GrumpyDuckling wrote: »Kaymorolis wrote: »How does one determine that an Ultimate is a Stamina vs. Magicka ultimate?
Based on the type of damage it does. If you read the description it will mention it. It's affected by champion points and armor.
No.
The dmg they do only is affected by the CPs distribution. In no CPs campaigns or battle grounds it doesnt matter, what it matters is max spell/wpn dmg and max resource...
GrumpyDuckling wrote: »GrumpyDuckling wrote: »Kaymorolis wrote: »How does one determine that an Ultimate is a Stamina vs. Magicka ultimate?
Based on the type of damage it does. If you read the description it will mention it. It's affected by champion points and armor.
No.
The dmg they do only is affected by the CPs distribution. In no CPs campaigns or battle grounds it doesnt matter, what it matters is max spell/wpn dmg and max resource...
In no champion point instances, correct. Most of the game still uses champion points.
GrumpyDuckling wrote: »GrumpyDuckling wrote: »Kaymorolis wrote: »How does one determine that an Ultimate is a Stamina vs. Magicka ultimate?
Based on the type of damage it does. If you read the description it will mention it. It's affected by champion points and armor.
No.
The dmg they do only is affected by the CPs distribution. In no CPs campaigns or battle grounds it doesnt matter, what it matters is max spell/wpn dmg and max resource...
In no champion point instances, correct. Most of the game still uses champion points.
Then the problem is not that ZoS created a stam or magicka ulti, is that CPs affect the ulti based on the way the char was built and how CPs were distributed.
For example, any dunmer stamDK has the choice to put points into elemental expert and use Ferocious leap instead of Take flight, and the dmg tooltip shouldn't change that much.
Same as mSorcs using DBoS, because it hits harder than any option they could have, even without putting points into mighty.
I do agree that there should be a couple moar stam choices in class skills, but including Ultis in the discussion has nothing to do with
(BTW, at the moment you choose a class, most of those magicka choices are gone).
GrumpyDuckling wrote: »GrumpyDuckling wrote: »GrumpyDuckling wrote: »Kaymorolis wrote: »How does one determine that an Ultimate is a Stamina vs. Magicka ultimate?
Based on the type of damage it does. If you read the description it will mention it. It's affected by champion points and armor.
No.
The dmg they do only is affected by the CPs distribution. In no CPs campaigns or battle grounds it doesnt matter, what it matters is max spell/wpn dmg and max resource...
In no champion point instances, correct. Most of the game still uses champion points.
Then the problem is not that ZoS created a stam or magicka ulti, is that CPs affect the ulti based on the way the char was built and how CPs were distributed.
For example, any dunmer stamDK has the choice to put points into elemental expert and use Ferocious leap instead of Take flight, and the dmg tooltip shouldn't change that much.
Same as mSorcs using DBoS, because it hits harder than any option they could have, even without putting points into mighty.
I do agree that there should be a couple moar stam choices in class skills, but including Ultis in the discussion has nothing to do with
(BTW, at the moment you choose a class, most of those magicka choices are gone).
The ultimates do matter, though. Even if the tooltip "doesn't change that much" depending on a person's build, sometimes those extra numbers matter - especially in tightly contested instances such as champion point enabled PVP campaigns and VMA.
And I think ZOS is aware that the damage type of the ultimates do matter, or else they never would have added poision, physical, and disease damage types into ultimates at all.
GrumpyDuckling wrote: »GrumpyDuckling wrote: »GrumpyDuckling wrote: »Kaymorolis wrote: »How does one determine that an Ultimate is a Stamina vs. Magicka ultimate?
Based on the type of damage it does. If you read the description it will mention it. It's affected by champion points and armor.
No.
The dmg they do only is affected by the CPs distribution. In no CPs campaigns or battle grounds it doesnt matter, what it matters is max spell/wpn dmg and max resource...
In no champion point instances, correct. Most of the game still uses champion points.
Then the problem is not that ZoS created a stam or magicka ulti, is that CPs affect the ulti based on the way the char was built and how CPs were distributed.
For example, any dunmer stamDK has the choice to put points into elemental expert and use Ferocious leap instead of Take flight, and the dmg tooltip shouldn't change that much.
