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Improvements for Stamina-Based Skills and Passives

  • Wifeaggro13
    Wifeaggro13
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    Cogo wrote: »

    But i cannot idly stand by and pat them on the back for Problems this community saw way before this game was launched, Many members called them on closed limited beta for friends and family only for end game activites. Nor should you for the money spent by consumers on this game. I still enjoy the game and i think the 1-50 content is subperb i never felt a flat get me to end game spot the whole process.But the MMO portion was largely missing it was primarily a single player game aside from a few activites

    With all this said i still enjoy my reroll and i still have faith But i have watched to many of the community in my guilds Bail and unsub vowing never to return because of ZOS oversight/ mis managment .Primarily in the balance department and the Lack of actuall roles in end game. Everyone is DPS in light armor that taunts or heals. Sorry i come off as harsh and trash talking but its the facts. The comment "Serioulsy are you trolling us" was a reaction to them increasing DPS on the ranged spec melee by 30% with changes to snipe , and maybe a 10% increase to melee on a sustained fight. It made me think they still don't understand their own mechanics and rotations. Melee runs a huge risk for very little gain 10% is not gonna cut it,(FYI hundngs is still broken Crit still does not apply to weapon damage Jessica)

    Alright, we all have reactions. Im one of em :-p

    ESO is a MMO, where grouping is just as possible as every else. EVEN, you get 10% extra exp from killing mobs in a group, WITHOUT loosing any exp per mob for being grouped.

    I think one main problem in ESO that would solve ALOT of things, but people dont like to hear this one:

    Get a group.

    You don't HAVE to use the group tool. You can invite anyone, a friend, a guildie, someone unknown.
    And do not say its not possible to get a group, because Ive grouped most my playtime, all levels, and now at Vet levels, always grouped with someone.

    Cant really blame the game if someone don't bother to get a group, other then yell in zone chat once....and give up :-p



    But look what you are talking about. They ARE looking at light armor, and they ARE aware that its vastly superior to heavy armor when it comes to tanking.

    They will balance this. Just that, and I think you know, balance in a skill based game is not just to change. Its a big map and look where you change so it wount mean that the whole server will be heavy armor Nightblades, tanking in bow and doing best damage with a healing staff.


    You can not dispute that a new player, starting today, will have a complete different experience then we did who started on launch. Thats normal in MMOs.

    The important part is how the company manages the game. So far they done pretty damn well. Sure, could do better, but cant we all?

    Just the fact of this thread even existing, started by Zenimax. And others like it, proves it, dont you think?

    Hell! They even by request from players, included a crafteble item in tomorrows patch!


    I am certain things will balanced out, and we will still see a DK in a robe, using a destruction staff, but not ONLY, and with the pros and cons that makes it balanced. They still say the goal is to build your own class. I believe this.

    But good balancing takes time. They are doing it. They even ask US. Tell me the last time any bigger MMO did that?

    Yes, things could go quicker, but I suspect the time between balancing, unless its hugely stupid, like 1H and shield was. Its better that they gather info, working on balancing and then roll it out.

    As for roles, that comes automaticly when balancing of skills/abilities are somewhat alright. This is a never ending job. And with new skills getting introduced, which is fantastic! Even bigger job......but they are doing it.

    And for doing damage, I am as sure there that they working on things as well. If it doesnt work as intended. But there are groups who have done trials. Who have done the 12 man raid. So the damage can't be that broken.


    And for high end content, I am GREEN of jealousy of all you Vet12 who gets to go into the new dungeon, with a story!

    I'll wait though, Ill get there. I just have way to much to do in game right now at vet 1 level.

    Sure sure . I do agree , I have an active sub and i do have faith. As well as years of playing MMO's at launch. and i do know that no MMO was ready for release for at least a minimum 6 months after launch lol. If it does not move fast enough ill unsub and return for the finished product.
  • Paladin_echo1
    Paladin_echo1
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    I refuse to move to a stamina build until the class Ultimates start to be effected by charging the stamina. Its all pretty cool, but this is a severe problem. I am currently flying all over the map with one of the Ultimates charged up on magic and it just destroys everything and charges super fast. If they could do this, I would be on board with switching my build back to stamina. As far as right now goes, I'm going to aim for 2 million gold before the next patch since magic is so OP atm. Its going super fast atm...
  • TheBull
    TheBull
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    Please don't change Snipe range! Please leave where it's at. It's the one Bow skill who's range seems realistic.
  • Thejollygreenone
    Thejollygreenone
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    I refuse to move to a stamina build until the class Ultimates start to be effected by charging the stamina. Its all pretty cool, but this is a severe problem. I am currently flying all over the map with one of the Ultimates charged up on magic and it just destroys everything and charges super fast. If they could do this, I would be on board with switching my build back to stamina. As far as right now goes, I'm going to aim for 2 million gold before the next patch since magic is so OP atm. Its going super fast atm...

    I'm sorry to inform you, I don't think any class ultimates will become stamina based in damage any time soon, if ever. The reason is simple, that it doesn't fit the structure of the game.

    A damaging abilities damage is based of the resource taken for the ability and other abilities in the same skill tree, as well as weapon or spell power based more on the effect and type of the damage, and further weapon or spell crit based on similar criteria although that doesn't directly influence the damage of course.

    As it is, all class abilities take magicka to cost, so even class ultimates that seem to fit in stamina builds, they wont take stamina unless any class abilities also become stamina based.

    An alternate option would be for some ultimates like Dragon Leap, Death Stroke, and Radial sweep that I personally would like to fit into this category to be based in weapon power instead of spell power.

    Unfortunately this also sort of breaks the structure of the game for all abilities but dragon leap, since dragon leap is the only one that deals physical damage, so this couldn't apply to really any other ultimate out there.

