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Improvements for Stamina-Based Skills and Passives

  • Sakiri
    Sakiri
    ✭✭✭✭✭
    ✭✭
    Sakiri wrote: »
    Sakiri wrote: »
    kewl wrote: »
    Sakiri wrote: »
    The silence on 1h & s is deafening, I guess we know how ZOS feels about tanking.

    1h/s tanking is fine.

    Your complaints are about its dps.

    No actually its about the tanking skills and blocking and heavy armor being generally useless. About tanking taunts and cc that dont work. Its about tanking survivabilty not being there, but hey read something else into that why dont you.

    Like I stated before, I'm not having any issues with Tanking. Neither is @Sakiri‌. We could have a civilized discussion about technique. But you seem content with trolling and playing our class poorly.

    Ummmmmm whoa whoa whoa. Personaly i have a DK in heavy VR12. Sorc VR 5 in light. It hs nothing to do with Playing a class poorly what it has to do with there is literally no difference between light and heavy in mitigation. I tank with my sorc in light and it is vastly supperior to my DK in heavy. Why ? because Magic regen is superior i can run CC and AOE DPS with Dumb lightning armor and be 1200 over armor cap and spell resistance. Heavy armor does not mitigate anything , the armor number does.

    There not being any additional cap for heavy armor nor bonus to mitigation its simply broken honestly its a broken armor system. The block reduction is laughable and a 3.5 % extra healing is as well. It is imbalanced completely, Quite fronkly all the nerfs to DK just leveled the dress and stick spec and ruined the Medium and heavy spec even further. Why because bitching in PVP and a couple of skilled guys made some insane Solo DK videos. If you have not noticed the end game population is leaving in droves over the very things Ragnar is so called Kevetching about. As For not having any problems tanking neither am i, Because its not really tanking its DPS with a taunt. Everyone who is having problems with this role would not survive a second as tank as a tank in Pre 2009 EQ 2. Agro management is not boring nor is it an unskilled posistion. I generaly Feel Zos watered down this role way to much its DPs with a taunt and Blocking an animation on occasion

    Tanking mechanics are fine.

    Armor issues affect everyone, not just tanks. And pre 2009 EQ2 tanking was easier than vanilla wow aoe tanking on a warrior. Everything in EQ2, including some taunts, were encounter based. Paladin? Some of the better aoe threat at the time.

    I tanked on my bloody Brigand in 2007-2008. People act like tanking is somehow difficult.

    Its only hard until you stop trying to compensate for stupid.
    I disagree far far more dynamics in a six man group with true cc and true support roles. Ive tanked everything in this game and have all the working Dungeon achievements. tanking in ESO is extremely easy and requires very little planning or communication.

    And i doubt you tanked instances like Nizara or maidens with a Brigand

    Maidens yes. Nizara, no one in my raid guild even wanted to go near it and you didnt pug Nizara. Ever.

    One of my favorite instances still though. Chrono down to 70 and plow through it for giggles.

    Speaking of Fallen Dynasty, Chel'Drak is a b to solo. Both my mystic and inq did it but the archetype specific adds kinda suck, even when its grey. Was after the raid trophy for my alts' guild hall.

    Oh yes Nizara was a nightmare We finaly had that thing on Farm by far the hardest single group instance ive ever come across. Kudos for getting the hang of avoidance tanking though, they were superior for a quite a while in the early periods of EQ2. I played a broken SK and some of the encounters that required DPS stoppage sucked when all your taunts were DOT's lol.
    But i truly miss the larger more complex groups with tru CC (enchanters) and true Support like bards and shammies.

    Was sad because I *wanted* to do it.

    Spent my last 4 years there(2008-2012) between a dirge(tanked Drunder on her... Spire of Rage group zone) and illusionist(you know the good illy is the one that can hold the *entire* room of mirror images in ToFSx2) and left after Skyshrine.
    Anex wrote: »
    Well it is a step in the right direction, but I feel it is rather small.

    I'm a stamina based nightblade with dual wield melee. I have 3 magicka abilities on my bar: Teleport strike (I use it to stun when out of stamina), killer's blade (meh, I should change it but sometimes I'm desperate for an attack), and the ultimate from the assassination tree. I mainly fight with blood craze (I swap this with silver bolts when fighting non-bleeders or daedra), flurry, and whirlwind. I have the med armor passives, assassination passives, dual wield passives and luckily I am also a wood elf, so those as well.

    The Molag Bal fight took FOREVER. I was running around desperately trying to dodge (without dodging because that costs stamina I didn't have to attack) to regen stamina to fight back. Even worse, because I am moving I can NOT use the quickslot wheel to select a stamina pot (health is so much more important), so all I can do is wait and run around.

    I have lost track of the number of times I died because I could not dodge/roll out of an attack because I was out of stamina. I'd attempt a dodge/roll to find out that it wasn't happening -_-

    Anyway, steps in right direction, just baby ones.

    Best molag bal strat:

    Put heal on bar. Regeneration, dragons blood, something.

    Equip ranged weapon. If you neef resto staff for your heal use that. If not, bow or destro non lightning staff. The channel prohibits quick movement.

    Circle strafe while pelting with light/heavy attacks. Got raged dots? Use em. If not, dont worry.

    Block titan bolts.

    Dodge red.

    Win.

    Dont waste magicka or stamina on offensive abilities. Only use dots if you can spare resource.

    Easiest fight of them all.
  • frwinters_ESO
    frwinters_ESO
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    DELETE
    Edited by frwinters_ESO on June 24, 2014 6:00PM
  • alreadybaked
    alreadybaked
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    I should be payed for this idea haha but anyways take the light skill tree and make it identical to the medium skill tree. That way each of these armor trees would be equal. Obviously also have to rework weapons a little bit, the two passives in the medium tree need to be removed. Those two would be Improved Sneak....if you don't sneak that's a waste and Athletics....improved movement speed is pretty pointless and less roll dodge cost isn't used very much being as it takes a big portion of stamina. Just some more advise, I know the thieves guild will be coming soon take that improved sneak from medium armor tree and put it in the Thieves Guild tree, it seems to make more sense there. So the passives for the Medium armor tree without any points into it would be as follows 1st passive Reduce stamina costs of abilities by 1% per piece, 2nd passive Increases stamina recovery rate by 2% per piece, 3rd increase base armor by 4% per piece, 4th Grant 5% chance for stamina abilities to cause critical damage with a 5 set of medium armor equipped, Lastly Players spells/abilites ignore 3% of enemies armor per piece. The Stamina Build issue is the biggest imo. Sad thing is all the mediocre changes to classes right now might be all for nothing when you change the stamina since that is the bigger issue. Hope you take time to read this and discuss this among the team. Great game, keep up the good work :)
  • demonlkojipub19_ESO
    demonlkojipub19_ESO
    ✭✭✭✭✭
    Fight a gener
    Sakiri wrote: »
    Sakiri wrote: »
    Sakiri wrote: »
    kewl wrote: »
    Sakiri wrote: »
    The silence on 1h & s is deafening, I guess we know how ZOS feels about tanking.

    1h/s tanking is fine.

    Your complaints are about its dps.

    No actually its about the tanking skills and blocking and heavy armor being generally useless. About tanking taunts and cc that dont work. Its about tanking survivabilty not being there, but hey read something else into that why dont you.

    Like I stated before, I'm not having any issues with Tanking. Neither is @Sakiri‌. We could have a civilized discussion about technique. But you seem content with trolling and playing our class poorly.

    Ummmmmm whoa whoa whoa. Personaly i have a DK in heavy VR12. Sorc VR 5 in light. It hs nothing to do with Playing a class poorly what it has to do with there is literally no difference between light and heavy in mitigation. I tank with my sorc in light and it is vastly supperior to my DK in heavy. Why ? because Magic regen is superior i can run CC and AOE DPS with Dumb lightning armor and be 1200 over armor cap and spell resistance. Heavy armor does not mitigate anything , the armor number does.