Same as mSorcs using DBoS, because it hits harder than any option they could have, even without putting points into mighty.
I do agree that there should be a couple moar stam choices in class skills, but including Ultis in the discussion has nothing to do with
(BTW, at the moment you choose a class, most of those magicka choices are gone).
The ultimates do matter, though. Even if the tooltip "doesn't change that much" depending on a person's build, sometimes those extra numbers matter - especially in tightly contested instances such as champion point enabled PVP campaigns and VMA.
And I think ZOS is aware that the damage type of the ultimates do matter, or else they never would have added poision, physical, and disease damage types into ultimates at all.
GrumpyDuckling wrote: »GrumpyDuckling wrote: »GrumpyDuckling wrote: »Kaymorolis wrote: »How does one determine that an Ultimate is a Stamina vs. Magicka ultimate?
Based on the type of damage it does. If you read the description it will mention it. It's affected by champion points and armor.
No.
The dmg they do only is affected by the CPs distribution. In no CPs campaigns or battle grounds it doesnt matter, what it matters is max spell/wpn dmg and max resource...
In no champion point instances, correct. Most of the game still uses champion points.
Then the problem is not that ZoS created a stam or magicka ulti, is that CPs affect the ulti based on the way the char was built and how CPs were distributed.
For example, any dunmer stamDK has the choice to put points into elemental expert and use Ferocious leap instead of Take flight, and the dmg tooltip shouldn't change that much.
Same as mSorcs using DBoS, because it hits harder than any option they could have, even without putting points into mighty.
I do agree that there should be a couple moar stam choices in class skills, but including Ultis in the discussion has nothing to do with
(BTW, at the moment you choose a class, most of those magicka choices are gone).
The ultimates do matter, though. Even if the tooltip "doesn't change that much" depending on a person's build, sometimes those extra numbers matter - especially in tightly contested instances such as champion point enabled PVP campaigns and VMA.
And I think ZOS is aware that the damage type of the ultimates do matter, or else they never would have added poision, physical, and disease damage types into ultimates at all.
Again, the problem is not the dmg the ulti does, the problem is CP distribution. It is supposed that the MOA new star addresses part of that issue by boosting direct dmg (same as Thaum boost DoT dmg) while Ele expert and might will get a slight nerf (so putting points there will noth be worth enough).
I hope that with Morrowind we are able to see moar odd combos, like a StamDK using EoTS (built towards DoT dmg)...
Gilliamtherogue wrote: »Not sure why they don't just apply the same treatment with Ultimates, to every class skill (leave Weapon, Guild, etc types alone to their current systems). It scales with whatever stats are higher, but retains the unique damage associations. It would open up supreme diversity, with also retracting from the need to dump purely into one or the other CP node type.
Builds would look at what damage types are predominant throughout their kit and spread CP based on that, while also increasing the importance of Physical AND Spell Resistance values, since more people would be doing a mixture of damage types.
"Meta" builds would likely still gravitate to damage scaling types that most make sense with their dominant stat (i.e; If you're Stamina based you'd gravitate to Physical, Poison, Disease damage types) to keep those minor % increases efficient from CP, but would open up the average player's ability to come much closer to those builds, and ultimately give more freedom and fun.
GrumpyDuckling wrote: »GrumpyDuckling wrote: »GrumpyDuckling wrote: »GrumpyDuckling wrote: »Kaymorolis wrote: »How does one determine that an Ultimate is a Stamina vs. Magicka ultimate?
Based on the type of damage it does. If you read the description it will mention it. It's affected by champion points and armor.
No.
The dmg they do only is affected by the CPs distribution. In no CPs campaigns or battle grounds it doesnt matter, what it matters is max spell/wpn dmg and max resource...
In no champion point instances, correct. Most of the game still uses champion points.
Then the problem is not that ZoS created a stam or magicka ulti, is that CPs affect the ulti based on the way the char was built and how CPs were distributed.
For example, any dunmer stamDK has the choice to put points into elemental expert and use Ferocious leap instead of Take flight, and the dmg tooltip shouldn't change that much.
Same as mSorcs using DBoS, because it hits harder than any option they could have, even without putting points into mighty.