    Indeed, this is a tricky subject, this idea about ultimates regarding stamina dps. I think ultimately ( no pun intended ;) ) we're going to need to add in weapon based ultimates, as well as having thieves and dark brotherhood ultimates be based off of stamina and/or weapon power. Unfortunately that could take a bit longer than we'd all hope but it's at least something to look forward to if nothing else.
  • Eivar
    Eivar
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    I just posted this in another thread and thought it would suit this thread as well:
    Eivar wrote: »
    The problem with stamina builds, IMO, seems to be this, weapon based(sta) skills aren't made to be dps filler, they are utility skills and DoT skills meant to be used when appropriate while you spam light/heavy attacks. This would be fine, except weapon damage is insignificant compared to the magicka based class skills you can spam. This becomes even more of a problem if you take into account animation canceling, where someone can output high amounts of damage by using more attacks in less time. If ZOS were to simply up weapon dmg it would change nothing, as magicka based animation cancelers would do increased dmg as well. The problem is made worse because melee class skills cost magicka, use spell dmg to scale their dmg, but use weapon crit. So people trying to use class skills and melee weapons get double screwed because they have to split resources and can't stack like pure light armor magicka users.

    I think part of the fix is likely this, have staves basic attacks scale off your spell dmg, as the attack is magical anyway, increase weapon dmg and it's overcharge caps(softcap) and make all melee class skills still cost magicka, but have their dmg scale off of weapon dmg. This would allow for an increased weapon damage to bring melee up to par with magicka builds, without affecting the already good dps of magicka based builds, then melee builds would have the same ability to do animation canceling(if this going to be allowed to continue) using class skills and light/heavy attacks, and use weapon skills to fill the gap caused by the lack of resource/regen to spam magicka based skills as effectively.

    Any thoughts?
  • Wifeaggro13
    Wifeaggro13
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    Eivar wrote: »
    I just posted this in another thread and thought it would suit this thread as well:
    Eivar wrote: »
    The problem with stamina builds, IMO, seems to be this, weapon based(sta) skills aren't made to be dps filler, they are utility skills and DoT skills meant to be used when appropriate while you spam light/heavy attacks. This would be fine, except weapon damage is insignificant compared to the magicka based class skills you can spam. This becomes even more of a problem if you take into account animation canceling, where someone can output high amounts of damage by using more attacks in less time. If ZOS were to simply up weapon dmg it would change nothing, as magicka based animation cancelers would do increased dmg as well. The problem is made worse because melee class skills cost magicka, use spell dmg to scale their dmg, but use weapon crit. So people trying to use class skills and melee weapons get double screwed because they have to split resources and can't stack like pure light armor magicka users.

    I think part of the fix is likely this, have staves basic attacks scale off your spell dmg, as the attack is magical anyway, increase weapon dmg and it's overcharge caps(softcap) and make all melee class skills still cost magicka, but have their dmg scale off of weapon dmg. This would allow for an increased weapon damage to bring melee up to par with magicka builds, without affecting the already good dps of magicka based builds, then melee builds would have the same ability to do animation canceling(if this going to be allowed to continue) using class skills and light/heavy attacks, and use weapon skills to fill the gap caused by the lack of resource/regen to spam magicka based skills as effectively.

    Any thoughts?
    There are several factors with Melee , heavy armor and medium Stamina builds
    1)Armor passives

    2)Disconnects on hits and hit boxes on bosses

    3)Sustained boss fights require a lot of whats called jousting moving out of range and back into range(compounded by horrible hit boxes on bosses)

    4)Burst damage is no wear near what it needs to be. increasing it will disrupt PVP

    5)For heavy there is no benefit for tanking or mitigation it literally serves no purpose but a 3.5% increase to healing. Health caps are hit to easy and health regen is garbage. Block reduction is is negated by foods , pots and glyphs for realitively little cost .

    6)Magica is far far more powerful .

    Untill all that is addressed Melee armors other then light will not be fixed or viable in end game.
  • Tr1cksh0t
    Tr1cksh0t
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    If melee range class skills scaled with and cost stamina, and weapon lines had ultimates, not everyone would run magicka builds even in the state medium armor is right now
  • Tr1cksh0t
    Tr1cksh0t
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    Also it might help if they had some class ultimates scale off of stamina (templar sweep, nightblade death stroke for example)
  • Lyall84
    Lyall84
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    Here's an idea:

    Reduce cost of CC breaking abilities if you have two or more stamina based weapon abilities on your bar.

    Tbh my biggest beef with stamina is the need to use it for combat, and then not having it when you need to do a simple dodge roll or a stun breaker.

    That's comin from someone already using 5 set PVP medium with a CC break cost reduction already (lookin forward to that medium armor boost)

    Definitely a step in the right direction, but will it suffice?

    It would be too unfair to magicka users, the max 3 uses in a row needs to be constant regardless of type of player you are. It is a PvP balance. The thing that magicka users do not seem to understand is that stamina users need enough reduction to still be able to CC break reasonably and still have the resources to do damage. That is why their "but your weapons already have 20% reduction" argument doesn't hold water. If they made it so CC break used 30% of your highest resource instead of just stamina. They would be screaming about how unfair the nerf is etc.
  • Lyall84
    Lyall84
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    Sakiri wrote: »
    Id prefer to not see someone told to come back when theyre ready to put on leather hotpants if they want to do melee dps, and thats precisely whats going to happen if theres a dps discrepancy AND they keep up the idea that their versions of raids must be a timed affair.

    Id also like to be one shot if Im hit in a dress, as it should be.

    Of course, thats not happening.

    My main is a heavy armor dk. I prefer 2h, but tried dw for giggles. I shelved him at VR 2 because I cant kill anything in a reasonable time frame.

    The heavy armor thing ties in perfectly with the stamina weapon issue because theres a load of people here that demand all dps roll with leather because all heavy should be used for is tanking, when one of the reasons heavy armor sucks is directly related to a major problem with stamina weapons... weapon damage blows.