    There not being any additional cap for heavy armor nor bonus to mitigation its simply broken honestly its a broken armor system. The block reduction is laughable and a 3.5 % extra healing is as well. It is imbalanced completely, Quite fronkly all the nerfs to DK just leveled the dress and stick spec and ruined the Medium and heavy spec even further. Why because bitching in PVP and a couple of skilled guys made some insane Solo DK videos. If you have not noticed the end game population is leaving in droves over the very things Ragnar is so called Kevetching about. As For not having any problems tanking neither am i, Because its not really tanking its DPS with a taunt. Everyone who is having problems with this role would not survive a second as tank as a tank in Pre 2009 EQ 2. Agro management is not boring nor is it an unskilled posistion. I generaly Feel Zos watered down this role way to much its DPs with a taunt and Blocking an animation on occasion

    Tanking mechanics are fine.

    Armor issues affect everyone, not just tanks. And pre 2009 EQ2 tanking was easier than vanilla wow aoe tanking on a warrior. Everything in EQ2, including some taunts, were encounter based. Paladin? Some of the better aoe threat at the time.

    I tanked on my bloody Brigand in 2007-2008. People act like tanking is somehow difficult.

    Its only hard until you stop trying to compensate for stupid.
    I disagree far far more dynamics in a six man group with true cc and true support roles. Ive tanked everything in this game and have all the working Dungeon achievements. tanking in ESO is extremely easy and requires very little planning or communication.

    And i doubt you tanked instances like Nizara or maidens with a Brigand

    Maidens yes. Nizara, no one in my raid guild even wanted to go near it and you didnt pug Nizara. Ever.

    One of my favorite instances still though. Chrono down to 70 and plow through it for giggles.

    Speaking of Fallen Dynasty, Chel'Drak is a b to solo. Both my mystic and inq did it but the archetype specific adds kinda suck, even when its grey. Was after the raid trophy for my alts' guild hall.

    Oh yes Nizara was a nightmare We finaly had that thing on Farm by far the hardest single group instance ive ever come across. Kudos for getting the hang of avoidance tanking though, they were superior for a quite a while in the early periods of EQ2. I played a broken SK and some of the encounters that required DPS stoppage sucked when all your taunts were DOT's lol.
    But i truly miss the larger more complex groups with tru CC (enchanters) and true Support like bards and shammies.

    Was sad because I *wanted* to do it.

    Spent my last 4 years there(2008-2012) between a dirge(tanked Drunder on her... Spire of Rage group zone) and illusionist(you know the good illy is the one that can hold the *entire* room of mirror images in ToFSx2) and left after Skyshrine.
    Anex wrote: »
    Well it is a step in the right direction, but I feel it is rather small.

    I'm a stamina based nightblade with dual wield melee. I have 3 magicka abilities on my bar: Teleport strike (I use it to stun when out of stamina), killer's blade (meh, I should change it but sometimes I'm desperate for an attack), and the ultimate from the assassination tree. I mainly fight with blood craze (I swap this with silver bolts when fighting non-bleeders or daedra), flurry, and whirlwind. I have the med armor passives, assassination passives, dual wield passives and luckily I am also a wood elf, so those as well.

    The Molag Bal fight took FOREVER. I was running around desperately trying to dodge (without dodging because that costs stamina I didn't have to attack) to regen stamina to fight back. Even worse, because I am moving I can NOT use the quickslot wheel to select a stamina pot (health is so much more important), so all I can do is wait and run around.

    I have lost track of the number of times I died because I could not dodge/roll out of an attack because I was out of stamina. I'd attempt a dodge/roll to find out that it wasn't happening -_-

    Anyway, steps in right direction, just baby ones.

    Best molag bal strat:

    Put heal on bar. Regeneration, dragons blood, something.

    Equip ranged weapon. If you neef resto staff for your heal use that. If not, bow or destro non lightning staff. The channel prohibits quick movement.

    Circle strafe while pelting with light/heavy attacks. Got raged dots? Use em. If not, dont worry.

    Block titan bolts.

    Dodge red.

    Win.

    Dont waste magicka or stamina on offensive abilities. Only use dots if you can spare resource.

    Easiest fight of them all.

    I didn't do any of that, except the heal.
  • Sakiri
    Sakiri
    ✭✭✭✭✭
    ✭✭
    Fight a gener
    Sakiri wrote: »
    Sakiri wrote: »
    Sakiri wrote: »
    kewl wrote: »
    Sakiri wrote: »
    The silence on 1h & s is deafening, I guess we know how ZOS feels about tanking.

    1h/s tanking is fine.

    Your complaints are about its dps.

    No actually its about the tanking skills and blocking and heavy armor being generally useless. About tanking taunts and cc that dont work. Its about tanking survivabilty not being there, but hey read something else into that why dont you.

    Like I stated before, I'm not having any issues with Tanking. Neither is @Sakiri‌. We could have a civilized discussion about technique. But you seem content with trolling and playing our class poorly.

    Ummmmmm whoa whoa whoa. Personaly i have a DK in heavy VR12. Sorc VR 5 in light. It hs nothing to do with Playing a class poorly what it has to do with there is literally no difference between light and heavy in mitigation. I tank with my sorc in light and it is vastly supperior to my DK in heavy. Why ? because Magic regen is superior i can run CC and AOE DPS with Dumb lightning armor and be 1200 over armor cap and spell resistance. Heavy armor does not mitigate anything , the armor number does.

    There not being any additional cap for heavy armor nor bonus to mitigation its simply broken honestly its a broken armor system. The block reduction is laughable and a 3.5 % extra healing is as well. It is imbalanced completely, Quite fronkly all the nerfs to DK just leveled the dress and stick spec and ruined the Medium and heavy spec even further. Why because bitching in PVP and a couple of skilled guys made some insane Solo DK videos. If you have not noticed the end game population is leaving in droves over the very things Ragnar is so called Kevetching about. As For not having any problems tanking neither am i, Because its not really tanking its DPS with a taunt. Everyone who is having problems with this role would not survive a second as tank as a tank in Pre 2009 EQ 2. Agro management is not boring nor is it an unskilled posistion. I generaly Feel Zos watered down this role way to much its DPs with a taunt and Blocking an animation on occasion

    Tanking mechanics are fine.

    Armor issues affect everyone, not just tanks. And pre 2009 EQ2 tanking was easier than vanilla wow aoe tanking on a warrior. Everything in EQ2, including some taunts, were encounter based. Paladin? Some of the better aoe threat at the time.

    I tanked on my bloody Brigand in 2007-2008. People act like tanking is somehow difficult.

    Its only hard until you stop trying to compensate for stupid.
    I disagree far far more dynamics in a six man group with true cc and true support roles. Ive tanked everything in this game and have all the working Dungeon achievements. tanking in ESO is extremely easy and requires very little planning or communication.

    And i doubt you tanked instances like Nizara or maidens with a Brigand

    Maidens yes. Nizara, no one in my raid guild even wanted to go near it and you didnt pug Nizara. Ever.

    One of my favorite instances still though. Chrono down to 70 and plow through it for giggles.

    Speaking of Fallen Dynasty, Chel'Drak is a b to solo. Both my mystic and inq did it but the archetype specific adds kinda suck, even when its grey. Was after the raid trophy for my alts' guild hall.

    Oh yes Nizara was a nightmare We finaly had that thing on Farm by far the hardest single group instance ive ever come across. Kudos for getting the hang of avoidance tanking though, they were superior for a quite a while in the early periods of EQ2. I played a broken SK and some of the encounters that required DPS stoppage sucked when all your taunts were DOT's lol.
    But i truly miss the larger more complex groups with tru CC (enchanters) and true Support like bards and shammies.