I do agree that there should be a couple moar stam choices in class skills, but including Ultis in the discussion has nothing to do with
(BTW, at the moment you choose a class, most of those magicka choices are gone).
The ultimates do matter, though. Even if the tooltip "doesn't change that much" depending on a person's build, sometimes those extra numbers matter - especially in tightly contested instances such as champion point enabled PVP campaigns and VMA.
And I think ZOS is aware that the damage type of the ultimates do matter, or else they never would have added poision, physical, and disease damage types into ultimates at all.
Again, the problem is not the dmg the ulti does, the problem is CP distribution. It is supposed that the MOA new star addresses part of that issue by boosting direct dmg (same as Thaum boost DoT dmg) while Ele expert and might will get a slight nerf (so putting points there will noth be worth enough).
I hope that with Morrowind we are able to see moar odd combos, like a StamDK using EoTS (built towards DoT dmg)...
Right, I hear you. But because CP distribution does affect ultimates, and I doubt this system is changing any time soon, I think more physical, poison, and disease morphs should be considered. That's all I'm saying. But yes, again, I know what you mean - I just don't think they'll change CP again soon, especially after the Morrowind changes.
GrumpyDuckling wrote: »Gilliamtherogue wrote: »Not sure why they don't just apply the same treatment with Ultimates, to every class skill (leave Weapon, Guild, etc types alone to their current systems). It scales with whatever stats are higher, but retains the unique damage associations. It would open up supreme diversity, with also retracting from the need to dump purely into one or the other CP node type.
Builds would look at what damage types are predominant throughout their kit and spread CP based on that, while also increasing the importance of Physical AND Spell Resistance values, since more people would be doing a mixture of damage types.
"Meta" builds would likely still gravitate to damage scaling types that most make sense with their dominant stat (i.e; If you're Stamina based you'd gravitate to Physical, Poison, Disease damage types) to keep those minor % increases efficient from CP, but would open up the average player's ability to come much closer to those builds, and ultimately give more freedom and fun.
I love the initial idea, but do you think we would run into the problem where some of the hardest hitting builds are also able to heal or shield themselves too well? I'm having nightmare images of an invincible stamsorc running Crit Surge and dropping insane Damage shields on themselves at the same time.
GrumpyDuckling wrote: »GrumpyDuckling wrote: »GrumpyDuckling wrote: »GrumpyDuckling wrote: »Kaymorolis wrote: »How does one determine that an Ultimate is a Stamina vs. Magicka ultimate?
Based on the type of damage it does. If you read the description it will mention it. It's affected by champion points and armor.
No.
The dmg they do only is affected by the CPs distribution. In no CPs campaigns or battle grounds it doesnt matter, what it matters is max spell/wpn dmg and max resource...
In no champion point instances, correct. Most of the game still uses champion points.
Then the problem is not that ZoS created a stam or magicka ulti, is that CPs affect the ulti based on the way the char was built and how CPs were distributed.
For example, any dunmer stamDK has the choice to put points into elemental expert and use Ferocious leap instead of Take flight, and the dmg tooltip shouldn't change that much.
Same as mSorcs using DBoS, because it hits harder than any option they could have, even without putting points into mighty.
I do agree that there should be a couple moar stam choices in class skills, but including Ultis in the discussion has nothing to do with
(BTW, at the moment you choose a class, most of those magicka choices are gone).
The ultimates do matter, though. Even if the tooltip "doesn't change that much" depending on a person's build, sometimes those extra numbers matter - especially in tightly contested instances such as champion point enabled PVP campaigns and VMA.
And I think ZOS is aware that the damage type of the ultimates do matter, or else they never would have added poision, physical, and disease damage types into ultimates at all.
Again, the problem is not the dmg the ulti does, the problem is CP distribution. It is supposed that the MOA new star addresses part of that issue by boosting direct dmg (same as Thaum boost DoT dmg) while Ele expert and might will get a slight nerf (so putting points there will noth be worth enough).
I hope that with Morrowind we are able to see moar odd combos, like a StamDK using EoTS (built towards DoT dmg)...
