If you guys wanna continue hybridization, how about turning all races into hybrids?
If you guys wanna continue hybridization, how about turning all races into hybrids?
ZOS_Gilliam wrote: »or Piercing Javelin’s new functionality of living up to its name and piercing through block.
TheInfernalRage wrote: »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?
This has to be taken seriously.
At this point, please just remove the damage scaling from resources entirely. Or merge stamina and magicka into "energy" or something. Hybrid builds will continue to not be viable at endgame level as long as having a larger pool of magicka/stamina results in higher damage than splitting your resources.
WrathOfInnos wrote: »TheInfernalRage wrote: »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?
This has to be taken seriously.At this point, please just remove the damage scaling from resources entirely. Or merge stamina and magicka into "energy" or something. Hybrid builds will continue to not be viable at endgame level as long as having a larger pool of magicka/stamina results in higher damage than splitting your resources.
Why would a true hybrid split their resource pools? Hybrids will still go either 64 points Magicka or 64 Stamina, and either way they will benefit from all of their hybrid skills scaling with the higher resource pool.
Even in the live patch hybrids should generally not split resources, that's something reserved for tanks. The change does not make ineffective hybrid builds into meta, but it does allow meta builds to incorporate more hybrid skills into their builds. It also makes things far less punishing for players that do not understand the game systems and just randomly pick skills and gear that look fun.
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
WrathOfInnos wrote: »TheInfernalRage wrote: »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?
This has to be taken seriously.At this point, please just remove the damage scaling from resources entirely. Or merge stamina and magicka into "energy" or something. Hybrid builds will continue to not be viable at endgame level as long as having a larger pool of magicka/stamina results in higher damage than splitting your resources.
Why would a true hybrid split their resource pools? Hybrids will still go either 64 points Magicka or 64 Stamina, and either way they will benefit from all of their hybrid skills scaling with the higher resource pool.
Even in the live patch hybrids should generally not split resources, that's something reserved for tanks. The change does not make ineffective hybrid builds into meta, but it does allow meta builds to incorporate more hybrid skills into their builds. It also makes things far less punishing for players that do not understand the game systems and just randomly pick skills and gear that look fun.
Exactly. Why would they? These changes do not achieve what they are trying to achieve. People will still only play mono-resource and only use off-resource skills to alleviate sustain issues.
ZOS is making changes to appeal to people who want to play hybrid, but hybrid players will still have to deal with poor sustain for their off-resource skills because splitting resources is still being discouraged. These changes do not make sense to me.
Streamlining buffs and debuffs is a good idea, making your skills scale indisciminately of your damage stat but still having two separate damage stats makes no sense to me. Either get rid of one or go back to separating them - I do not like where we are at right now and I do not know where we are headed.
WrathOfInnos wrote: »TheInfernalRage wrote: »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?
This has to be taken seriously.At this point, please just remove the damage scaling from resources entirely. Or merge stamina and magicka into "energy" or something. Hybrid builds will continue to not be viable at endgame level as long as having a larger pool of magicka/stamina results in higher damage than splitting your resources.
Why would a true hybrid split their resource pools? Hybrids will still go either 64 points Magicka or 64 Stamina, and either way they will benefit from all of their hybrid skills scaling with the higher resource pool.
Even in the live patch hybrids should generally not split resources, that's something reserved for tanks. The change does not make ineffective hybrid builds into meta, but it does allow meta builds to incorporate more hybrid skills into their builds. It also makes things far less punishing for players that do not understand the game systems and just randomly pick skills and gear that look fun.
Exactly. Why would they? These changes do not achieve what they are trying to achieve. People will still only play mono-resource and only use off-resource skills to alleviate sustain issues.
ZOS is making changes to appeal to people who want to play hybrid, but hybrid players will still have to deal with poor sustain for their off-resource skills because splitting resources is still being discouraged. These changes do not make sense to me.
Streamlining buffs and debuffs is a good idea, making your skills scale indisciminately of your damage stat but still having two separate damage stats makes no sense to me. Either get rid of one or go back to separating them - I do not like where we are at right now and I do not know where we are headed.
