supporting the war between green and blue. Instead we should support an equilibrium in choice, something that ZOS has been trying to do for months now.
There are four, soon to be five, classes. Whatever pre-fix sticks to them after that is the doing of a player trying to be competitive.
tl;dr:
ZoS didn't create class distinction, we the community did.
The game didn't start as stamina vs magicka, we made it into that.
One way buffs/nerfs will never solve the problem because we actively contribute to the problem of their only being two options.
This is the most damning but most important point:
If the devs were to make everything balanced I have no doubt that a large chunk of the playerbase, such as the people that argue in these threads, would leave the game.
It needs to be said. After years of playing stamina, magicka, and hybrid I feel as though it must be; cannot help but be asked:
What is a stamina class? By this we must assume that outside of the realm of min/maxing stam and magicka "classes" do not exist. This isn't an argument of lexicon, this is an argument of pragmatism.
Did ZoS make the stamina class or did WE the players make the stamina class?
Do you see what I'm getting at? In order to profess that there is an imbalance between two things we must assert that they exist, as such we define a stamina class as a build that focuses on stamina based skills but we have no issue including with stamdks, stamplars, and of course StamSorcs that all use magicka skills as part of their regular arsenal.
Now, I understand the counterpoint. Even if the devs did not intend to push the community to create this chasm between the two non-existent "classes" that's what, unfortunately, it is now. So what do we do as a solution? We stop asking for one way buffs and nerfs.
The player who thinks they're mature and ahead of the curve for saying, "Just buffs please! Stop nerfs!" is still just as damaging as the salty player who is frothing at the mouth for nerfs, because they're still mindlessly supporting the war between green and blue. Instead we should support an equilibrium in choice, something that ZOS has been trying to do for months now.
There are four, soon to be five, classes. Whatever pre-fix sticks to them after that is the doing of a player trying to be competitive.
tl;dr:
ZoS didn't create class distinction, we the community did.
The game didn't start as stamina vs magicka, we made it into that.
One way buffs/nerfs will never solve the problem because we actively contribute to the problem of their only being two options.
This is the most damning but most important point:
If the devs were to make everything balanced I have no doubt that a large chunk of the playerbase, such as the people that argue in these threads, would leave the game.
GrumpyDuckling wrote: »It needs to be said. After years of playing stamina, magicka, and hybrid I feel as though it must be; cannot help but be asked:
What is a stamina class? By this we must assume that outside of the realm of min/maxing stam and magicka "classes" do not exist. This isn't an argument of lexicon, this is an argument of pragmatism.
Did ZoS make the stamina class or did WE the players make the stamina class?
Do you see what I'm getting at? In order to profess that there is an imbalance between two things we must assert that they exist, as such we define a stamina class as a build that focuses on stamina based skills but we have no issue including with stamdks, stamplars, and of course StamSorcs that all use magicka skills as part of their regular arsenal.
Now, I understand the counterpoint. Even if the devs did not intend to push the community to create this chasm between the two non-existent "classes" that's what, unfortunately, it is now. So what do we do as a solution? We stop asking for one way buffs and nerfs.
The player who thinks they're mature and ahead of the curve for saying, "Just buffs please! Stop nerfs!" is still just as damaging as the salty player who is frothing at the mouth for nerfs, because they're still mindlessly supporting the war between green and blue. Instead we should support an equilibrium in choice, something that ZOS has been trying to do for months now.
There are four, soon to be five, classes. Whatever pre-fix sticks to them after that is the doing of a player trying to be competitive.
tl;dr:
ZoS didn't create class distinction, we the community did.
The game didn't start as stamina vs magicka, we made it into that.
One way buffs/nerfs will never solve the problem because we actively contribute to the problem of their only being two options.
This is the most damning but most important point:
If the devs were to make everything balanced I have no doubt that a large chunk of the playerbase, such as the people that argue in these threads, would leave the game.
