ZOS_Gilliam wrote: »Greetings everyone,
We’ve been closely monitoring the feedback and discussion surrounding the Update 33 combat preview and have taken note of a few reoccurring bits that we’d like to take some time to address, particularly regarding the hybridization work we’ve been working on for the past year and a half and the next big step of making most abilities scale dynamically (when applicable) with offensive stats.
To reiterate our goal, these passes have been done to help reduce the number of restrictions when engaging with an ability in your class kit or other skill line, helping you create a build that resonates with you based on what a skill offers, rather than the stats you’ve picked. However, we do still believe stats should always play an important role in determining effectiveness of skills and how your build comes to life in the game. With the sheer number of them in game, we’ve found that the previous system of Weapon versus Spell Damage, Critical Chance, and Penetration were severely impeding on one of the core mantras of the game: play the way you want. With other stats, such as Health, Magicka, and Stamina and the recovery of those stats, we feel we have a large area to enforce limits of how often you can utilize skills as a defining factor of identity and build definition, rather than the potency of those skills as well.
One of the main concerns we’ve seen is how classes will retain their identity moving forward with the new system of dynamic scaling. In our efforts to reduce penalties and restrictions, there always comes an air of homogenization with these changes, where more things feel similar in nature. Our goal is never to intentionally hurt strong identities and we try to avoid it as much as possible while still improving your freedom in creation and expression. We believe that ability costs and how they play into your build will still be a large factor in terms of how frequently you can use abilities. For example, it will be harder for a fully specialized Stamina build to run a “spammable” ability like Puncturing Sweeps or Impale as frequently as a Magicka build, unless they start to make decisions that detract from their specialization of Stamina based actions, thus beginning to change their identity. However, reducing the number of builds in the world that focus on specialization is not as problematic, and in fact, something we would like to see more of. Moving the concept away of identifying only as Magicka or Stamina and instead focusing on playstyle - such as Melee or Range - and using skills of varying costs to realize those goals is something we are actively looking forward to. That said, we are aware of the reality that when trying to squeeze out every possible amount of efficiency in a build, there will always be choices that come out ahead, and we accept this reality as long as those choices aren’t coming out ahead in almost every situation.
Another area we’ve seen quite a bit of feedback on is morph diversity and how the changes to hybridization impact which morph you want to pick. In previous updates, there were pretty clear options; if your ability morphed into a change in cost it likely also changed in its scaling, leading to relatively binary morph options of just picking whichever ability met your primary resource. Now, the ability’s potency is far less impacted by your stats and instead focuses on what it costs and adds in functionality. This will be a vast improvement compared to many of the binary picks of before where you didn’t really have two options if you were a specialized build, but we do still know there are many morph options that don’t hold a candle to one another. On that note, depending on specialization and the type of play you’re focusing on, many morphs will remain rather contextual in nature. Comparing more damage for a specific attack versus gaining an Area of Effect form of a Major Debuff may seem like a simple option for a high-end damage dealer, but outside of that context, a compelling choice is still seen.
While this update will conclude much of our hybridization work (aside from the work-in-progress consumable adjustments we mentioned in the original post) we know it will have knock on effects to the game, and we’re dedicated to following through as they pop up and evolve along with the game. Thanks for your time and we hope this helped give some insight into where our focus has been!
ZOS_Gilliam wrote: »... we know it will have knock on effects to the game, and we’re dedicated to following through as they pop up ...
ZOS_Gilliam wrote: »Greetings everyone,
We’ve been closely monitoring the feedback and discussion surrounding the Update 33 combat preview and have taken note of a few reoccurring bits that we’d like to take some time to address, particularly regarding the hybridization work we’ve been working on for the past year and a half and the next big step of making most abilities scale dynamically (when applicable) with offensive stats.