    Was sad because I *wanted* to do it.

    Spent my last 4 years there(2008-2012) between a dirge(tanked Drunder on her... Spire of Rage group zone) and illusionist(you know the good illy is the one that can hold the *entire* room of mirror images in ToFSx2) and left after Skyshrine.
    Anex wrote: »
    Well it is a step in the right direction, but I feel it is rather small.

    I'm a stamina based nightblade with dual wield melee. I have 3 magicka abilities on my bar: Teleport strike (I use it to stun when out of stamina), killer's blade (meh, I should change it but sometimes I'm desperate for an attack), and the ultimate from the assassination tree. I mainly fight with blood craze (I swap this with silver bolts when fighting non-bleeders or daedra), flurry, and whirlwind. I have the med armor passives, assassination passives, dual wield passives and luckily I am also a wood elf, so those as well.

    The Molag Bal fight took FOREVER. I was running around desperately trying to dodge (without dodging because that costs stamina I didn't have to attack) to regen stamina to fight back. Even worse, because I am moving I can NOT use the quickslot wheel to select a stamina pot (health is so much more important), so all I can do is wait and run around.

    I have lost track of the number of times I died because I could not dodge/roll out of an attack because I was out of stamina. I'd attempt a dodge/roll to find out that it wasn't happening -_-

    Anyway, steps in right direction, just baby ones.

    Best molag bal strat:

    Put heal on bar. Regeneration, dragons blood, something.

    Equip ranged weapon. If you neef resto staff for your heal use that. If not, bow or destro non lightning staff. The channel prohibits quick movement.

    Circle strafe while pelting with light/heavy attacks. Got raged dots? Use em. If not, dont worry.

    Block titan bolts.

    Dodge red.

    Win.

    Dont waste magicka or stamina on offensive abilities. Only use dots if you can spare resource.

    Easiest fight of them all.

    I didn't do any of that, except the heal.

    Point being, it's pretty much a fool proof way of killing him if you're having issues.

    The fight is quite pathetic itself.
  • Wifeaggro13
    Wifeaggro13
    ✭✭✭✭✭
    Fight a gener
    Sakiri wrote: »
    Sakiri wrote: »
    Sakiri wrote: »
    kewl wrote: »
    Sakiri wrote: »
    The silence on 1h & s is deafening, I guess we know how ZOS feels about tanking.

    1h/s tanking is fine.

    Your complaints are about its dps.

    No actually its about the tanking skills and blocking and heavy armor being generally useless. About tanking taunts and cc that dont work. Its about tanking survivabilty not being there, but hey read something else into that why dont you.

    Like I stated before, I'm not having any issues with Tanking. Neither is @Sakiri‌. We could have a civilized discussion about technique. But you seem content with trolling and playing our class poorly.

    Ummmmmm whoa whoa whoa. Personaly i have a DK in heavy VR12. Sorc VR 5 in light. It hs nothing to do with Playing a class poorly what it has to do with there is literally no difference between light and heavy in mitigation. I tank with my sorc in light and it is vastly supperior to my DK in heavy. Why ? because Magic regen is superior i can run CC and AOE DPS with Dumb lightning armor and be 1200 over armor cap and spell resistance. Heavy armor does not mitigate anything , the armor number does.

    There not being any additional cap for heavy armor nor bonus to mitigation its simply broken honestly its a broken armor system. The block reduction is laughable and a 3.5 % extra healing is as well. It is imbalanced completely, Quite fronkly all the nerfs to DK just leveled the dress and stick spec and ruined the Medium and heavy spec even further. Why because bitching in PVP and a couple of skilled guys made some insane Solo DK videos. If you have not noticed the end game population is leaving in droves over the very things Ragnar is so called Kevetching about. As For not having any problems tanking neither am i, Because its not really tanking its DPS with a taunt. Everyone who is having problems with this role would not survive a second as tank as a tank in Pre 2009 EQ 2. Agro management is not boring nor is it an unskilled posistion. I generaly Feel Zos watered down this role way to much its DPs with a taunt and Blocking an animation on occasion

    Tanking mechanics are fine.

    Armor issues affect everyone, not just tanks. And pre 2009 EQ2 tanking was easier than vanilla wow aoe tanking on a warrior. Everything in EQ2, including some taunts, were encounter based. Paladin? Some of the better aoe threat at the time.

    I tanked on my bloody Brigand in 2007-2008. People act like tanking is somehow difficult.

    Its only hard until you stop trying to compensate for stupid.
    I disagree far far more dynamics in a six man group with true cc and true support roles. Ive tanked everything in this game and have all the working Dungeon achievements. tanking in ESO is extremely easy and requires very little planning or communication.

    And i doubt you tanked instances like Nizara or maidens with a Brigand

    Maidens yes. Nizara, no one in my raid guild even wanted to go near it and you didnt pug Nizara. Ever.

    One of my favorite instances still though. Chrono down to 70 and plow through it for giggles.

    Speaking of Fallen Dynasty, Chel'Drak is a b to solo. Both my mystic and inq did it but the archetype specific adds kinda suck, even when its grey. Was after the raid trophy for my alts' guild hall.

    Oh yes Nizara was a nightmare We finaly had that thing on Farm by far the hardest single group instance ive ever come across. Kudos for getting the hang of avoidance tanking though, they were superior for a quite a while in the early periods of EQ2. I played a broken SK and some of the encounters that required DPS stoppage sucked when all your taunts were DOT's lol.
    But i truly miss the larger more complex groups with tru CC (enchanters) and true Support like bards and shammies.

    Was sad because I *wanted* to do it.

    Spent my last 4 years there(2008-2012) between a dirge(tanked Drunder on her... Spire of Rage group zone) and illusionist(you know the good illy is the one that can hold the *entire* room of mirror images in ToFSx2) and left after Skyshrine.
    Anex wrote: »
    Well it is a step in the right direction, but I feel it is rather small.

    I'm a stamina based nightblade with dual wield melee. I have 3 magicka abilities on my bar: Teleport strike (I use it to stun when out of stamina), killer's blade (meh, I should change it but sometimes I'm desperate for an attack), and the ultimate from the assassination tree. I mainly fight with blood craze (I swap this with silver bolts when fighting non-bleeders or daedra), flurry, and whirlwind. I have the med armor passives, assassination passives, dual wield passives and luckily I am also a wood elf, so those as well.

    The Molag Bal fight took FOREVER. I was running around desperately trying to dodge (without dodging because that costs stamina I didn't have to attack) to regen stamina to fight back. Even worse, because I am moving I can NOT use the quickslot wheel to select a stamina pot (health is so much more important), so all I can do is wait and run around.

    I have lost track of the number of times I died because I could not dodge/roll out of an attack because I was out of stamina. I'd attempt a dodge/roll to find out that it wasn't happening -_-

    Anyway, steps in right direction, just baby ones.

    Best molag bal strat:

    Put heal on bar. Regeneration, dragons blood, something.

    Equip ranged weapon. If you neef resto staff for your heal use that. If not, bow or destro non lightning staff. The channel prohibits quick movement.

    Circle strafe while pelting with light/heavy attacks. Got raged dots? Use em. If not, dont worry.

    Block titan bolts.

    Dodge red.

    Win.

    Dont waste magicka or stamina on offensive abilities. Only use dots if you can spare resource.

    Easiest fight of them all.

    I didn't do any of that, except the heal.
    I just played ring around the rosey with him . it was easy line of sighting him and resto staff heavy attack while weaving in some DPS.
  • Lyall84
    Lyall84
    ✭✭✭✭
    Sakiri wrote: »
    Sakiri wrote: »
    Sakiri wrote: »
    kewl wrote: »
    Sakiri wrote: »
    The silence on 1h & s is deafening, I guess we know how ZOS feels about tanking.