Thanks for the post. I disagree with your statement that the community creates the stamina and magicka distinction/divide. Have you ever watched the developers speak about balance on ESO Live or read their comments in patch notes? They often speak in distinctions/divides themselves. For example, this is a direct quote and developer comment from PTS (about Caltrops change):
"The changes to Caltrops allow it to behave more like a standard ground-targeted damage over time ability, such as Lightning Splash or Volley. This will help improve Stamina builds’ sustained single target and area of effect damage in dungeons and Trials."
So yes, they do think in terms of a stamina/magicka divide.
And although I have never seen or heard a comment directly about this from a developer, my common sense tells me that when they decided to implement attribute scaling (ex: damage and healing increases the more a player dumps points into one attribute) and made the decision to remove soft caps, they knew that the strongest builds in the game would be the ones who had the largest divide.
I just wish they realized their mistake and made corrections when adding a new class, but it doesn't look like it. Swarm should obviously have a stamina morph. It is the key DPS ability for the entire class and not giving it a stamina morph is just so sad.
They really had a great opportunity to make a viable ranged Stamina setup. Like a ranger of some sort that could run Bow/Bow. But they blew it, unfortunately.
There's absolutely no excuse for stam warden not to have a class DoT. Mag warden already has so many choices to make
I see what you mean OP but the bias exists there for very good reason, though I still somewhat agree with you to a small extent. I mainly believe you are chasing the wrong solution to the problem. Many more important variables are there to be considered which you haven't taken into account.
You have already noted that Magicka needs more skills because there are plenty of skills that must cost Magicka. This is true for them to be more useful on all builds, including Stamina and Health builds. However, this adds up to a lot of skills.
- Magicka has to account for healing skills. These skills practically all cost Magicka, and would be a nightmare if they were weirdly/forcibly tailored to mostly cost Stamina.
- Magicka has to account for tanking skills. These skills almost all cost Magicka, and would be a mess in content if they didn't.
- Magicka has to account for buff skills. A large majority of these skills will cost Magicka, and it would be bad for everyone if they costed Stamina.
To restate, only Stamina builds need those Stamina skills. Everything else - Magicka builds, healers, tanks, supports, whatever, etc - these all rely on Magicka skills with only tanks and supports needing a tiny bit of Stamina cost skills. Stamina builds themselves require plenty of Magicka-based buffs for the sole reason they don't burn Stamina.
Weapon skill lines add up this way:
Stamina - 40 (+8 Ultimates)
Magicka - 20 (+4 Ultimates)
You also have to consider that Stamina has four viable weapon skill lines to use, packed with many good skills. Magicka has two weapons, with one tailored to healers in particular that leave Magicka with one main weapon to use. Stamina fills their bars very strongly with bunch of weapon skill line abilities in both PvE and PvP. After this, they fill empty spots with class Stamina skills that happen to all be strong. Magicka works the opposite way, in that they must fill their bars with class skills and then slot a couple mandatory staff skills.
If we created this 70%/30% balance in our class skills we would see normal Magicka builds suffer tremendously and become an utter mess, while Stamina would have a huge amount of viable skills. Heck, you'd manage to hurt tanks and healers as well.
**What you should ask for is:
1. To change the many garbage/unused Magicka Morphs.
Think of Stone Giant, Shattering Prison, Prolonged Suffering, Crystal Blast, Solar Barrage, Debilitate, Ritual of Rebirth, etc - these could all very easily become Stamina abilities with slightly different effects.
It would add a bunch a fantastic stamina options without hurting Magicka.
2. Ask for each skill to have THREE morphs, a suggestion brought up many times. It could be that Stamina was given a morph of nearly every skill, or maybe 3 morphs per skill line. Everyone would benefit a lot and a ton of build diversity would also result from it. I recall a few Devs saying they were open to the possibility of having three morphs in the future as well.
Class skills are this way for a very good reason. Ask for three morphs per skill, and/or the changing of current trash Magicka morphs to powerful Stamina morphs!
