- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
Stamina builds are too homogenous. Everyone is running Bow back and DW front bar, which effectively turns everyone into a rogue archetype. There should be more incentives for other weapon combinations, which means a) 2H and bow need to be viable front bar choices, and b) 2H and DW should be viable back-bar choices, which can probably only be achieved by adressing the dominance of Endless Hail with VMA bows. I like my bows, but it is kind of ridiculous that every stamina build depends on this one weapon in the game.
XiDiabolismiX wrote: »THEDKEXPERIENCE wrote: »It has to be said, and I am absolutely not trolling.
You should probably ignore almost all PVE related DPS “issues”. The main issue with PVE DPS issues is the bar is constantly moving. Maybe a year ago you could do some dungeon in 60 minutes and through practice you got it down to 45. Then a nerf comes and now it’s an hour and 15. Sure, that is annoying but the content is still completable. But ... then comes the forum raging and some of those nerfs are altered in the following patch to allow you to feel awesome again ... great! But it’s not great because now people in Cyrodiil can blink and make you explode from 41 yards away.
Long story short, I fully support addressing DPS issues, but use PvP as your template not PvE. If you can achieve near-balance in Cyrodiil the PVE community will figure out how to make it work. They always do.
That’s the dumbest thing I’ve ever read. Balance pve around pvp.....? Ever try bringing a pvp character into end game content?
If anything, they need to keep the little balancing act between the two separate. They can change whatever they want into battle spirit since it’s already there. Just add whatever tweak and value pvp needs into that. Several mmo’s have proven that it’s possible. The dynamic between different gear and skill loadouts between these two activities are so vastly different that when you think you fix one thing, it turns into a turd in the other thing.
I understand some of the bigger changes concerning things like monster set crits and whatnot have turned out fine, but it seems like it’s a never ending battle of trying to balance the two play styles. The scales tip too far in one direction and a couple months down the road, when everyone is getting use to something, they tip too far in the opposite direction.
Stamina builds are too homogenous. Everyone is running Bow back and DW front bar, which effectively turns everyone into a rogue archetype. There should be more incentives for other weapon combinations, which means a) 2H and bow need to be viable front bar choices, and b) 2H and DW should be viable back-bar choices, which can probably only be achieved by adressing the dominance of Endless Hail with VMA bows. I like my bows, but it is kind of ridiculous that every stamina build depends on this one weapon in the game.
Id be fine with this... if bow/bow was also a viable choice
I just wanna say I hate the focus of light attacks being where you deal the most damage rather than Heavy attacks. You'd think a Heavy attack something that has a wind up would do more damage up front while light attacks could be chained to do more damage later on.
The nerfs to Heavy attack confuse me.
WrathOfInnos wrote: »I just wanna say I hate the focus of light attacks being where you deal the most damage rather than Heavy attacks. You'd think a Heavy attack something that has a wind up would do more damage up front while light attacks could be chained to do more damage later on.
The nerfs to Heavy attack confuse me.
I agree with you on concept. Light attacks would make more sense to restore resources, since it requires less effort from the character, and heavy attacks should deal more damage. This would allow the choice between 2 rotations/playstyles:
1. Fast-paced skill rotations with light attack weaves to sustain (similar to nightblade siphoning attacks)
2. Slower, easier heavy attack rotations, ideal for beginners, resulting in slightly lower overall DPS (maybe around 75-80% of option 1) but no concerns about weaving or difficult timing of skills.
That being said, such a change would be a pretty big overhaul of the whole combat system, and I doubt it will be changed. It would be more intuitive IMO, and help to raise the DPS floor.
1. Bring back some sustain. The nerfs to sustain went way too far. Somewhere between where they were and where they are would make the game far more fun.
2. Make Khajiit Great Again
themaddaedra wrote: »1. Stamina definitely doesn't need more damage or more survivability. Their damage is once again broken op thanks to Relequen. And Blade Cloak & Vigor does more than what's needed for survivability. What staminas need is trials that are more welcoming for them in terms of mechanics. Cloudrest was a good step imo. Most of damage being Oblivion damage makes magicka shields useless and healing more important, which puts magickas and staminas more in a line.
2. I agree with end game content being too centralized around DPS. Especially for tanking being not tanking at all. I know we all love having nice Alkosh and Powerful Assault uptimes as DDs, but honestly that's just wrong. Medium armor tanking shouldn't be a thing for PvE. That's first of all quite immersion-breaking. Let tanks deal with the incoming damage and their survival against them, not with more and more power creep day by day. Cloudrest again feels like a good direction, i love seeing tanks actually focusing on survival. I only wish to see real full trials in this concept, especially when they are expansion trials ^^.
