Actually, the reason why people use resto staff is (1) the cycle of life passive, which increases damage by up to 10% for class skills when a resto staff is equip, and (2) staff crit benefits from light armor.4. Destro/Resto + Light Armor: Who is really to "blame" for this trend? Many types of players use this combination. Here are the reasons.
A. Level Grinders make use of Area of Effect to kill multiple enemies fast which is why Weapon Lines that have a lot of AoE's are popular right now. If those weapon skills don't prevent you from Blocking and Roll Dodging all the better.
B. Destro Staff is just fun! Melee Combat is a boring dredge with boring abilities. Destro Staff only has a couple of useful abilities but its really fun.
C. Resto Staff is the main form of Healing people use in Groups. It also cooperates with using Class Skills because of replenishing Magicka on Heavy Attacks. I find Resto Staff more FUN than Destro Staff to make Attacks with, so I use that.
D. Light Armor makes Class Abilities, Mages Guild, and both Staff Lines cost less magicka. Medium Armor only helps Fighters Guild Line, and all Weapon Skills. So for someone who properly blends Weapon (Melee/Archery) with Class Abilities, they still get better use out of Light Armor.
E. Stamina Reduction doesn't seem to help you get better use of Stamina Abilities. Nor does it protect you significantly more than Light Armor. Heavy Armor has the same problems as Medium Armor.
Actually, the reason why people use resto staff is (1) the cycle of life passive, which increases damage by up to 10% for class skills when a resto staff is equip, and (2) staff crit benefits from light armor.4. Destro/Resto + Light Armor: Who is really to "blame" for this trend? Many types of players use this combination. Here are the reasons.
A. Level Grinders make use of Area of Effect to kill multiple enemies fast which is why Weapon Lines that have a lot of AoE's are popular right now. If those weapon skills don't prevent you from Blocking and Roll Dodging all the better.
B. Destro Staff is just fun! Melee Combat is a boring dredge with boring abilities. Destro Staff only has a couple of useful abilities but its really fun.
C. Resto Staff is the main form of Healing people use in Groups. It also cooperates with using Class Skills because of replenishing Magicka on Heavy Attacks. I find Resto Staff more FUN than Destro Staff to make Attacks with, so I use that.
D. Light Armor makes Class Abilities, Mages Guild, and both Staff Lines cost less magicka. Medium Armor only helps Fighters Guild Line, and all Weapon Skills. So for someone who properly blends Weapon (Melee/Archery) with Class Abilities, they still get better use out of Light Armor.
E. Stamina Reduction doesn't seem to help you get better use of Stamina Abilities. Nor does it protect you significantly more than Light Armor. Heavy Armor has the same problems as Medium Armor.
(1) can be easily resolved by simply tweaking the passive. At the moment, resto dps equip resto staff with no resto staff skills at all. The resto staff is just a damage buff item and nothing more, which is kinda silly.
.
3. Game Design vs Player Design:This isn't a problem with the game, or the games systems. This is a problem of bad players who want bad design choices to be as strong as good design choices. There is an imbalance that favors Magicka Skills over Stamina Skills because the Medium Armor skill line and sets don't seem like they "perform" and because weapon/armor caps are too low.
PlagueMonk wrote: »
This game was touted as pick what you want and play as you like. Now I'm not claiming there aren't ways to truly gimp yourself (like dumping all your points into stamina and running a purely magika based build) but in general, all builds should be viable. The min/maxers will always weed out the best of the best builds but ALL builds should have a good chance at success.
And I wouldn't call a DK who wears light armor to be a logical design choice. DKs should do best in heavy armor since they are the "tank" class. So common sense would dictate heavy armor, not light.
I think you are getting logical mixed up with "good" design choice.
You (and most others) however seem to be missing the REAL problem.......having armor types tied to a stat (either magicka or stamina) This is the primary problem because ALL classes have/use magicka abilities and the main reason why most people are gravitating towards light armor; Because it gives the best magika regen/boosts. Stamina and weapon abilities are a poor second choice to class abilities and heavy armor isn't tied to either (which is why most only wear 2 pieces)
I would suggest that both light and medium armor need to be detached from magicka and stamina. In it's place a more generic means need to be created to increase magicka or stamina so that everyone is FREE to wear the armor type that best suits their playstyle. You build magicka boosting and regen into class abilities and stamina regen/boosting through weapons.
It's that simple.
That is correct and therefor I would never ever use Light Armor, if I want to DPS with Dual Weapons or Bow.I agree in principal with the cap idea but it might be hard to implement because people can mix their armour. Maybe a system where the cap is set based on the majority of your armour or a scaled system where by each piece of armour contributes to the total soft/hard cap.
jamie.goddenrwb17_ESO wrote: »
Almost completely agree.
If the game is touted as "play as you want" then classes shouldn't be locked into roles either.
That being said, why don't they add some sort of armor to weapon synergy within the armor passives so that they have different effects based on what you have equipped?
That could allow any class/role/armor combination but still allow for variety based on the passives of each type.
I'm sure I sound like a broken record but not being able to do proper 2h dps in heavy armor irks me. In fact locking armor to role in general is one of my pet hates...
PlagueMonk wrote: »
I would say no to this idea only because it would be very complex. They would have to decide what a staff does with heavy armor, then how DW, 2H, sword and board, etc work with it. That is a lot of combos to work out and more chances for balance problems.
That's why I prefer my idea, it's much more generic and simple.
This would also open up medium and light armor to more attuned effects like heavy armor has.
jamie.goddenrwb17_ESO wrote: »PlagueMonk wrote: »
I would say no to this idea only because it would be very complex. They would have to decide what a staff does with heavy armor, then how DW, 2H, sword and board, etc work with it. That is a lot of combos to work out and more chances for balance problems.
