UntouchableHunter wrote: »Give a execute to mag class and everything will be balanced 💪
why %80 of pvp is stamina characters with tanky proc sets with dizzy /dawnbreaker/exec have you ever thought about it?
This is always the argument, but it's not 100% honest. If every Stamina build had access to a class-based spammable that was balanced vs magicka spammables, they'd simply scoff and keep using Dizzying Swing. There's always a lot of complaining about how hard it supposedly is to land Dizzying Swing, and how having ranged abilities is super duper important. Yet, virtually every Stamina Warden and Stamina Necromancer toss their ranged, instant cast, class-based spammables in the garbage use Dizzying Swing instead.JayKwellen wrote: »They use those abilities because they don't have anything to use in their class kits. I don't understand why this is so difficult for people to grasp. Unless of course you're suggesting every class should be completely overhauled to offer viable stamina morphs of all abilities?why %80 of pvp is stamina characters with tanky proc sets with dizzy /dawnbreaker/exec have you ever thought about it?
Nord_Raseri wrote: »"Elder Stamina Online". Wasn't too long ago it was referred to as Elder Staves Online.
I meant to respond to that, too, since the game has been Elder Stamina Online for like 4 years now. There are some patches here and there where certain Magicka classes have been really strong (and maybe they're "meta" for zerging or something), but Stamina has been really dominant in BGs and smaller scale fights for a very long time.Nord_Raseri wrote: »"Elder Stamina Online". Wasn't too long ago it was referred to as Elder Staves Online.
When was that, around One Tamriel? That's quite a while ago for a game. And even back then it was mostly because of the destro staff ultimate, which got grossly overbuffed from PTS to live.
Nord_Raseri wrote: »"Elder Stamina Online". Wasn't too long ago it was referred to as Elder Staves Online.
When was that, around One Tamriel?
This is always the argument, but it's not 100% honest. If every Stamina build had access to a class-based spammable that was balanced vs magicka spammables, they'd simply scoff and keep using Dizzying Swing. There's always a lot of complaining about how hard it supposedly is to land Dizzying Swing, and how having ranged abilities is super duper important. Yet, virtually every Stamina Warden and Stamina Necromancer toss their ranged, instant cast, class-based spammables in the garbage use Dizzying Swing instead.JayKwellen wrote: »They use those abilities because they don't have anything to use in their class kits. I don't understand why this is so difficult for people to grasp. Unless of course you're suggesting every class should be completely overhauled to offer viable stamina morphs of all abilities?why %80 of pvp is stamina characters with tanky proc sets with dizzy /dawnbreaker/exec have you ever thought about it?
A lot of the people who say that alternative Stamina-based spammables are bad seemingly fail to realize that it's because those other spammables are balanced against Magicka abilities. It's actually Dizzying Swing that's the outlier, and Stamina builds absolutely 100% do not need access to other spammables that are comparable to it unless most Magicka spammables get some significant buffs.
As I said, those stamina spammables are bad because they're comparable to magicka spammables, with Dizzying Swing being very much overpowered in comparison...despite the fact that it's allegedly difficult to land and requires melee range. How can one seriously argue that stamina builds deserve more spammables that are comparable to Dizzying Swing while magicka gets left with a big pile of hot garbage? And giving Stamina Necromancer a single target morph of the Scythe that's balanced against Dizzying Swing would make the gap between the two halves of the class even larger than it already is.This is always the argument, but it's not 100% honest. If every Stamina build had access to a class-based spammable that was balanced vs magicka spammables, they'd simply scoff and keep using Dizzying Swing. There's always a lot of complaining about how hard it supposedly is to land Dizzying Swing, and how having ranged abilities is super duper important. Yet, virtually every Stamina Warden and Stamina Necromancer toss their ranged, instant cast, class-based spammables in the garbage use Dizzying Swing instead.JayKwellen wrote: »They use those abilities because they don't have anything to use in their class kits. I don't understand why this is so difficult for people to grasp. Unless of course you're suggesting every class should be completely overhauled to offer viable stamina morphs of all abilities?why %80 of pvp is stamina characters with tanky proc sets with dizzy /dawnbreaker/exec have you ever thought about it?
A lot of the people who say that alternative Stamina-based spammables are bad seemingly fail to realize that it's because those other spammables are balanced against Magicka abilities. It's actually Dizzying Swing that's the outlier, and Stamina builds absolutely 100% do not need access to other spammables that are comparable to it unless most Magicka spammables get some significant buffs.
Venom skull and cutting dive are both pure grade trash compared to dizzy, since their ranged they do less dmg snd have long travel times, so they aren't really instant.
Poop rock doesn't have the travel time issue, but it's still weak dmg wise, and requires a cast time just to activate.
Crystal weapon is better used as a delayed burst skill, than a spammable.
Honestly other suprise attack and jabs, all other Stam class spammables are bad.
Then you have dizzy, and master dw enchanched rending as actual viable options. Dizzy gives you off balance and opens up a potential stun, hits hard and fits on well with things like sub assault Blastbones.
So there isn't really a choice here to make, sadly.
Necro needs it's scythe to be single target melee(tanks use Tha mag morph anyway), DK needs poison whip, crystal WEP needs to be an actual spammable, and then we might start seeing people taper off from dizzy.
You have to dodge roll as a magicka player too from time to time, even twice in a row occasionally. You know who this is going to punish the most: Those who already struggle with dodge roll sustain, e.g. the magicka classes. The same happened with shields. Magsorc remains viable, but classes without shield-stacking have IMO suffered disproportionately from shield nerfs over the years.stam survivability is superior to magicka because roll dodging a lot. Mag players hardly have undodgeable attacks. Maybe a solution would instead be increasing the fatigue cost exponentially. First roll dodge 2k stam, next 4k stam, next 8k stam.
This is highly dependent on the class. On magplar and for my playstyle dodge rolling actually is OP. Or rather, it's the thing I find currently viable. Templar is a class that has a very strong spammble when it connects, as well as a playstyle typically based around running down your health, then healing, rather than shielding or blocking. That means magplar played well as tanky builds in the past, using sets like Pirate Skeleton, Armor Master or Cyrodiil's Light. Templar could afford this, because they evolved to where their damage is very strong, possibly in response to the average player having to build tanky. For this patch I switched to Eternal Vigor plus Amber Plasm. You sacrifice damage, much as you would by building tanky, but nothing beats it for playability and survivability in my view. Light armor of course. Resistances don't matter. Heavy armor is bad. Malacath is just bad on the class, at least on a stat-build in CP. Wild Hunt plus stam sustain is where it's at for me.SshadowSscale wrote: »seriously if stamina dodge roll is that op why not just give magicka a dodge roll too?
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.
The real problem, dizzy swing is hitting too hard + CC... I havent seen just 1 staminabuild without that skill in PvP.. nerfing it would allready make sense, because this skill isnt used in PvE!
The high health tanks just work well cause of high health regen, health based heals and the damage output with a combination of just 2H skills...
In this case i dont see proccsets as the problem...
To those of us who don't know, can you explain how the off-GCD nature of the Dizzying stun manifests itself?Regardless, the off-GCD stun attached to Dizzying Swing needs to go the way of the Dodo.
Dizzying Swing causes off balance on the target, which will trigger a stun on any heavy attack (including split-second medium attacks). This allows the user to stun a target during a burst attempt, without having to actually lower their damage for a "regular" CC. It also means that the target doesn't get a 1-second window to react after the stun is triggered; having an off-GCD stun ensures that you can immediately drop a Dawnbreaker when the light-attack-that's-really-a-heavy-attack connects.