Elsterchen wrote: »Lightspeedflashb14_ESO wrote: »Elsterchen wrote: »Seems odd that there are *any* stamina morphs in a magician's guild skill line. Bug?
Seems odd that there are 7 out of 8 magica abilities (morphs) to choose from in the first place. With the new damage scaling there is absolutely no reason to not make all skills 50% mag and 50% stamina ... and I am not talking about that cheap: here you have the base skill but it costs stamina now way of adjusting.
What new damage scaling? The only thing changing is the way light and heavy attacks are being calculated, the scaling for skills is not changing, so it is perfectly fine.
Its perfectly fine that out of 2 groups havin equal base mechanics one group gets to choose from 7 out of 8 skills to use and the other gets 1 or nothing? Really I don#t get it, why mag users have this much varity to CHOOSE from while stam users get 1 skill so they won't QQ about having to pay for a completely useless skillline.
This is far from fine: 4 skills stam based and 4 skills mag based would be perfectly fine. Even more so if each skill had a mag and stam morph.
Seraphayel wrote: »Another important questions about Mend Wounds: do you actually need to target your ally you want to heal (which would basically kill this entire ability) or is it a smart heal?
Elsterchen wrote: »Lightspeedflashb14_ESO wrote: »Elsterchen wrote: »Seems odd that there are *any* stamina morphs in a magician's guild skill line. Bug?
Seems odd that there are 7 out of 8 magica abilities (morphs) to choose from in the first place. With the new damage scaling there is absolutely no reason to not make all skills 50% mag and 50% stamina ... and I am not talking about that cheap: here you have the base skill but it costs stamina now way of adjusting.
What new damage scaling? The only thing changing is the way light and heavy attacks are being calculated, the scaling for skills is not changing, so it is perfectly fine.
Its perfectly fine that out of 2 groups havin equal base mechanics one group gets to choose from 7 out of 8 skills to use and the other gets 1 or nothing? Really I don#t get it, why mag users have this much varity to CHOOSE from while stam users get 1 skill so they won't QQ about having to pay for a completely useless skillline.
This is far from fine: 4 skills stam based and 4 skills mag based would be perfectly fine. Even more so if each skill had a mag and stam morph.
profundidob16_ESO wrote: »I'm confused about this. I completed the main quest line up to the point where I received the quest, the map, retrieved the skull and now closed my first 2 time breaches succesfully BUT the skill line still does not unlock for me. Perhaps I need to close my first 9 before I finally receive the skillline ?
I just read that template's don't have the psijic skilline. I thought that was meant as in: "at character creation" but perhaps they meant: "even after doing the whole quest line" ??
Lightspeedflashb14_ESO wrote: »Elsterchen wrote: »Lightspeedflashb14_ESO wrote: »Elsterchen wrote: »Seems odd that there are *any* stamina morphs in a magician's guild skill line. Bug?
Seems odd that there are 7 out of 8 magica abilities (morphs) to choose from in the first place. With the new damage scaling there is absolutely no reason to not make all skills 50% mag and 50% stamina ... and I am not talking about that cheap: here you have the base skill but it costs stamina now way of adjusting.
What new damage scaling? The only thing changing is the way light and heavy attacks are being calculated, the scaling for skills is not changing, so it is perfectly fine.
Its perfectly fine that out of 2 groups havin equal base mechanics one group gets to choose from 7 out of 8 skills to use and the other gets 1 or nothing? Really I don#t get it, why mag users have this much varity to CHOOSE from while stam users get 1 skill so they won't QQ about having to pay for a completely useless skillline.
This is far from fine: 4 skills stam based and 4 skills mag based would be perfectly fine. Even more so if each skill had a mag and stam morph.
Well nothing is stopping you as a stam build from using acceleration, it is just a buff, one that you can get from trap, yes, but if you use the magic version, you save stam.