I don't think these changes are aimed at making hybrids viable. I think they are aimed at allowing all classes the opportunity to use all of the skills at their disposal effectively. There are plenty of classes that force the sacrifice of defining skills to go mag or Stam, that can now use those skills I'm a strategic way to bolster their builds.
WrathOfInnos wrote: »TheInfernalRage wrote: »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?
This has to be taken seriously.At this point, please just remove the damage scaling from resources entirely. Or merge stamina and magicka into "energy" or something. Hybrid builds will continue to not be viable at endgame level as long as having a larger pool of magicka/stamina results in higher damage than splitting your resources.
Why would a true hybrid split their resource pools? Hybrids will still go either 64 points Magicka or 64 Stamina, and either way they will benefit from all of their hybrid skills scaling with the higher resource pool.
Even in the live patch hybrids should generally not split resources, that's something reserved for tanks. The change does not make ineffective hybrid builds into meta, but it does allow meta builds to incorporate more hybrid skills into their builds. It also makes things far less punishing for players that do not understand the game systems and just randomly pick skills and gear that look fun.
Exactly. Why would they? These changes do not achieve what they are trying to achieve. People will still only play mono-resource and only use off-resource skills to alleviate sustain issues.
ZOS is making changes to appeal to people who want to play hybrid, but hybrid players will still have to deal with poor sustain for their off-resource skills because splitting resources is still being discouraged. These changes do not make sense to me.
Streamlining buffs and debuffs is a good idea, making your skills scale indisciminately of your damage stat but still having two separate damage stats makes no sense to me. Either get rid of one or go back to separating them - I do not like where we are at right now and I do not know where we are headed.
I don't think these changes are aimed at making hybrids viable. I think they are aimed at allowing all classes the opportunity to use all of the skills at their disposal effectively. There are plenty of classes that force the sacrifice of defining skills to go mag or Stam, that can now use those skills I'm a strategic way to bolster their builds.
No, this is definitely a hybrid thing. The hybridization thing has been going on for a long long while now. If it was only about allowing classes to make use of their entire kit, then this change would have been the only one they made. Instead they made tons of changes to hybridize armor boni, to hybridize item sets and to hybridize buffs and debuffs. If every single skill dynamically chose between spell and weapon damage for scaling from the start, then there wouldn't be the need to hybridize buffs because Major Brutality would have all your magicka skills covered anyway.
This is 100% a hybrid build thing and it makes no sense to me at all.
WrathOfInnos wrote: »TheInfernalRage wrote: »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?
This has to be taken seriously.At this point, please just remove the damage scaling from resources entirely. Or merge stamina and magicka into "energy" or something. Hybrid builds will continue to not be viable at endgame level as long as having a larger pool of magicka/stamina results in higher damage than splitting your resources.
Why would a true hybrid split their resource pools? Hybrids will still go either 64 points Magicka or 64 Stamina, and either way they will benefit from all of their hybrid skills scaling with the higher resource pool.
Even in the live patch hybrids should generally not split resources, that's something reserved for tanks. The change does not make ineffective hybrid builds into meta, but it does allow meta builds to incorporate more hybrid skills into their builds. It also makes things far less punishing for players that do not understand the game systems and just randomly pick skills and gear that look fun.
WrathOfInnos wrote: »TheInfernalRage wrote: »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?
This has to be taken seriously.At this point, please just remove the damage scaling from resources entirely. Or merge stamina and magicka into "energy" or something. Hybrid builds will continue to not be viable at endgame level as long as having a larger pool of magicka/stamina results in higher damage than splitting your resources.
Why would a true hybrid split their resource pools? Hybrids will still go either 64 points Magicka or 64 Stamina, and either way they will benefit from all of their hybrid skills scaling with the higher resource pool.
Even in the live patch hybrids should generally not split resources, that's something reserved for tanks. The change does not make ineffective hybrid builds into meta, but it does allow meta builds to incorporate more hybrid skills into their builds. It also makes things far less punishing for players that do not understand the game systems and just randomly pick skills and gear that look fun.
Exactly. Why would they? These changes do not achieve what they are trying to achieve. People will still only play mono-resource and only use off-resource skills to alleviate sustain issues.