To reiterate our goal, these passes have been done to help reduce the number of restrictions when engaging with an ability in your class kit or other skill line, helping you create a build that resonates with you based on what a skill offers, rather than the stats you’ve picked. However, we do still believe stats should always play an important role in determining effectiveness of skills and how your build comes to life in the game. With the sheer number of them in game, we’ve found that the previous system of Weapon versus Spell Damage, Critical Chance, and Penetration were severely impeding on one of the core mantras of the game: play the way you want. With other stats, such as Health, Magicka, and Stamina and the recovery of those stats, we feel we have a large area to enforce limits of how often you can utilize skills as a defining factor of identity and build definition, rather than the potency of those skills as well.
One of the main concerns we’ve seen is how classes will retain their identity moving forward with the new system of dynamic scaling. In our efforts to reduce penalties and restrictions, there always comes an air of homogenization with these changes, where more things feel similar in nature. Our goal is never to intentionally hurt strong identities and we try to avoid it as much as possible while still improving your freedom in creation and expression. We believe that ability costs and how they play into your build will still be a large factor in terms of how frequently you can use abilities. For example, it will be harder for a fully specialized Stamina build to run a “spammable” ability like Puncturing Sweeps or Impale as frequently as a Magicka build, unless they start to make decisions that detract from their specialization of Stamina based actions, thus beginning to change their identity. However, reducing the number of builds in the world that focus on specialization is not as problematic, and in fact, something we would like to see more of. Moving the concept away of identifying only as Magicka or Stamina and instead focusing on playstyle - such as Melee or Range - and using skills of varying costs to realize those goals is something we are actively looking forward to. That said, we are aware of the reality that when trying to squeeze out every possible amount of efficiency in a build, there will always be choices that come out ahead, and we accept this reality as long as those choices aren’t coming out ahead in almost every situation.
Another area we’ve seen quite a bit of feedback on is morph diversity and how the changes to hybridization impact which morph you want to pick. In previous updates, there were pretty clear options; if your ability morphed into a change in cost it likely also changed in its scaling, leading to relatively binary morph options of just picking whichever ability met your primary resource. Now, the ability’s potency is far less impacted by your stats and instead focuses on what it costs and adds in functionality. This will be a vast improvement compared to many of the binary picks of before where you didn’t really have two options if you were a specialized build, but we do still know there are many morph options that don’t hold a candle to one another. On that note, depending on specialization and the type of play you’re focusing on, many morphs will remain rather contextual in nature. Comparing more damage for a specific attack versus gaining an Area of Effect form of a Major Debuff may seem like a simple option for a high-end damage dealer, but outside of that context, a compelling choice is still seen.
While this update will conclude much of our hybridization work (aside from the work-in-progress consumable adjustments we mentioned in the original post) we know it will have knock on effects to the game, and we’re dedicated to following through as they pop up and evolve along with the game. Thanks for your time and we hope this helped give some insight into where our focus has been!
ESO_Nightingale wrote: »ZOS_Gilliam wrote: »Greetings everyone,
We’ve been closely monitoring the feedback and discussion surrounding the Update 33 combat preview and have taken note of a few reoccurring bits that we’d like to take some time to address, particularly regarding the hybridization work we’ve been working on for the past year and a half and the next big step of making most abilities scale dynamically (when applicable) with offensive stats.
To reiterate our goal, these passes have been done to help reduce the number of restrictions when engaging with an ability in your class kit or other skill line, helping you create a build that resonates with you based on what a skill offers, rather than the stats you’ve picked. However, we do still believe stats should always play an important role in determining effectiveness of skills and how your build comes to life in the game. With the sheer number of them in game, we’ve found that the previous system of Weapon versus Spell Damage, Critical Chance, and Penetration were severely impeding on one of the core mantras of the game: play the way you want. With other stats, such as Health, Magicka, and Stamina and the recovery of those stats, we feel we have a large area to enforce limits of how often you can utilize skills as a defining factor of identity and build definition, rather than the potency of those skills as well.