That's why I prefer my idea, it's much more generic and simple.
This would also open up medium and light armor to more attuned effects like heavy armor has.
I do agree with your idea. I am just really really hoping that we don't end up with a simplistic pigeon-holed armor system where only tanks use heavy armor, stamina dps use medium and caster (dps and heals) only use light. I want to make a big, heavy Knight character and have him perform well enough to run later content (even if he isn't good enough for setting records!).
PlagueMonk wrote: ».
3. Game Design vs Player Design:This isn't a problem with the game, or the games systems. This is a problem of bad players who want bad design choices to be as strong as good design choices. There is an imbalance that favors Magicka Skills over Stamina Skills because the Medium Armor skill line and sets don't seem like they "perform" and because weapon/armor caps are too low.
I wholeheartedly DISAGREE with this statement.
This game was touted as pick what you want and play as you like. Now I'm not claiming there aren't ways to truly gimp yourself (like dumping all your points into stamina and running a purely magika based build) but in general, all builds should be viable. The min/maxers will always weed out the best of the best builds but ALL builds should have a good chance at success.
And I wouldn't call a DK who wears light armor to be a logical design choice. DKs should do best in heavy armor since they are the "tank" class. So common sense would dictate heavy armor, not light.
I think you are getting logical mixed up with "good" design choice.
You (and most others) however seem to be missing the REAL problem.......having armor types tied to a stat (either magicka or stamina) This is the primary problem because ALL classes have/use magicka abilities and the main reason why most people are gravitating towards light armor; Because it gives the best magika regen/boosts. Stamina and weapon abilities are a poor second choice to class abilities and heavy armor isn't tied to either (which is why most only wear 2 pieces)
I would suggest that both light and medium armor need to be detached from magicka and stamina. In it's place a more generic means need to be created to increase magicka or stamina so that everyone is FREE to wear the armor type that best suits their playstyle. You build magicka boosting and regen into class abilities and stamina regen/boosting through weapons.
It's that simple.
1. Lets look at the consequences of your desire: You want to force everyone into Heavy Armor because Light/Medium provides no benefit. So instead of playing how I want to, I am forced to play how you want me to. Light Armor only benefits me because it reduces magicka cost and adds regen. Without this, I may as well be naked.
Heavy Armor under your proposal offers no benefit, it simply becomes the only choice. Right now, the reason Light is the popular is because it offers the benefit people want; lower magicka cost.
Light Armor and Medium Armor doesn't suit anybodies playstyle without that cost reduction of abilities.
2. All builds should NOT be viable. A build is any set of 1-5 bar. If I as a sorc, slot Clannafear, Rune Prison, Destructive Clench, Immobilize and Spell Symmetry, I will always die. This build offers very little and claiming it should be as good as Inner Light, Critical Surge, Crushing Shock, Mages Fury, Impulse is absurd.
3. Many stamina abilities are just fine. What isn't fine is some people refuse to use any ability associated with magicka. In this case, we refer to Person Blame instead of System Blame.
4. Your idea fails, and it isn't "that simple."
Lastly, right now we can play as we want. I can tank up a Sorc in heavy armor. And it works. I can tank up my Sorcerer in Medium and go 2-Handed, which I have seen a lot of people do. I can Magicka Up my Dragonknight to play a Battlemage.
PlagueMonk wrote: »1. Lets look at the consequences of your desire: You want to force everyone into Heavy Armor because Light/Medium provides no benefit. So instead of playing how I want to, I am forced to play how you want me to. Light Armor only benefits me because it reduces magicka cost and adds regen. Without this, I may as well be naked.
Heavy Armor under your proposal offers no benefit, it simply becomes the only choice. Right now, the reason Light is the popular is because it offers the benefit people want; lower magicka cost.
Light Armor and Medium Armor doesn't suit anybodies playstyle without that cost reduction of abilities.
What the hell are you talking about?
Where did I say light/med armor would have no benefits? Here let me quote myself:
"This would also open up medium and light armor to more attuned effects like heavy armor has."
reading comprehension ftw.2. All builds should NOT be viable. A build is any set of 1-5 bar. If I as a sorc, slot Clannafear, Rune Prison, Destructive Clench, Immobilize and Spell Symmetry, I will always die. This build offers very little and claiming it should be as good as Inner Light, Critical Surge, Crushing Shock, Mages Fury, Impulse is absurd.
Please, you are presenting a strawman here just to attempt to prove a point.
I already discounted extreme builds. Here lemme quote myself again:
"Now I'm not claiming there aren't ways to truly gimp yourself (like dumping all your points into stamina and running a purely magika based build) but in general, all builds should be viable."
"in general' means there WILL be exceptions so lets stop getting carried away.3. Many stamina abilities are just fine. What isn't fine is some people refuse to use any ability associated with magicka. In this case, we refer to Person Blame instead of System Blame.
It's not the stamina abilities that are the problem (well yes they are because they aren't nearly as good as class abilities but I digress) it's the stamina system and what other things need to use stamina.
There are countless discussion about stamina build problems so no need to rehash them here.4. Your idea fails, and it isn't "that simple."
How "cute". Just because I disagree with your idea don't get all bent out of shape.Lastly, right now we can play as we want. I can tank up a Sorc in heavy armor. And it works. I can tank up my Sorcerer in Medium and go 2-Handed, which I have seen a lot of people do. I can Magicka Up my Dragonknight to play a Battlemage.
Except that no, we don't. The majority of players wear light armor for the magicka synergy with class abilities or a lesser percentage use med now for the stamina/crit. Hardly no one wears 5 piece hvy armor.
frwinters_ESO wrote: »I want to see Immovable require you to at least have to wear heavy armor. Most people in PvP wear heavy to unlock it, then go back to full light. The same should go for any armor ability.