    1h/s tanking is fine.

    Your complaints are about its dps.

    No actually its about the tanking skills and blocking and heavy armor being generally useless. About tanking taunts and cc that dont work. Its about tanking survivabilty not being there, but hey read something else into that why dont you.

    Like I stated before, I'm not having any issues with Tanking. Neither is @Sakiri‌. We could have a civilized discussion about technique. But you seem content with trolling and playing our class poorly.

    Ummmmmm whoa whoa whoa. Personaly i have a DK in heavy VR12. Sorc VR 5 in light. It hs nothing to do with Playing a class poorly what it has to do with there is literally no difference between light and heavy in mitigation. I tank with my sorc in light and it is vastly supperior to my DK in heavy. Why ? because Magic regen is superior i can run CC and AOE DPS with Dumb lightning armor and be 1200 over armor cap and spell resistance. Heavy armor does not mitigate anything , the armor number does.

    There not being any additional cap for heavy armor nor bonus to mitigation its simply broken honestly its a broken armor system. The block reduction is laughable and a 3.5 % extra healing is as well. It is imbalanced completely, Quite fronkly all the nerfs to DK just leveled the dress and stick spec and ruined the Medium and heavy spec even further. Why because bitching in PVP and a couple of skilled guys made some insane Solo DK videos. If you have not noticed the end game population is leaving in droves over the very things Ragnar is so called Kevetching about. As For not having any problems tanking neither am i, Because its not really tanking its DPS with a taunt. Everyone who is having problems with this role would not survive a second as tank as a tank in Pre 2009 EQ 2. Agro management is not boring nor is it an unskilled posistion. I generaly Feel Zos watered down this role way to much its DPs with a taunt and Blocking an animation on occasion

    Tanking mechanics are fine.

    Armor issues affect everyone, not just tanks. And pre 2009 EQ2 tanking was easier than vanilla wow aoe tanking on a warrior. Everything in EQ2, including some taunts, were encounter based. Paladin? Some of the better aoe threat at the time.

    I tanked on my bloody Brigand in 2007-2008. People act like tanking is somehow difficult.

    Its only hard until you stop trying to compensate for stupid.
    I disagree far far more dynamics in a six man group with true cc and true support roles. Ive tanked everything in this game and have all the working Dungeon achievements. tanking in ESO is extremely easy and requires very little planning or communication.

    And i doubt you tanked instances like Nizara or maidens with a Brigand

    Maidens yes. Nizara, no one in my raid guild even wanted to go near it and you didnt pug Nizara. Ever.

    One of my favorite instances still though. Chrono down to 70 and plow through it for giggles.

    Speaking of Fallen Dynasty, Chel'Drak is a b to solo. Both my mystic and inq did it but the archetype specific adds kinda suck, even when its grey. Was after the raid trophy for my alts' guild hall.

    Oh yes Nizara was a nightmare We finaly had that thing on Farm by far the hardest single group instance ive ever come across. Kudos for getting the hang of avoidance tanking though, they were superior for a quite a while in the early periods of EQ2. I played a broken SK and some of the encounters that required DPS stoppage sucked when all your taunts were DOT's lol.
    But i truly miss the larger more complex groups with tru CC (enchanters) and true Support like bards and shammies.

    Was sad because I *wanted* to do it.

    Spent my last 4 years there(2008-2012) between a dirge(tanked Drunder on her... Spire of Rage group zone) and illusionist(you know the good illy is the one that can hold the *entire* room of mirror images in ToFSx2) and left after Skyshrine.
    Anex wrote: »
    Well it is a step in the right direction, but I feel it is rather small.

    I'm a stamina based nightblade with dual wield melee. I have 3 magicka abilities on my bar: Teleport strike (I use it to stun when out of stamina), killer's blade (meh, I should change it but sometimes I'm desperate for an attack), and the ultimate from the assassination tree. I mainly fight with blood craze (I swap this with silver bolts when fighting non-bleeders or daedra), flurry, and whirlwind. I have the med armor passives, assassination passives, dual wield passives and luckily I am also a wood elf, so those as well.

    The Molag Bal fight took FOREVER. I was running around desperately trying to dodge (without dodging because that costs stamina I didn't have to attack) to regen stamina to fight back. Even worse, because I am moving I can NOT use the quickslot wheel to select a stamina pot (health is so much more important), so all I can do is wait and run around.

    I have lost track of the number of times I died because I could not dodge/roll out of an attack because I was out of stamina. I'd attempt a dodge/roll to find out that it wasn't happening -_-

    Anyway, steps in right direction, just baby ones.

    Best molag bal strat:

    Put heal on bar. Regeneration, dragons blood, something.

    Equip ranged weapon. If you neef resto staff for your heal use that. If not, bow or destro non lightning staff. The channel prohibits quick movement.

    Circle strafe while pelting with light/heavy attacks. Got raged dots? Use em. If not, dont worry.

    Block titan bolts.

    Dodge red.

    Win.

    Dont waste magicka or stamina on offensive abilities. Only use dots if you can spare resource.

    Easiest fight of them all.

    Except Nightblade does not have a good direct heal. Sap essense heals, but is weak one on one, heals based on number of targets hit, so needs AoE. Strife is a heal over time, so does ok.

    Equip ranged weapon...that is the best suggestion for a Nightblade, sucks for a melee stamina build, but putting on a bow would give you the distance needed to get the full benefits of Strife.

    DoT advice is spot on, especially if you throw a bow in the mix.

    Overall, spot on advice. Only reason why I would stray away from the staff options is that individual stated stamina melee Nightblade. They would have to respec to take full advantage of the staff build, vs staying stamina, keeping up the DoT and rolling around.
  • Lyall84
    Lyall84
    ✭✭✭✭
    I should be payed for this idea haha but anyways take the light skill tree and make it identical to the medium skill tree. That way each of these armor trees would be equal. Obviously also have to rework weapons a little bit, the two passives in the medium tree need to be removed. Those two would be Improved Sneak....if you don't sneak that's a waste and Athletics....improved movement speed is pretty pointless and less roll dodge cost isn't used very much being as it takes a big portion of stamina. Just some more advise, I know the thieves guild will be coming soon take that improved sneak from medium armor tree and put it in the Thieves Guild tree, it seems to make more sense there. So the passives for the Medium armor tree without any points into it would be as follows 1st passive Reduce stamina costs of abilities by 1% per piece, 2nd passive Increases stamina recovery rate by 2% per piece, 3rd increase base armor by 4% per piece, 4th Grant 5% chance for stamina abilities to cause critical damage with a 5 set of medium armor equipped, Lastly Players spells/abilites ignore 3% of enemies armor per piece. The Stamina Build issue is the biggest imo. Sad thing is all the mediocre changes to classes right now might be all for nothing when you change the stamina since that is the bigger issue. Hope you take time to read this and discuss this among the team. Great game, keep up the good work :)

    Agree with the sneak changes to medium armor, but I would like to see the reduction to stamina costs for sneak added to the existing sprint reduction of well-fitted. That way you can have sneaky everything vs just sneaky medium. If people don't like that it is not like they are not giving up something to pick up the sneak. I would bet people might swap out a piece or two for well fitted (which is widely not used at the moment) but I don't see then dropping too much divines or impenetrable.
  • Aziz006
    Aziz006
    ✭✭✭
    I should be payed for this idea haha but anyways take the light skill tree and make it identical to the medium skill tree. That way each of these armor trees would be equal. Obviously also have to rework weapons a little bit, the two passives in the medium tree need to be removed. Those two would be Improved Sneak....if you don't sneak that's a waste and Athletics....improved movement speed is pretty pointless and less roll dodge cost isn't used very much being as it takes a big portion of stamina. Just some more advise, I know the thieves guild will be coming soon take that improved sneak from medium armor tree and put it in the Thieves Guild tree, it seems to make more sense there. So the passives for the Medium armor tree without any points into it would be as follows 1st passive Reduce stamina costs of abilities by 1% per piece, 2nd passive Increases stamina recovery rate by 2% per piece, 3rd increase base armor by 4% per piece, 4th Grant 5% chance for stamina abilities to cause critical damage with a 5 set of medium armor equipped, Lastly Players spells/abilites ignore 3% of enemies armor per piece. The Stamina Build issue is the biggest imo. Sad thing is all the mediocre changes to classes right now might be all for nothing when you change the stamina since that is the bigger issue. Hope you take time to read this and discuss this among the team. Great game, keep up the good work :)

    You cannot make medium armor identical to light armor. Yes we want balance but in that way that just makes a copy of another. Moreover, if you trade 21% crit for 10% crit just to get some armor and penetration you will lose 5.5% DPS. That would be great nerf.

