MehrunesFlagon wrote: »Get rid of siphoner.Change it to what it used to be.Cost reduction.
Taleof2Cities wrote: »I just got done saying this in another thread yesterday:
There is plenty of sustain in the game if you take the time to actually research and theorycraft your character.
Taleof2Cities wrote: »I just got done saying this in another thread yesterday:
There is plenty of sustain in the game if you take the time to actually research and theorycraft your character.
I still find it hard to believe someone thought a heavy attack meta was a great idea. Its so boring.
Taleof2Cities wrote: »I just got done saying this in another thread yesterday:
There is plenty of sustain in the game if you take the time to actually research and theorycraft your character.
Sure, but they'd have to tone down sustain in general then to accommodate for this.
Infinite sustain builds are already everywhere in PvP, they don't need further buffing.
MehrunesFlagon wrote: »Get rid of siphoner.Change it to what it used to be.Cost reduction.
Taleof2Cities wrote: »I just got done saying this in another thread yesterday:
There is plenty of sustain in the game if you take the time to actually research and theorycraft your character.
I still find it hard to believe someone thought a heavy attack meta was a great idea. Its so boring.
MehrunesFlagon wrote: »
Sure, but they'd have to tone down sustain in general then to accommodate for this.
Infinite sustain builds are already everywhere in PvP, they don't need further buffing.
This wouldn't make infinite sustain builds possible.
The gained sustain will be way less than 15% for every build because most builds get their main sustain through regeneration.
Also it's stupid to have equal amplifiers and debuffs for all cps but sustain.
Sure, but they'd have to tone down sustain in general then to accommodate for this.
Infinite sustain builds are already everywhere in PvP, they don't need further buffing.
Sure, but they'd have to tone down sustain in general then to accommodate for this.
Infinite sustain builds are already everywhere in PvP, they don't need further buffing.
This wouldn't make infinite sustain builds possible.
The gained sustain will be way less than 15% for every build because most builds get their main sustain through regeneration.
Also it's stupid to have equal amplifiers and debuffs for all cps but sustain.
No, it wouldn't - because they already are possible.
Eternal Hunt+Senche & have fun dodge rolling endlessly around some tree or tower with 4k stam regen while using Shadow Image and/or Cloak to reset the stacking cost modifier every now and then.
These *** builds don't need more sustain so that they can stack more damage & hit harder with Incaps/Relentless while infinitely rolling around kiting pugs.
So by all means, make the CPs make more sense - as long as the overall sustain we have right now stays the same (or gets tuned down, preferably!).
Sure, but they'd have to tone down sustain in general then to accommodate for this.
Infinite sustain builds are already everywhere in PvP, they don't need further buffing.
This wouldn't make infinite sustain builds possible.
The gained sustain will be way less than 15% for every build because most builds get their main sustain through regeneration.
Also it's stupid to have equal amplifiers and debuffs for all cps but sustain.
No, it wouldn't - because they already are possible.
Eternal Hunt+Senche & have fun dodge rolling endlessly around some tree or tower with 4k stam regen while using Shadow Image and/or Cloak to reset the stacking cost modifier every now and then.
These *** builds don't need more sustain so that they can stack more damage & hit harder with Incaps/Relentless while infinitely rolling around kiting pugs.
So by all means, make the CPs make more sense - as long as the overall sustain we have right now stays the same (or gets tuned down, preferably!).
Taleof2Cities wrote: »I just got done saying this in another thread yesterday:
There is plenty of sustain in the game if you take the time to actually research and theorycraft your character.
I still find it hard to believe someone thought a heavy attack meta was a great idea. Its so boring.
ParaNostram wrote: »MehrunesFlagon wrote: »Get rid of siphoner.Change it to what it used to be.Cost reduction.
Nope, nah, please don't make the twitch your fingers faster to animation cancel your way to victory meta any worse. I just don't see anything strategic about a game where you literally cannot spend your resources fast enough to run out. It was my personal nightmare.
Note, I don't have anything against animation cancelling, it adds an additional level of skill on top of the game, a little thing to master that can give you an advantage in a fight. With current sustain, you can't do this continually at all times to get your way to victory, you still have to play smart and manage your resources. Take away the resource management aspect and gods I don't think I could go through that again...Taleof2Cities wrote: »I just got done saying this in another thread yesterday:
There is plenty of sustain in the game if you take the time to actually research and theorycraft your character.
I still find it hard to believe someone thought a heavy attack meta was a great idea. Its so boring.
The phrase heavy attack meta feels misleading to me. More like choose when to use an ability when to use a heavy attack for resources etc etc. You know, like the game was originally pitched. No cooldowns, just resource management. It's one of the things that sold me on the game early on so yeah I guess you better believe some of us like it.
