edwardspruitb16_ESO wrote: »Here's a list of things I'd suggest to make stamina based builds more viable:
Med Armor:
-Agility: Increase attack speed from 5 to 8-10% when wearing 5+ pieces of med armor equiped
edwardspruitb16_ESO wrote: »Here's a list of things I'd suggest to make stamina based builds more viable:
Heavy Armor:
-Bracing: Raise the decrease in blocking from 10 to 15-20% when wearing 5+ heavy armor pieces
-Juggernaut: Raise the increase in melee weapon damage from 0.5 to 1% per heavy armor piece equiped
-Resolve: Raise Armor (not spell resist though) increase from 1 to 1.5% per piece of heavy armor equiped.
edwardspruitb16_ESO wrote: »Here's a list of things I'd suggest to make stamina based builds more viable:
General Combat:
-Reduce the cost of sprinting, blocking and roll dodge for all players by 5%
-Slightly increase basic weapon attacks for 1h/s, dual wield, two handed and bow
-CC breaks now use magicka and no stamina
Med Armor:
-Agility: Increase attack speed from 5 to 8-10% when wearing 5+ pieces of med armor equiped
-Atlethics: Decreases the cost of roll dodge from 2 to 3-4% per piece of med armor equiped
-Evasion (+morphs): Raise dodge chance from 15 to 20-25%
-Dexterity: raise the increase in weapon critical from 1 to 1.5% per piece of med armor equiped
Heavy Armor:
-Bracing: Raise the decrease in blocking from 10 to 15-20% when wearing 5+ heavy armor pieces
-Juggernaut: Raise the increase in melee weapon damage from 0.5 to 1% per heavy armor piece equiped
-Resolve: Raise Armor (not spell resist though) increase from 1 to 1.5% per piece of heavy armor equiped.
Class abilities:
-Make on average 5 out of 15 active abilities from each class stamina-based (preferably the melee based ones like Veiled Strike, Stonefist, etc). The exact number may vary from class to class (Sorc may have slightly less of these than DK and NB).
Bow:
-Volley (and morphs): Slight increase in radius and dmg
-Scatter shot and morphs: Either slightly increase the range or dmg
-Long shots: increase the bonus dmg from 6 to 8-10%.
-Hasty retreat: Increase move speed from 15 to 20%.
I cannot speak on the account of Dual Wield, 1H/S and Two handed, since I haven't tried them extensively, but it seems to me that DW and 1H/S need slightly more small buffs, than Two handed, but I could be wrong.
Future:
-Make plenty of skills in the upcoming Dark Brotherhood and Thieves Guild skill trees based on Stamina
Darkstorn42 wrote: »I understand that they cannot fix things all at once, and we will see balance over time, balance creep? Its gotta be this way or everyone will jump ship to try out the new beefed up stuff and then everyone will complain its OP. They gotta keep doing it in small increments until they are on par with each other.
ZOS_JessicaFolsom wrote: »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%.
My post about fixing class skill damage scaling with magicka/stamina.
This only another small step, but could help equalize the damage scaling. As things sit now, Stam based builds get squat out of class skills because they scale with Magicka.
This would make class skills useful no matter what type of build you had.
Again, you guys are assuming magicka and stamina builds should be even. They've never said that.
Therefore, all these suggestions might be a waste of effort, because we don't really know if we should be talking about dps or resource management until they actually say it.
Again, you guys are assuming magicka and stamina builds should be even. They've never said that.
Therefore, all these suggestions might be a waste of effort, because we don't really know if we should be talking about dps or resource management until they actually say it.
If they are not suppose to be even, then why would they ever put them into the game?
If you come across a huge "MISSING TEXTURE" cube while running around do you assume that it is suppose to be there until ZOS comes out and says, "no those cubes are bugs"?
ZOS has never said that they think classes should be even. Is one class suppose to be better than another?
Your argument does not hold water. This is a stamina improvements thread. If you do not think stamina should be improved, you must be afraid of stamina builds doing comparable or better damage than your magicka one. Instead of trying to keep poking everyone in the eye when they don't want to play the way you want to play, either leave constructive criticism or post elsewhere.
Again, you guys are assuming magicka and stamina builds should be even. They've never said that.
Therefore, all these suggestions might be a waste of effort, because we don't really know if we should be talking about dps or resource management until they actually say it.
If they are not suppose to be even, then why would they ever put them into the game?
If you come across a huge "MISSING TEXTURE" cube while running around do you assume that it is suppose to be there until ZOS comes out and says, "no those cubes are bugs"?
ZOS has never said that they think classes should be even. Is one class suppose to be better than another?
Your argument does not hold water. This is a stamina improvements thread. If you do not think stamina should be improved, you must be afraid of stamina builds doing comparable or better damage than your magicka one. Instead of trying to keep poking everyone in the eye when they don't want to play the way you want to play, either leave constructive criticism or post elsewhere.
If you go to the PTS section, you'll see one topic I created with the medium armor suggestion just a couple weeks before they implemented it. So no, not afraid of stamina builds at all. In fact, I'm trying to help you.
The question is pertinent. Or they are supposed to be even, or stamina is a secondary source of damage. How to 'balance' it depends on the answer.
In my opinion it seems the devs are missing the mark by a long shot here. The reason why stam/magika builds are inferior to pure magika builds is due to the fact that class abilities is still scaling based only on magika.
...
TL:DR
ultimate fix would be to all class abilities to scale with magika or stamina based on weapon of choice, or create weapon ultimates.
ZOS_JessicaFolsom wrote: »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%.
Again, you guys are assuming magicka and stamina builds should be even. They've never said that.
Therefore, all these suggestions might be a waste of effort, because we don't really know if we should be talking about dps or resource management until
they actually say it.
There seems to be some fear about stamina builds. I don't get it but for some reason they have this fear of them.
How can they say we will increase stam reduction in medium armor to 2% and yet leave light armor magicka passive at 3%? I don't get it? You don't use magical for anything but spells, while stam is used on so many things. Do they not get it? I sure don't get why the timid increase? The soft cap is roughly the same, resource usage on skills is in fact better on magicka and yet 2% vs. 3%... why?
Are they gunshy now? They also do not seem to understand their own system. The soft caps and synergy make increasing stamina regen useless.
I could be totally missing it as well. I am no expert at all but wouldn't increasing stamina soft cap to that of hps maybe be a good fix to start? Give stam a larger pool, boost stam enchants and so when you draw from it from multiple sources it has the pool to do so. Also let all weapons scale with stamina not mag. That way you really have to create a build using the runes, eq sets, and stat builds. As it is now, most people with food can reach soft cap in all three stats... or very close to. It makes it so where you are not choosing a stat to focus on but you are choosing the best way to optimize and get all three stats to softcap.
Increase the caps so one has to make a conscience choice. Tanks focusing on HPs should have much more hps than the FRAKEN LIGHT ARMOR SORCERER!!!! A dps dual wield or bow should have more stamina than the FRAKEN LIGHT ARMOR SORCERER!!!
sorry. The level of frustration is indeed boiling over for me. Changes just seem kind of intuitive at this point. The fact that they don't seem to understand is making me lose hope for this game.
I read somewhere that the reason they are having so much trouble with bows is the balance issue with NPC bowmen. Is this true?