Stamina builds are too homogenous. Everyone is running Bow back and DW front bar, which effectively turns everyone into a rogue archetype. There should be more incentives for other weapon combinations, which means a) 2H and bow need to be viable front bar choices, and b) 2H and DW should be viable back-bar choices, which can probably only be achieved by adressing the dominance of Endless Hail with VMA bows. I like my bows, but it is kind of ridiculous that every stamina build depends on this one weapon in the game.
themaddaedra wrote: »1. Stamina definitely doesn't need more damage or more survivability. Their damage is once again broken op thanks to Relequen. And Blade Cloak & Vigor does more than what's needed for survivability. What staminas need is trials that are more welcoming for them in terms of mechanics. Cloudrest was a good step imo. Most of damage being Oblivion damage makes magicka shields useless and healing more important, which puts magickas and staminas more in a line.
2. I agree with end game content being too centralized around DPS. Especially for tanking being not tanking at all. I know we all love having nice Alkosh and Powerful Assault uptimes as DDs, but honestly that's just wrong. Medium armor tanking shouldn't be a thing for PvE. That's first of all quite immersion-breaking. Let tanks deal with the incoming damage and their survival against them, not with more and more power creep day by day. Cloudrest again feels like a good direction, i love seeing tanks actually focusing on survival. I only wish to see real full trials in this concept, especially when they are expansion trials ^^.
mr_wazzabi wrote: »themaddaedra wrote: »1. Stamina definitely doesn't need more damage or more survivability. Their damage is once again broken op thanks to Relequen. And Blade Cloak & Vigor does more than what's needed for survivability. What staminas need is trials that are more welcoming for them in terms of mechanics. Cloudrest was a good step imo. Most of damage being Oblivion damage makes magicka shields useless and healing more important, which puts magickas and staminas more in a line.
2. I agree with end game content being too centralized around DPS. Especially for tanking being not tanking at all. I know we all love having nice Alkosh and Powerful Assault uptimes as DDs, but honestly that's just wrong. Medium armor tanking shouldn't be a thing for PvE. That's first of all quite immersion-breaking. Let tanks deal with the incoming damage and their survival against them, not with more and more power creep day by day. Cloudrest again feels like a good direction, i love seeing tanks actually focusing on survival. I only wish to see real full trials in this concept, especially when they are expansion trials ^^.
Dps "broken" just because of one set? The one set that only drops from the hardest trial, meaning not that many will have it?
themaddaedra wrote: »1. Stamina definitely doesn't need more damage or more survivability. Their damage is once again broken op thanks to Relequen. And Blade Cloak & Vigor does more than what's needed for survivability. What staminas need is trials that are more welcoming for them in terms of mechanics. Cloudrest was a good step imo. Most of damage being Oblivion damage makes magicka shields useless and healing more important, which puts magickas and staminas more in a line.
mr_wazzabi wrote: »Stamina builds are too homogenous. Everyone is running Bow back and DW front bar, which effectively turns everyone into a rogue archetype. There should be more incentives for other weapon combinations, which means a) 2H and bow need to be viable front bar choices, and b) 2H and DW should be viable back-bar choices, which can probably only be achieved by adressing the dominance of Endless Hail with VMA bows. I like my bows, but it is kind of ridiculous that every stamina build depends on this one weapon in the game.
The problem here is that stamina only has 2 ground dots. If you nerf vma bow or volley itself, you kill every stamina dps unless zos redisigns the game and makes another ground dot.
Schattenfluegel wrote: »themaddaedra wrote: »1. Stamina definitely doesn't need more damage or more survivability. Their damage is once again broken op thanks to Relequen. And Blade Cloak & Vigor does more than what's needed for survivability. What staminas need is trials that are more welcoming for them in terms of mechanics. Cloudrest was a good step imo. Most of damage being Oblivion damage makes magicka shields useless and healing more important, which puts magickas and staminas more in a line.
Yeah, but the problem is: Relequen can only be weared with two people (perfect and imperfect)...it doesnt stack.
Of course you can't nerf the current setup without some form of compensation. Although I don't think it necessarily has to be a ground DoT, AoE DoTs like Carve and Blade Cloak could work as well. If those were more on par to Endless Hail, we could already see more variety.
Of course you can't nerf the current setup without some form of compensation. Although I don't think it necessarily has to be a ground DoT, AoE DoTs like Carve and Blade Cloak could work as well. If those were more on par to Endless Hail, we could already see more variety.
No, just no. This way stamina dds will loose their only way to do decend ranged dps. Endless hail and caltrops as ground aoes can be placed while playing the mechanics. Replace them with cleave aoes and stamina dds will loose even more dps on non static fights.