Right, I hear you. But because CP distribution does affect ultimates, and I doubt this system is changing any time soon, I think more physical, poison, and disease morphs should be considered. That's all I'm saying. But yes, again, I know what you mean - I just don't think they'll change CP again soon, especially after the Morrowind changes.
But it is changing. Now puting points into ele expert or mighty is not worth.
Have a look at the tables Asayre published:
https://forums.elderscrollsonline.com/en/discussion/comment/4124312/#Comment_4124312
Since Ele expert and mighty have a max 15% dmg increase, getting a 10% extra dmg requires you to put 43 cps, while the same 43 cps boost direct dmg in a 17%, same as thaum.
So it won't be a bad idea to build towards maximizing an ulti, no matter if it's a "stam" or "Mag" one
Gilliamtherogue wrote: »GrumpyDuckling wrote: »Gilliamtherogue wrote: »Not sure why they don't just apply the same treatment with Ultimates, to every class skill (leave Weapon, Guild, etc types alone to their current systems). It scales with whatever stats are higher, but retains the unique damage associations. It would open up supreme diversity, with also retracting from the need to dump purely into one or the other CP node type.
Builds would look at what damage types are predominant throughout their kit and spread CP based on that, while also increasing the importance of Physical AND Spell Resistance values, since more people would be doing a mixture of damage types.
"Meta" builds would likely still gravitate to damage scaling types that most make sense with their dominant stat (i.e; If you're Stamina based you'd gravitate to Physical, Poison, Disease damage types) to keep those minor % increases efficient from CP, but would open up the average player's ability to come much closer to those builds, and ultimately give more freedom and fun.
I love the initial idea, but do you think we would run into the problem where some of the hardest hitting builds are also able to heal or shield themselves too well? I'm having nightmare images of an invincible stamsorc running Crit Surge and dropping insane Damage shields on themselves at the same time.
Keep in mind I said scale with, not also cost whatever is highest. If a Stamina Sorcerer wanted to use Hardened Ward, the ability would scale with Maximum Stamina, but it would still cost Magicka. Dark Deal also costs Magicka, and other support options. If the Sorcerer wanted to run the damage shield, then he would reduce his resource management from losing Dark Deal casts; or have to suffer offensive losses for pumping up points into Max Magicka, or getting more Magicka Regeneration.
It's definitely scary to think of some of the builds gaining access to new skills, but keep in mind there are always operational losses with running abilities.
GrumpyDuckling wrote: »Gilliamtherogue wrote: »GrumpyDuckling wrote: »Gilliamtherogue wrote: »Not sure why they don't just apply the same treatment with Ultimates, to every class skill (leave Weapon, Guild, etc types alone to their current systems). It scales with whatever stats are higher, but retains the unique damage associations. It would open up supreme diversity, with also retracting from the need to dump purely into one or the other CP node type.
Builds would look at what damage types are predominant throughout their kit and spread CP based on that, while also increasing the importance of Physical AND Spell Resistance values, since more people would be doing a mixture of damage types.
"Meta" builds would likely still gravitate to damage scaling types that most make sense with their dominant stat (i.e; If you're Stamina based you'd gravitate to Physical, Poison, Disease damage types) to keep those minor % increases efficient from CP, but would open up the average player's ability to come much closer to those builds, and ultimately give more freedom and fun.
I love the initial idea, but do you think we would run into the problem where some of the hardest hitting builds are also able to heal or shield themselves too well? I'm having nightmare images of an invincible stamsorc running Crit Surge and dropping insane Damage shields on themselves at the same time.
Keep in mind I said scale with, not also cost whatever is highest. If a Stamina Sorcerer wanted to use Hardened Ward, the ability would scale with Maximum Stamina, but it would still cost Magicka. Dark Deal also costs Magicka, and other support options. If the Sorcerer wanted to run the damage shield, then he would reduce his resource management from losing Dark Deal casts; or have to suffer offensive losses for pumping up points into Max Magicka, or getting more Magicka Regeneration.
It's definitely scary to think of some of the builds gaining access to new skills, but keep in mind there are always operational losses with running abilities.
I see what you're saying, the shield would get costly to spam. I guess the scenario that initially concerns me is that a build capable of multiple dodge rolls (evading all damage) would also get shield coverage (maybe two casts worth) as extra defense during rolling - while Vigor/Rally/Crit Surge or whatever heals they are using are pumping the health bar back up. In a scenario such as this, the execution phase against a solid opponent might get very difficult.