As far as I see it, there are 2 tank skills, one healer skill(which can be used on a stam healer) and 2 dps skills and the dps skills are agnostic or offer specific advantages to each morph, I might use race against time on my stamblade instead of trap just cause I have no mag skills on it, it will save stam while using a pool that was just sitting there for a buff that is quite important.
So to reiterate, it is not a mag/stam division, it is clearly a role division and I think they did great, classes that dont have crowd control in pve get some and also get some great sustain buffs, looking at templar tanks especially but nb tanks as well. Classes that dont have a "spammable" will get one, looks at stam sorcs, mag sorcs and stam dks.
Only the healer one looks meh to me, really wish they one of the morphs did something to return resources to the player healed, the major resists are easy to come by and the other morph is just more heal for the healer. Not useful and probably not going on any of my healers bars.
Elsterchen wrote: »Lightspeedflashb14_ESO wrote: »Elsterchen wrote: »Lightspeedflashb14_ESO wrote: »Elsterchen wrote: »Seems odd that there are *any* stamina morphs in a magician's guild skill line. Bug?
Seems odd that there are 7 out of 8 magica abilities (morphs) to choose from in the first place. With the new damage scaling there is absolutely no reason to not make all skills 50% mag and 50% stamina ... and I am not talking about that cheap: here you have the base skill but it costs stamina now way of adjusting.
What new damage scaling? The only thing changing is the way light and heavy attacks are being calculated, the scaling for skills is not changing, so it is perfectly fine.
Its perfectly fine that out of 2 groups havin equal base mechanics one group gets to choose from 7 out of 8 skills to use and the other gets 1 or nothing? Really I don#t get it, why mag users have this much varity to CHOOSE from while stam users get 1 skill so they won't QQ about having to pay for a completely useless skillline.
This is far from fine: 4 skills stam based and 4 skills mag based would be perfectly fine. Even more so if each skill had a mag and stam morph.
Well nothing is stopping you as a stam build from using acceleration, it is just a buff, one that you can get from trap, yes, but if you use the magic version, you save stam.
As far as I see it, there are 2 tank skills, one healer skill(which can be used on a stam healer) and 2 dps skills and the dps skills are agnostic or offer specific advantages to each morph, I might use race against time on my stamblade instead of trap just cause I have no mag skills on it, it will save stam while using a pool that was just sitting there for a buff that is quite important.
So to reiterate, it is not a mag/stam division, it is clearly a role division and I think they did great, classes that dont have crowd control in pve get some and also get some great sustain buffs, looking at templar tanks especially but nb tanks as well. Classes that dont have a "spammable" will get one, looks at stam sorcs, mag sorcs and stam dks.
Only the healer one looks meh to me, really wish they one of the morphs did something to return resources to the player healed, the major resists are easy to come by and the other morph is just more heal for the healer. Not useful and probably not going on any of my healers bars.
Obviously any stamina based skill may be used by mag users as well ... it'll hit like a wet noodle (at least the damage part), but hey who cares (right?). So everything you say would stay true if half of the skills where stamina based. -> Well, equallity for all. If stamina users are expected to use magica skills and its all fine and good, magica users can be expected to use stamina skills just as well! After all its their "not-so-much-used"-ressource, they might get some use for!
This would not change the role-dependency of the skills.
Just maybe you might feel its kind of a waste to invest in a skill you won#t utilize for full potential (primarily due to its scaling of your minor ressource pool)
Carbonised wrote: »Elsterchen wrote: »Lightspeedflashb14_ESO wrote: »Elsterchen wrote: »Lightspeedflashb14_ESO wrote: »Elsterchen wrote: »Seems odd that there are *any* stamina morphs in a magician's guild skill line. Bug?
Seems odd that there are 7 out of 8 magica abilities (morphs) to choose from in the first place. With the new damage scaling there is absolutely no reason to not make all skills 50% mag and 50% stamina ... and I am not talking about that cheap: here you have the base skill but it costs stamina now way of adjusting.