ZOS is making changes to appeal to people who want to play hybrid, but hybrid players will still have to deal with poor sustain for their off-resource skills because splitting resources is still being discouraged. These changes do not make sense to me.
Streamlining buffs and debuffs is a good idea, making your skills scale indisciminately of your damage stat but still having two separate damage stats makes no sense to me. Either get rid of one or go back to separating them - I do not like where we are at right now and I do not know where we are headed.
I don't think these changes are aimed at making hybrids viable. I think they are aimed at allowing all classes the opportunity to use all of the skills at their disposal effectively. There are plenty of classes that force the sacrifice of defining skills to go mag or Stam, that can now use those skills I'm a strategic way to bolster their builds.
No, this is definitely a hybrid thing. The hybridization thing has been going on for a long long while now. If it was only about allowing classes to make use of their entire kit, then this change would have been the only one they made. Instead they made tons of changes to hybridize armor boni, to hybridize item sets and to hybridize buffs and debuffs. If every single skill dynamically chose between spell and weapon damage for scaling from the start, then there wouldn't be the need to hybridize buffs because Major Brutality would have all your magicka skills covered anyway.
This is 100% a hybrid build thing and it makes no sense to me at all.
Hybridization of skills /= making hybrids viable.
Their goal this entire time has been to make skills and sets useful across mag and Stam. Always while still requiring you to focus on either mag and Stam to be effective. That focus isn't going away, but more and more skills and sets are now useful on either mag or Stam, allowing for a lot more options to make a build.
True hybrid stat builds will never work properly anymore and that is intentional. There is a reason they blew up pelinals.
Our focus in Update 32 is two-fold: improving proc set balance and continuing the hybridization improvements from previous updates.
BlakMarket wrote: »
WrathOfInnos wrote: »TheInfernalRage wrote: »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?
This has to be taken seriously.At this point, please just remove the damage scaling from resources entirely. Or merge stamina and magicka into "energy" or something. Hybrid builds will continue to not be viable at endgame level as long as having a larger pool of magicka/stamina results in higher damage than splitting your resources.
Why would a true hybrid split their resource pools? Hybrids will still go either 64 points Magicka or 64 Stamina, and either way they will benefit from all of their hybrid skills scaling with the higher resource pool.
Even in the live patch hybrids should generally not split resources, that's something reserved for tanks. The change does not make ineffective hybrid builds into meta, but it does allow meta builds to incorporate more hybrid skills into their builds. It also makes things far less punishing for players that do not understand the game systems and just randomly pick skills and gear that look fun.
Exactly. Why would they? These changes do not achieve what they are trying to achieve. People will still only play mono-resource and only use off-resource skills to alleviate sustain issues.
ZOS is making changes to appeal to people who want to play hybrid, but hybrid players will still have to deal with poor sustain for their off-resource skills because splitting resources is still being discouraged. These changes do not make sense to me.
Streamlining buffs and debuffs is a good idea, making your skills scale indisciminately of your damage stat but still having two separate damage stats makes no sense to me. Either get rid of one or go back to separating them - I do not like where we are at right now and I do not know where we are headed.
I don't think these changes are aimed at making hybrids viable. I think they are aimed at allowing all classes the opportunity to use all of the skills at their disposal effectively. There are plenty of classes that force the sacrifice of defining skills to go mag or Stam, that can now use those skills I'm a strategic way to bolster their builds.
No, this is definitely a hybrid thing. The hybridization thing has been going on for a long long while now. If it was only about allowing classes to make use of their entire kit, then this change would have been the only one they made. Instead they made tons of changes to hybridize armor boni, to hybridize item sets and to hybridize buffs and debuffs. If every single skill dynamically chose between spell and weapon damage for scaling from the start, then there wouldn't be the need to hybridize buffs because Major Brutality would have all your magicka skills covered anyway.
This is 100% a hybrid build thing and it makes no sense to me at all.
Hybridization of skills /= making hybrids viable.
Their goal this entire time has been to make skills and sets useful across mag and Stam. Always while still requiring you to focus on either mag and Stam to be effective. That focus isn't going away, but more and more skills and sets are now useful on either mag or Stam, allowing for a lot more options to make a build.