    Thank inner light magicka builds has enough crit chance. Here is my ideas about improvement: Remove improved movement speed passive and add crit damage increase x% per medium armor equipped.


    Edited by Aziz006 on June 25, 2014 4:20AM
  • Thejollygreenone
    Thejollygreenone
    ✭✭✭
    So, 1.2.3 has dropped. Testing has been done, etc etc. Stamina builds remain mediocre. Generally each change that was implemented from this forum was a step in the right direction, and actually wouldn't need to go much further if light armor/magicka damaging skills were nerfed a little, but that's certainly just my opinion so take it with a grain of salt.

    Basically what we have from this patch, as has been said a hundred times, is a good start. If ZoS continues to examine under-performing stamina damage abilities and medium armor passives then we'd be on our way to a good method of dps.

    However, one problem remains to be resolved that I know is on everyone's mind. Stamina builds have no form of active mitigation and gets severely punished by this due to also having blocks/dodges/sprinting/crouching being drawn from the same resource. And this our core problem, what is shown by the bolded portion. Until this is addressed stamina builds will remain second class dps.

    Things that can be done about it:
    Now, the way I see it, there are two paths that could be taken here. Either there are measures taken to give stamina dps builds access to the sort of active magicka regen that you get with spells such as equilibrium, evil hunter is a prime contender in my eyes if it gets tweaked a little.

    The other path that could be taken stems from an idea that was brought up earlier in this thread and I'm sure elsewhere. The idea that stamina dps was supposed to offer up sufficient numbers without having to constantly spam damaging abilities by relying on the damage of their light/heavy attacks. With this option the need for a whole lot of stamina regen is non-existent due to the supportive, infrequent nature that weapon abilities would take on.

    In the first option, the idea is basically that we need active regen to rival that of magicka users. However, I would go so far as to suggest that in this way of viewing stamina dps more potent active regen should be made available to stamina dps than magicka exactly because of our reliance on stamina to dodge/block/sprint/stealth.

    In the second option, abilities used would be more centered around increasing the potency of stamina weapon basic attacks, and would be only have to be used infrequently, such as venom arrow/poison injection being needed to use only every 10 seconds to refresh the DoT. All weapons but staffs would have formidable light/heavy attacks when buffed and supported properly by the various stamina based abilities, is the idea.

    Because of the nature of this latter option, the damage of the abilities themselves would generally be fine where they are, but positive changes would be more focused on the buffs and advantages these stamina abilities give to ones basic weapon attacks.

    And if I were to bet my money on one method of change to make stamina dps viable while also giving it a drastically different palystyle from magicka dps, this would be the way. And I would love every moment of it.

    So please ZoS, keep on looking at stamina based abilities and medium armor passives on the side, but implement something to combat this issue of lack of active stamina regen leading to inferior dps, being magnified by staminas dual purpose of dodge/block/stealth/sprint. That's all that's needed, just a few ability changes and a solution to the stamina dual purpose conundrum. (I personally like the idea of formidable weapon basic attacks as a vehicle for competitive dps, if you couldn't tell)

    Thanks for reading!

    EDIT: One thing I forgot to mention, this one's on a real personal note. I was looking forward to the ability Snipe for as long as I was able to get into the beta and see the ability. Once achieving the use of this ability for the purpose of single target dps, disappointment ensued for obvious reason. I foolishly expected it to suddenly do great dps after this new change, however I feel I was mistaken.

    Snipe Rant:
    I love the changes made to this ability, but it's not nearly enough. It becomes usable mechanically, but not efficiently in a numbers sense. While the 2 second cast time was a dps boost for the ability, the damage dealt is much lower than it should be for such a high cast time.

    Hell, a top geared sorcs crystal fragment, or now a templars dark flare will hit for more than a top geared stamina dps' snipe (do those exist? I use a mix of both), and those two spells are only a 1.3 second cast time as opposed to snipes now 2 second cast time.

    Since increasing the damage on this ability to compensate for its longer cast time is out of the question due to pvp qq from sneak attacks, I propose reducing the cast time again to 1.5 seconds, while maybe slightly reducing the damage.

    But even then it would be even doing less damage than Crystal Fragments for .2 seconds longer of a cast time still. Altering it any further than this to me seems to take away from the purpose of the ability.

    I'm at a loss on this one, thoughts anybody?
    Edited by Thejollygreenone on June 25, 2014 6:07AM
  • monden1980b16_ESO
    monden1980b16_ESO
    ✭✭✭
    @Thejollygreenone (poster above):

    How about weapon (stamina) abilities triggering a short period of increased stamina regen after use? For example 30% increased stamina regen (that's not a lot!) for 6 seconds (equals 3 "ticks").

    This way, mixing in weapon (stamina) abilities in your rotation should benefit from increased stamina regen and thus provide more sustainable DPS, while spamming stamina abilities (burst damage) will still drain stamina rather quickly, as the increased stamina regen buff won't stack of course.
  • ZoM_Head
    ZoM_Head
    ✭✭✭✭
    We need at minimum 1 skill that has CC and stamina based.

    All 4 classes are magic based, meaning we will have 2 classes that have CC, those are Dragon Nights (Dark Talons) and Sorcerers (Encase).

    Any class can use the mages guild Fire Rune and morph it to Volcanic Rune, so there are 3 CC abilities in game, 2 class specific and 1 general for everyone. There is noe xcuse for templars and nightblades (those that are into magic skills) not to have CC thanks to fire rune.

    However, for stamina based skills, there is nothing in the fighters guild or weapon skills, that has CC. Beast Trap from Fighters guild locks down one target (the closest one).

    So those heavy stamina builds will use Volcanic Rune and completely drain their magicka pool in dungeons and can not rely anymore on their magicka as support.

    Weapon/Stamina skills are not on bar in terms of AOE (cleave and whirlwind are the only two stamina based AOE skills excluding the bow).

    We (as in stamina build players) should have at least 1 stamina CC on par of volcanic rune, encase or dark talons.

