I agree that something needs to be done about the other staves in endgame PvE. Specially the Lightning staff, because it's still a dps loss to use it on a class with many AOE abilities.
The Frost staff did get some adjustments already and I think it’s okay for niche builds.
The problem here is PvP because you're wrong about Lightning staff only being used to buff Dark Convergence. It's actually a good viable option and is frequently used on many builds.
The idea is to make Lightning and Frost staves more desirable in a trial group because xyz. The result would be that you'd reach optimal dps if some of the DDs in a trial group use those options without making it stronger than Inferno staff.
I think it would help a little bit to diversify endgame PvE.
The block bonuses should get moved to Tri Focus where there are already tanky benefits, those being "Fully-charged Ice Staff Heavy Attacks grants you a damage shield that absorbs 4000 damage. While an Ice Staff is equipped, blocking costs Magicka instead of Stamina."Grandchamp1989 wrote: »Tanks need their block mitigation from destru staff. Destru staff tanking is meta and pretty much mandatory to proc crusher and have access to ranged interrupt. If you move the block mitigation to a passive (maybe in heavy armor skill line) I would be okey with it - but DON'T remove it.
BroughBreaux wrote: »The block bonuses should get moved to Tri Focus where there are already tanky benefits, those being "Fully-charged Ice Staff Heavy Attacks grants you a damage shield that absorbs 4000 damage. While an Ice Staff is equipped, blocking costs Magicka instead of Stamina."Grandchamp1989 wrote: »Tanks need their block mitigation from destru staff. Destru staff tanking is meta and pretty much mandatory to proc crusher and have access to ranged interrupt. If you move the block mitigation to a passive (maybe in heavy armor skill line) I would be okey with it - but DON'T remove it.
Stack the current Ancient Knowledge tank passives into Tri Focus for ice tanks so that the staff isn't gimped entirely for frost warden dps. So it reads "Fully-charged Ice Staff Heavy Attacks grants you a damage shield that absorbs 4000 damage. While an Ice Staff is equipped, blocking costs Magicka instead of Stamina. Equipping an Ice Staff reduces the cost of blocking by 36% and increases the amount of damage you block by 20%." sure it would be a loaded passive, but I think it was weird for frost staves to be used for tanking anyway.
That's a good suggestion. If left in the passives, Frost staff would immediately become BiS for PvP mag specs overnight with the penetration bonus and bonuses to durability. Which wouldn't necessarily be a bad thing since magicka is already underperforming in PvP simply by the nature of PvP being heavily reliant on Weapon Damage stacking and lots of stamina for break free and roll dodging as well as mag needing to wear light armor which has horrible defense and causes you to take more martial damage. People would need to slot CP to get that bonus so there's a balanced tradeoff.emilyhyoyeon wrote: »BroughBreaux wrote: »The block bonuses should get moved to Tri Focus where there are already tanky benefits, those being "Fully-charged Ice Staff Heavy Attacks grants you a damage shield that absorbs 4000 damage. While an Ice Staff is equipped, blocking costs Magicka instead of Stamina."Grandchamp1989 wrote: »Tanks need their block mitigation from destru staff. Destru staff tanking is meta and pretty much mandatory to proc crusher and have access to ranged interrupt. If you move the block mitigation to a passive (maybe in heavy armor skill line) I would be okey with it - but DON'T remove it.
Stack the current Ancient Knowledge tank passives into Tri Focus for ice tanks so that the staff isn't gimped entirely for frost warden dps. So it reads "Fully-charged Ice Staff Heavy Attacks grants you a damage shield that absorbs 4000 damage. While an Ice Staff is equipped, blocking costs Magicka instead of Stamina. Equipping an Ice Staff reduces the cost of blocking by 36% and increases the amount of damage you block by 20%." sure it would be a loaded passive, but I think it was weird for frost staves to be used for tanking anyway.
Another option is to attach the magicka blocking to the Bulwark CP in case people are worried about ice staff being ''too good'' with offense and defense (people have said essentially that to me)
While that's true, I don' think it would be good for them to make that radical of a change. Moving all the tank benefits into one passive to allow Ice Staff to be a viable destruction weapon would suffice. Maybe they could drop the damage shield from Tri Focus (since I seriously doubt tanks actually get any benefit from that anyway, 4000 isn't much when boss attacks deal like 8 times that) and replace it with a different functionality like applying a debuff like minor vulnerability or breach that's still beneficial for both tanks in optimized groups, dps in unoptimized groups, and PvP players.AcadianPaladin wrote: »I think the change that destro staves need is the elimination of tanking features and to focus purely on. . . destruction. Create a new weapon line for a new tanking staff. Presently, destro staves are quite suboptimized for either destro or tanking because they are trying to combine two disparate functions. There is a staff line totally focused on healing. So should there be one for tanking.