Gilliamtherogue wrote: »GrumpyDuckling wrote: »Gilliamtherogue wrote: »GrumpyDuckling wrote: »Gilliamtherogue wrote: »Not sure why they don't just apply the same treatment with Ultimates, to every class skill (leave Weapon, Guild, etc types alone to their current systems). It scales with whatever stats are higher, but retains the unique damage associations. It would open up supreme diversity, with also retracting from the need to dump purely into one or the other CP node type.
Builds would look at what damage types are predominant throughout their kit and spread CP based on that, while also increasing the importance of Physical AND Spell Resistance values, since more people would be doing a mixture of damage types.
"Meta" builds would likely still gravitate to damage scaling types that most make sense with their dominant stat (i.e; If you're Stamina based you'd gravitate to Physical, Poison, Disease damage types) to keep those minor % increases efficient from CP, but would open up the average player's ability to come much closer to those builds, and ultimately give more freedom and fun.
I love the initial idea, but do you think we would run into the problem where some of the hardest hitting builds are also able to heal or shield themselves too well? I'm having nightmare images of an invincible stamsorc running Crit Surge and dropping insane Damage shields on themselves at the same time.
Keep in mind I said scale with, not also cost whatever is highest. If a Stamina Sorcerer wanted to use Hardened Ward, the ability would scale with Maximum Stamina, but it would still cost Magicka. Dark Deal also costs Magicka, and other support options. If the Sorcerer wanted to run the damage shield, then he would reduce his resource management from losing Dark Deal casts; or have to suffer offensive losses for pumping up points into Max Magicka, or getting more Magicka Regeneration.
It's definitely scary to think of some of the builds gaining access to new skills, but keep in mind there are always operational losses with running abilities.
I see what you're saying, the shield would get costly to spam. I guess the scenario that initially concerns me is that a build capable of multiple dodge rolls (evading all damage) would also get shield coverage (maybe two casts worth) as extra defense during rolling - while Vigor/Rally/Crit Surge or whatever heals they are using are pumping the health bar back up. In a scenario such as this, the execution phase against a solid opponent might get very difficult.
I agree that merely injecting this into the game would have a few areas that require balance changing. There are definitely some points in the game that would require reexamination, but to be frank, there already are some. Overhauling the game in this way would surely shake up the builds and how we tackle the game now, and there would definitely need to be some tuning with numbers and other interactions.
Still, all the hard work would pay off with ESO becoming a much more well-rounded environment. Sets we laugh at now would rise in impact, mechanics in PvE and PvP would change to offer more build options, and new checks and balances would arise to help "balance" the game for itself. You can sit and tweak numbers all day, but real balance comes from having a robust system that interacts with itself in form of counters and situational importance.
D0ntevenL1ft wrote: »On the topic, id love to see some type of deep breathe changes for a stamina counterpart as its my favourite skill on the magdk (one can only dream).
D0ntevenL1ft wrote: »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.
Because you use it for dodge roll, block, and break free aka utility …. I don't think I've seen you post one comment EVER thats useful or positive.
Cheer up life aint so bad.
Yes it's balanced because the game never intended to have stamina builds. Once Zos did bring in stamina classes, they let it be known that stamina classes relied on the weapon skill line skills. Boring yes but how it should be seeing as they weren't even a thing at the start of the game.
And I'm a stamDK main.
GrumpyDuckling wrote: »Floki_Vilgerdarson wrote: »OP you left out evey weapon class. Skills which are the most common skills used on a stamina build.
My magic toon cannot use weapons, so if you want a change, I want magic cost morphs for weapons.
Soon we will all be hybrids. Idk.
Floki
There are magicka-based weapons in Destruction Staff and Restoration Staff. Also, although there are four stamina-based weapon skill lines, only two of them are accessible to a character because only two different weapons can be equipped at a time - effectively rendering the other two skill lines obsolete when it comes to ability selection.
A useful side discussion may be weapon magicka morphs. Give magicka players a way out of staff/staff builds.
leepalmer95 wrote: »Most of those are utility skills.