    Huge disadvantages for AOE and CC stamina builds.
    mDKs still need a lot of love!
  • alreadybaked
    alreadybaked
    ✭✭
    Aziz006 wrote: »
    I should be payed for this idea haha but anyways take the light skill tree and make it identical to the medium skill tree. That way each of these armor trees would be equal. Obviously also have to rework weapons a little bit, the two passives in the medium tree need to be removed. Those two would be Improved Sneak....if you don't sneak that's a waste and Athletics....improved movement speed is pretty pointless and less roll dodge cost isn't used very much being as it takes a big portion of stamina. Just some more advise, I know the thieves guild will be coming soon take that improved sneak from medium armor tree and put it in the Thieves Guild tree, it seems to make more sense there. So the passives for the Medium armor tree without any points into it would be as follows 1st passive Reduce stamina costs of abilities by 1% per piece, 2nd passive Increases stamina recovery rate by 2% per piece, 3rd increase base armor by 4% per piece, 4th Grant 5% chance for stamina abilities to cause critical damage with a 5 set of medium armor equipped, Lastly Players spells/abilites ignore 3% of enemies armor per piece. The Stamina Build issue is the biggest imo. Sad thing is all the mediocre changes to classes right now might be all for nothing when you change the stamina since that is the bigger issue. Hope you take time to read this and discuss this among the team. Great game, keep up the good work :)

    You cannot make medium armor identical to light armor. Yes we want balance but in that way that just makes a copy of another. Moreover, if you trade 21% crit for 10% crit just to get some armor and penetration you will lose 5.5% DPS. That would be great nerf.

    Thank inner light magicka builds has enough crit chance. Here is my ideas about improvement: Remove improved movement speed passive and add crit damage increase x% per medium armor equipped.


    Was just throwing that idea out there came up with it in a second. You say a 5.5% would be great nerf, not really. If you saw where I said weapons would have to be reworked, meaning you could fill any gaps for lost dps by removing any of those "nerfs" you mentioned. As far as your thoughts I could see adding more crit damage to be useful
    Edited by alreadybaked on June 25, 2014 2:06PM
  • Eivar
    Eivar
    ✭✭✭✭
    We need at minimum 1 skill that has CC and stamina based.

    All 4 classes are magic based, meaning we will have 2 classes that have CC, those are Dragon Nights (Dark Talons) and Sorcerers (Encase).

    Any class can use the mages guild Fire Rune and morph it to Volcanic Rune, so there are 3 CC abilities in game, 2 class specific and 1 general for everyone. There is noe xcuse for templars and nightblades (those that are into magic skills) not to have CC thanks to fire rune.

    However, for stamina based skills, there is nothing in the fighters guild or weapon skills, that has CC. Beast Trap from Fighters guild locks down one target (the closest one).

    So those heavy stamina builds will use Volcanic Rune and completely drain their magicka pool in dungeons and can not rely anymore on their magicka as support.

    Weapon/Stamina skills are not on bar in terms of AOE (cleave and whirlwind are the only two stamina based AOE skills excluding the bow).

    We (as in stamina build players) should have at least 1 stamina CC on par of volcanic rune, encase or dark talons.

    Huge disadvantages for AOE and CC stamina builds.

    Assuming you mean AoE Immobilize effects, since you are referencing encase and dark talons, if spec'd right NBs get a 4 target fear effect, slightly less useful than volcanic rune due to random flight path, but in general the same effect, place rune on ground, enemies in AoE get crowd controlled for 4 seconds. Templars as well have cc, but no AoE immobilize as far as i know, lots of single target stuns and knockdowns though. I think NBs fear would be better served by focing targets to cower in fear rather than run in random directions, and templars could use something of their own. I do agree though that a stamina based cc does seem to be in order for the melee weapons, bow has bombard(again not nearly as effective but useable)
  • LunaRae
    LunaRae
    ✭✭✭✭
    Medium Armor •With the Wind Walker passive, medium armor will reduce stamina costs by 2% per piece equipped.

    Not sure if this has already been asked, but is this reduction across the board for everything stamina based? CC break, sprint, dodge roll, abilities, etc....??? Or is this just abilities?
    Stands-Strong-As-Snow ~ Argonian Templar DC NA V14
    Ytheri ~ Argonian Nightblade EP Thornblade NA V14
    Heals-All-Colours ~ Argonian Templar EP Thornblade NA V14
    Stands-In-Still-Waters~ Argonian Sorcerer EP Thornblade NA V2
  • Lyall84
    Lyall84
    ✭✭✭✭
    LunaRae wrote: »
    Medium Armor •With the Wind Walker passive, medium armor will reduce stamina costs by 2% per piece equipped.

    Not sure if this has already been asked, but is this reduction across the board for everything stamina based? CC break, sprint, dodge roll, abilities, etc....??? Or is this just abilities?

    Just abilites.

    Have to use the pvp medium set or way of arena crafted set to reduce CC break.
    Edited by Lyall84 on June 26, 2014 2:55AM
  • Sakiri
    Sakiri
    ✭✭✭✭✭
    ✭✭
    Lyall84 wrote: »
    Sakiri wrote: »
    Sakiri wrote: »
    Sakiri wrote: »
    kewl wrote: »
    Sakiri wrote: »
    The silence on 1h & s is deafening, I guess we know how ZOS feels about tanking.

    1h/s tanking is fine.

    Your complaints are about its dps.

    No actually its about the tanking skills and blocking and heavy armor being generally useless. About tanking taunts and cc that dont work. Its about tanking survivabilty not being there, but hey read something else into that why dont you.

    Like I stated before, I'm not having any issues with Tanking. Neither is @Sakiri‌. We could have a civilized discussion about technique. But you seem content with trolling and playing our class poorly.

    Ummmmmm whoa whoa whoa. Personaly i have a DK in heavy VR12. Sorc VR 5 in light. It hs nothing to do with Playing a class poorly what it has to do with there is literally no difference between light and heavy in mitigation. I tank with my sorc in light and it is vastly supperior to my DK in heavy. Why ? because Magic regen is superior i can run CC and AOE DPS with Dumb lightning armor and be 1200 over armor cap and spell resistance. Heavy armor does not mitigate anything , the armor number does.

    There not being any additional cap for heavy armor nor bonus to mitigation its simply broken honestly its a broken armor system. The block reduction is laughable and a 3.5 % extra healing is as well. It is imbalanced completely, Quite fronkly all the nerfs to DK just leveled the dress and stick spec and ruined the Medium and heavy spec even further. Why because bitching in PVP and a couple of skilled guys made some insane Solo DK videos. If you have not noticed the end game population is leaving in droves over the very things Ragnar is so called Kevetching about. As For not having any problems tanking neither am i, Because its not really tanking its DPS with a taunt. Everyone who is having problems with this role would not survive a second as tank as a tank in Pre 2009 EQ 2. Agro management is not boring nor is it an unskilled posistion. I generaly Feel Zos watered down this role way to much its DPs with a taunt and Blocking an animation on occasion

    Tanking mechanics are fine.

    Armor issues affect everyone, not just tanks. And pre 2009 EQ2 tanking was easier than vanilla wow aoe tanking on a warrior. Everything in EQ2, including some taunts, were encounter based. Paladin? Some of the better aoe threat at the time.

    I tanked on my bloody Brigand in 2007-2008. People act like tanking is somehow difficult.

    Its only hard until you stop trying to compensate for stupid.
    I disagree far far more dynamics in a six man group with true cc and true support roles. Ive tanked everything in this game and have all the working Dungeon achievements. tanking in ESO is extremely easy and requires very little planning or communication.

    And i doubt you tanked instances like Nizara or maidens with a Brigand

    Maidens yes. Nizara, no one in my raid guild even wanted to go near it and you didnt pug Nizara. Ever.

    One of my favorite instances still though. Chrono down to 70 and plow through it for giggles.

    Speaking of Fallen Dynasty, Chel'Drak is a b to solo. Both my mystic and inq did it but the archetype specific adds kinda suck, even when its grey. Was after the raid trophy for my alts' guild hall.

    Oh yes Nizara was a nightmare We finaly had that thing on Farm by far the hardest single group instance ive ever come across. Kudos for getting the hang of avoidance tanking though, they were superior for a quite a while in the early periods of EQ2. I played a broken SK and some of the encounters that required DPS stoppage sucked when all your taunts were DOT's lol.
    But i truly miss the larger more complex groups with tru CC (enchanters) and true Support like bards and shammies.

    Was sad because I *wanted* to do it.