P.S. Warden has 25 magic skills, and 3 Stamina skills..... Netches don't cost anything!
GrumpyDuckling wrote: »I see what you mean OP but the bias exists there for very good reason, though I still somewhat agree with you to a small extent. I mainly believe you are chasing the wrong solution to the problem. Many more important variables are there to be considered which you haven't taken into account.
You have already noted that Magicka needs more skills because there are plenty of skills that must cost Magicka. This is true for them to be more useful on all builds, including Stamina and Health builds. However, this adds up to a lot of skills.
- Magicka has to account for healing skills. These skills practically all cost Magicka, and would be a nightmare if they were weirdly/forcibly tailored to mostly cost Stamina.
- Magicka has to account for tanking skills. These skills almost all cost Magicka, and would be a mess in content if they didn't.
- Magicka has to account for buff skills. A large majority of these skills will cost Magicka, and it would be bad for everyone if they costed Stamina.
To restate, only Stamina builds need those Stamina skills. Everything else - Magicka builds, healers, tanks, supports, whatever, etc - these all rely on Magicka skills with only tanks and supports needing a tiny bit of Stamina cost skills. Stamina builds themselves require plenty of Magicka-based buffs for the sole reason they don't burn Stamina.
Weapon skill lines add up this way:
Stamina - 40 (+8 Ultimates)
Magicka - 20 (+4 Ultimates)
You also have to consider that Stamina has four viable weapon skill lines to use, packed with many good skills. Magicka has two weapons, with one tailored to healers in particular that leave Magicka with one main weapon to use. Stamina fills their bars very strongly with bunch of weapon skill line abilities in both PvE and PvP. After this, they fill empty spots with class Stamina skills that happen to all be strong. Magicka works the opposite way, in that they must fill their bars with class skills and then slot a couple mandatory staff skills.
If we created this 70%/30% balance in our class skills we would see normal Magicka builds suffer tremendously and become an utter mess, while Stamina would have a huge amount of viable skills. Heck, you'd manage to hurt tanks and healers as well.
**What you should ask for is:
1. To change the many garbage/unused Magicka Morphs.
Think of Stone Giant, Shattering Prison, Prolonged Suffering, Crystal Blast, Solar Barrage, Debilitate, Ritual of Rebirth, etc - these could all very easily become Stamina abilities with slightly different effects.
It would add a bunch a fantastic stamina options without hurting Magicka.
2. Ask for each skill to have THREE morphs, a suggestion brought up many times. It could be that Stamina was given a morph of nearly every skill, or maybe 3 morphs per skill line. Everyone would benefit a lot and a ton of build diversity would also result from it. I recall a few Devs saying they were open to the possibility of having three morphs in the future as well.
Class skills are this way for a very good reason. Ask for three morphs per skill, and/or the changing of current trash Magicka morphs to powerful Stamina morphs!
P.S. Warden has 25 magic skills, and 3 Stamina skills..... Netches don't cost anything!
I'm a little concerned about hoping for a 3rd morph for skills, only because that would create a lot of extra work on ZOS' part, and based on comments they have made on ESO about their workload, I don't think they would actually want to do it.
I would prefer to avoid general, sweeping suggestions, but most of the damage-specific skills could/should be examined closely to determine if both a stamina and magicka option could be implemented - that way healers/tanks wouldn't be stepped on because I agree, those skills should for the most part, remain in their current state.
Edit: Haha gotta love those free skills. With the stamina morph for Netch and Repentance (skills that don't cost anything but provide clear stamina bonus) I listed them under stamina.
DragonBound wrote: »Between guilds and weapons and class skills, i have never had a problem filling my two bar slots for my stamina chars. "More than you need" is more than sufficient in my book, especially given the increased usage of the three non-skill maneuvers block, dodge and break-free.
Considering the fighters guild abilities are crap to medicore for stamina classes you really do not know what your talking about, the only two abilities people pick is rearmed trap and dawnbreaker and every stamina build uses exactly the same thing.