Skjaldbjorn wrote: »Honestly, the removal of Stam/Mag "identity" is a terrific change. It further skewed Class Identity to boil down to linear, nonsensical delineation based on which max resource you had. Unless you meant something else by what you said, I firmly disagree there.
Skjaldbjorn wrote: »Honestly, the removal of Stam/Mag "identity" is a terrific change. It further skewed Class Identity to boil down to linear, nonsensical delineation based on which max resource you had. Unless you meant something else by what you said, I firmly disagree there.
Disagree 100%. It ruined class identity by making most builds a combination of skills that exist outside of class skill lines, with a few class skills sprinkled in. Now nearly ever class plays the same because everyone is using mostly the same abilities. It isn't interesting at all.
Skjaldbjorn wrote: »Honestly, the removal of Stam/Mag "identity" is a terrific change. It further skewed Class Identity to boil down to linear, nonsensical delineation based on which max resource you had. Unless you meant something else by what you said, I firmly disagree there.
Disagree 100%. It ruined class identity by making most builds a combination of skills that exist outside of class skill lines, with a few class skills sprinkled in. Now nearly ever class plays the same because everyone is using mostly the same abilities. It isn't interesting at all.
Skjaldbjorn wrote: »Honestly, the removal of Stam/Mag "identity" is a terrific change. It further skewed Class Identity to boil down to linear, nonsensical delineation based on which max resource you had. Unless you meant something else by what you said, I firmly disagree there.
Disagree 100%. It ruined class identity by making most builds a combination of skills that exist outside of class skill lines, with a few class skills sprinkled in. Now nearly ever class plays the same because everyone is using mostly the same abilities. It isn't interesting at all.
I disagree with your disagree!
The majority of class skills are magicka, especially for the base game classes. This meant that most stam builds used to be mostly weapon skills with 1 or 2 mag utility skills from the class kit to complement. Further more mag builds were limited to the inferior light armour sets, making them far weaker than their stam counterparts.
Is hybridization finished? No. Clearly. I don't know why it's taken so long to just dot the i and cross the t and finish the consolidation, but whatever.
Could further improvements be made now that we basically have green and blue versions of the same skill? Absolutely. I would love to see some class passives changed so that each class has a specialization that actually mattered when it comes to builds.
It goes without saying that the older sets need to be looked at again and adjusted to be not trash.
But overall hybridization was a positive step that improved the game.
YandereGirlfriend wrote: »I agree with you on the merits but also greatly sympathize with the person that you were replying to.
Mag builds were definitely able to use the more interesting skills (StamSorc was especially hard-up in that regard as the class-less class) pre-hybridization... but now we live in the dystopian world where every build runs the exact same gear pieces and classes have all been liquefied into a formless grey ooze. I don't miss the days of rigid MagDK vs. StamDK but, IMO, casters using DW Daggers is nothing short of a travesty. But they are forced to. Because hybridization killed-off everything else.
That mess could be sorted out by a more thoughtful mapping of stat category buffs to things like weapon choices and armor weights, but, sadly, those decisions haven't been revisited in years and seem unlikely to be any time soon.
Skjaldbjorn wrote: »Honestly, the removal of Stam/Mag "identity" is a terrific change. It further skewed Class Identity to boil down to linear, nonsensical delineation based on which max resource you had. Unless you meant something else by what you said, I firmly disagree there.
MakeMeUhSamich wrote: »Make No-Pet MagSorcs great again!
#hatethebloodyflappybird
Skjaldbjorn wrote: »Which is still better than half your class being blocked off because you wear medium armor or whatever. The class identity needs work. Class skills need buffs. But the direction is 100% correct.
James-Wayne wrote: »Just remove classes all together and give us a bunch of skills and passives to unlock via some new class tree so we don't need to worry about Arcanist being top tier, we just respec into what we want so we can play how we want. Simples.
I've been asking for no classes for years, lets just do it!
Veinblood1965 wrote: »Very simple to see how stamina is the red headed step-child. Name a quick use short duration potion that increases stamina recovery? I mean we have food and drink "buff" potions that last for hours however there are no pot's that last 30 seconds that increase stam, there are several for maj. It's an obvious dedicated design.
bar_boss_A wrote: »understandable that my one line grudges did spark a discussion. To further clarify: nowadays speccing into max magicka or stamina is not worth the investment as all other stats scale much better and easier. Additionally, now that resource management is easy af there is no incentive to go this route. There should be a new incentive to stack into one resource or maybe both, some examples which come to my mind:
Yeah in PvP pretty much everything has congealed into a mag leaning hybrid, except Sorcs, and you can still do almost any PvP playstyle leaning into either resource anyway.Skjaldbjorn wrote: »I don't know if this is a PVP perspective
Skjaldbjorn wrote: »I don't know if this is a PVP perspective, but basically every PVE DPS specs fully into Stam or Mag. Like...yeah.
bar_boss_A wrote: »But even there you will not prioritize mag/stam - priority is health: you will spec first into health to get to the minimum health value required for the content you want to run (18-20k for a dps depending on content) after that you spec into the resource you chose and of course stick to your choice.