True hybrid stat builds will never work properly anymore and that is intentional. There is a reason they blew up pelinals.
Remind me again how that was the case when they made medium armor boost spell damage and light armor boost weapon critical. They blew up Pelinals because they felt it wasn't hitting the mark and they think the changes they have made and are making now remove the need to use the old Pelinals.
The changes to Deadly Strikes also only make sense for hybridization because that set was good the way it was for stam, then got turned hybrid and had to be nerfed because it would have been overpowered for magicka. They could have just added a mag exclusive version if it was about letting magicka players use the set - no need to ruin it for one or the other unless you are for some reason insisting it works for both to include hybrids... And also how do you explain that weapon abilities will now have hybrid scaling? That's to allow people to use Greatswords on mag and Staves on stam builds (making things more hybrid), instead of just limitting the hybrid scaling to just class skills, since those are what magicka and stamina specs are fighting over morphs for. But no, they included weapon skills in this because they want to improve hybrid builds, yet they fail to do so every single time.
The fact that we can even debate the developer intention shows very clearly that the Devs have failed to properly communicate their vision to us.
But here is a quote from the previous combat preview for update 32:Our focus in Update 32 is two-fold: improving proc set balance and continuing the hybridization improvements from previous updates.
WrathOfInnos wrote: »TheInfernalRage wrote: »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?
This has to be taken seriously.At this point, please just remove the damage scaling from resources entirely. Or merge stamina and magicka into "energy" or something. Hybrid builds will continue to not be viable at endgame level as long as having a larger pool of magicka/stamina results in higher damage than splitting your resources.
Why would a true hybrid split their resource pools? Hybrids will still go either 64 points Magicka or 64 Stamina, and either way they will benefit from all of their hybrid skills scaling with the higher resource pool.
Even in the live patch hybrids should generally not split resources, that's something reserved for tanks. The change does not make ineffective hybrid builds into meta, but it does allow meta builds to incorporate more hybrid skills into their builds. It also makes things far less punishing for players that do not understand the game systems and just randomly pick skills and gear that look fun.
Exactly. Why would they? These changes do not achieve what they are trying to achieve. People will still only play mono-resource and only use off-resource skills to alleviate sustain issues.
ZOS is making changes to appeal to people who want to play hybrid, but hybrid players will still have to deal with poor sustain for their off-resource skills because splitting resources is still being discouraged. These changes do not make sense to me.
Streamlining buffs and debuffs is a good idea, making your skills scale indisciminately of your damage stat but still having two separate damage stats makes no sense to me. Either get rid of one or go back to separating them - I do not like where we are at right now and I do not know where we are headed.
I don't think these changes are aimed at making hybrids viable. I think they are aimed at allowing all classes the opportunity to use all of the skills at their disposal effectively. There are plenty of classes that force the sacrifice of defining skills to go mag or Stam, that can now use those skills I'm a strategic way to bolster their builds.
No, this is definitely a hybrid thing. The hybridization thing has been going on for a long long while now. If it was only about allowing classes to make use of their entire kit, then this change would have been the only one they made. Instead they made tons of changes to hybridize armor boni, to hybridize item sets and to hybridize buffs and debuffs. If every single skill dynamically chose between spell and weapon damage for scaling from the start, then there wouldn't be the need to hybridize buffs because Major Brutality would have all your magicka skills covered anyway.
This is 100% a hybrid build thing and it makes no sense to me at all.
Hybridization of skills /= making hybrids viable.
Their goal this entire time has been to make skills and sets useful across mag and Stam. Always while still requiring you to focus on either mag and Stam to be effective. That focus isn't going away, but more and more skills and sets are now useful on either mag or Stam, allowing for a lot more options to make a build.
True hybrid stat builds will never work properly anymore and that is intentional. There is a reason they blew up pelinals.
Remind me again how that was the case when they made medium armor boost spell damage and light armor boost weapon critical. They blew up Pelinals because they felt it wasn't hitting the mark and they think the changes they have made and are making now remove the need to use the old Pelinals.