Sure, but they'd have to tone down sustain in general then to accommodate for this.
Infinite sustain builds are already everywhere in PvP, they don't need further buffing.
This wouldn't make infinite sustain builds possible.
The gained sustain will be way less than 15% for every build because most builds get their main sustain through regeneration.
Also it's stupid to have equal amplifiers and debuffs for all cps but sustain.
No, it wouldn't - because they already are possible.
Eternal Hunt+Senche & have fun dodge rolling endlessly around some tree or tower with 4k stam regen while using Shadow Image and/or Cloak to reset the stacking cost modifier every now and then.
These *** builds don't need more sustain so that they can stack more damage & hit harder with Incaps/Relentless while infinitely rolling around kiting pugs.
So by all means, make the CPs make more sense - as long as the overall sustain we have right now stays the same (or gets tuned down, preferably!).
this build wouldn't get anymore sustain except for potions and that equals ~1k stam more every 45 seconds this doesn't break sustain.
also sustain doesn't have to be brought down, only nb has somewhat good sustain.
Play stamplar, stamdk, magplar etc all classes except for nightblade have to invest a lot into sustain and with poisons + siphoner there are not many good builds around who can still sustain.
Avran_Sylt wrote: »@xeNNNNN
Oh, you're talking about the diversity when it was only Damage sets?
All Damage means you need to Heavy attack now but have higher Damage, leaving you with Burst stages.
Running Mixed means don't need to Heavy attack as often But with lower Damage, so your damage is more spread out.
This is balanced, and allows utilization of more sets in the game.
MehrunesFlagon wrote: »Get rid of siphoner.Change it to what it used to be.Cost reduction.
That would be great but Wrobel loves his "fun" drain mechanics
??MehrunesFlagon wrote: »Get rid of siphoner.Change it to what it used to be.Cost reduction.
That would be great but Wrobel loves his "fun" drain mechanics
Wait so casuals dont actually like Wrobel's changes? Opposite to what they state in most threads about balance?
Ragnarock41 wrote: »It would be a Dk buff. Kind of. But a not as big as it sounds.
If I were to put %10 into mooncalf and it buffed every form of stamina return on my build,
I would be getting:
1100 ish stam instead of 1k from helping hands,
5500 stam from a leap proccing battle roar instead of 5k'ish. (500 extra stamina, game breaking difference here, nurf Dk)
adre rush would be around 880 stam return. Still a lot weaker than what it was pre-morrowind.
aaand black rose would still be crap because Its a double nerfed set :P
It actually sounds like an interesting idea. As of right now there is no way to improve the values you get from things like constution( again, black rose is just bad),adre rush,helping hands, battle roar etc..
Ragnarock41 wrote: »It would be a Dk buff. Kind of. But a not as big as it sounds.
If I were to put %10 into mooncalf and it buffed every form of stamina return on my build,
I would be getting:
1100 ish stam instead of 1k from helping hands,
5500 stam from a leap proccing battle roar instead of 5k'ish. (500 extra stamina, game breaking difference here, nurf Dk)
adre rush would be around 880 stam return. Still a lot weaker than what it was pre-morrowind.
aaand black rose would still be crap because Its a double nerfed set :P
It actually sounds like an interesting idea. As of right now there is no way to improve the values you get from things like constution( again, black rose is just bad),adre rush,helping hands, battle roar etc..
Wasn't black rose triple nerfed. IIRC constitution used to scale like battle roar. So it was legitimately pretty broken. At the mag+30% changes it was fair. In 5/1/1 180 regen of each type, and 150 damage buff. The drawback being unbuffable. Relied on getting hit, and to get it higher you would have to lose undaunted passives.
Taleof2Cities wrote: »I just got done saying this in another thread yesterday:
There is plenty of sustain in the game if you take the time to actually research and theorycraft your character.
I still find it hard to believe someone thought a heavy attack meta was a great idea. Its so boring.
??MehrunesFlagon wrote: »Get rid of siphoner.Change it to what it used to be.Cost reduction.
That would be great but Wrobel loves his "fun" drain mechanics
Wait so casuals dont actually like Wrobel's changes? Opposite to what they state in most threads about balance?
??MehrunesFlagon wrote: »Get rid of siphoner.Change it to what it used to be.Cost reduction.
That would be great but Wrobel loves his "fun" drain mechanics
Wait so casuals dont actually like Wrobel's changes? Opposite to what they state in most threads about balance?
@BohnT Sorry for assuming the worst about u. But we got what we got on these forums.
Whenever there is some uproar about unnecessary changes decreasing quality of life in ESO, there is always bunch of brainless casuals around stating that the change was positive. I am still trying to figure out whats in zerglin's mind.