Stam abilities are 15% cheaper than mag as they rely on stam for skills, dodge, and block... If mag subclasses are made to rely on mag for break free then a cost reduction to all mag abilities (10%?) would be in order
Stam abilities are 15% cheaper than mag as they rely on stam for skills, dodge, and block... If mag subclasses are made to rely on mag for break free then a cost reduction to all mag abilities (10%?) would be in order
Or you can use Ele Drain to have essentially the same sustain.
Stam classes dont get minor stamina steal
StarOfElyon wrote: »I'm going to be discussing hard CCs here. I mean the kind that completely immobilizes your character or controls them until you can break free. Forcing a magicka-light armor build to constantly rely on stamina to break free from CC abuse puts them at a serious disadvantage. They don't have the resistance or the health to endure constant CCs. Since the passives for light armor as they exist do nothing to effectively counter players who overuse CC, how about giving light armor a passive that pays the stamina cost in magicka. That way, the ground would be a little more level. This passive would work more efficiently depending on the number of light armor pieces worn. So a character wearing pieces of light armor in all available slots would have their stamina cost completely paid in magicka. While a person wearing only 4 or 5 pieces would only have like a very small percentage of break free cost paid in magicka, if any at all. Medium and heavy armor comes with the benefits of stamina or health increases, so a character shouldn't be able to take advantage of the passive unless they are fully clad in light armor. This is something that has to happen for light armor to remain viable.
I also think
That speed should be set to 100% and for each item added a percentage is deducted
Light deducts 1%
Medium deducts 3%
Heavy deducts 5%
And jumping should cost stamina equal to that of a roll dodge

I also think
That speed should be set to 100% and for each item added a percentage is deducted
Light deducts 1%
Medium deducts 3%
Heavy deducts 5%
And jumping should cost stamina equal to that of a roll dodge
So many things wrong with this.
1. This isn't Skyrim, this is ESO. Armour weights are not as clean-cut as "light offers better movement speed at the cost of mitigation, medium offers a balance of both, heavy offers better mitigation at the cost of movement speed". Each armour weight has their own unique approaches to defense. Light has defense through damage shields (the nerfs are irrelevant, whether they're effective is another discussion, and bringing up nerfs as justification for doing what you suggest is blatant crusading against other options for defense because your's got nerfed), medium has defense through mobility, heavy has defense through mitigation and self-sustain. You can't just do a blanket approach to defense like this, because the weights aren't set up in a way to justify a blanket approach.
2. As an extension to 1, you're directly nerfing medium's primary form of defense. The entire point of running medium is to be hard to catch. What point is there in medium when light offers considerably better movement speed? (In your own words, this reduction stacks, so 5 medium equates to a 15% snare, 7 to a 21% snare.)
3. This is such a clunky and ill-thought approach to balance that it almost passes as Zenimax Balance.
4. Speed isn't even an issue now that Zenimax has nuked all forms of it. Nerfs like this are not only completely pointless, but are extremely harmful given the current snare meta. Sure, we're already halving movement speed by spamming snares every few seconds, what more could possibly happen if we slap 15-35% on top of that?! /s
5. Why should jumping cost stamina equal to that of a roll dodge? Jumping literally serves no purpose other than to annoy your opponent. Roll dodge can force some abilities to miss, bolsters your mobility, makes it harder to hit you, and breaks roots and snares. The two are in no way comparable.
I also think
That speed should be set to 100% and for each item added a percentage is deducted
Light deducts 1%
Medium deducts 3%
Heavy deducts 5%
And jumping should cost stamina equal to that of a roll dodge
So many things wrong with this.
1. This isn't Skyrim, this is ESO. Armour weights are not as clean-cut as "light offers better movement speed at the cost of mitigation, medium offers a balance of both, heavy offers better mitigation at the cost of movement speed". Each armour weight has their own unique approaches to defense. Light has defense through damage shields (the nerfs are irrelevant, whether they're effective is another discussion, and bringing up nerfs as justification for doing what you suggest is blatant crusading against other options for defense because your's got nerfed), medium has defense through mobility, heavy has defense through mitigation and self-sustain. You can't just do a blanket approach to defense like this, because the weights aren't set up in a way to justify a blanket approach.
2. As an extension to 1, you're directly nerfing medium's primary form of defense. The entire point of running medium is to be hard to catch. What point is there in medium when light offers considerably better movement speed? (In your own words, this reduction stacks, so 5 medium equates to a 15% snare, 7 to a 21% snare.)
3. This is such a clunky and ill-thought approach to balance that it almost passes as Zenimax Balance.
4. Speed isn't even an issue now that Zenimax has nuked all forms of it. Nerfs like this are not only completely pointless, but are extremely harmful given the current snare meta. Sure, we're already halving movement speed by spamming snares every few seconds, what more could possibly happen if we slap 15-35% on top of that?! /s
5. Why should jumping cost stamina equal to that of a roll dodge? Jumping literally serves no purpose other than to annoy your opponent. Roll dodge can force some abilities to miss, bolsters your mobility, makes it harder to hit you, and breaks roots and snares. The two are in no way comparable.
I'm all for CC or at least 50% of CCs using magika to break free so i can stop needing to be so hybrid on a magika build...tri pots, purple food, tri enchants, shackle, etc etc all common place
I'm all for CC or at least 50% of CCs using magika to break free so i can stop needing to be so hybrid on a magika build...tri pots, purple food, tri enchants, shackle, etc etc all common place
Yup just make the CC break use the resource from which the CC came. If you get rune caged it would require magicka, something like that.