One of the main concerns we’ve seen is how classes will retain their identity moving forward with the new system of dynamic scaling. In our efforts to reduce penalties and restrictions, there always comes an air of homogenization with these changes, where more things feel similar in nature. Our goal is never to intentionally hurt strong identities and we try to avoid it as much as possible while still improving your freedom in creation and expression. We believe that ability costs and how they play into your build will still be a large factor in terms of how frequently you can use abilities. For example, it will be harder for a fully specialized Stamina build to run a “spammable” ability like Puncturing Sweeps or Impale as frequently as a Magicka build, unless they start to make decisions that detract from their specialization of Stamina based actions, thus beginning to change their identity. However, reducing the number of builds in the world that focus on specialization is not as problematic, and in fact, something we would like to see more of. Moving the concept away of identifying only as Magicka or Stamina and instead focusing on playstyle - such as Melee or Range - and using skills of varying costs to realize those goals is something we are actively looking forward to. That said, we are aware of the reality that when trying to squeeze out every possible amount of efficiency in a build, there will always be choices that come out ahead, and we accept this reality as long as those choices aren’t coming out ahead in almost every situation.
Another area we’ve seen quite a bit of feedback on is morph diversity and how the changes to hybridization impact which morph you want to pick. In previous updates, there were pretty clear options; if your ability morphed into a change in cost it likely also changed in its scaling, leading to relatively binary morph options of just picking whichever ability met your primary resource. Now, the ability’s potency is far less impacted by your stats and instead focuses on what it costs and adds in functionality. This will be a vast improvement compared to many of the binary picks of before where you didn’t really have two options if you were a specialized build, but we do still know there are many morph options that don’t hold a candle to one another. On that note, depending on specialization and the type of play you’re focusing on, many morphs will remain rather contextual in nature. Comparing more damage for a specific attack versus gaining an Area of Effect form of a Major Debuff may seem like a simple option for a high-end damage dealer, but outside of that context, a compelling choice is still seen.
While this update will conclude much of our hybridization work (aside from the work-in-progress consumable adjustments we mentioned in the original post) we know it will have knock on effects to the game, and we’re dedicated to following through as they pop up and evolve along with the game. Thanks for your time and we hope this helped give some insight into where our focus has been!
I understand what the goal was @ZOS_Gilliam , but for magicka warden we already had badly eroded identities beforehand. We can't make meaningful build choices when it comes to class skills anymore. Not like sorcerer can, for example. Because we've always had so few damage skills to work with. One of the few meaningful choices we had, at least in my opinion was the short time when deep fissure and sub assault were unique to their respective roles. Deep Fissure modifies your rotation by making you recast it every 3 seconds. This was interesting and in my opinion, more fun than the current 6 second rotation offered by the vastly superior sub assault. The thing that stops me from using deep fissure is that sub assault is just so much better damage and far easier as a choice than deep fissure, major breach doesn't even come close to competing with a better damage type in poison, recast and off-stat cost. An now with the hybridisation changes, more than ever magicka wardens have felt like their identity doesn't exist anymore.
Warden's issues need to be looked at.
Not just that it's self healing was entirely crippled by a lack of a solid burst heal since blackwood, or that one of or only few stun options in pvp was not only delayed but also an iritating hp based heal that only ever synergised defensively or if they were a stamden in melee range.
But in terms of meaningful class options. We need a new frost damage skill to help with the frost damage dealer archetype, we need a reason to use deep fissure over sub assault in pve, we need our useless morphs to see some type of help to fit them into a niche.
ZOS_Gilliam wrote: »Greetings everyone,
We’ve been closely monitoring the feedback and discussion surrounding the Update 33 combat preview and have taken note of a few reoccurring bits that we’d like to take some time to address, particularly regarding the hybridization work we’ve been working on for the past year and a half and the next big step of making most abilities scale dynamically (when applicable) with offensive stats.