The changes to Deadly Strikes also only make sense for hybridization because that set was good the way it was for stam, then got turned hybrid and had to be nerfed because it would have been overpowered for magicka. They could have just added a mag exclusive version if it was about letting magicka players use the set - no need to ruin it for one or the other unless you are for some reason insisting it works for both to include hybrids... And also how do you explain that weapon abilities will now have hybrid scaling? That's to allow people to use Greatswords on mag and Staves on stam builds (making things more hybrid), instead of just limitting the hybrid scaling to just class skills, since those are what magicka and stamina specs are fighting over morphs for. But no, they included weapon skills in this because they want to improve hybrid builds, yet they fail to do so every single time.
The fact that we can even debate the developer intention shows very clearly that the Devs have failed to properly communicate their vision to us.
But here is a quote from the previous combat preview for update 32:Our focus in Update 32 is two-fold: improving proc set balance and continuing the hybridization improvements from previous updates.
They include weapon skills because, again, they are trying to make all skills/gear viable on either mag or Stam. That is what hybridization has always meant in the context that Zos has used it in every instance. It has never meant making split stat hybrid builds viable.
If you guys wanna continue hybridization, how about turning all races into hybrids?
WrathOfInnos wrote: »TheInfernalRage wrote: »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?
This has to be taken seriously.At this point, please just remove the damage scaling from resources entirely. Or merge stamina and magicka into "energy" or something. Hybrid builds will continue to not be viable at endgame level as long as having a larger pool of magicka/stamina results in higher damage than splitting your resources.
Why would a true hybrid split their resource pools? Hybrids will still go either 64 points Magicka or 64 Stamina, and either way they will benefit from all of their hybrid skills scaling with the higher resource pool.
Even in the live patch hybrids should generally not split resources, that's something reserved for tanks. The change does not make ineffective hybrid builds into meta, but it does allow meta builds to incorporate more hybrid skills into their builds. It also makes things far less punishing for players that do not understand the game systems and just randomly pick skills and gear that look fun.
Exactly. Why would they? These changes do not achieve what they are trying to achieve. People will still only play mono-resource and only use off-resource skills to alleviate sustain issues.
ZOS is making changes to appeal to people who want to play hybrid, but hybrid players will still have to deal with poor sustain for their off-resource skills because splitting resources is still being discouraged. These changes do not make sense to me.
Streamlining buffs and debuffs is a good idea, making your skills scale indisciminately of your damage stat but still having two separate damage stats makes no sense to me. Either get rid of one or go back to separating them - I do not like where we are at right now and I do not know where we are headed.
I don't think these changes are aimed at making hybrids viable. I think they are aimed at allowing all classes the opportunity to use all of the skills at their disposal effectively. There are plenty of classes that force the sacrifice of defining skills to go mag or Stam, that can now use those skills I'm a strategic way to bolster their builds.
No, this is definitely a hybrid thing. The hybridization thing has been going on for a long long while now. If it was only about allowing classes to make use of their entire kit, then this change would have been the only one they made. Instead they made tons of changes to hybridize armor boni, to hybridize item sets and to hybridize buffs and debuffs. If every single skill dynamically chose between spell and weapon damage for scaling from the start, then there wouldn't be the need to hybridize buffs because Major Brutality would have all your magicka skills covered anyway.
This is 100% a hybrid build thing and it makes no sense to me at all.
Hybridization of skills /= making hybrids viable.
Their goal this entire time has been to make skills and sets useful across mag and Stam. Always while still requiring you to focus on either mag and Stam to be effective. That focus isn't going away, but more and more skills and sets are now useful on either mag or Stam, allowing for a lot more options to make a build.
True hybrid stat builds will never work properly anymore and that is intentional. There is a reason they blew up pelinals.
Remind me again how that was the case when they made medium armor boost spell damage and light armor boost weapon critical. They blew up Pelinals because they felt it wasn't hitting the mark and they think the changes they have made and are making now remove the need to use the old Pelinals.