    Spent my last 4 years there(2008-2012) between a dirge(tanked Drunder on her... Spire of Rage group zone) and illusionist(you know the good illy is the one that can hold the *entire* room of mirror images in ToFSx2) and left after Skyshrine.
    Anex wrote: »
    Well it is a step in the right direction, but I feel it is rather small.

    I'm a stamina based nightblade with dual wield melee. I have 3 magicka abilities on my bar: Teleport strike (I use it to stun when out of stamina), killer's blade (meh, I should change it but sometimes I'm desperate for an attack), and the ultimate from the assassination tree. I mainly fight with blood craze (I swap this with silver bolts when fighting non-bleeders or daedra), flurry, and whirlwind. I have the med armor passives, assassination passives, dual wield passives and luckily I am also a wood elf, so those as well.

    The Molag Bal fight took FOREVER. I was running around desperately trying to dodge (without dodging because that costs stamina I didn't have to attack) to regen stamina to fight back. Even worse, because I am moving I can NOT use the quickslot wheel to select a stamina pot (health is so much more important), so all I can do is wait and run around.

    I have lost track of the number of times I died because I could not dodge/roll out of an attack because I was out of stamina. I'd attempt a dodge/roll to find out that it wasn't happening -_-

    Anyway, steps in right direction, just baby ones.

    Best molag bal strat:

    Put heal on bar. Regeneration, dragons blood, something.

    Equip ranged weapon. If you neef resto staff for your heal use that. If not, bow or destro non lightning staff. The channel prohibits quick movement.

    Circle strafe while pelting with light/heavy attacks. Got raged dots? Use em. If not, dont worry.

    Block titan bolts.

    Dodge red.

    Win.

    Dont waste magicka or stamina on offensive abilities. Only use dots if you can spare resource.

    Easiest fight of them all.

    Except Nightblade does not have a good direct heal. Sap essense heals, but is weak one on one, heals based on number of targets hit, so needs AoE. Strife is a heal over time, so does ok.

    Equip ranged weapon...that is the best suggestion for a Nightblade, sucks for a melee stamina build, but putting on a bow would give you the distance needed to get the full benefits of Strife.

    DoT advice is spot on, especially if you throw a bow in the mix.

    Overall, spot on advice. Only reason why I would stray away from the staff options is that individual stated stamina melee Nightblade. They would have to respec to take full advantage of the staff build, vs staying stamina, keeping up the DoT and rolling around.

    Don't even need to take advantage of it.

    Guy's got a load of HP and you can cheese it that way with 1 bow skill and a maple bow if you need to. Just need to keep yourself alive long enough to do it, hence staff heal.
  • Sakiri
    Sakiri
    ✭✭✭✭✭
    ✭✭
    @Thejollygreenone (poster above):

    How about weapon (stamina) abilities triggering a short period of increased stamina regen after use? For example 30% increased stamina regen (that's not a lot!) for 6 seconds (equals 3 "ticks").

    This way, mixing in weapon (stamina) abilities in your rotation should benefit from increased stamina regen and thus provide more sustainable DPS, while spamming stamina abilities (burst damage) will still drain stamina rather quickly, as the increased stamina regen buff won't stack of course.

    There's passives in the 2h tree that give stamina regen after kills if I recall right(not in game atm).

    Stam regen is so bad right now that it doesn't really *do* much.

    You want it to not suck, make it work like wow rogue energy. Constantly recharging quickly, but have large costs for abilities.

    Seriously, go find a youtube video of an assassination rogue doing his rotation and go from there.

    It would make a lot more sense than it is now with crap regen anyways.

    And ... now I'm out of ideas.
  • mikeymike2785b14_ESO
    Kermit said it the best....



    youtu.be/ryX2dQ3ixtw


    It aint easy being Green.... lol
  • Kyuumu
    Kyuumu
    ✭✭✭
    I am really glad to see any effort is being made at all. I have heard so many times that no cares about stamina build and it made me sad to consider it true. I accept it's a delicate issue and hope you will continue in this endeavor. Thanks.
  • Matuzes
    Matuzes
    ✭✭✭
    Another long post.
    I clear vet Crypt of Hearts as NB tank and NB dps (mix stamina and magica) so my thoughts:

    Need of Stamina
    CoH and other instances have alot of running, dodging and blocking which leads
    to stamina problem for dps and tank. Safer is just to wear light armor and stick than use medium armor and any weapon that use stamina.

    Ranged >>> Melee
    Lots of aoe mechanics from bosses favor ranged dps which lead to magica or bow. Meele dps cant do damage, when running away from boss or must kill adds which spawn on different places. Magica staff user can sit in one place and do dps, no running, no time wasted.

    AoE
    Impulse, Sap Essense, Talons... and Steel Tornado. Just one good stamina aoe skill. Stamina skill sucks both single target dps skill and aoe skills. Not mention to Ultimates scalling with magica. I hope to see someday stamina skills superiority in single target dps over magica skills.

    PvP have same problem. Zergs running and spam Impulse or other magica based aoe skills, heals and killing everything. Its no fun at all. I dont play anymore PvP in zerg or even 8+ groups, its bad, boring and requires no skill, just aoe spam. Im greatful for anyone who dont play with stick, and especially greatful for DKs who dont use talons spam. Fights with other melee based players are fun and challenging but unfortunately i rarely see that fights in the age of magica.

    https://www.youtube.com/watch?v=lLcQCkJFsG0

    This video show us a lot of people fighting in large area, mostly in melee and even using light and heavy attacks. I know its directed but why we cant have this? I dont want to run with ball of death, where everyone stick face to face and spam impulse. I just want Skyrim type of fights. Engaging, fun and challenging melee fights, where using two handed sword on someones head mean more then 'blop' from stick. Right now, that 'blop' is more efficient, safer and deadly then any sword. Its just sad.
    Matuzes - Imperial Nightblade
    Headhunters
  • adino
    adino
    ✭✭
    Here are my few thoughts on what needs to be done.

    1. Increasing stamina regen is near pointless at higher levels. My stamina regen is way past soft cap so increasing it by 30% is almost nothing. However, if you alter builds so you can get near soft cap in HPs and magicka due to the 30% increase in stamina it would make a NB all around stronger, but this does nothing for a Stamina based build. We need more stamina reducing powers. The medium armor rework was good. At 7 pieces you are talking 14% stamina reduction. Good and I think it should be for ALL stamina abilities including CC-break, dodge, block. It might be better to give a 20% reduction for wearing 7 pieces. At least CC-break, dodge and sprint.

    2. I would like snipe to have auto death % when it hits someone that is incapacitated. It would be nice to have one NB stealth and veil and then have a snipe arrow come in and wreck the mob. I think the idea that snipe is a one shot and done skill is fine. going from 3 seconds to 2 seconds is meaningless in a boss fight or pvp fight. I say increase the damage regardless of stealth or not, zoom the range out to 50 and buff the damage and keep it at 3 seconds.. heck make it 5 seconds. Now, if you said that snipe is effected by haste (when they actually have it work for bows) that is a different story.

    I read somewhere that the reason they are having so much trouble with bows is the balance issue with NPC bowmen. Is this true?

    3. I would like siphoning strike to be weapon dependent. If melee it siphons magicka if bow it siphons stamina. Also no damage reduction. If you are going to increase the % then sure, but otherwise stamina attacks cost so much you can't spam them like destro magicka attacks.

    Finally as a total tangent... Motiffs should be dropped in treasure chests found in the world and not shelves. It would make bot farming impossible as you have to do the mini-game and would make those chests worth doing at higher levels. Make the minigame harder too.
  • edwardspruitb16_ESO
    Another long post.
    I clear vet Crypt of Hearts as NB tank and NB dps (mix stamina and magica) so my thoughts:

    Need of Stamina
    CoH and other instances have alot of running, dodging and blocking which leads
    to stamina problem for dps and tank. Safer is just to wear light armor and stick than use medium armor and any weapon that use stamina.

