Or in other words, all ranged magicka spammables are very underpowered and inferior.
Force shock, elemental weapons, skulls, swallow soul and cliff racer. All suffer from the same weakness.
They could at least buff them by 10% each.
They already have a huge advantage of being ranged tho.
A smart solution would be to give them an extra dmg buff when cast at half range, e.g. as a light armor passive.
As long as mag will have better crosshealing (probably forever) they will be in a good spot beside 1v1 situation.
ps: Stuhn's also work for mag.
As long as mag will have better crosshealing (probably forever) they will be in a good spot beside 1v1 situation.
ps: Stuhn's also work for mag.
As long as mag will have better crosshealing (probably forever) they will be in a good spot beside 1v1 situation.
ps: Stuhn's also work for mag.
Just not as good. Magicka tends to have more base penetration thanks to light armor, but much less base damage.
Stamina has alot of damage but lower penetration and penetration works as an amplifier to that high damage.
Stamina, with their abundance of roll dodges in CP and dizzying swing have an easier time producing off balance at will. Only magicka Templar, as always and in any area, is the one that can make it work on the magicka side.
As long as mag will have better crosshealing (probably forever) they will be in a good spot beside 1v1 situation.
ps: Stuhn's also work for mag.
Just not as good. Magicka tends to have more base penetration thanks to light armor, but much less base damage.
Stamina has alot of damage but lower penetration and penetration works as an amplifier to that high damage.
Stamina, with their abundance of roll dodges in CP and dizzying swing have an easier time producing off balance at will. Only magicka Templar, as always and in any area, is the one that can make it work on the magicka side.
magdk my guy, otherwise magblade/magsorc will be getting a nice buff with the return of master's fire clench unless you find a source of offbalance
I'm a 5 year dizzy player, tbh there is no reason those offbalance changes should have happened considering how many other weapon skills needed to be updated with something. Dizzy and onslaught were perfectly fine before elsweyr, now they are the only weapon skill line to run and zos can't find a way to balance them like it was before with the double aim check and knockup. Likely we will see dizzy/offbalance dumbed down even further and the eventual return of dw and s&b builds.
mag and stam generally perform equal in 1v1s (usually comes down to skill or class/weapon balance.)
Usually it is easier to 1vX on stam for the fact that you can sprint more for LoS, mag falls short since the game as it stands heavily favors winning by numbers to suffocate the lower number team. Back in the day mag toons didnt have to LoS as much since they could purge and overtime effects did not stack meaning it was easier to stay in one spot against multiple enemies. Vampire fire damage was not so bad since you could not have 20 fire dots on you at the same time and with mag burst heals it was easier to manage the health regen loss.
In group play mag easily wins, go try high mmr bgs or ask any of the adastra guys and you will come to the same conclusion that mursie or fengrush complain about. Whatever team has the healer usually wins. If you get a game where your team is all stam vs an all mag team it is brutal since stam cant do anything for their ally during a dogpile. Where the mag team will all cast healing wards or spam their go to burst heal making that target impossible to burst through 20k hps between 4 heals.
As long as mag will have better crosshealing (probably forever) they will be in a good spot beside 1v1 situation.
ps: Stuhn's also work for mag.
Just not as good. Magicka tends to have more base penetration thanks to light armor, but much less base damage.
Stamina has alot of damage but lower penetration and penetration works as an amplifier to that high damage.
Stamina, with their abundance of roll dodges in CP and dizzying swing have an easier time producing off balance at will. Only magicka Templar, as always and in any area, is the one that can make it work on the magicka side.
magdk my guy, otherwise magblade/magsorc will be getting a nice buff with the return of master's fire clench unless you find a source of offbalance
I'm a 5 year dizzy player, tbh there is no reason those offbalance changes should have happened considering how many other weapon skills needed to be updated with something. Dizzy and onslaught were perfectly fine before elsweyr, now they are the only weapon skill line to run and zos can't find a way to balance them like it was before with the double aim check and knockup. Likely we will see dizzy/offbalance dumbed down even further and the eventual return of dw and s&b builds.
mag and stam generally perform equal in 1v1s (usually comes down to skill or class/weapon balance.)