I'm all for CC or at least 50% of CCs using magika to break free so i can stop needing to be so hybrid on a magika build...tri pots, purple food, tri enchants, shackle, etc etc all common place
Yup just make the CC break use the resource from which the CC came. If you get rune caged it would require magicka, something like that.
and here we will go where wills tart qq of stamina players which dont have much magica because they dont need that much but just use very often to utility and to this most of hard cc in combat are magica cost abilities as most of them are just class cc skills
ongoing wheel
Actually my idea would make medium better for movement
The passives would add in an increased speed off setting most of the speed reduction bringing that original speed back up to 100% the aim is to stop enabling heavy armour users.
I get the point about damage mitigation but my point was aimed at speed not damage mitigation ... I also know this isn't ESO ... My idea actually stems from an old third person online shooter called socom
Jabbs_Giggity wrote: »I also think
That speed should be set to 100% and for each item added a percentage is deducted
Light deducts 1%
Medium deducts 3%
Heavy deducts 5%
And jumping should cost stamina equal to that of a roll dodge
So many things wrong with this.
1. This isn't Skyrim, this is ESO. Armour weights are not as clean-cut as "light offers better movement speed at the cost of mitigation, medium offers a balance of both, heavy offers better mitigation at the cost of movement speed". Each armour weight has their own unique approaches to defense. Light has defense through damage shields (the nerfs are irrelevant, whether they're effective is another discussion, and bringing up nerfs as justification for doing what you suggest is blatant crusading against other options for defense because your's got nerfed), medium has defense through mobility, heavy has defense through mitigation and self-sustain. You can't just do a blanket approach to defense like this, because the weights aren't set up in a way to justify a blanket approach.
2. As an extension to 1, you're directly nerfing medium's primary form of defense. The entire point of running medium is to be hard to catch. What point is there in medium when light offers considerably better movement speed? (In your own words, this reduction stacks, so 5 medium equates to a 15% snare, 7 to a 21% snare.)
3. This is such a clunky and ill-thought approach to balance that it almost passes as Zenimax Balance.
4. Speed isn't even an issue now that Zenimax has nuked all forms of it. Nerfs like this are not only completely pointless, but are extremely harmful given the current snare meta. Sure, we're already halving movement speed by spamming snares every few seconds, what more could possibly happen if we slap 15-35% on top of that?! /s
5. Why should jumping cost stamina equal to that of a roll dodge? Jumping literally serves no purpose other than to annoy your opponent. Roll dodge can force some abilities to miss, bolsters your mobility, makes it harder to hit you, and breaks roots and snares. The two are in no way comparable.
@jcm2606
1. WRONG Light Armor offers [one shield, Annulment, and it's garbage. All other shields are class-based (DK and Sorc) and/or weapon based - Resto Staff. No one said this is Skyrim, but Heavy armor translates to literal heavy weighted armor...and so on. Medium has no movement passives, other than increase to speed while sprinting. Heavy is Meta; Heavy users can run fast, deal high burst damage, mitigate more damage and heal for more = not at all unbalanced *Sarcasm.
2. WRONG Not an extension of point 1 because it is irrelevant to Point 1's argument. Adding a slight debuff to movement speed to a "balanced" armor rating is not directly hurting Medium Armor's primary defense. Medium Armor still has reduced cost to Dodge Roll and Major Evasion - reducing AOE damage 25%, thus still returning more damage mitigation than Light Armor all while giving passives to increase burst damage by 15%!
3. WRONG Not at all clunky. This is actually a decent proposal to a rework of armor unbalance issues.
4. HALF WRONG Speed is still an issue, just not as much as U20. To think a Heavy Armor Stam DK can bolt out of a fight as if Major Expedition is applied with 100% up-time is ridiculous...leaving the Mag player in Light Armor to use up all their stam sprinting to catch up and finish the fight. DK Turns around, CC, Oh No! No stamina left to break free...etc. You get the point.
5. WRONG Ugh tiring...Jumping does more than annoy your opponent. The reason experienced players are "hopping" is to negate their opponents targeting capabilities. An experienced player knows that hopping while running their rotation will cause their opponent to lose target, thus not being able to cast skills = no incoming damage. Although, I would say that a 50% cost of Roll-Dodge for "Jumping" is way too much; I would suggest 10% cost while in combat only.
*Edited for correct tag of OP to quoted.
StarOfElyon wrote: »All CC's tax stamina as far as I know. So it would just be turning it into magicka as a benefit of wearing all light armor. Right now, if ZOS does not fix this, light armor will be a death sentence. How's that for balance?
I'm all for CC or at least 50% of CCs using magika to break free so i can stop needing to be so hybrid on a magika build...tri pots, purple food, tri enchants, shackle, etc etc all common place
Yup just make the CC break use the resource from which the CC came. If you get rune caged it would require magicka, something like that.
Actually no. Magicka users should have at least 14k stamina for things like CC or immobilize.
As a magicka user, you are already in the advantage of not using your main ressource pool for break free, dodge roll or block where a stam user needs to suffer his stamina also for break free and stuff while also relying on the same ressource for healing and dealing damage.
Its fine how it is. If you are unwilling to build for at least 14k stam, then its your fault.
Actually no. Magicka users should have at least 14k stamina for things like CC or immobilize.
As a magicka user, you are already in the advantage of not using your main ressource pool for break free, dodge roll or block where a stam user needs to suffer his stamina also for break free and stuff while also relying on the same ressource for healing and dealing damage.
Its fine how it is. If you are unwilling to build for at least 14k stam, then its your fault.
What? Total opposite. I'd gladly use my main resource pool for all that,