What new damage scaling? The only thing changing is the way light and heavy attacks are being calculated, the scaling for skills is not changing, so it is perfectly fine.
Its perfectly fine that out of 2 groups havin equal base mechanics one group gets to choose from 7 out of 8 skills to use and the other gets 1 or nothing? Really I don#t get it, why mag users have this much varity to CHOOSE from while stam users get 1 skill so they won't QQ about having to pay for a completely useless skillline.
This is far from fine: 4 skills stam based and 4 skills mag based would be perfectly fine. Even more so if each skill had a mag and stam morph.
Well nothing is stopping you as a stam build from using acceleration, it is just a buff, one that you can get from trap, yes, but if you use the magic version, you save stam.
As far as I see it, there are 2 tank skills, one healer skill(which can be used on a stam healer) and 2 dps skills and the dps skills are agnostic or offer specific advantages to each morph, I might use race against time on my stamblade instead of trap just cause I have no mag skills on it, it will save stam while using a pool that was just sitting there for a buff that is quite important.
So to reiterate, it is not a mag/stam division, it is clearly a role division and I think they did great, classes that dont have crowd control in pve get some and also get some great sustain buffs, looking at templar tanks especially but nb tanks as well. Classes that dont have a "spammable" will get one, looks at stam sorcs, mag sorcs and stam dks.
Only the healer one looks meh to me, really wish they one of the morphs did something to return resources to the player healed, the major resists are easy to come by and the other morph is just more heal for the healer. Not useful and probably not going on any of my healers bars.
Obviously any stamina based skill may be used by mag users as well ... it'll hit like a wet noodle (at least the damage part), but hey who cares (right?). So everything you say would stay true if half of the skills where stamina based. -> Well, equallity for all. If stamina users are expected to use magica skills and its all fine and good, magica users can be expected to use stamina skills just as well! After all its their "not-so-much-used"-ressource, they might get some use for!
This would not change the role-dependency of the skills.
Just maybe you might feel its kind of a waste to invest in a skill you won#t utilize for full potential (primarily due to its scaling of your minor ressource pool)
A buff doesn't care whether it cost magicka or stamina to cast. I think you failed to realise that.
Also, the 1 skill (and the 1 passive) that does do damage have both a stam and a mag morph, so your point missed the mark by like miles.
Seraphayel wrote: »
Stamina has 4 weapons, Magicka 2. When there are two more Magicka weapons I am fine with new skill lines offering 50:50.
Elsterchen wrote: »Carbonised wrote: »Elsterchen wrote: »Lightspeedflashb14_ESO wrote: »Elsterchen wrote: »Lightspeedflashb14_ESO wrote: »Elsterchen wrote: »Seems odd that there are *any* stamina morphs in a magician's guild skill line. Bug?
Seems odd that there are 7 out of 8 magica abilities (morphs) to choose from in the first place. With the new damage scaling there is absolutely no reason to not make all skills 50% mag and 50% stamina ... and I am not talking about that cheap: here you have the base skill but it costs stamina now way of adjusting.
What new damage scaling? The only thing changing is the way light and heavy attacks are being calculated, the scaling for skills is not changing, so it is perfectly fine.
Its perfectly fine that out of 2 groups havin equal base mechanics one group gets to choose from 7 out of 8 skills to use and the other gets 1 or nothing? Really I don#t get it, why mag users have this much varity to CHOOSE from while stam users get 1 skill so they won't QQ about having to pay for a completely useless skillline.
This is far from fine: 4 skills stam based and 4 skills mag based would be perfectly fine. Even more so if each skill had a mag and stam morph.
Well nothing is stopping you as a stam build from using acceleration, it is just a buff, one that you can get from trap, yes, but if you use the magic version, you save stam.