    Its obvious to me that youre not supposed to aoe with cleave spam. Hit it and hravy attacks + splash damage while the dot ticks. Problem is, weapons dont hit for crap, mobs are immune to bleed half the time...

    I wont need regen or reduction if crap dies in a timely manner, and fixing weapon damage will solve that.
    Exactly, as to your point about heavy<light. there is literally no difference in damage mitigation between my DK VR 12 in heavy vs my Sorc VR5 in light. i Actually am more effective due to magica regen with my sorc. I can be at armor cap with a toggle and another click i am 1200 over cap and mitigating 50% damage at hard cap . My DK in heavy with spike armor being an orc actually has less armor. As for the melee problem i think they only way they are going to remotley fix this is by adding more bleeds and DOT's to the melee abilites. if they increase the hit there will be n uproar form the Cyrodil community and the burst damage Melee can attain. as for resources in Armor its clearly in favor of light armor. the heavy armor passives are worse then medium.

    Heavy is only worse than medium in regards to damage. For survival they SHOULD be better. If they are not, then it is a problem with the way armor is calculated not the passives it has. heavy is set up to be the defensive option, not the offensive one.
  • Lyall84
    Lyall84
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    I refuse to move to a stamina build until the class Ultimates start to be effected by charging the stamina. Its all pretty cool, but this is a severe problem. I am currently flying all over the map with one of the Ultimates charged up on magic and it just destroys everything and charges super fast. If they could do this, I would be on board with switching my build back to stamina. As far as right now goes, I'm going to aim for 2 million gold before the next patch since magic is so OP atm. Its going super fast atm...

    I'm sorry to inform you, I don't think any class ultimates will become stamina based in damage any time soon, if ever. The reason is simple, that it doesn't fit the structure of the game.

    A damaging abilities damage is based of the resource taken for the ability and other abilities in the same skill tree, as well as weapon or spell power based more on the effect and type of the damage, and further weapon or spell crit based on similar criteria although that doesn't directly influence the damage of course.

    As it is, all class abilities take magicka to cost, so even class ultimates that seem to fit in stamina builds, they wont take stamina unless any class abilities also become stamina based.

    An alternate option would be for some ultimates like Dragon Leap, Death Stroke, and Radial sweep that I personally would like to fit into this category to be based in weapon power instead of spell power.

    Unfortunately this also sort of breaks the structure of the game for all abilities but dragon leap, since dragon leap is the only one that deals physical damage, so this couldn't apply to really any other ultimate out there.

    Indeed, this is a tricky subject, this idea about ultimates regarding stamina dps. I think ultimately ( no pun intended ;) ) we're going to need to add in weapon based ultimates, as well as having thieves and dark brotherhood ultimates be based off of stamina and/or weapon power. Unfortunately that could take a bit longer than we'd all hope but it's at least something to look forward to if nothing else.

    There are already two stamina based ultimates in the game, but only 2

    Dawnbreaker, Werewolf Transformation

    My experiences with dawnbreaker are outstanding against daedra and undead, but it is meh against not daedric or undead enemies.

    Werewolf on the other hand, needs a LOT of help. For solo play it is many times weaker than human form, not to mention that you cannot break CC while in werewolf form (HUGE oversight in my opinion, needs to be fixed asap. People should not have to go through the pain of grinding up 725 ultimate only to have it CC for the entire duration. They either need to make werewolves immune to non fighters guild CC or make it so werewolf can CC break). Group werewolf play is a bit more bearable, but the skill line needs some help for solo play.
  • Wifeaggro13
    Wifeaggro13
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    Lyall84 wrote: »
    Sakiri wrote: »
    Id prefer to not see someone told to come back when theyre ready to put on leather hotpants if they want to do melee dps, and thats precisely whats going to happen if theres a dps discrepancy AND they keep up the idea that their versions of raids must be a timed affair.

    Id also like to be one shot if Im hit in a dress, as it should be.

    Of course, thats not happening.

    My main is a heavy armor dk. I prefer 2h, but tried dw for giggles. I shelved him at VR 2 because I cant kill anything in a reasonable time frame.

    The heavy armor thing ties in perfectly with the stamina weapon issue because theres a load of people here that demand all dps roll with leather because all heavy should be used for is tanking, when one of the reasons heavy armor sucks is directly related to a major problem with stamina weapons... weapon damage blows.

    Its obvious to me that youre not supposed to aoe with cleave spam. Hit it and hravy attacks + splash damage while the dot ticks. Problem is, weapons dont hit for crap, mobs are immune to bleed half the time...

    I wont need regen or reduction if crap dies in a timely manner, and fixing weapon damage will solve that.
    Exactly, as to your point about heavy<light. there is literally no difference in damage mitigation between my DK VR 12 in heavy vs my Sorc VR5 in light. i Actually am more effective due to magica regen with my sorc. I can be at armor cap with a toggle and another click i am 1200 over cap and mitigating 50% damage at hard cap . My DK in heavy with spike armor being an orc actually has less armor. As for the melee problem i think they only way they are going to remotley fix this is by adding more bleeds and DOT's to the melee abilites. if they increase the hit there will be n uproar form the Cyrodil community and the burst damage Melee can attain. as for resources in Armor its clearly in favor of light armor. the heavy armor passives are worse then medium.

    Heavy is only worse than medium in regards to damage. For survival they SHOULD be better. If they are not, then it is a problem with the way armor is calculated not the passives it has. heavy is set up to be the defensive option, not the offensive one.

    It has nothing to do with that as far as mitigation. Armor cap can be reached in light armor there is literally no difference in mitigation between the two its simply pop your class armor buff or guild buff and boom your at armor cap. the armor cap is the same whether your in light or heavy.
    And the math on passives do not add up my friend Light armor has a 28 percent recovery 21 percent crit and 21 percent reduction. and heavy has a 3.5% to additional healing and a 10 % reduction to block costs. medium is just as bad.

