I've run scrolls on my mag toon before. Ring of the Wild hunt + race against time and sometimes even steed mundus. The playing field is as level as it's probably ever been if you want speed these days.
And a speed capped runner is still slower than a max speed mount.
Stamina is still king in PvP, but was allready since BETA in most cases!
Yes, there are issues because its strong, but no reason to nerf it to ground.
There must be other options, like buffing dodgeroll for magickaclasses too or something.
Hello people. If you think current pvp meta and style is very good please leave this discussion.
Let's start with example.
You are at Cyrodil with 10 person group. and one of opposite faction player ( yea stamxxxx whatever) stealing your elder scroll. and starts to running its own base.
You and your group chasing him with mount and with gallop of course . And you caught him. starting to attack with cc dots . Someone landed cc to him and stunned. Breaks free rolling rolling using defensive skills with S&B of course and running faster than your mount.
After a while his friend came to help him( Stamxxx of course ) and you caught them near of a big rock. and they switched bar for S&B you tried everything to kill them. Dots CC's Snares LA HA skills. and you just realized your abilities or LA HA attacks are not landing on them with no reason. Just sometimes it says dodged. And a miracle happened. you hit him with cc and damaged his half HP. And he rolled healed till full HP. And of course you know they are running faster than mount your mana and stamina bars empty now. They switch bar and returns with dawnbreaker or colossus . And you died.
So they lived happily forever.
I know more than %70 of cyrodil players hate this situations and wants justice. No one talks about nerf stamina or buff magicka. Performance , delays, lags, bugs another thing. So why devs still not answering our demands? There is just one answer for this. Devs love S&B unkillable tanks in pvp. And loves infinity rolls and OP heals.
Dear devs please open your ears eyes and brain. PVE and PVP are different things. You need to adjust your skills and stats. Someone can say you can only damage %50 in pvp its right. But what about survive ? Out of PVP you can damage 10k for example and heal 10k. In PVP you can damage 5k but healing still 10k. And its going insane with more heavy armor and S&B.
And with infinite stamina pools with well fit trait you can roll to eternity.
There is solutions:
* If you are in S&B and heavy armor your stamina recovery drops more .Cuz you are heavy tank capish?
*
* There must be 3 seconds cooldown between rolls with 5 seconds debuff. And double cost for Stamina.
*
* Healing is Magicka thing. Because its magical you know ? Cancel all heal abilities for Stamina and bring damage shield if you are under %35 health with 7 seconds cooldown.
*
* And please just please decrease that running speed for medium armor users. They can run faster than mount.
*
* And last make CC's worthy. There is no logic for use cc in this game for PVP. Make double resource cost of break free for Stamina.
I thought for a second they gave us just that with flame pulsar, but then it turns out it only applies to the burning proc so it’s absolute garbage.I really think if mag classes had an skill like executioner available via destro staff skill line this would balance stam and mag a little better allowing mag to better punish opponents when they fail to defend against a combo.
I agree with your observation, but I'm not sure where this leads. I think the original answer to dodge spam are shields. There used to be a time when people complained about shields being OP. Now not so much. There also used to be a time, more recently, when people complained about "the tank meta". I think this has actually passed as well. It has certainly passed in so far as heavy armor is involved. I'm not sure that meta was ever so much about tankiness as it was, at the very least, about tankiness and healing. A friend felt his DKs 1vX capability severely nerfed when the healing debuff became 60%. At 55% I'm not sure. I feel it in my magplar that heals are better again, but I also feel that class is defensively best with Eternal Vigor + Amber Plasm + Stamina Rune + Wild Hunt as opposed to a tankier, but less mobile setup. I actually think we are currently in a speed meta. That's why medium armor and dodge rolls are strong.Removing Stamina builds' ability to heal themselves would obviously be a terrible idea for overall game balance, but dodge spam has been needing to be addressed for years now. There are multiple reasons that Stamina has been overall superior to Magicka - at least outside of zerging - for so long, but dodge spam is a big part of it. Even as a full Magicka build, your best defenses are almost always dodge and block, you just can't do it nearly as much as Stamina can.