To reiterate our goal, these passes have been done to help reduce the number of restrictions when engaging with an ability in your class kit or other skill line, helping you create a build that resonates with you based on what a skill offers, rather than the stats you’ve picked. However, we do still believe stats should always play an important role in determining effectiveness of skills and how your build comes to life in the game. With the sheer number of them in game, we’ve found that the previous system of Weapon versus Spell Damage, Critical Chance, and Penetration were severely impeding on one of the core mantras of the game: play the way you want. With other stats, such as Health, Magicka, and Stamina and the recovery of those stats, we feel we have a large area to enforce limits of how often you can utilize skills as a defining factor of identity and build definition, rather than the potency of those skills as well.
One of the main concerns we’ve seen is how classes will retain their identity moving forward with the new system of dynamic scaling. In our efforts to reduce penalties and restrictions, there always comes an air of homogenization with these changes, where more things feel similar in nature. Our goal is never to intentionally hurt strong identities and we try to avoid it as much as possible while still improving your freedom in creation and expression. We believe that ability costs and how they play into your build will still be a large factor in terms of how frequently you can use abilities. For example, it will be harder for a fully specialized Stamina build to run a “spammable” ability like Puncturing Sweeps or Impale as frequently as a Magicka build, unless they start to make decisions that detract from their specialization of Stamina based actions, thus beginning to change their identity. However, reducing the number of builds in the world that focus on specialization is not as problematic, and in fact, something we would like to see more of. Moving the concept away of identifying only as Magicka or Stamina and instead focusing on playstyle - such as Melee or Range - and using skills of varying costs to realize those goals is something we are actively looking forward to. That said, we are aware of the reality that when trying to squeeze out every possible amount of efficiency in a build, there will always be choices that come out ahead, and we accept this reality as long as those choices aren’t coming out ahead in almost every situation.
Another area we’ve seen quite a bit of feedback on is morph diversity and how the changes to hybridization impact which morph you want to pick. In previous updates, there were pretty clear options; if your ability morphed into a change in cost it likely also changed in its scaling, leading to relatively binary morph options of just picking whichever ability met your primary resource. Now, the ability’s potency is far less impacted by your stats and instead focuses on what it costs and adds in functionality. This will be a vast improvement compared to many of the binary picks of before where you didn’t really have two options if you were a specialized build, but we do still know there are many morph options that don’t hold a candle to one another. On that note, depending on specialization and the type of play you’re focusing on, many morphs will remain rather contextual in nature. Comparing more damage for a specific attack versus gaining an Area of Effect form of a Major Debuff may seem like a simple option for a high-end damage dealer, but outside of that context, a compelling choice is still seen.
While this update will conclude much of our hybridization work (aside from the work-in-progress consumable adjustments we mentioned in the original post) we know it will have knock on effects to the game, and we’re dedicated to following through as they pop up and evolve along with the game. Thanks for your time and we hope this helped give some insight into where our focus has been!
@ZOS_Gilliam Why don't you fix the "stuck in combat" in Cyrodiil before you go making such big changes? It's just one simple thing, but it's probably the biggest pain area for many of us.
@ZOS_Gilliam Why don't you fix the "stuck in combat" in Cyrodiil before you go making such big changes? It's just one simple thing, but it's probably the biggest pain area for many of us.
WrathOfInnos wrote: »ESO_Nightingale wrote: »ZOS_Gilliam wrote: »Greetings everyone,
We’ve been closely monitoring the feedback and discussion surrounding the Update 33 combat preview and have taken note of a few reoccurring bits that we’d like to take some time to address, particularly regarding the hybridization work we’ve been working on for the past year and a half and the next big step of making most abilities scale dynamically (when applicable) with offensive stats.
To reiterate our goal, these passes have been done to help reduce the number of restrictions when engaging with an ability in your class kit or other skill line, helping you create a build that resonates with you based on what a skill offers, rather than the stats you’ve picked. However, we do still believe stats should always play an important role in determining effectiveness of skills and how your build comes to life in the game. With the sheer number of them in game, we’ve found that the previous system of Weapon versus Spell Damage, Critical Chance, and Penetration were severely impeding on one of the core mantras of the game: play the way you want. With other stats, such as Health, Magicka, and Stamina and the recovery of those stats, we feel we have a large area to enforce limits of how often you can utilize skills as a defining factor of identity and build definition, rather than the potency of those skills as well.