As far as I see it, there are 2 tank skills, one healer skill(which can be used on a stam healer) and 2 dps skills and the dps skills are agnostic or offer specific advantages to each morph, I might use race against time on my stamblade instead of trap just cause I have no mag skills on it, it will save stam while using a pool that was just sitting there for a buff that is quite important.
So to reiterate, it is not a mag/stam division, it is clearly a role division and I think they did great, classes that dont have crowd control in pve get some and also get some great sustain buffs, looking at templar tanks especially but nb tanks as well. Classes that dont have a "spammable" will get one, looks at stam sorcs, mag sorcs and stam dks.
Only the healer one looks meh to me, really wish they one of the morphs did something to return resources to the player healed, the major resists are easy to come by and the other morph is just more heal for the healer. Not useful and probably not going on any of my healers bars.
Obviously any stamina based skill may be used by mag users as well ... it'll hit like a wet noodle (at least the damage part), but hey who cares (right?). So everything you say would stay true if half of the skills where stamina based. -> Well, equallity for all. If stamina users are expected to use magica skills and its all fine and good, magica users can be expected to use stamina skills just as well! After all its their "not-so-much-used"-ressource, they might get some use for!
This would not change the role-dependency of the skills.
Just maybe you might feel its kind of a waste to invest in a skill you won#t utilize for full potential (primarily due to its scaling of your minor ressource pool)
A buff doesn't care whether it cost magicka or stamina to cast. I think you failed to realise that.
Also, the 1 skill (and the 1 passive) that does do damage have both a stam and a mag morph, so your point missed the mark by like miles.
Fine, then what exactly is the problem with making half of the skills use stamina in the first place?
Mend wounds is an awesome ability! IIRC I proposed something similiar for resto ult
Elsterchen wrote: »Carbonised wrote: »Elsterchen wrote: »Lightspeedflashb14_ESO wrote: »Elsterchen wrote: »Lightspeedflashb14_ESO wrote: »Elsterchen wrote: »Seems odd that there are *any* stamina morphs in a magician's guild skill line. Bug?
Seems odd that there are 7 out of 8 magica abilities (morphs) to choose from in the first place. With the new damage scaling there is absolutely no reason to not make all skills 50% mag and 50% stamina ... and I am not talking about that cheap: here you have the base skill but it costs stamina now way of adjusting.
What new damage scaling? The only thing changing is the way light and heavy attacks are being calculated, the scaling for skills is not changing, so it is perfectly fine.
Its perfectly fine that out of 2 groups havin equal base mechanics one group gets to choose from 7 out of 8 skills to use and the other gets 1 or nothing? Really I don#t get it, why mag users have this much varity to CHOOSE from while stam users get 1 skill so they won't QQ about having to pay for a completely useless skillline.
This is far from fine: 4 skills stam based and 4 skills mag based would be perfectly fine. Even more so if each skill had a mag and stam morph.
Well nothing is stopping you as a stam build from using acceleration, it is just a buff, one that you can get from trap, yes, but if you use the magic version, you save stam.
As far as I see it, there are 2 tank skills, one healer skill(which can be used on a stam healer) and 2 dps skills and the dps skills are agnostic or offer specific advantages to each morph, I might use race against time on my stamblade instead of trap just cause I have no mag skills on it, it will save stam while using a pool that was just sitting there for a buff that is quite important.
So to reiterate, it is not a mag/stam division, it is clearly a role division and I think they did great, classes that dont have crowd control in pve get some and also get some great sustain buffs, looking at templar tanks especially but nb tanks as well. Classes that dont have a "spammable" will get one, looks at stam sorcs, mag sorcs and stam dks.
Only the healer one looks meh to me, really wish they one of the morphs did something to return resources to the player healed, the major resists are easy to come by and the other morph is just more heal for the healer. Not useful and probably not going on any of my healers bars.
Obviously any stamina based skill may be used by mag users as well ... it'll hit like a wet noodle (at least the damage part), but hey who cares (right?). So everything you say would stay true if half of the skills where stamina based. -> Well, equallity for all. If stamina users are expected to use magica skills and its all fine and good, magica users can be expected to use stamina skills just as well! After all its their "not-so-much-used"-ressource, they might get some use for!
