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Destruction staves still underwhelming

  • FirmamentOfStars
    FirmamentOfStars
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    StaticWave wrote: »
    Maybe just gibe destruction staves an additional 200 base spell/weapon damage to be on par with 2h and dual wield weapons, which have an innate higher base damage.

    No thanks. There are trade-offs for a reason. If this goes through then nobody will use melee weapons.

    Staves will underperfom in PvP with next patch and I only see one of them (lightning staff) used on magsorc, which previously used fire staves. Even with the new implementations, pretty much nothinh changes. A 200 base weapon/spell damage could make staves perform a little better in some cases instead being 100% outperformed by dual wield.

    I dont say it has to be a 200 base power, could be any tweak. But the current PTS version fails in every aspect to make (in PvP) a change.
  • Bl4ckR3alm93
    Bl4ckR3alm93
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    JerBearESO wrote: »
    Right direction? Certainly! Tho I do not think 12% to status effects is quite enough to build around. Could we consider whether that should be closer to 20%? Maybe 25%?

    Anyone with good statistic skills feel free to test it out for us and see how it feels. Thanks!

    No because then everyone will scream for Dragonknight nerfs. I'll take the 12%
  • UsualSurrender
    UsualSurrender
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    Melee weapons will always outperform staves (and bows) in dummy-humping situations. In mobile fights however, they can actually be better.
    And in PvP they allow you to use Ele Sus even if you backbar a resto staff.
    I think that weapons balance is better than it has ever been. Double-daggers still shine, but next month's update is a welcome one.
    Edited by UsualSurrender on August 17, 2023 12:35PM
  • Twohothardware
    Twohothardware
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    They need to go in and remove the restrictions on passives for Destruction staffs and it would help them out, especially in PvP.

    For example, the Penetrating Magic passive should ignore 10% of enemies spell resistance on everything cast, not just Destruction Staff abilities.
  • HalfDragoness
    HalfDragoness
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    I agree these changes are extremely underwhelming. There has to be a good reason magic builds should choose staves over dual daggers/2h weapons.
  • Jazraena
    Jazraena
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    Melee weapons will always outperform staves (and bows) in dummy-humping situations. In mobile fights however, they can actually be better.
    And in PvP they allow you to use Ele Sus even if you backbar a resto staff.
    I think that weapons balance is better than it has ever been. Double-daggers still shine, but next month's update is a welcome one.

    Next patch for me:
    - A boost to my archers. Cool stuff.
    - A significant DPS nerf on almost all my characters using fire staves in both PvP and PvE
    - Alternatively a mats-tax to mostly maintain performance - except that I want to use fire magic in my power fantasy

    Next update regarding staves is a master class in how not to do changes. No thank you.
  • lQrukl
    lQrukl
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    Penetrating Magic
    Your Destruction Staff abilities ignore 2974 of the enemy's Spell Resistance.
    Would be nice to see something like that, it could make destro staff effective in "wizard" builds, but not make it meta, cause many meta skills use stamina
  • Twohothardware
    Twohothardware
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    They need to revert the changes to staves and give them a buff to their previous passives. The changes did nothing to increase build diversity beyond switching everyone from a fire staff to a lightning staff. And after all these changes we're still stuck with daggers as the top dps option for Magicka builds.

    Frost staves also need to be given real DPS passives and get rid of the tank passives. Tanks have S&B and now that we have Armory loadouts there's no need to try and increase the number of tanks in the game through frost staves. Giving frost staves dps passives would help a lot on classes like Warden that are designed around dealing frost damage.
    Edited by Twohothardware on September 2, 2023 8:29PM
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