One of the main concerns we’ve seen is how classes will retain their identity moving forward with the new system of dynamic scaling. In our efforts to reduce penalties and restrictions, there always comes an air of homogenization with these changes, where more things feel similar in nature. Our goal is never to intentionally hurt strong identities and we try to avoid it as much as possible while still improving your freedom in creation and expression. We believe that ability costs and how they play into your build will still be a large factor in terms of how frequently you can use abilities. For example, it will be harder for a fully specialized Stamina build to run a “spammable” ability like Puncturing Sweeps or Impale as frequently as a Magicka build, unless they start to make decisions that detract from their specialization of Stamina based actions, thus beginning to change their identity. However, reducing the number of builds in the world that focus on specialization is not as problematic, and in fact, something we would like to see more of. Moving the concept away of identifying only as Magicka or Stamina and instead focusing on playstyle - such as Melee or Range - and using skills of varying costs to realize those goals is something we are actively looking forward to. That said, we are aware of the reality that when trying to squeeze out every possible amount of efficiency in a build, there will always be choices that come out ahead, and we accept this reality as long as those choices aren’t coming out ahead in almost every situation.
Another area we’ve seen quite a bit of feedback on is morph diversity and how the changes to hybridization impact which morph you want to pick. In previous updates, there were pretty clear options; if your ability morphed into a change in cost it likely also changed in its scaling, leading to relatively binary morph options of just picking whichever ability met your primary resource. Now, the ability’s potency is far less impacted by your stats and instead focuses on what it costs and adds in functionality. This will be a vast improvement compared to many of the binary picks of before where you didn’t really have two options if you were a specialized build, but we do still know there are many morph options that don’t hold a candle to one another. On that note, depending on specialization and the type of play you’re focusing on, many morphs will remain rather contextual in nature. Comparing more damage for a specific attack versus gaining an Area of Effect form of a Major Debuff may seem like a simple option for a high-end damage dealer, but outside of that context, a compelling choice is still seen.
While this update will conclude much of our hybridization work (aside from the work-in-progress consumable adjustments we mentioned in the original post) we know it will have knock on effects to the game, and we’re dedicated to following through as they pop up and evolve along with the game. Thanks for your time and we hope this helped give some insight into where our focus has been!
I understand what the goal was @ZOS_Gilliam , but for magicka warden we already had badly eroded identities beforehand. We can't make meaningful build choices when it comes to class skills anymore. Not like sorcerer can, for example. Because we've always had so few damage skills to work with. One of the few meaningful choices we had, at least in my opinion was the short time when deep fissure and sub assault were unique to their respective roles. Deep Fissure modifies your rotation by making you recast it every 3 seconds. This was interesting and in my opinion, more fun than the current 6 second rotation offered by the vastly superior sub assault. The thing that stops me from using deep fissure is that sub assault is just so much better damage and far easier as a choice than deep fissure, major breach doesn't even come close to competing with a better damage type in poison, recast and off-stat cost. An now with the hybridisation changes, more than ever magicka wardens have felt like their identity doesn't exist anymore.
Warden's issues need to be looked at.
Not just that it's self healing was entirely crippled by a lack of a solid burst heal since blackwood, or that one of or only few stun options in pvp was not only delayed but also an iritating hp based heal that only ever synergised defensively or if they were a stamden in melee range.
But in terms of meaningful class options. We need a new frost damage skill to help with the frost damage dealer archetype, we need a reason to use deep fissure over sub assault in pve, we need our useless morphs to see some type of help to fit them into a niche.