Usually it is easier to 1vX on stam for the fact that you can sprint more for LoS, mag falls short since the game as it stands heavily favors winning by numbers to suffocate the lower number team. Back in the day mag toons didnt have to LoS as much since they could purge and overtime effects did not stack meaning it was easier to stay in one spot against multiple enemies. Vampire fire damage was not so bad since you could not have 20 fire dots on you at the same time and with mag burst heals it was easier to manage the health regen loss.
In group play mag easily wins, go try high mmr bgs or ask any of the adastra guys and you will come to the same conclusion that mursie or fengrush complain about. Whatever team has the healer usually wins. If you get a game where your team is all stam vs an all mag team it is brutal since stam cant do anything for their ally during a dogpile. Where the mag team will all cast healing wards or spam their go to burst heal making that target impossible to burst through 20k hps between 4 heals.
I had a couple of high MMR games like that 4 mag all with brp resto, rotating resto ults, good luck killing that.
One of the reasons I like my stamplar so much in bgs, I can still provide cleansing synergy, remembrance and peel with javelin for my teammates.
But when I hop on my magden it's night and day, radiating regen, spores, resto ult or permafrost for pushing etc.
Just night and day.
As long as mag will have better crosshealing (probably forever) they will be in a good spot beside 1v1 situation.
ps: Stuhn's also work for mag.
Just not as good. Magicka tends to have more base penetration thanks to light armor, but much less base damage.
Stamina has alot of damage but lower penetration and penetration works as an amplifier to that high damage.
Stamina, with their abundance of roll dodges in CP and dizzying swing have an easier time producing off balance at will. Only magicka Templar, as always and in any area, is the one that can make it work on the magicka side.
magdk my guy, otherwise magblade/magsorc will be getting a nice buff with the return of master's fire clench unless you find a source of offbalance
I'm a 5 year dizzy player, tbh there is no reason those offbalance changes should have happened considering how many other weapon skills needed to be updated with something. Dizzy and onslaught were perfectly fine before elsweyr, now they are the only weapon skill line to run and zos can't find a way to balance them like it was before with the double aim check and knockup. Likely we will see dizzy/offbalance dumbed down even further and the eventual return of dw and s&b builds.
mag and stam generally perform equal in 1v1s (usually comes down to skill or class/weapon balance.)
Usually it is easier to 1vX on stam for the fact that you can sprint more for LoS, mag falls short since the game as it stands heavily favors winning by numbers to suffocate the lower number team. Back in the day mag toons didnt have to LoS as much since they could purge and overtime effects did not stack meaning it was easier to stay in one spot against multiple enemies. Vampire fire damage was not so bad since you could not have 20 fire dots on you at the same time and with mag burst heals it was easier to manage the health regen loss.
In group play mag easily wins, go try high mmr bgs or ask any of the adastra guys and you will come to the same conclusion that mursie or fengrush complain about. Whatever team has the healer usually wins. If you get a game where your team is all stam vs an all mag team it is brutal since stam cant do anything for their ally during a dogpile. Where the mag team will all cast healing wards or spam their go to burst heal making that target impossible to burst through 20k hps between 4 heals.
I've wondered about that myself, but I'm not entirely sure if it's true. While it would probably help, I think a big part of the problem is how absurdly powerful Stamina spammables are, combined with their superior mechanics for defense, self-healing, and mobility.Stam vs Magicka would be equalized by changes to light/heavy attacks, but it didn't get into Update. Hopefully next update zos will come to conclusion how implement it without unexpected consequences (like what heavy attacks were doing on pre-pts).
I've wondered about that myself, but I'm not entirely sure if it's true. While it would probably help, I think a big part of the problem is how absurdly powerful Stamina spammables are, combined with their superior mechanics for defense, self-healing, and mobility.Stam vs Magicka would be equalized by changes to light/heavy attacks, but it didn't get into Update. Hopefully next update zos will come to conclusion how implement it without unexpected consequences (like what heavy attacks were doing on pre-pts).
When it comes to Battlegrounds, bad players on Stamina builds can be dangerous, so long as they can at least figure out how to equip high damage sets and press their Dizzying Swing (or worse yet, Biting Jabs) key. That same person on a Magicka build, trying to do damage by simply spamming something like Force Pulse/Crushing Shock, can basically be ignored. And before anybody tries to step in and "enlighten" me by pointing out that you can dodge roll Dizzying Swing and kill a bad player pretty easily, note that I specifically mentioned Battlegrounds and not duels.