    The issue is in the passives all the caps are the same no matter what your wearing combined with easy armor buffs the math does not equal out. the passives in both medium and heavy have no value compared to the benefits of light
  • Sakiri
    Sakiri
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    Sakiri wrote: »
    Id prefer to not see someone told to come back when theyre ready to put on leather hotpants if they want to do melee dps, and thats precisely whats going to happen if theres a dps discrepancy AND they keep up the idea that their versions of raids must be a timed affair.

    Id also like to be one shot if Im hit in a dress, as it should be.

    Of course, thats not happening.

    My main is a heavy armor dk. I prefer 2h, but tried dw for giggles. I shelved him at VR 2 because I cant kill anything in a reasonable time frame.

    The heavy armor thing ties in perfectly with the stamina weapon issue because theres a load of people here that demand all dps roll with leather because all heavy should be used for is tanking, when one of the reasons heavy armor sucks is directly related to a major problem with stamina weapons... weapon damage blows.

    Its obvious to me that youre not supposed to aoe with cleave spam. Hit it and hravy attacks + splash damage while the dot ticks. Problem is, weapons dont hit for crap, mobs are immune to bleed half the time...

    I wont need regen or reduction if crap dies in a timely manner, and fixing weapon damage will solve that.
    Exactly, as to your point about heavy<light. there is literally no difference in damage mitigation between my DK VR 12 in heavy vs my Sorc VR5 in light. i Actually am more effective due to magica regen with my sorc. I can be at armor cap with a toggle and another click i am 1200 over cap and mitigating 50% damage at hard cap . My DK in heavy with spike armor being an orc actually has less armor. As for the melee problem i think they only way they are going to remotley fix this is by adding more bleeds and DOT's to the melee abilites. if they increase the hit there will be n uproar form the Cyrodil community and the burst damage Melee can attain. as for resources in Armor its clearly in favor of light armor. the heavy armor passives are worse then medium.

    Adding more bleeds wont do shiz as long as there are mobs immune to bleeds.

    @thejolly Im afraid you misunderstand where my concern comes from. Note, I dont run trials. I have *extensive * history in top endgame content. You see it now even you want to do trials, you run x spec and y class end of story. I was hoping they wouldnt have rhat crap here, but basically yeah, unless dps in all armor types are stupid close, its going to be leather or go home.

    I dont want to see that either.

    With how bleeds currently work though, there's no hope od adding more. They dont stack and they tickle. Cyrodiil community whines about everything anyway.
  • Thejollygreenone
    Thejollygreenone
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    Sakiri wrote: »
    Sakiri wrote: »
    Id prefer to not see someone told to come back when theyre ready to put on leather hotpants if they want to do melee dps, and thats precisely whats going to happen if theres a dps discrepancy AND they keep up the idea that their versions of raids must be a timed affair.

    Id also like to be one shot if Im hit in a dress, as it should be.

    Of course, thats not happening.

    My main is a heavy armor dk. I prefer 2h, but tried dw for giggles. I shelved him at VR 2 because I cant kill anything in a reasonable time frame.

    The heavy armor thing ties in perfectly with the stamina weapon issue because theres a load of people here that demand all dps roll with leather because all heavy should be used for is tanking, when one of the reasons heavy armor sucks is directly related to a major problem with stamina weapons... weapon damage blows.

    Its obvious to me that youre not supposed to aoe with cleave spam. Hit it and hravy attacks + splash damage while the dot ticks. Problem is, weapons dont hit for crap, mobs are immune to bleed half the time...

    I wont need regen or reduction if crap dies in a timely manner, and fixing weapon damage will solve that.
    Exactly, as to your point about heavy<light. there is literally no difference in damage mitigation between my DK VR 12 in heavy vs my Sorc VR5 in light. i Actually am more effective due to magica regen with my sorc. I can be at armor cap with a toggle and another click i am 1200 over cap and mitigating 50% damage at hard cap . My DK in heavy with spike armor being an orc actually has less armor. As for the melee problem i think they only way they are going to remotley fix this is by adding more bleeds and DOT's to the melee abilites. if they increase the hit there will be n uproar form the Cyrodil community and the burst damage Melee can attain. as for resources in Armor its clearly in favor of light armor. the heavy armor passives are worse then medium.

    Adding more bleeds wont do shiz as long as there are mobs immune to bleeds.

    @thejolly Im afraid you misunderstand where my concern comes from. Note, I dont run trials. I have *extensive * history in top endgame content. You see it now even you want to do trials, you run x spec and y class end of story. I was hoping they wouldnt have rhat crap here, but basically yeah, unless dps in all armor types are stupid close, its going to be leather or go home.

    I dont want to see that either.

    With how bleeds currently work though, there's no hope od adding more. They dont stack and they tickle. Cyrodiil community whines about everything anyway.

    First of all I'd like to say thanks for keeping it civil. Really helps in actual progressive discussions.

    Back on subject, the running x spec and y class only in trials thing is just an overall subject of balance, not necessarily directly involved with heavy armor. It occurs because balance is off and people exaggerate. But arguing against this is a moot point because it's not quite productive to the conversation.

    Next, I'd fully disagree with you when you state, 'unless dps in all armor types are stupid close, it's going to be leather or go home'.

    Rant ensues:
    The idea would more be 'unless dps in all armor types including heavy are stupid close, it's going to be medium armor stamina builds or light armor magicka builds or go home in competitive pve dps. however in pvp heavy armor dps will fit in just fine and be feared by many, equally so as other armor archetypes. Not for their increased damage output potential but because of their capability to take more hits and keep fighting.' That sounds more reasonable to me.

    But I seem to be one of the only ones that thinks that heavy armor dps should really only be viable as a pvp option, and would only fit in niche situations elsewhere, (see offtank situation I've described in earlier posts) so that might not be as reasonable to some of you. That is unless trials stopped being a timed endeavor, then having max dps wouldn't have so much gravity and so many people wouldn't care about the 100-200 less dps out of over a thousand.