Warden is an interesting example to discuss. I've always found the morph choices for Wardens to be completely lacking, since they simply had a magicka morph and a stamina morph of each skill, no decisions were required after you chose your main resource. I actually liked when Subterranean Assault became viable on Magicka Warden simply because it allowed another option. However it quickly became clear that Deep Fissure is an underpowered morph, and does not compare to similar delayed damage skills. Deep Fissure deals:I agree that Fissure will see little to no use after these changes, it's already a questionable morph choice. The morph that gives double the value per cast is always going to be preferable, and for a PVE magden Sub Assault's stamina cost makes it essentially a free cast every 6s, which is necessary given Warden's poor sustain. The solution here is to buff Deep Fissure's damage, sustain and/or utility, and maybe change its damage type to frost. This shouldn't be an obstacle to opening hybridization across all ESO builds.
- 50% the damage per cast of Subterranean Assault
- 53% the damage per cast of Haunting Curse
- 60% to 90% the damage per cast of Stalking Blastbones
- Significantly less than Purifying or Power of the Light (scaling depends on build)
- 77% the damage per cast of Shadow Silk (with nobody using the synergy)
On the point of identity, I believe it should exist for builds, but I see no reason to restrict identity based on the main resource (stam or mag). For example, a Frost Warden should be a build, or a Poison Warden, not necessarily a Frost Magden and Poison Stamden. Maybe the absolute meta frost build does end up more magicka focused and should invest their 64 attribute points into that resource, but this is far from the current "you put points into stamina so you must use poison/bleed and never frost". The main resource does not need to be tied to damage types, and I appreciate that the game is moving away from this (with the new CP system moving in the right direction).
ZOS_Gilliam wrote: »Greetings everyone,
We’ve been closely monitoring the feedback and discussion surrounding the Update 33 combat preview and have taken note of a few reoccurring bits that we’d like to take some time to address, particularly regarding the hybridization work we’ve been working on for the past year and a half and the next big step of making most abilities scale dynamically (when applicable) with offensive stats.
To reiterate our goal, these passes have been done to help reduce the number of restrictions when engaging with an ability in your class kit or other skill line, helping you create a build that resonates with you based on what a skill offers, rather than the stats you’ve picked. However, we do still believe stats should always play an important role in determining effectiveness of skills and how your build comes to life in the game. With the sheer number of them in game, we’ve found that the previous system of Weapon versus Spell Damage, Critical Chance, and Penetration were severely impeding on one of the core mantras of the game: play the way you want. With other stats, such as Health, Magicka, and Stamina and the recovery of those stats, we feel we have a large area to enforce limits of how often you can utilize skills as a defining factor of identity and build definition, rather than the potency of those skills as well.
One of the main concerns we’ve seen is how classes will retain their identity moving forward with the new system of dynamic scaling. In our efforts to reduce penalties and restrictions, there always comes an air of homogenization with these changes, where more things feel similar in nature. Our goal is never to intentionally hurt strong identities and we try to avoid it as much as possible while still improving your freedom in creation and expression. We believe that ability costs and how they play into your build will still be a large factor in terms of how frequently you can use abilities. For example, it will be harder for a fully specialized Stamina build to run a “spammable” ability like Puncturing Sweeps or Impale as frequently as a Magicka build, unless they start to make decisions that detract from their specialization of Stamina based actions, thus beginning to change their identity. However, reducing the number of builds in the world that focus on specialization is not as problematic, and in fact, something we would like to see more of. Moving the concept away of identifying only as Magicka or Stamina and instead focusing on playstyle - such as Melee or Range - and using skills of varying costs to realize those goals is something we are actively looking forward to. That said, we are aware of the reality that when trying to squeeze out every possible amount of efficiency in a build, there will always be choices that come out ahead, and we accept this reality as long as those choices aren’t coming out ahead in almost every situation.
