emilyhyoyeon wrote: »ZOS_Gilliam wrote: »
We’ll also be dual sourcing buffs on abilities and item sets like Major Prophecy with Major Savagery, with the same thing applying to Brutality and Sorcery. In the long term, we plan on simply merging these bonuses so there are fewer names and effects you need to worry about,
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I hope we will end up in a place where the diffrent morph are both equally competetive but just offer diffrent playstyles, so you can pick and choose on how the skill feels and looks, and not only based oFrancisCrawford wrote: »In general I'm concerned about this forcing everybody into builds that cherry-pick the best skills.
Cool! I hope this turns into a good damage ability for tanks.ZOS_Gilliam wrote: »...such as Power Bash’s new functionality of being treated as a Bash attack...
I'm very rarely in the "devs are dumbing down the game" crowd but this is literally what it is! "Just pick whatever you want and don't worry about it, choices do not matter"In the long term, we plan on simply merging these bonuses so there are fewer names and effects you need to worry about
sonwon.1_ESO wrote: »Since weaving is allowed with light attacks shouldn't weaving also work with heavy attacks?
A lot of classes will get something that can make them even stronger.. but then theirs mag sorc and how theres literally nothing from the stam side that would make it stronger.. just kind of pointing out how bad of a place stam sorc is in vs magsorc.VarisVaris wrote: »Some broken combinations that people have mentioned in the first 10 seconds after they heard about this change:
Magdk with Master's DW.
Magplar with vigor (on top of that absolutely unnecessary buff to javalin).
Stamnecro with intensive mender and resistant flesh.
Stamdk with Coagulating.
Stamnb with healthy offering and merciless resolve.
What the result of this change will be pvp is that there will be no longer mag or stam specs for each class but there will be one single skill set for each class and that's it, maybe we see some variance in which of the broken sets are being used but there will be absolutely no variety in which skills are being used.
Seraphayel wrote: »Does this mean we can effectively use Staves as Stamina players and Bows as Magicka players and still be competitive and deal the same damage?
VaranisArano wrote: »Seraphayel wrote: »Does this mean we can effectively use Staves as Stamina players and Bows as Magicka players and still be competitive and deal the same damage?
"With this, we want to retain the identity of many playstyles by reinforcing ability cost as a limiting factor in how frequently you can engage with abilities, but with less concern as to how powerful that ability is based on what stat path you’ve chosen."
As I understand it, a staff-wielding Stam player will deal the same damage, but the skills still costs magicka.
If all you want to do is cast Elemental Blockade every cycle through your rotation, it should be fine. If you were hoping to use Force Pulse as your spammable, you'll chew through your limited magicka pretty quickly.
Same for a Magicka player - the occasional Endless Hail and Caltrops for extra damage over time isn't going to break the bank, but you probably won't have the stamina sustain for a full bow/bow build.
Does that make sense?
VaranisArano wrote: »VarisVaris wrote: »This is the worst thing that could have ever happened to Eso's combat system.
I can't think of anything that would create more balance issues than this change of making all skills scale with your highest resources.
This will blow survivability through the roof with everyone being able to run Vigor.
Vigor is still going to cost stamina.
Speaking of when I regularly ran as a MagDK healer with my Raid, stamina management was a big limiting factor. I could use Vigor in a pinch or even sometimes as part of a rotation, but it was always balanced against the need to keep enough stamina to block, dodge, sprint, and roll out of those Negates ASAP.
I think that cost will still be a factor here, like they said: "With this, we want to retain the identity of many playstyles by reinforcing ability cost as a limiting factor in how frequently you can engage with abilities,"
It might be a problem that my occasional Vigor can heal my teammates for more now, but this change won't let me cast more Vigors without running myself out of Stamina.