This would not change the role-dependency of the skills.
Just maybe you might feel its kind of a waste to invest in a skill you won#t utilize for full potential (primarily due to its scaling of your minor ressource pool)
A buff doesn't care whether it cost magicka or stamina to cast. I think you failed to realise that.
Also, the 1 skill (and the 1 passive) that does do damage have both a stam and a mag morph, so your point missed the mark by like miles.
Fine, then what exactly is the problem with making half of the skills use stamina in the first place?
Seraphayel wrote: »Another important questions about Mend Wounds: do you actually need to target your ally you want to heal (which would basically kill this entire ability) or is it a smart heal?
You use the ability, then target and light or heavy attack an ally. Can't use light/heavy attacks on enemies until that's done.
It will then consume magicka for each heal, whether light or heavy attacks, so the cost is considerable. Heavy attacks can be channeled for a long time, maybe indefinitely. It's all ranged, independent from weapon type/Overload.
Lightspeedflashb14_ESO wrote: »Mend wounds is an awesome ability! IIRC I proposed something similiar for resto ult
Could you be more specific about this? From the numbers I have seen, the skill looks very lack luster. I agree with everything you said about the morphs though, wish there was something to do with giving resources.
Carbonised wrote: »Elsterchen wrote: »Carbonised wrote: »Elsterchen wrote: »Lightspeedflashb14_ESO wrote: »Elsterchen wrote: »Lightspeedflashb14_ESO wrote: »Elsterchen wrote: »Seems odd that there are *any* stamina morphs in a magician's guild skill line. Bug?
Seems odd that there are 7 out of 8 magica abilities (morphs) to choose from in the first place. With the new damage scaling there is absolutely no reason to not make all skills 50% mag and 50% stamina ... and I am not talking about that cheap: here you have the base skill but it costs stamina now way of adjusting.
What new damage scaling? The only thing changing is the way light and heavy attacks are being calculated, the scaling for skills is not changing, so it is perfectly fine.
Its perfectly fine that out of 2 groups havin equal base mechanics one group gets to choose from 7 out of 8 skills to use and the other gets 1 or nothing? Really I don#t get it, why mag users have this much varity to CHOOSE from while stam users get 1 skill so they won't QQ about having to pay for a completely useless skillline.
This is far from fine: 4 skills stam based and 4 skills mag based would be perfectly fine. Even more so if each skill had a mag and stam morph.
Well nothing is stopping you as a stam build from using acceleration, it is just a buff, one that you can get from trap, yes, but if you use the magic version, you save stam.
As far as I see it, there are 2 tank skills, one healer skill(which can be used on a stam healer) and 2 dps skills and the dps skills are agnostic or offer specific advantages to each morph, I might use race against time on my stamblade instead of trap just cause I have no mag skills on it, it will save stam while using a pool that was just sitting there for a buff that is quite important.
So to reiterate, it is not a mag/stam division, it is clearly a role division and I think they did great, classes that dont have crowd control in pve get some and also get some great sustain buffs, looking at templar tanks especially but nb tanks as well. Classes that dont have a "spammable" will get one, looks at stam sorcs, mag sorcs and stam dks.
Only the healer one looks meh to me, really wish they one of the morphs did something to return resources to the player healed, the major resists are easy to come by and the other morph is just more heal for the healer. Not useful and probably not going on any of my healers bars.
Obviously any stamina based skill may be used by mag users as well ... it'll hit like a wet noodle (at least the damage part), but hey who cares (right?). So everything you say would stay true if half of the skills where stamina based. -> Well, equallity for all. If stamina users are expected to use magica skills and its all fine and good, magica users can be expected to use stamina skills just as well! After all its their "not-so-much-used"-ressource, they might get some use for!