    If said lot of you heavy armor advocates want to keep bringing up the perplexing notion that you can't keep your heavy armor if there are armor classes out there that, in their role to have improved offenses and less defenses, can preform any slight amount higher dps output, then go for it, whatever floats your boat. If you want to think that extremely that's fine. But that's not how the game is set up to work, nor how it has been in other games. When using an armor class that is based in its ability to defend, one must give up a level of offenses. Bottom line. Such trade-offs are key to the balance of mmos and rpgs in general.

    I remember playing a game with a class which I played that developers refused to balance for pve because of how well it preformed in pvp. I was stuck doing marginally less dps than others in pve because my classes superiority in pve, and I grew to be okay with that. I was still accepted to groups and was successful in clearing around 90% of the content. If I wasn't the type of player who didn't dps purely to be #1 then I'd have been ok with that. Unless you heavy armor users who want to dps adopt the attitude I couldn't, then I think you all may have a really rough time.

    My point is that in this ideal situation, heavy armor dps should only be preforming marginally less dps-wise than medium/light armor while having higher defenses, no ones forcing you to give up your heavy armor if you cant do the exact same dps as others in more offensively oriented builds. That's part of your choice when making builds. 'Do I want to be more all out offensive? Or have some increased defenses, which I will have to sacrifice a bit of offense for.'

    This is all I wish to preserve. buff heavy armor all you want as long as in the end one in heavy armor does slightly less dps because they chose to be more defensive instead. That I believe was the intention of structure already set in place.

    Because in the end, what would be the point of giving up defenses in order to achieve higher dps if you could achieve the same or higher dps without giving up those defenses? That is a fundamental part of the balance of the game and many mmos and rpgs before it. I'd hate to see that altered now.
    Edited by Thejollygreenone on June 23, 2014 5:29AM
  • jamie.goddenrwb17_ESO

    If you're referring mainly to me as you seem to be in this thread I'll address this post as such:
    Your problems aesthetically with medium armor are your own. If you want to look better in your eyes because of heavy armor there are costumes for that. So I'd prefer if we leave that primarily out of a discussion about the effectiveness of said armor.

    Anyway, with that in mind, I'll begin. No ones telling you to come back when you're ready to put on leather hot pants if you want to do melee dps. What I and many others are suggesting is that anyone should be able to dps in heavy armor with the right build, and there should be no more than one talent in the heavy armor tree, which there is, that improves upon that capability.

    The problem is right now that talent isn't sufficient. Part of the goal should be gently improving that passive until it put's heavy armor dps'ers where they should be. Just barely behind medium armor and light armor wearers since they choose to give up defenses in favor of additional offenses. I wear medium armor and am significantly less defensive because of it, but I'm okay with this because of the extra offensive capability I have.

    I'd honestly play a heavy armor melee character if it was the best dps but that would be balanced. That's because they'd be the most defensive (when heavy armor is fixed) and the most offensive (if heavy armors damage capability is improved too much). Then there'd be no reason to play anything else. We can both deal in extremes, good sir.

    When looking closely at the structure of the game with an unbiased eye, one can see that heavy armor clearly isn't supposed to be the tanking only armor tree, but it's supposed to be the armor tree that has increased defenses and therefore should fit with the tank archetype best. However...

    One can not ignore that heavy armor is to intended increase defenses and therefore shouldn't in all fairness have the same offensive capability of someone in a less defensive armor style who does so to increase their offenses at a cost to their defensiveness.

    Even if it disappoints a lot players that they cant do the exactly the same dps in heavy armor, they SHOULD be able achieve close to the same(definition of close will have to be up for debate). Be happy with that. As a stamina dps I can't do the same dps as a magicka user but with these changes I may be close. Or at least start to close the gap. And I'm happy with that. Your time will come, and is starting with these changes as well.

    So with that, I hope we can start to put this heavy armor discussion off for another day when the devs actually address it, since both of our points have been made painfully apparent.

    You know, I've been thinking about the point in your spoiler and I consider aesthetics to be one of the most important factors in an mmo. This being the case, there could be room to add morphs to some of the heavy armor passives that reduce the mitigation in exchange for more dps friendly stats, possibly even by adding an additional skill point cost to take the morphs. They could be purely optional.

    This way it would be optional, tanks could still take the heavy mitigation promised by heavy plate while the classic "knight" toons who want to be able to cleave with a 2h weapon in heavy armor could do so. The only thing holding people to an armor = role is preconception and to my mind there is no reason why we can't break that mold. If different options are (more or less equal) in effectiveness the game will become more focused on skill than build which makes more sense really.
    Edited by jamie.goddenrwb17_ESO on June 23, 2014 5:36AM
    I can has typing!
  • Thejollygreenone
    Thejollygreenone
    ✭✭✭

    If you're referring mainly to me as you seem to be in this thread I'll address this post as such:
    Your problems aesthetically with medium armor are your own. If you want to look better in your eyes because of heavy armor there are costumes for that. So I'd prefer if we leave that primarily out of a discussion about the effectiveness of said armor.

    Anyway, with that in mind, I'll begin. No ones telling you to come back when you're ready to put on leather hot pants if you want to do melee dps. What I and many others are suggesting is that anyone should be able to dps in heavy armor with the right build, and there should be no more than one talent in the heavy armor tree, which there is, that improves upon that capability.

    The problem is right now that talent isn't sufficient. Part of the goal should be gently improving that passive until it put's heavy armor dps'ers where they should be. Just barely behind medium armor and light armor wearers since they choose to give up defenses in favor of additional offenses. I wear medium armor and am significantly less defensive because of it, but I'm okay with this because of the extra offensive capability I have.

    I'd honestly play a heavy armor melee character if it was the best dps but that would be balanced. That's because they'd be the most defensive (when heavy armor is fixed) and the most offensive (if heavy armors damage capability is improved too much). Then there'd be no reason to play anything else. We can both deal in extremes, good sir.