    Ranged >>> Melee
    Lots of aoe mechanics from bosses favor ranged dps which lead to magica or bow. Meele dps cant do damage, when running away from boss or must kill adds which spawn on different places. Magica staff user can sit in one place and do dps, no running, no time wasted.

    AoE
    Impulse, Sap Essense, Talons... and Steel Tornado. Just one good stamina aoe skill. Stamina skill sucks both single target dps skill and aoe skills. Not mention to Ultimates scalling with magica. I hope to see someday stamina skills superiority in single target dps over magica skills.

    PvP have same problem. Zergs running and spam Impulse or other magica based aoe skills, heals and killing everything. Its no fun at all. I dont play anymore PvP in zerg or even 8+ groups, its bad, boring and requires no skill, just aoe spam. Im greatful for anyone who dont play with stick, and especially greatful for DKs who dont use talons spam. Fights with other melee based players are fun and challenging but unfortunately i rarely see that fights in the age of magica.

    https://www.youtube.com/watch?v=lLcQCkJFsG0

    This video show us a lot of people fighting in large area, mostly in melee and even using light and heavy attacks. I know its directed but why we cant have this? I dont want to run with ball of death, where everyone stick face to face and spam impulse. I just want Skyrim type of fights. Engaging, fun and challenging melee fights, where using two handed sword on someones head mean more then 'blop' from stick. Right now, that 'blop' is more efficient, safer and deadly then any sword. Its just sad.

    THIS.

    Also, why not make CC breaking cost magicka, since a lot of other things already cost stamina?
  • ArRashid
    ArRashid
    ✭✭✭✭
    Another long post.
    I clear vet Crypt of Hearts as NB tank and NB dps (mix stamina and magica) so my thoughts:

    Need of Stamina
    CoH and other instances have alot of running, dodging and blocking which leads
    to stamina problem for dps and tank. Safer is just to wear light armor and stick than use medium armor and any weapon that use stamina.

    Ranged >>> Melee
    Lots of aoe mechanics from bosses favor ranged dps which lead to magica or bow. Meele dps cant do damage, when running away from boss or must kill adds which spawn on different places. Magica staff user can sit in one place and do dps, no running, no time wasted.

    AoE
    Impulse, Sap Essense, Talons... and Steel Tornado. Just one good stamina aoe skill. Stamina skill sucks both single target dps skill and aoe skills. Not mention to Ultimates scalling with magica. I hope to see someday stamina skills superiority in single target dps over magica skills.

    PvP have same problem. Zergs running and spam Impulse or other magica based aoe skills, heals and killing everything. Its no fun at all. I dont play anymore PvP in zerg or even 8+ groups, its bad, boring and requires no skill, just aoe spam. Im greatful for anyone who dont play with stick, and especially greatful for DKs who dont use talons spam. Fights with other melee based players are fun and challenging but unfortunately i rarely see that fights in the age of magica.

    https://www.youtube.com/watch?v=lLcQCkJFsG0

    This video show us a lot of people fighting in large area, mostly in melee and even using light and heavy attacks. I know its directed but why we cant have this? I dont want to run with ball of death, where everyone stick face to face and spam impulse. I just want Skyrim type of fights. Engaging, fun and challenging melee fights, where using two handed sword on someones head mean more then 'blop' from stick. Right now, that 'blop' is more efficient, safer and deadly then any sword. Its just sad.

    Well, I guess to make PvP enjoyable and balanced, they would have to:
    1) not allow ANY abilities there (just light+heavy attacks and defensive moves - sprint, block, roll dodge, cc-break)
    2) make blocking heavy melee attacks stagger enemy
    3) buff weapon damage
    4) set everyone's stamina to the same amount
    Then watch people actually fighting (and blocking and dodging and cc-breaking), instead of getting into zerg vs zerg.
    It would also erase every concern about classes.. well, but since PvP players must always whine, they will whine that ranged weapons > melee, so melee weapons would have to get a bit bigger damage.
  • Matuzes
    Matuzes
    ✭✭✭
    ArRashid wrote: »
    It would also erase every concern about classes.. well, but since PvP players must always whine, they will whine that ranged weapons > melee, so melee weapons would have to get a bit bigger damage.

    People always whine, no matter what they do. PvP players whine about class imbalance, and PvE players about inability to perma CC mobs with bow or dps on raids, and both groups blame each other for destroying the game.
    Matuzes - Imperial Nightblade
    Headhunters
  • Dekkameron
    Dekkameron
    ✭✭✭✭✭
    Poison arrow has a DOT?!?! I spam it so fast i've never noticed! :p
    - Veteran Combat Librarian -
  • Eivar
    Eivar
    ✭✭✭✭
    I'm still of the opinion that this whole stamina imbalance compared to magicka abilities could be easily solved if they took melee class abilities and scaled them off weapon damage, as well as weapon crit, move staves to scale off spell damage and spell crit, and increased weapon damage/basic attack damage. Stamina skills were obviously not intended to be spammed like magicka based ones, they seem to have been intended to be used in between a lot of basic weapon attacks, so if those attacks did decent damage, and you could apply a DoT or other utility effect while using them, plus the situational class melee ability, things would be great.
  • david.haypreub18_ESO
    david.haypreub18_ESO
    ✭✭✭✭✭
    Eivar wrote: »
    I'm still of the opinion that this whole stamina imbalance compared to magicka abilities could be easily solved if they took melee class abilities and scaled them off weapon damage, as well as weapon crit, move staves to scale off spell damage and spell crit, and increased weapon damage/basic attack damage. Stamina skills were obviously not intended to be spammed like magicka based ones, they seem to have been intended to be used in between a lot of basic weapon attacks, so if those attacks did decent damage, and you could apply a DoT or other utility effect while using them, plus the situational class melee ability, things would be great.

    While that may not solve everything, I think it is definitely the first thing they should try. What they definitely should not do is what they are doing: tweak some individual abilities, as if rearranging the deck chairs is going to save the Titanic. The problem is deep and systemic, so it needs a global solution. Changing melee class abilities to scale off weapon damage and crit and increasing weapon and basic attack damage is the sort of solution that is needed.
    Templars are 'just slower... by design'
    Yes, Gina actually said that (at least regarding Rushed Ceremony) right here:
    http://forums.elderscrollsonline.com/en/discussion/161959/templar-skills-bugged-made-useless-ignored/p24
    VR 16 Templar (retired until Templars get fixed)
    VR 16 Sorcerer
    38 Nightblade
    24 DK
  • Maximis_ESO
    Maximis_ESO
    ✭✭✭✭
    Still a lot of problems, wearing heavy vs light armor barely seems to make a difference. Stop increasing cleaves DOT damage and increase the base damage, it is pathetic. Uppercut needs to activate faster, not have more damage.
  • Cogo
    Cogo
    ✭✭✭✭✭
    I must be bugged, or have invis GM following me and grant me extra power.
    Since patch, they did something to improve stamina, and I really do feel the difference both in my heavy armor and I got more stamina to use.

    Still needs work, but on the heavy armor point, I tank Vet dungeons better now.
    5 pieces of heavy and 2 medium.

    Since my talons stopped to drain all my magika, I got my abilities now to help with tanking. Thanks for that!!
    Oghur Hatemachine, Guild leader of The Nephilim - EU Megaserver
    Orc Weapon Specialist and Warchief of the Ebonheart Pact - Trueflame Cyrodiil War Campaign
    Guildsite: The Nephilim

    "I don't agree with what you are saying, but I'll defend to the death your right to say it"
    -Voltaire

    "My build? Improvise, overcome and adapt!"
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