This would not change the role-dependency of the skills.
Just maybe you might feel its kind of a waste to invest in a skill you won#t utilize for full potential (primarily due to its scaling of your minor ressource pool)
A buff doesn't care whether it cost magicka or stamina to cast. I think you failed to realise that.
Also, the 1 skill (and the 1 passive) that does do damage have both a stam and a mag morph, so your point missed the mark by like miles.
Fine, then what exactly is the problem with making half of the skills use stamina in the first place?
Sorry to sound a bit unfriendly, but you seem to not understand the basics of how this game works.
For stamina builds, their magicka pool is pretty much sitting there quite useless. Thus, stamina build will want as many buffs, debuffs and CCs as possible to be magicka based, to save their stamina for damage dealing skills.
What you suggest by making utility skills cost stamina instead of magicka is actually a larger nerf for stamina based builds, since, like I said, the utility skills do not care if they cost stamina or magicka to cast in the first place.
This is the technical explanation, then there is also the immersion aspect, where it would make absolutely no sense to have a Psijic Guild skilline be split into half stamina based skills either.
As it stands, with Psijic skills being pretty much only buffs/debuffs and CCs - making them cost magicka is the preferred scenario for both magicka and stamina based builds. The only 1 active skill that does do damage (and the 1 passive) have both a stam and mag morph, and thus again you can see how the devs went out of their way to make this skilline equally appealing to both stam and mag based builds.
Elsterchen wrote: »And again: If you claim there is is no problem with stamina users slotting magica skills, because they don't often use this ressource pool, then there should be no problem with magica users slotting stamina buffs either!
After playing little with Imbue(d) weapons - the stamina morph I just cant understand one thing. Why it has heal. I dont need it, nobody really needs it.
After playing little with Imbue(d) weapons - the stamina morph I just cant understand one thing. Why it has heal. I dont need it, nobody really needs it.
I think having a heal component was a good way to make it worth a slot against other "loaded" abilities for PvP and solo PvE, without adding more damage and thus making it insta BiS spamable for endgame trial PvE across the board ...
Personally i really like how it looks.
Could someone please confirm if the bonus damage is "melted" into the light attack tick, and thus can be further buffed by things like empower, or if it has its own separated damage tick ?
After playing little with Imbue(d) weapons - the stamina morph I just cant understand one thing. Why it has heal. I dont need it, nobody really needs it.
I think having a heal component was a good way to make it worth a slot against other "loaded" abilities for PvP and solo PvE, without adding more damage and thus making it insta BiS spamable for endgame trial PvE across the board ...
Personally i really like how it looks.
Could someone please confirm if the bonus damage is "melted" into the light attack tick, and thus can be further buffed by things like empower, or if it has its own separated damage tick ?
It's seperate.
Elsterchen wrote: »If you still believe that its perfectly fine for a stamina user to use magica for this skills its just unreasonable to assume its not fine for a magica user to use for a stamina skill. Hence, there is no reason for 7 out of 8 skills to be magica based only. Its just limiting the variety of skills stamina users may choose from.
Valkysas154 wrote: »Just make them markers on the map like every other quest
Developer Comments – Ability Changes: We’ve made numerous ability changes with this latest update – some have global implications, while others are specific tweaks and quality of life changes. Some of our major goals with these changes include:
- Improving unpopular abilities and morph choices: Most of the abilities tweaks are targeting underused skills or morphs that we’ve found few players utilize.
- Increasing the viability of all classes to perform the tank and healer roles: Some class skills have received significant updates to help improve their ability to tank and heal dungeon and Trial content.
- Reducing the effectiveness of long duration snares: A few snares have had their strength reduced to better balance their high uptime on enemy targets.
- DPS Balancing: Some abilities and item sets have had their damage values and procs adjusted to improve the damage disparity between Magicka and Stamina builds. Other changes were focused on creating better parity between Melee and Ranged builds.