    When looking closely at the structure of the game with an unbiased eye, one can see that heavy armor clearly isn't supposed to be the tanking only armor tree, but it's supposed to be the armor tree that has increased defenses and therefore should fit with the tank archetype best. However...

    One can not ignore that heavy armor is to intended increase defenses and therefore shouldn't in all fairness have the same offensive capability of someone in a less defensive armor style who does so to increase their offenses at a cost to their defensiveness.

    Even if it disappoints a lot players that they cant do the exactly the same dps in heavy armor, they SHOULD be able achieve close to the same(definition of close will have to be up for debate). Be happy with that. As a stamina dps I can't do the same dps as a magicka user but with these changes I may be close. Or at least start to close the gap. And I'm happy with that. Your time will come, and is starting with these changes as well.

    So with that, I hope we can start to put this heavy armor discussion off for another day when the devs actually address it, since both of our points have been made painfully apparent.

    You know, I've been thinking about the point in your spoiler and I consider aesthetics to be one of the most important factors in an mmo. This being the case, there could be room to add morphs to some of the heavy armor skill points that reduce the mitigation in exchange for more dps friendly stats.

    This way it would be optional, tanks could still take the heavy mitigation promised by heavy plate while the classic "knight" toons who want to be able to cleave with a 2h weapon in heavy armor could do so. The only thing holding people to an armor = role is preconception and to my mind there is no reason why we can't break that mold. If different options are (more or less equal) in effectiveness the game will become more focused on skill than build which makes more sense really.

    I like where your thoughts are going. The only thing stopping this plan from actually working right now is the fact that passives have never been morph-able, and there's only one active in each armor tree. If there were a full 5 actives like there are in other skill trees then this might be a grand idea.

    But again, I like where your heads at.

    On a personal side note though possibly unrelated to this comment, I'd really hate to end up playing another game where there were tank builds for every armor and weapon and class combo, and dps builds for every armor and weapon and class combo, and healing builds for every armor and weapon and class combo, for every class.

    I hate that stuff, played too many mmos that ended up with this dynamic and got bored REALLY quick. There needs to be a reason behind choosing any given armor/weapon type that ties with the logical purpose of the armor/weapon. At least in my OCD little mind there does...

    So part of my anxiety in this heavy armor discussion might stem from my failed attempts to ingratiate myself into other mmos because of the dynamic that EVERYONE CAN DO ANYTHING WITH ANY WEAPON/ARMOR, which really pushes my buttons for some reason.
    Edited by Thejollygreenone on June 23, 2014 5:42AM
  • jamie.goddenrwb17_ESO

    I like where your thoughts are going. The only thing stopping this plan from actually working right now is the face that passives have never been morph-able, and there's only one active in each armor tree. If there were a full 5 actives like there are in other skill trees then this might be a grand idea.

    But again I like where your heads at though.

    On a personal side note though, I'd hate to be playing another game where there were tank builds for every armor and weapon and class combo, and dps builds for every armor and weapon and class combo, and healing builds for every armor and weapon and class combo, for every class.

    I hate that stuff, played too many mmos that ended up with this dynamic and got bored REALLY quick. There needs to be a reason behind choosing any given armor/weapon type that ties with the logical purpose of the armor/weapon. At least in my OCD little mind there does...

    So part of my anxiety in this heavy armor discussion might stem from my failed attempts to ingratiate myself into other mmos because of the dynamic that EVERYONE CAN DO ANYTHING WITH ANY WEAPON/ARMOR really pushes my buttons for some reason.

    Interesting that you bring this up, I've found that MMO's more often than not try to "pigeon hole" gear and classes into specific roles, personally I love games where any class/gear combo can do anything. I do really like your point above though about heavy armor dps doing slightly less dps, that could be acceptable for anything other than timed trials (which honestly, as long as I can play the content I don't give a rats a** about setting records ;) ).

    My hackles also go up whenever anyone mentions balancing PVE to suit PVP. In my experience the two really don't mesh that well.

    I like most of the points you've made and the way you are thinking though, this sort of proper discussion proves that compromises are possible. I have to say, even though I'm sure you will cringe BADLY....the best thing WoW ever did was make Retribution Paladins viable... :p
    Edited by jamie.goddenrwb17_ESO on June 23, 2014 5:49AM
    I can has typing!
  • Sakiri
    Sakiri
    ✭✭✭✭✭
    ✭✭

    If you're referring mainly to me as you seem to be in this thread I'll address this post as such:
    Your problems aesthetically with medium armor are your own. If you want to look better in your eyes because of heavy armor there are costumes for that. So I'd prefer if we leave that primarily out of a discussion about the effectiveness of said armor.

    Anyway, with that in mind, I'll begin. No ones telling you to come back when you're ready to put on leather hot pants if you want to do melee dps. What I and many others are suggesting is that anyone should be able to dps in heavy armor with the right build, and there should be no more than one talent in the heavy armor tree, which there is, that improves upon that capability.

    The problem is right now that talent isn't sufficient. Part of the goal should be gently improving that passive until it put's heavy armor dps'ers where they should be. Just barely behind medium armor and light armor wearers since they choose to give up defenses in favor of additional offenses. I wear medium armor and am significantly less defensive because of it, but I'm okay with this because of the extra offensive capability I have.

    I'd honestly play a heavy armor melee character if it was the best dps but that would be balanced. That's because they'd be the most defensive (when heavy armor is fixed) and the most offensive (if heavy armors damage capability is improved too much). Then there'd be no reason to play anything else. We can both deal in extremes, good sir.

    When looking closely at the structure of the game with an unbiased eye, one can see that heavy armor clearly isn't supposed to be the tanking only armor tree, but it's supposed to be the armor tree that has increased defenses and therefore should fit with the tank archetype best. However...

