sonwon.1_ESO wrote: »Since weaving is allowed with light attacks shouldn't weaving also work with heavy attacks?
ZOS_Gilliam wrote: »Greetings everyone,
. This means any ability that used to scale exclusively with Spell Damage and Max Magicka will now dynamically scale with Weapon Damage and Max Stamina, and vice versa
ZOS_Gilliam wrote: »In Update 33, the changes are focused on making almost every player ability in the game scale dynamically with your highest offensive stats when applicable.... This means any ability that used to scale exclusively with Spell Damage and Max Magicka will now dynamically scale with Weapon Damage and Max Stamina, and vice versa.
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.
ZOS_Gilliam wrote: »In addition to the continuation of hybridization, we’ve also gone through many abilities and cleaned up some of their functionalities, making sure the ones that aren’t used as often received some sprucing up to make them feel more up to par with abilities of their like. This is in addition to the usual bug fixing and back-end improvements and targeting of outlier abilities or sets for balance adjustments. Some of these are larger in adjustment, such as Power Bash’s new functionality of being treated as a Bash attack, or Piercing Javelin’s new functionality of living up to its name and piercing through block. Most of the adjustments are not as flashy or different but instead gain added quality of life improvements like increased durations for easier management or scaling adjustments. For example, the morphs of Lotus Flower giving you the choice of gaining more healing overall or a significantly longer uptime for less micromanagement.
ZOS_Gilliam wrote: »In Update 33, the changes are focused on making almost every player ability in the game scale dynamically with your highest offensive stats when applicable. Similar to what we’ve worked on with passives and item sets, we want to ensure you feel empowered to pick an ability or weapon based on the gameplay mechanics and expression they offer you first and foremost, with fewer restrictions. This means any ability that used to scale exclusively with Spell Damage and Max Magicka will now dynamically scale with Weapon Damage and Max Stamina, and vice versa. 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.
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, but there’s a lot of behind-the-scenes work that will result from that; as such, it may take quite some time before we’re able to do that.
WrathOfInnos wrote: »Interesting, this is a massive step toward hybridization and character customization. This opens up a lot of weapon skills, such as flurry or whirling blades for magicka dual wield builds. It also means that all of the forced morphs (one for mag and one for stam) are gone, we will actually get to choose between two viable options.
I'm sure there will be many problems to solve along the way, but I am much more optimistic about this change than about anything I saw during the announcement yesterday. At least this will allow some fresh builds and new combat ideas. Looking forward to seeing how this plays out.
idk understand why ppl think this is gonna increase diversity.
with this change ZoS just halfs the classes....there will be no diffrent in mag/stam anymore....
instead of mag/stam temp there gonna be only Temps for example.
and we already know that there is always a best in slot set/build which means everyone will run the same skills and sets soon...
you jsut gonna build on WD/stam and use the strongest skills you can find...its always ez to get the sustain for whatever skills you use....
GJ you killed diversity
idk understand why ppl think this is gonna increase diversity.
Yes, there will be a smaller number of "BiS" builds, because almost everyone can take almost everything. But the new thing is the performance gap between BiS and not-BiS builds is greatly reduced.
"Homogenization" people are the ones who'll be building the one best build in the game right now because it's the very best for any character, but I'll be able to build wacky off-meta toons with a (very scary) 0.1% decrease in performance, whereas before those off-meta builds would be so far below the current meta mag/stam build.
You'll only loose diversity if you choose to loose diversity by following the meta instead of being creative and making the most of the increased freedom of choice.
idk understand why ppl think this is gonna increase diversity.
Because you only think in the terms of meta. Players are extremely used to chase meta builds and as such all end in the same corner using the same sets and the same builds, even if its unneeded most of the time. No matter how well you balance something, there is always one option that is a tiny little bit better. The change does not target meta builds, it targets everything else.
You can now reliable make use of magicka only abilities on your stamina classes and vice versa. This allows stam players to actually utilize their complete class instead of being limited to the few abilities that have stam morphs. The same is true for mag players in reverse.
Its unlikely that you will see single builds per class because after all you have to sustain your skills with their pool. You will still need to choose a primary pool and most of your abilities, especially spamables, need to come from that pool. You can now however throw in some abilities for the other pool as far as you can sustain them and have them on the damage level of your main pool abilities.
HackTheMinotaur wrote: »ZOS_Gilliam wrote: »In Update 33, the changes are focused on making almost every player ability in the game scale dynamically with your highest offensive stats when applicable. Similar to what we’ve worked on with passives and item sets, we want to ensure you feel empowered to pick an ability or weapon based on the gameplay mechanics and expression they offer you first and foremost, with fewer restrictions. This means any ability that used to scale exclusively with Spell Damage and Max Magicka will now dynamically scale with Weapon Damage and Max Stamina, and vice versa. 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.
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, but there’s a lot of behind-the-scenes work that will result from that; as such, it may take quite some time before we’re able to do that.
@ZOS_Gilliam while this is awesome and I truly appreciate the hybrid love, these types of builds are still significantly disadvantaged due to magicka/stamina damage scaling. A true hybrid, play as you want type of build will still need split resource pools resulting in lower overall damage numbers. When will damage only be dependent on weapon and spell damage and not max resource as part of the calculation?