Plans for stamina builds to compare with magicka builds
Nick: Medium armor already have a stamina reduction. Some stamina weapon abilities will get damage boosted. Doing some balance between spell crit and weapon crit. For ultimates it will pick to see the higher of the weapon attack power or spell attack power.
Besides. There is and will never be a pure Stamina Build in this Game.
There are to many great Utility Skills based on Magicka that are working great with Stamina Skills.
Besides. There is and will never be a pure Stamina Build in this Game.
There are to many great Utility Skills based on Magicka that are working great with Stamina Skills.
I have to agree, and I think that is part of the problem. And Stamina will continue to be an accessory rather then the main resource maybe they add or change some existing class abilities to use stamina instead of magicka. Or maybe some that use both, or the higher of the 2.
But can't we break down that issue with Magicka vs Stamina on four points?
1. Concentration on Light Armor & Inner Light
Why the hell is Light Armor getting such a big passive DMG Boost for Magicka User?
Light Armor gets 42% Spell pen. and 10% Spell Crit Chance
Medium Armor gets 21% Phys. Crit Chance
Only this makes Magicka DMG so much bigger than Stamina DMG, but it didn't stops here. With Inner Light and its minor decrease of 5% Magicka brings in 20% Crit Chance for Magicka DMG.
There for, before we even compare the Skills of Stamina and Magicka Lines. The Passives already made the choises, what deals more DMG.
Magicka: 42% Spell pen. + 30% Spell Crit
Stamina: 21% Phys. Crit.
2. Base DMG of Skill Lines
AOE DMG on Stamina deals as good as always 50% less DMG than Magicka AOE but Magicka AOE does not only bring more DMG on the table, it also gets nice Buffs or CCs, that Stamina AOE suffers.
Singletarget DMG could need a rough buff around 20% to bring more DMG than a Magicka Skill, cause if I use Stamina, i sacrifice part of my defence.
3. Missing Spammable Skills
Dual Wield and S&B are the only Lines with an spammable Attack. Bows and 2H are missing that one completly, which makes these Skilline extremly bad on PVE DPS.
4. Cycle of Live - Resto Staff
This skill should have already changed cause it makes the current Magicka situation even worse. Change it to 10% DMG Bonus on light and heavy Attacks and not anyone would run with Resto Staff + Class Skills for max DPSing.
Thejollygreenone wrote: »However I think you're missing a big one, which was the point of this post. Stamina is used to sprint, dodge, block, and 'break free'.
This puts a massive strain on a stamina builds main resource pool in pvp, where they will be using these functions constantly. In pve (trials) it's none much better, but you can more narrow that list down to just sprinting with the occasional dodge or break free.
But even with the lessened burden in trials, it's still a noticeable burden. A burden that DOESN'T get compensated for. Until that get's addressed and fixed, stamina builds will always be second-rate. And I believe that's the most pressing issue stamina dps builds face.
Thejollygreenone wrote: »However I think you're missing a big one, which was the point of this post. Stamina is used to sprint, dodge, block, and 'break free'.
This puts a massive strain on a stamina builds main resource pool in pvp, where they will be using these functions constantly. In pve (trials) it's none much better, but you can more narrow that list down to just sprinting with the occasional dodge or break free.
But even with the lessened burden in trials, it's still a noticeable burden. A burden that DOESN'T get compensated for. Until that get's addressed and fixed, stamina builds will always be second-rate. And I believe that's the most pressing issue stamina dps builds face.
This !
Personally i would love to see a new resource for it - at least for dodge and break free. I could live with sprint and block still using stamina.
Or maybe an update for med armor passive "Athletics", increasing the cost reduction per piece by 1% or even 2% and change it so its working for break free too.
Thejollygreenone wrote: »But can't we break down that issue with Magicka vs Stamina on four points?
1. Concentration on Light Armor & Inner Light
Why the hell is Light Armor getting such a big passive DMG Boost for Magicka User?
Light Armor gets 42% Spell pen. and 10% Spell Crit Chance
Medium Armor gets 21% Phys. Crit Chance
Only this makes Magicka DMG so much bigger than Stamina DMG, but it didn't stops here. With Inner Light and its minor decrease of 5% Magicka brings in 20% Crit Chance for Magicka DMG.
There for, before we even compare the Skills of Stamina and Magicka Lines. The Passives already made the choises, what deals more DMG.