    One can not ignore that heavy armor is to intended increase defenses and therefore shouldn't in all fairness have the same offensive capability of someone in a less defensive armor style who does so to increase their offenses at a cost to their defensiveness.

    Even if it disappoints a lot players that they cant do the exactly the same dps in heavy armor, they SHOULD be able achieve close to the same(definition of close will have to be up for debate). Be happy with that. As a stamina dps I can't do the same dps as a magicka user but with these changes I may be close. Or at least start to close the gap. And I'm happy with that. Your time will come, and is starting with these changes as well.

    So with that, I hope we can start to put this heavy armor discussion off for another day when the devs actually address it, since both of our points have been made painfully apparent.

    You know, I've been thinking about the point in your spoiler and I consider aesthetics to be one of the most important factors in an mmo. This being the case, there could be room to add morphs to some of the heavy armor skill points that reduce the mitigation in exchange for more dps friendly stats.

    This way it would be optional, tanks could still take the heavy mitigation promised by heavy plate while the classic "knight" toons who want to be able to cleave with a 2h weapon in heavy armor could do so. The only thing holding people to an armor = role is preconception and to my mind there is no reason why we can't break that mold. If different options are (more or less equal) in effectiveness the game will become more focused on skill than build which makes more sense really.

    I like where your thoughts are going. The only thing stopping this plan from actually working right now is the fact that passives have never been morph-able, and there's only one active in each armor tree. If there were a full 5 actives like there are in other skill trees then this might be a grand idea.

    But again, I like where your heads at.

    On a personal side note though possibly unrelated to this comment, I'd really hate to end up playing another game where there were tank builds for every armor and weapon and class combo, and dps builds for every armor and weapon and class combo, and healing builds for every armor and weapon and class combo, for every class.

    I hate that stuff, played too many mmos that ended up with this dynamic and got bored REALLY quick. There needs to be a reason behind choosing any given armor/weapon type that ties with the logical purpose of the armor/weapon. At least in my OCD little mind there does...

    So part of my anxiety in this heavy armor discussion might stem from my failed attempts to ingratiate myself into other mmos because of the dynamic that EVERYONE CAN DO ANYTHING WITH ANY WEAPON/ARMOR, which really pushes my buttons for some reason.

    Dont even need a morph. Just add another passive line.
  • Sakiri
    Sakiri
    ✭✭✭✭✭
    ✭✭
    I feel I should make a jab at lolret.

    Fury warrior. >.>
    Edited by Sakiri on June 23, 2014 6:41AM
  • Ghenra
    Ghenra
    ✭✭✭
    Many of you have asked what we’re doing to make skills, passives, and builds based on stamina more viable and as attractive as the magicka-based options. Below is a first look at some of the improvements we’re making to stamina-based skills and passives. As with all our balance efforts, this is an ongoing process and there will be more to come. We look forward to hearing your thoughts!

    Bow: Poison Arrow
    • Poison Arrow’s damage-over-time has been increased by 50% overall.

    Bow: Snipe
    • Snipe’s cast time will be reduced from 3 seconds to 2 seconds.
    • Snipe’s maximum range will be reduced from 40 meters to 35 meters.
    • Snipe’s minimum range will be reduced from 20 meters to 10 meters.

    Dual Wield: Flurry
    • The damage for Flurry’s final hit will be increased by 10%.

    Medium Armor
    • With the Wind Walker passive, medium armor will reduce stamina costs by 2% per piece equipped.

    Two Handed: Cleave
    • Cleave’s damage-over-time will be increased by 25% overall, and scale as the ability ranks up.

    Two Handed: Uppercut
    • Uppercut’s damage will be increased by 10%.
    • Uppercut’s global cooldown after use will be reduced by 50%.

    Nothing about fixing 1h & s? Nothing about nerfing stick and skirts? No fixes to why heavy armor is absolutely useless? You guys are useless, zenimax


    100% agree man!
  • jamie.goddenrwb17_ESO
    Sakiri wrote: »
    I feel I should make a jab at lolret.

    Fury warrior. >.>

    Pff, you fury's were almost as bad until about the same time they fixed Retnubs :p
    Sakiri wrote: »

    Dont even need a morph. Just add another passive line.

    Yes sir, I agree completely.
    Edited by jamie.goddenrwb17_ESO on June 23, 2014 6:54AM
    I can has typing!
  • fromtesonlineb16_ESO
    fromtesonlineb16_ESO
    ✭✭✭✭✭
    My hackles also go up whenever anyone mentions balancing PVE to suit PVP. In my experience the two really don't mesh that well.
    Trouble is, that's precisely what ZOS do most of the time, see the PVP post a ZOS mod. passed on to the devs, no such action taken with any of the PVE posts you'll notice.

  • Sakiri
    Sakiri
    ✭✭✭✭✭
    ✭✭
    Sakiri wrote: »
    I feel I should make a jab at lolret.

    Fury warrior. >.>

    Pff, you fury's were almost as bad until about the same time they fixed Retnubs :p
    Sakiri wrote: »

    Dont even need a morph. Just add another passive line.

    Yes sir, I agree completely.

    Arms was viable though.

    And you needed a load of ArP... barf.
    My hackles also go up whenever anyone mentions balancing PVE to suit PVP. In my experience the two really don't mesh that well.
    Trouble is, that's precisely what ZOS do most of the time, see the PVP post a ZOS mod. passed on to the devs, no such action taken with any of the PVE posts you'll notice.

    All companies do. Its infuriating. I wish games would just go pvp or pve only and be done with it.
  • demonlkojipub19_ESO
    demonlkojipub19_ESO
    ✭✭✭✭✭
    I refuse to move to a stamina build until the class Ultimates start to be effected by charging the stamina. Its all pretty cool, but this is a severe problem. I am currently flying all over the map with one of the Ultimates charged up on magic and it just destroys everything and charges super fast. If they could do this, I would be on board with switching my build back to stamina. As far as right now goes, I'm going to aim for 2 million gold before the next patch since magic is so OP atm. Its going super fast atm...