One example that happened a little bit ago vs a Stamina Templar (though the one in question isn't a bad player):
x4 Biting Jabs for 7,800 damage.
x3 Biting Jabs for 5,354 damage (hey look, he missed a tick and it still did more damage than Mag spammables!)
x1 Power of the Light for 5,305 damage.
Considering that the PotL was applied at range while I was attempting to escape his team that was chasing me, that's basically 2 in-combat global cooldowns for 18,459 damage not counting Burning Light procs and with no ultimate being used. That's absolutely ludicrous, and not really something that Magicka builds are capable of. The only possible exception is Mag DK, and that's generally only with an ultimate + whip, and even then they're only capable of that sort of damage because they get a gigantic +20% damage bonus due to my Vampirism (was hoping the upcoming overhaul wouldn't be garbage).
And those aren't really abnormal Biting Jabs (or Dizzying Swing) numbers, either. Having RandomStamBro#529267 attacking me basically feels like fighting a Mag Sorc that has a perma-proc for Crystal Frags, and is firing them off on every GCD that isn't used to apply Curse. Even then, the Mag Sorc at least has to use another ability/GCD if they want to CC me, rather than holding a "medium" attack for a split second and dropping an instant cast ultimate (with big bonus damage thanks to Vampirism) during the laggy break free.
I have a screenshot from the BG right before the aforementioned Biting Jabs damage, showing a completely different Stamina Templar hitting me for:
x4 Biting Jabs for 6,848 damage.
x1 Power of the Light for 3,753 damage.
x4 Empowering Sweep for 5,490 damage (the DOT portion, obviously).
x4 Biting Jabs for 4,980 damage.
x1 Executioner for 5,707 damage.
If we just look at the damage from the 2 GCDs spent on the spammable, that's 11,828 damage not counting the inevitable Burning Lot procs. Had that been a Magicka build with Force Pulse, I'd expect roughly half that amount of damage. Due largely to itemization, even Puncturing Sweeps doesn't normally compare to Biting Jabs in pure damage output, and it's one of two Magicka spammables that I would consider at least somewhat OP (the other being Whip).
Or in other words, all ranged magicka spammables are very underpowered and inferior.
Force shock, elemental weapons, skulls, swallow soul and cliff racer. All suffer from the same weakness.
They could at least buff them by 10% each.
Range might be a big advantage when it comes to zerging, but in many small scale fights it simply doesn't matter at all. Certain BG team compositions can indeed be harder for melee at times, but I don't think that justifies the huge power gap that currently exists.Or in other words, all ranged magicka spammables are very underpowered and inferior.
Force shock, elemental weapons, skulls, swallow soul and cliff racer. All suffer from the same weakness.
They could at least buff them by 10% each.
They already have a huge advantage of being ranged tho.
A smart solution would be to give them an extra dmg buff when cast at half range, e.g. as a light armor passive.
I am killed by sorcs with their great ranged burst and execute more than I am by most melee stamina builds, to be fair.
I do agree that some melee combo bursts are too high and difficult to counter, though. I think that the deadly strike set interaction with jabs should be altered, as I am fairly sure that it was not designed to buff an already powerful spammable so much.
I strongly recommend making sure that you have enough stam to break free from a stun (hopefully fixed with failing due to lag soon), and using a snare, stun and immobilise. Those 3 effects can be very strong to mitigate damage from melee stams.
I am killed by sorcs with their great ranged burst and execute more than I am by most melee stamina builds, to be fair.
I do agree that some melee combo bursts are too high and difficult to counter, though. I think that the deadly strike set interaction with jabs should be altered, as I am fairly sure that it was not designed to buff an already powerful spammable so much.
I strongly recommend making sure that you have enough stam to break free from a stun (hopefully fixed with failing due to lag soon), and using a snare, stun and immobilise. Those 3 effects can be very strong to mitigate damage from melee stams.
[Snip]
Sorc burst is the most predictable in the game, even more from range. And if you aren't able to react to the most predictable one, I don't even know how you can pretend react to melee one.
[Edited for bashing]
In a one on one, perhaps. But usually I find it's when they catch you while you're fighting someone else.
In a one on one, perhaps. But usually I find it's when they catch you while you're fighting someone else.
xAlucardx92 wrote: »Yes the tank meta will probably gone
Or in other words, all ranged magicka spammables are very underpowered and inferior.
Force shock, elemental weapons, skulls, swallow soul and cliff racer. All suffer from the same weakness.