Stamina has 4 weapon skill lines
Magicka has 2 with 1 being a healing one.
I don't see the issue.
GrumpyDuckling wrote: »AverageJo3Gam3r wrote: »And 66% of weapon lines are stamina based. Omg the inbalance! Magicka classes get their skills from classes, stamina get their skills from weapons. I don't see an issue. Also, many (most?) class skills are utility in nature. I'm glad that crit surge or volatile armor are magicka based because they give me magicka dumps. Stamina classes have the luxury of using two resource pools for abilities. Magicka classes have to save their precious little stamina for break free/dodge roll/blocking.
I don't think the weapon skill line argument is that strong because a stamina build can only slot two weapon skill lines at a time (same as magicka).
leepalmer95 wrote: »Most of those are utility skills.
Stamina has 4 weapon skill lines
Magicka has 2 with 1 being a healing one.
I don't see the issue.
No, no, no, only 3 for dps dw, 2h, bow. S&B is tanky.
How many mag char use dw? - boost spell dmg
Stamina 3 mag 2 .
GrumpyDuckling wrote: »AverageJo3Gam3r wrote: »And 66% of weapon lines are stamina based. Omg the inbalance! Magicka classes get their skills from classes, stamina get their skills from weapons. I don't see an issue. Also, many (most?) class skills are utility in nature. I'm glad that crit surge or volatile armor are magicka based because they give me magicka dumps. Stamina classes have the luxury of using two resource pools for abilities. Magicka classes have to save their precious little stamina for break free/dodge roll/blocking.
I don't think the weapon skill line argument is that strong because a stamina build can only slot two weapon skill lines at a time (same as magicka).
And? You think the number of options for either is hence irelevent? What do you think this topic is about exactly?
GrumpyDuckling wrote: »Because it would make it unbalanced.
Your numbers are correctish but you are using them wrong.
You make the incorrect assumption that Magicka morphs only benefit Magicka based characters. Instead of simply saying "these are all magicka skills its so unbalanced" you need to look at each skill and ask "who does it benefit. Some Magicka skills (damage skills) will benefit only Magicka characters, some will benefit mostly stam builds and some will be a benefit to both.
Until you do that what you have presented is purely superficial analysis of insufficient data.
Also in less technical terms the choice between mag and stam should mean something. Saying all class skills should be morphable into both Mag and Stam is falling into the "choice does not matter" trap. What is the point of choice if I can make a character do anything regardless? This is on par with saying all classes should access all skills.
Its moronic
I'm going to remove myself from this back and forth with you because I have yet to see a solid argument against considering stamina morphs for the skills listed earlier, and I also dislike your tactic of creating fake quotes. I never said "these are all magicka skills its so unbalanced."
Maybe this discussion could be revisited at a later time.
old_mufasa wrote: »GrumpyDuckling wrote: »Because it would make it unbalanced.
Your numbers are correctish but you are using them wrong.
You make the incorrect assumption that Magicka morphs only benefit Magicka based characters. Instead of simply saying "these are all magicka skills its so unbalanced" you need to look at each skill and ask "who does it benefit. Some Magicka skills (damage skills) will benefit only Magicka characters, some will benefit mostly stam builds and some will be a benefit to both.
Until you do that what you have presented is purely superficial analysis of insufficient data.
Also in less technical terms the choice between mag and stam should mean something. Saying all class skills should be morphable into both Mag and Stam is falling into the "choice does not matter" trap. What is the point of choice if I can make a character do anything regardless? This is on par with saying all classes should access all skills.
Its moronic
I'm going to remove myself from this back and forth with you because I have yet to see a solid argument against considering stamina morphs for the skills listed earlier, and I also dislike your tactic of creating fake quotes. I never said "these are all magicka skills its so unbalanced."
Maybe this discussion could be revisited at a later time.
He has made valid arguments to your bias view of the topic...
As have I and many others.. such as you ignoring that ALL the melee weapons are stamina only.. there are no magic morph for any melee weapon in the game...
but hey if you want to keep down this path with blinders on ignoring evidence that contradicts your views.. then its obvious you don't want a dialogue on the subject, instead you just want to push a false narrative no matter what others say.