It clearly is meant to be a mirror, I don't know how else to explain it other than simply that it adds additional bonuses to each weapon typeI do not see how the ancient knowledge passive was designed to be equivalent to Twin Blade Blunt or Heavy Weapon passives as they are clearly not the same. It appears much more likely that Zenimax wanted to add more flavor to the choices between the various destruction staves.
They designed content around game functionality? No way! Doesn't mean it's good functionality when it limits builds and destroys certain class identities like sorcs using lightning and wardens using frost when neither of those two staves are worth anything in challenging endgame content and people will outright refuse to group with you if you use them anyway.Looking at the lightning stave passive increasing AoE damage, it makes sense because lightning does AoE damage in the game. The Mage fight in AA demonstrates this very well. Further, the heavy attack does AoE damage. When looking at the fire staff heavy attack, it does additional damage which is of course single target. This somewhat is inline with the ancient knowledge passive for the fire staff as well.
It does the opposite, if you read the post. 10% damage is more than 284 weapon/spell damage, more critical damage isn't necessary in endgame content since the crit cap is already being exceeded and people will have to stop sourcing crit damage to accommodate, and I don't think I even need to explain why extra penetration is completely unnecessary in even a semi coordinated group in PvE.Further, the suggestion being made appears as though it would increase the power creep in the game. Power creep has been a problem in ESO.
It's not homogenization, it's consistency. This is something that's obviously broken, this is a fix that is consistent with the other weapons. People throw around homogenization but do you know what that actually means? This change doesn't make an Inferno Staff and a Greatsword interchangeable, they still have vastly different roles in the sandbox. Homogenization would be the opposite of what I just described.Adding here. I also disagree with homogenizing the weapons like this.
No, you're framing it wrong. It ONLY works great if you build for AOE, it doesn't work great for anything else. The whole point, which you missed, what that certain classes encourage you to use certain elemental damage types, sorcerer and warden, but neither of those damage types are viable endgame. Your AOE build will not be accepted in a trial and good luck killing literally anyone with lightning splash in Cyrodiil. You also didn't read where I said the tank passives shouldn't be removed and there were multiple suggestions and comments going back and forth about where they should be moved to.TheEndBringer wrote: »lightning staff as is works great if you build your character around aoe. Having said that, I think the OP's suggestions aren't terrible other than making the ice staff unusable for tanks.
I addressed that and that's not a bad thing. I said "This change would ultimately be a slight, and I emphasize slight, damage loss for endgame PvE, but the benefits far outweigh the costs."TheEndBringer wrote: »Oh and that 10% damage you get from flame staff is better than the flat damage increase you get from swords, iirc.
BroughBreaux wrote: »It clearly is meant to be a mirror, I don't know how else to explain it other than simply that it adds additional bonuses to each weapon typeI do not see how the ancient knowledge passive was designed to be equivalent to Twin Blade Blunt or Heavy Weapon passives as they are clearly not the same. It appears much more likely that Zenimax wanted to add more flavor to the choices between the various destruction staves.They designed content around game functionality? No way! Doesn't mean it's good functionality when it limits builds and destroys certain class identities like sorcs using lightning and wardens using frost when neither of those two staves are worth anything in challenging endgame content and people will outright refuse to group with you if you use them anyway.Looking at the lightning stave passive increasing AoE damage, it makes sense because lightning does AoE damage in the game. The Mage fight in AA demonstrates this very well. Further, the heavy attack does AoE damage. When looking at the fire staff heavy attack, it does additional damage which is of course single target. This somewhat is inline with the ancient knowledge passive for the fire staff as well.It does the opposite, if you read the post. 10% damage is more than 284 weapon/spell damage, more critical damage isn't necessary in endgame content since the crit cap is already being exceeded and people will have to stop sourcing crit damage to accommodate, and I don't think I even need to explain why extra penetration is completely unnecessary in even a semi coordinated group in PvE.Further, the suggestion being made appears as though it would increase the power creep in the game. Power creep has been a problem in ESO.It's not homogenization, it's consistency. This is something that's obviously broken, this is a fix that is consistent with the other weapons. People throw around homogenization but do you know what that actually means? This change doesn't make an Inferno Staff and a Greatsword interchangeable, they still have vastly different roles in the sandbox. Homogenization would be the opposite of what I just described.Adding here. I also disagree with homogenizing the weapons like this.