    I'm sorry to inform you, I don't think any class ultimates will become stamina based in damage any time soon, if ever. The reason is simple, that it doesn't fit the structure of the game.

    A damaging abilities damage is based of the resource taken for the ability and other abilities in the same skill tree, as well as weapon or spell power based more on the effect and type of the damage, and further weapon or spell crit based on similar criteria although that doesn't directly influence the damage of course.

    As it is, all class abilities take magicka to cost, so even class ultimates that seem to fit in stamina builds, they wont take stamina unless any class abilities also become stamina based.

    An alternate option would be for some ultimates like Dragon Leap, Death Stroke, and Radial sweep that I personally would like to fit into this category to be based in weapon power instead of spell power.

    Unfortunately this also sort of breaks the structure of the game for all abilities but dragon leap, since dragon leap is the only one that deals physical damage, so this couldn't apply to really any other ultimate out there.

    Indeed, this is a tricky subject, this idea about ultimates regarding stamina dps. I think ultimately ( no pun intended ;) ) we're going to need to add in weapon based ultimates, as well as having thieves and dark brotherhood ultimates be based off of stamina and/or weapon power. Unfortunately that could take a bit longer than we'd all hope but it's at least something to look forward to if nothing else.

    The structure of the game is all jacked up, and only 2* ultimates being affected by stamina is but 1 more thing to fix about it.

    The fact that almost all ultimates go by magicka is also another reason why the tiny bit of damage increase on the few attacks they have listed so far won't mean much of anything. People who go stamina will do weaker ultimate damage unless they also increase their magicka, a resource they want to have less to do with.

    IMO the best way to fix this is to make ultimates damage go by whichever resource is the highest.

    And... how do you know dark brotherhood is going to be based off of stamina? Theives guild makes sense, but not so much with the dark brotherhood. Would be nice, but you can only guess since it isn't even on PTS.
    Edited by demonlkojipub19_ESO on June 23, 2014 8:15AM
  • arnaldomoraleseb17_ESO
    And Heavy Armor????????????
    Debon Templar VR14 Thorn Blade (EU)
    Gaunnes DK VR14 Haderus (EU)
  • killedbyping
    killedbyping
    ✭✭✭✭
    What kind of idiocy is that ?

    Ok, stamina cost reduction is fine, but other changes ? Yet again you buff the skills or effects that barely anybody use or buff them in the wrong way.
    What is the point of buffing Poison damage of poison arrow and reduce stamina cost ? You still have to w8 for poison effect to wear off in order to make it deal some dmg. Just spamming poison arrow will only refresh the effect and keep doing lousy initial damage.

    Cleave buff is yet another joke again. You buffing dmg over time while we need the initial damage. 10 seconds of bleeding ? You freaking kidding me ? I would be dead by then...
    Why no changes to Wirldwind ? It also do no dmg unless enemy is below 25%.

    Yet again you changed NOTHING ! While all the spell casters can easy spam they high damage spells, Weapon/medium armor users have to just put 1-2 skills and watch their target to easy outheal that with any low level healing spell because 10 seconds of bleeding/poison effect i way to long to be effective.
    Edited by killedbyping on June 23, 2014 9:24AM
  • demonlkojipub19_ESO
    demonlkojipub19_ESO
    ✭✭✭✭✭
    Cleave certainly could stand to have that bleed tick faster, leading to lower duration. somewhere from 4 to 6 seconds would be better, so the actual skill could be used more often. Then there is the morph carve. if the base cleave skill will have its damage increase as it ranks up, 25% overall, then what of carve? I use carve and nothing happens at rank up. No extra damage, no extra ultimate gain, nothing. At least with brawler I believe the damage shield gets better.

    Then there is the bleed damage from heavy weapons when using axes. That one needs a real fix as well.
    Edited by demonlkojipub19_ESO on June 23, 2014 9:34AM
  • killedbyping
    killedbyping
    ✭✭✭✭
    Also why do heavy armor improve weapon damage, but not medium ? There is no sense.
  • demonlkojipub19_ESO
    demonlkojipub19_ESO
    ✭✭✭✭✭
    Also why do heavy armor improve weapon damage, but not medium ? There is no sense.

    Because heavy armor isnt designed to be entirely defensive, just like medium armor isnt designed to be entirely offensive. The damage from jugg is also weak, and needs to be buffed.
  • demonlkojipub19_ESO
    demonlkojipub19_ESO
    ✭✭✭✭✭
    Going back to heavy armor, a few people say the reductions on armor should be light - magicka, medium - stamina, heavy - health, but that will in no way hold true because every armor has health loss reduction when being hit by something. Light armor has more health reduction vs spell damage while heavy has more health reduction vs physical damage, and medium is balanced and lower than both of them, but its focus is stealth and evasion for survival. They would have to remove all spell resist and armor from other armor types for this to become truth.

    When I look at the armors and think about what they do or should do, I see

    light = spell mitigation, spell damage.
    Med = Stealth, evasion, crit
    Heavy = physical mitigation, physical damage

    Light armors increased spell damage currently comes from spell penetration. Heavys increased physical damage currently comes from the weak increase to weapon damage. Light armors penetration for spells is far better than heavy armors increase to weapon damage. Medium armors increased weapon crit is far better than heavy armors increased weapon damage. Crits do 50% more damage, more with the correct mundas stone. the 7% increased weapon damage you get from jugg doesn't even make weapon abilities do 7% more damage, becuse its only increasing your weapon damage. This is also what makes the hundings rage set horrible, and that one gets past 20% weapon damage when using weapon abilities.

    I'll also repeat that heavy armor too needs an actual cost reduction, and health is not an answer.
    Edited by demonlkojipub19_ESO on June 23, 2014 1:13PM
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