They could at least buff them by 10% each.
They already have a huge advantage of being ranged tho.
A smart solution would be to give them an extra dmg buff when cast at half range, e.g. as a light armor passive.
Not in no-CP. Magicka Sorcerer has extremely good burst for Battlegrounds, and are generally the #1 Magicka class by a decent margin (though I think Mag DK is arguably as good or better, at least for certain team makeups). Still, when it comes to the games that are made up mostly/entirely of solid players, I don't think Magicka Sorcerer is as good as a generic Stamina setup for anything besides killstealing.I am killed by sorcs with their great ranged burst and execute more than I am by most melee stamina builds, to be fair.
I do agree that some melee combo bursts are too high and difficult to counter, though. I think that the deadly strike set interaction with jabs should be altered, as I am fairly sure that it was not designed to buff an already powerful spammable so much.
I strongly recommend making sure that you have enough stam to break free from a stun (hopefully fixed with failing due to lag soon), and using a snare, stun and immobilise. Those 3 effects can be very strong to mitigate damage from melee stams.
[Snip]
Sorc burst is the most predictable in the game, even more from range. And if you aren't able to react to the most predictable one, I don't even know how you can pretend react to melee one.
[Edited for bashing]
Most of the time no reaction is required anyway. Nearly everyone has enough tankiness to shrug it off.
I've wondered about that myself, but I'm not entirely sure if it's true. While it would probably help, I think a big part of the problem is how absurdly powerful Stamina spammables are, combined with their superior mechanics for defense, self-healing, and mobility.Stam vs Magicka would be equalized by changes to light/heavy attacks, but it didn't get into Update. Hopefully next update zos will come to conclusion how implement it without unexpected consequences (like what heavy attacks were doing on pre-pts).
When it comes to Battlegrounds, bad players on Stamina builds can be dangerous, so long as they can at least figure out how to equip high damage sets and press their Dizzying Swing (or worse yet, Biting Jabs) key. That same person on a Magicka build, trying to do damage by simply spamming something like Force Pulse/Crushing Shock, can basically be ignored. And before anybody tries to step in and "enlighten" me by pointing out that you can dodge roll Dizzying Swing and kill a bad player pretty easily, note that I specifically mentioned Battlegrounds and not duels.
One example that happened a little bit ago vs a Stamina Templar (though the one in question isn't a bad player):
x4 Biting Jabs for 7,800 damage.
x3 Biting Jabs for 5,354 damage (hey look, he missed a tick and it still did more damage than Mag spammables!)
x1 Power of the Light for 5,305 damage.
Considering that the PotL was applied at range while I was attempting to escape his team that was chasing me, that's basically 2 in-combat global cooldowns for 18,459 damage not counting Burning Light procs and with no ultimate being used. That's absolutely ludicrous, and not really something that Magicka builds are capable of. The only possible exception is Mag DK, and that's generally only with an ultimate + whip, and even then they're only capable of that sort of damage because they get a gigantic +20% damage bonus due to my Vampirism (was hoping the upcoming overhaul wouldn't be garbage).
And those aren't really abnormal Biting Jabs (or Dizzying Swing) numbers, either. Having RandomStamBro#529267 attacking me basically feels like fighting a Mag Sorc that has a perma-proc for Crystal Frags, and is firing them off on every GCD that isn't used to apply Curse. Even then, the Mag Sorc at least has to use another ability/GCD if they want to CC me, rather than holding a "medium" attack for a split second and dropping an instant cast ultimate (with big bonus damage thanks to Vampirism) during the laggy break free.
I have a screenshot from the BG right before the aforementioned Biting Jabs damage, showing a completely different Stamina Templar hitting me for:
x4 Biting Jabs for 6,848 damage.
x1 Power of the Light for 3,753 damage.
x4 Empowering Sweep for 5,490 damage (the DOT portion, obviously).
x4 Biting Jabs for 4,980 damage.
x1 Executioner for 5,707 damage.
If we just look at the damage from the 2 GCDs spent on the spammable, that's 11,828 damage not counting the inevitable Burning Lot procs. Had that been a Magicka build with Force Pulse, I'd expect roughly half that amount of damage. Due largely to itemization, even Puncturing Sweeps doesn't normally compare to Biting Jabs in pure damage output, and it's one of two Magicka spammables that I would consider at least somewhat OP (the other being Whip).