The changes to Deadly Strikes also only make sense for hybridization because that set was good the way it was for stam, then got turned hybrid and had to be nerfed because it would have been overpowered for magicka. They could have just added a mag exclusive version if it was about letting magicka players use the set - no need to ruin it for one or the other unless you are for some reason insisting it works for both to include hybrids... And also how do you explain that weapon abilities will now have hybrid scaling? That's to allow people to use Greatswords on mag and Staves on stam builds (making things more hybrid), instead of just limitting the hybrid scaling to just class skills, since those are what magicka and stamina specs are fighting over morphs for. But no, they included weapon skills in this because they want to improve hybrid builds, yet they fail to do so every single time.
The fact that we can even debate the developer intention shows very clearly that the Devs have failed to properly communicate their vision to us.
But here is a quote from the previous combat preview for update 32:Our focus in Update 32 is two-fold: improving proc set balance and continuing the hybridization improvements from previous updates.
They include weapon skills because, again, they are trying to make all skills/gear viable on either mag or Stam. That is what hybridization has always meant in the context that Zos has used it in every instance. It has never meant making split stat hybrid builds viable.
What point does that serve? Who is ZOS trying to cater to? Why do you need to make Hunding's and Julianos hybrid? We already had plenty of mirror pair sets in the game, especially when it comes to raw stats, so all of these changes are to allow for hybrid builds to use traditional mono-stat sets instead of relying on things like Pelinals, which was essentially a missing 5th piece bonus just for the sake of making you hybrid.
I think, that it has never meant making split stat builds viable is the exact issue, because the people that want to play hybrid want to play split stat builds. They want that mainly so they can use both their martial and magic skills together in roughly equal measure. They did that in Skyrim and there you had to split your resources too, so why not here? It also makes a lot more sense that way because if you want to be good at two things, logically you should invest into two things. They don't want to play pure mag with a twohander or pure stam with a staff - they want to be true hybrids and that is not happening, because ZOS has been failing to give them that time and time again while achieving largely nothing with their other changes.
It certainly isn't succeeding in opening up more choices - a choice between a bad build and a good build is not choice at all. I am still not playing magicka in medium armor, because sustain becomes an issue to the point where it just isn't fun. If that's intentional, then what was the intention there?
It does succeed in homogenizing everything though because now every mag build can use and abuse Momentum and Crit Rush and Vigor, same as stam.
Instead of the stamina / magicka split (2) we now have class differences (6).
Instead of the stamina / magicka split (2) we now have class differences (6).
So what spammable is a stamplar going to run? They won't have enough mag to run any mag spammable.
Class and Stam/mag split will still matter. But the option to add in one or two off stat dots or aoes is a huge plus. You will still mainly run skills that match your primary stat but you have more options to use your off stat to enhance your build. This isn't eliminating mag or Stam builds. Mag and Stam builds won't be running the same setups, it won't be feasible to do so. They may share some skills, but they won't be carbon copies.
Instead of the stamina / magicka split (2) we now have class differences (6).
So what spammable is a stamplar going to run? They won't have enough mag to run any mag spammable.
Class and Stam/mag split will still matter. But the option to add in one or two off stat dots or aoes is a huge plus. You will still mainly run skills that match your primary stat but you have more options to use your off stat to enhance your build. This isn't eliminating mag or Stam builds. Mag and Stam builds won't be running the same setups, it won't be feasible to do so. They may share some skills, but they won't be carbon copies.
on pretty much any class you can run your off stat as a spammable using (main max stat / off stat regen) food. pots will be enough to keep your max stat happy and if you're only running a spammable on your off stat the regen is plenty.
Probably unpopular opinion but here goes. Seeing a big stamina orc using magic skills and wielding a staff... c'mon. I feel like the whole combat system, which has hugely contributed to the success of the game, is just being completely torn down and re-built to the point where class, race and sets don't matter anymore. I can also imagine this making PvP even more unstable. I miss the days of needing to make a new character and class to be able to fit into a specific play style. Did we really ask for something this extreme?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.
Probably unpopular opinion but here goes. Seeing a big stamina orc using magic skills and wielding a staff... c'mon. I feel like the whole combat system, which has hugely contributed to the success of the game, is just being completely torn down and re-built to the point where class, race and sets don't matter anymore. I can also imagine this making PvP even more unstable. I miss the days of needing to make a new character and class to be able to fit into a specific play style. Did we really ask for something this extreme?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.