Another area we’ve seen quite a bit of feedback on is morph diversity and how the changes to hybridization impact which morph you want to pick. In previous updates, there were pretty clear options; if your ability morphed into a change in cost it likely also changed in its scaling, leading to relatively binary morph options of just picking whichever ability met your primary resource. Now, the ability’s potency is far less impacted by your stats and instead focuses on what it costs and adds in functionality. This will be a vast improvement compared to many of the binary picks of before where you didn’t really have two options if you were a specialized build, but we do still know there are many morph options that don’t hold a candle to one another. On that note, depending on specialization and the type of play you’re focusing on, many morphs will remain rather contextual in nature. Comparing more damage for a specific attack versus gaining an Area of Effect form of a Major Debuff may seem like a simple option for a high-end damage dealer, but outside of that context, a compelling choice is still seen.
While this update will conclude much of our hybridization work (aside from the work-in-progress consumable adjustments we mentioned in the original post) we know it will have knock on effects to the game, and we’re dedicated to following through as they pop up and evolve along with the game. Thanks for your time and we hope this helped give some insight into where our focus has been!
ZOS_Gilliam wrote: »Greetings everyone,
One of the main concerns we’ve seen is how classes will retain their identity moving forward with the new system of dynamic scaling. In our efforts to reduce penalties and restrictions, there always comes an air of homogenization with these changes, where more things feel similar in nature. Our goal is never to intentionally hurt strong identities and we try to avoid it as much as possible while still improving your freedom in creation and expression. We believe that ability costs and how they play into your build will still be a large factor in terms of how frequently you can use abilities. For example, it will be harder for a fully specialized Stamina build to run a “spammable” ability like Puncturing Sweeps or Impale as frequently as a Magicka build, unless they start to make decisions that detract from their specialization of Stamina based actions, thus beginning to change their identity. However, reducing the number of builds in the world that focus on specialization is not as problematic, and in fact, something we would like to see more of. Moving the concept away of identifying only as Magicka or Stamina and instead focusing on playstyle - such as Melee or Range - and using skills of varying costs to realize those goals is something we are actively looking forward to. That said, we are aware of the reality that when trying to squeeze out every possible amount of efficiency in a build, there will always be choices that come out ahead, and we accept this reality as long as those choices aren’t coming out ahead in almost every situation.
StarOfElyon wrote: »@ZOS_Gilliam Why don't you fix the "stuck in combat" in Cyrodiil before you go making such big changes? It's just one simple thing, but it's probably the biggest pain area for many of us.
Cyrodiil is jacked up. It needs a complete overhaul. I don't think it's as simple as you say.
Now all we need is hybridization of skill cost. Having the effect scale off your higher offensive stat is good but builds and morph choices will still push you in the direction of which resource it uses to do its thing.
I'm an old heretic who proposed back in 2014 using stamina for only things like sprint, dodge, block, bash, renaming magicka to "power" (or something similar that sounds less magey) and using that as the one skill resource.
Having abilities cost whichever resource is higher would be a step in that direction.
Too simple?
Now all we need is hybridization of skill cost. Having the effect scale off your higher offensive stat is good but builds and morph choices will still push you in the direction of which resource it uses to do its thing.
I'm an old heretic who proposed back in 2014 using stamina for only things like sprint, dodge, block, bash, renaming magicka to "power" (or something similar that sounds less magey) and using that as the one skill resource.
Having abilities cost whichever resource is higher would be a step in that direction.
Too simple?
Now all we need is hybridization of skill cost. Having the effect scale off your higher offensive stat is good but builds and morph choices will still push you in the direction of which resource it uses to do its thing.
I'm an old heretic who proposed back in 2014 using stamina for only things like sprint, dodge, block, bash, renaming magicka to "power" (or something similar that sounds less magey) and using that as the one skill resource.
Having abilities cost whichever resource is higher would be a step in that direction.
Too simple?
No it is against Elder Scrolls spirit.
Health Magicka Stamina
If you want spam magicka skills and Stamina skills, you have to adapt yourself and find Gear and build good enough for doing that.
Ex: shacklebreaker and twice born star