I'd be interested in hearing other people's take on this idea. Turning a big lever has been one of ZOS' favorite things to do, rather than limiting themselves to tuning sets and class skills. I disagree with it as a matter of principle. I would be more in favor of the hard work of identifying exactly what overperforms in what situations and making surgical changes.The real problem is tanky, high health characters still dealing insane damage. You should get rewarded for low health and low resistance. This could be fixed by lowering damage output depending on max health e.g. starting at 20k health, every additional 500 health reduces your damage by 1%. Health depending heals problem would be fixed like that, too.
Removing Stamina builds' ability to heal themselves would obviously be a terrible idea for overall game balance, but dodge spam has been needing to be addressed for years now. There are multiple reasons that Stamina has been overall superior to Magicka - at least outside of zerging - for so long, but dodge spam is a big part of it. Even as a full Magicka build, your best defenses are almost always dodge and block, you just can't do it nearly as much as Stamina can.
I can answer that one: It didn't enable a dodge spamming build as much as stamina cost reduction runes did. The real killer, as far as dodge rolling, was a build with 8 Well-Fitted (including shield) and 3x Infused stamina cost reduction enchants. You could dodge 50 times+, because the cost was near zero and an escalating cost of near zero was still near zero. This type of build has been nerfed. Cost reduction enchants no longer reduce dodge roll cost. Perhaps Well-Fitted improves the average build, but I'm not sure. I still wear half-Impen so that feels like very little difference.Yeah I still don't understand why well fitted needed a buff.Removing Stamina builds' ability to heal themselves would obviously be a terrible idea for overall game balance, but dodge spam has been needing to be addressed for years now. There are multiple reasons that Stamina has been overall superior to Magicka - at least outside of zerging - for so long, but dodge spam is a big part of it. Even as a full Magicka build, your best defenses are almost always dodge and block, you just can't do it nearly as much as Stamina can.
I can answer that one: It didn't enable a dodge spamming build as much as stamina cost reduction runes did. The real killer, as far as dodge rolling, was a build with 8 Well-Fitted (including shield) and 3x Infused stamina cost reduction enchants. You could dodge 50 times+, because the cost was near zero and an escalating cost of near zero was still near zero. This type of build has been nerfed. Cost reduction enchants no longer reduce dodge roll cost. Perhaps Well-Fitted improves the average build, but I'm not sure. I still wear half-Impen so that feels like very little difference.Yeah I still don't understand why well fitted needed a buff.Removing Stamina builds' ability to heal themselves would obviously be a terrible idea for overall game balance, but dodge spam has been needing to be addressed for years now. There are multiple reasons that Stamina has been overall superior to Magicka - at least outside of zerging - for so long, but dodge spam is a big part of it. Even as a full Magicka build, your best defenses are almost always dodge and block, you just can't do it nearly as much as Stamina can.
Mag NB has changed! I play a single-target one, but to my annoyance bombers running Acuity + Vicious Death have become very strong to the point where the following happens:I can answer that one: It didn't enable a dodge spamming build as much as stamina cost reduction runes did. The real killer, as far as dodge rolling, was a build with 8 Well-Fitted (including shield) and 3x Infused stamina cost reduction enchants. You could dodge 50 times+, because the cost was near zero and an escalating cost of near zero was still near zero. This type of build has been nerfed. Cost reduction enchants no longer reduce dodge roll cost. Perhaps Well-Fitted improves the average build, but I'm not sure. I still wear half-Impen so that feels like very little difference.Yeah I still don't understand why well fitted needed a buff.Removing Stamina builds' ability to heal themselves would obviously be a terrible idea for overall game balance, but dodge spam has been needing to be addressed for years now. There are multiple reasons that Stamina has been overall superior to Magicka - at least outside of zerging - for so long, but dodge spam is a big part of it. Even as a full Magicka build, your best defenses are almost always dodge and block, you just can't do it nearly as much as Stamina can.
Yeah but those builds were an issue before procs became this bad.
Tbh, I don't find dodge spamming builds that problematic myself, plenty of hard hitting aoe skills, dots etc put there to counter them.
But I can see how frustrating it can be for single target focused builds with very little aoe(magnb comes to mind).
This is the biggest L2P i've seen in quite some time in the forums.
One positive side-effect of ZoS completly ignoring players feedback, is that things like these also get ignored rolf.