Magicka: 42% Spell pen. + 30% Spell Crit
Stamina: 21% Phys. Crit.
2. Base DMG of Skill Lines
AOE DMG on Stamina deals as good as always 50% less DMG than Magicka AOE but Magicka AOE does not only bring more DMG on the table, it also gets nice Buffs or CCs, that Stamina AOE suffers.
Singletarget DMG could need a rough buff around 20% to bring more DMG than a Magicka Skill, cause if I use Stamina, i sacrifice part of my defence.
3. Missing Spammable Skills
Dual Wield and S&B are the only Lines with an spammable Attack. Bows and 2H are missing that one completly, which makes these Skilline extremly bad on PVE DPS.
4. Cycle of Live - Resto Staff
This skill should have already changed cause it makes the current Magicka situation even worse. Change it to 10% DMG Bonus on light and heavy Attacks and not anyone would run with Resto Staff + Class Skills for max DPSing.
I'd tend to agree with you on most points here. But I'd like to point out some thoughts of mine:1.) This is a somewhat fair point. The 42% spell pen is a huge factor certainly, but also keep in mind there are many peripheral sources of armor pen that only apply to armor, such as the weapon glyph, night mothers 5 set, etc.
It may not make up for the 42% plus whatever other bonuses they get, but people don't seem to keep this in mind when bringing up this point.
2.) Also a fair point with base damage, but this is influenced by so many outside factors and contributes to such a small portion of the problem, I feel this could be addressed later rather than sooner.
That is, base damage of stamina abilities can be addressed through things like set bonuses, passives etc. first, then work on the actual base damage of individual abilities once the peripheral factors are settled.
3.) This I agree is sort of an issue, but not as much as it appears I believe. The spam ability for bow and 2h are there, they are just not yet tweaked to be spammable, snipe and uppercut. Given some more tweaking, these abilities would serve fine as spam abilities. Uppercuts already almost there.
4.) 100% agreed here, cycle of life is the doom of segregated roles in eso. But I'm a bit biased in that I believe someone wearing a resto staff or sword and shield of heavy armor should be sacrificing some damage capability to acquire such defenses. Not gaining damage capability.
So all in all, you bring up four valid points. However I think you're missing a big one, which was the point of this post. Stamina is used to sprint, dodge, block, and 'break free'.
This puts a massive strain on a stamina builds main resource pool in pvp, where they will be using these functions constantly. In pve (trials) it's none much better, but you can more narrow that list down to just sprinting with the occasional dodge or break free.
But even with the lessened burden in trials, it's still a noticeable burden. A burden that DOESN'T get compensated for. Until that get's addressed and fixed, stamina builds will always be second-rate. And I believe that's the most pressing issue stamina dps builds face.
One relatively simple change that would help this imbalance would be to make sprinting on foot the same mechanic as sprinting on horseback - have it not deplete the main stamina bar, but instead a smaller one underneath. The mechanic is already in the game, so I don't suppose it would be wildly difficult to implement.
To take it further, I don't see why the same principle couldn't be used for blocking, breaking free and dodging. If the devs did that, it seems to me it would go a fair way to helping stamina as a resource compete with magicka, without unbalancing any other aspect of the game.
Thejollygreenone wrote: »I hate to bring up WoW nowadays but if stamina acted more like a rogues energy bar while magicka acted more like a casters mana pool, I think it would add an interesting spin to balance and possibly give the compensation needed to this playstyle and resource pool.
And lastly, I'd like to bring up that I think the idea of a separate resource pool is a good bandaid fix if nothing else can get the job done, but I think that there are ways to get the job done without adding a separate resource pool, such as some of the things I've brought up in this post.
Ninnghizhidda wrote: »Hardly any words spoken about the absurd uselessness of Heavy Armour.
Hardly anything mentioned about how "fun" it is to use the "one and only" benefit of Heavy Armour (call me Immovable) without even having to use a freaking piece of Heavy Armour! So that the "Harry Potters" can merrily keep sporting their evening gowns while reaping the rewards of the one good skill Heavy provides and become tankier than "tanks" while laughing their bums off.
The fundamental flaws regarding the profound weakness of weapon lines and weapon usage will still be there, we are just scratching the surface of the problem.
Let's wait and see of course, but I have very modest expectations and carry a very small basket.
Ninnghizhidda wrote: »....
Let's wait and see of course, but I have very modest expectations and carry a very small basket.