GrumpyDuckling wrote: »old_mufasa wrote: »GrumpyDuckling wrote: »Because it would make it unbalanced.
Your numbers are correctish but you are using them wrong.
You make the incorrect assumption that Magicka morphs only benefit Magicka based characters. Instead of simply saying "these are all magicka skills its so unbalanced" you need to look at each skill and ask "who does it benefit. Some Magicka skills (damage skills) will benefit only Magicka characters, some will benefit mostly stam builds and some will be a benefit to both.
Until you do that what you have presented is purely superficial analysis of insufficient data.
Also in less technical terms the choice between mag and stam should mean something. Saying all class skills should be morphable into both Mag and Stam is falling into the "choice does not matter" trap. What is the point of choice if I can make a character do anything regardless? This is on par with saying all classes should access all skills.
Its moronic
I'm going to remove myself from this back and forth with you because I have yet to see a solid argument against considering stamina morphs for the skills listed earlier, and I also dislike your tactic of creating fake quotes. I never said "these are all magicka skills its so unbalanced."
Maybe this discussion could be revisited at a later time.
He has made valid arguments to your bias view of the topic...
As have I and many others.. such as you ignoring that ALL the melee weapons are stamina only.. there are no magic morph for any melee weapon in the game...
but hey if you want to keep down this path with blinders on ignoring evidence that contradicts your views.. then its obvious you don't want a dialogue on the subject, instead you just want to push a false narrative no matter what others say.
I'm sorry you feel that way. I posted this thread speaking specifically to class morphs - though I do list that there are other variables to consider. Certainly, no magic morphs for melee weapons could be included in those variables. Perhaps we disagree on the weight of consideration that they merit regarding class morphs (the topic).
I withdrew from the discussion with the other individual due to the individual creating a fake quote and implying that my views were "moronic." I'd rather not spend my time debating with someone who uses those tactics in a discussion.
old_mufasa wrote: »GrumpyDuckling wrote: »old_mufasa wrote: »GrumpyDuckling wrote: »Because it would make it unbalanced.
Your numbers are correctish but you are using them wrong.
You make the incorrect assumption that Magicka morphs only benefit Magicka based characters. Instead of simply saying "these are all magicka skills its so unbalanced" you need to look at each skill and ask "who does it benefit. Some Magicka skills (damage skills) will benefit only Magicka characters, some will benefit mostly stam builds and some will be a benefit to both.
Until you do that what you have presented is purely superficial analysis of insufficient data.
Also in less technical terms the choice between mag and stam should mean something. Saying all class skills should be morphable into both Mag and Stam is falling into the "choice does not matter" trap. What is the point of choice if I can make a character do anything regardless? This is on par with saying all classes should access all skills.
Its moronic
I'm going to remove myself from this back and forth with you because I have yet to see a solid argument against considering stamina morphs for the skills listed earlier, and I also dislike your tactic of creating fake quotes. I never said "these are all magicka skills its so unbalanced."
Maybe this discussion could be revisited at a later time.
He has made valid arguments to your bias view of the topic...
As have I and many others.. such as you ignoring that ALL the melee weapons are stamina only.. there are no magic morph for any melee weapon in the game...
but hey if you want to keep down this path with blinders on ignoring evidence that contradicts your views.. then its obvious you don't want a dialogue on the subject, instead you just want to push a false narrative no matter what others say.
I'm sorry you feel that way. I posted this thread speaking specifically to class morphs - though I do list that there are other variables to consider. Certainly, no magic morphs for melee weapons could be included in those variables. Perhaps we disagree on the weight of consideration that they merit regarding class morphs (the topic).
I withdrew from the discussion with the other individual due to the individual creating a fake quote and implying that my views were "moronic." I'd rather not spend my time debating with someone who uses those tactics in a discussion.
And we said you cant look at just one aspect and balance on that.. you have to take into account weapon morphs and the fact that stamina is used as the primary movement, defensive stat as well. Also other pointed out that many of those "magic" skills are buffing stamina users.. meaning that you use magic to buff stamina.. and there are many more skill that use magic to buff stamina then there are stamina skills that buff magic... just breaking down what skills use magic and what use stamina is in no way evidence of imbalance.