bar_boss_A wrote: »Fully speccing into max magicka/stamina means: choosing arkane/robust jewelry over infused/bloodthirsty, choosing infused armor over divine, choosing mage/tower mundus stone over thief, choosing necropotence set over pillar of nirn.
alpha_synuclein wrote: »No PVE dd worth their daggers would ever do any of this...
bar_boss_A wrote: »alpha_synuclein wrote: »No PVE dd worth their daggers would ever do any of this...
continue reading
Most PvP builds have congealed into mag leaning hybrids, usually with 64 hp. Yet years later, many PvPers are still trying to bang their heads against the wall of a mag/stam split archetype system that no longer exists, because ZOS never finished hybridization, just like they never finished polishing the mag/stam split before that.alpha_synuclein wrote: »As a PVE damage dealer
bar_boss_A wrote: »Skjaldbjorn wrote: »I don't know if this is a PVP perspective, but basically every PVE DPS specs fully into Stam or Mag. Like...yeah.
Solemnly disagree. What you are talking about is the choice which resource you take. Well there are three resources in which you can put your attribute points so of course there is a choice. But even there you will not prioritize mag/stam - priority is health: you will spec first into health to get to the minimum health value required for the content you want to run (18-20k for a dps depending on content) after that you spec into the resource you chose and of course stick to your choice.
Fully speccing into max magicka/stamina means: choosing arkane/robust jewelry over infused/bloodthirsty, choosing infused armor over divine, choosing mage/tower mundus stone over thief, choosing necropotence set over pillar of nirn.
I do understand that these were not on your mind as these build choices are below bad and you would be lucky to find a person which does even play one of the above. But that is exactly my problem max mag/stam. They are the dump stat: the stat all left over points, which can not be put somewhere else, are put into. They should never be top tier but there should be an incentive to create niche setups investing heavily into max stat.
Skjaldbjorn wrote: »Honestly, the removal of Stam/Mag "identity" is a terrific change. It further skewed Class Identity to boil down to linear, nonsensical delineation based on which max resource you had. Unless you meant something else by what you said, I firmly disagree there.
Alchimiste1 wrote: »Personally, I would start by getting rid of hybridization and then
- Gutting cross heal stacking.
- Nerfing a ton of proc sets so you have to be in melee range and visable in order for them to proc.
- Slightly nerfing some burst heals.
- Diminishing returns on Damage scaling after passing a certain health threshold (35kish).
- Focus on balancing through class skills and not new sets.
Also, I know the whole logic behind hybridization was to make the power difference between each class less, but I don't really think the method used is working in a fun way. I feel like every class should have 1 or 2 standout skills that make people want to play them. Stamplar for example used to hit very hard, but stam sustain was tough, nb should have incredible burst, but not so strong heals, dk--> strong dots not so good mobility. That made each class fun to play.
Alchimiste1 wrote: »Personally, I would start by getting rid of hybridization and then
- Gutting cross heal stacking.
- Nerfing a ton of proc sets so you have to be in melee range and visable in order for them to proc.
- Slightly nerfing some burst heals.
- Diminishing returns on Damage scaling after passing a certain health threshold (35kish).
- Focus on balancing through class skills and not new sets.
Also, I know the whole logic behind hybridization was to make the power difference between each class less, but I don't really think the method used is working in a fun way. I feel like every class should have 1 or 2 standout skills that make people want to play them. Stamplar for example used to hit very hard, but stam sustain was tough, nb should have incredible burst, but not so strong heals, dk--> strong dots not so good mobility. That made each class fun to play.
Hybridization wasn't a bad idea in theory. There were a lot of left out power fantasies under the Magicka/Stamina dichotomy such as spell blades and such. It just being half done is what was bad. To where it becomes a red herring. Players just choosing the best morph isn't a problem of Hybridization. It's a problem because there is clearly a "best" morph. It seems that ZoS used Hybridization to be lazy rather than provide more player options.
Skjaldbjorn wrote: »
To be honest, it's really impossible for there not to be a "best" morph. Power scales vary wildly. Unless the two skills are literally identical across morphs and the only variance is the resource cost, which defeats the purpose really, there will always be one side of a skill that is superior for a litany of reasons.
bar_boss_A wrote: »Skjaldbjorn wrote: »Honestly, the removal of Stam/Mag "identity" is a terrific change. It further skewed Class Identity to boil down to linear, nonsensical delineation based on which max resource you had. Unless you meant something else by what you said, I firmly disagree there.
understandable that my one line grudges did spark a discussion. To further clarify: nowadays speccing into max magicka or stamina is not worth the investment as all other stats scale much better and easier. Additionally, now that resource management is easy af there is no incentive to go this route. There should be a new incentive to stack into one resource or maybe both, some examples which come to my mind:Just some ideas to make max resource stacking interesting again
- hybridization on weapon/spell damage and crits but not on max resource would help distinguish hybrids from mono builds. You could either slot all the strongest skills and they are a bit less effective as you sit around 20k max mag and stam. Or you restrict yourself on skills by investing into only one resource but therefore your chosen skills hit/heal/tank a bit harder.
- alternatively healing could get a stronger max stat modifier and a weaker weapon/spell damage modifier. So you could invest more into spell/weapon damage and have higher damage but weaker heals or invest into max resources and have lower damage but higher heals (this would bring max Hp based heals in line)