Maintenance for the week of December 22:
• NA megaservers for maintenance – December 22, 4:00AM EST (9:00 UTC) - 8:00AM EST (13:00 UTC)
• EU megaservers for maintenance – December 22, 4:00AM EST (9:00 UTC) - 8:00AM EST (13:00 UTC)

What would you rather see from stam/magic balancing?

moxiesauce
moxiesauce
✭✭✭
As a stam user I struggle and RARELY pull over 2k dps AOE, thats including banner.
Some mages in my guild claim they have hit 2.2k dps single target..
Would you rather see ZoS nerf mages or buff warriors. Haven't seen many people whine about bows, so not sure where they stand.
Edited by moxiesauce on August 4, 2014 12:02PM

What would you rather see from stam/magic balancing? 34 votes

Buff warriors
61%
Tabbycatdtere1_ESOjay122897_ESOrophez_ESOAzarulmichaelb14a_ESO2Esha76PetrosAlphashadoBugCollectorWodwosteveb16_ESO46thenshi13b16_ESOThatRedguardGuyArRashidstefanosbekrwb17_ESOAllen527CodyVendersleighClunan 21 votes
Nerf Mages
17%
Xnemesisp_tsakirisb16_ESOBertelb92303008rwb17_ESOanothermebluesodafizz 6 votes
Both xD
20%
bertenburnyb16_ESOnicholaspingasb16_ESOUPrimemoxiesauceTRIP233LorgendMalcations 7 votes
  • bluesodafizz
    bluesodafizz
    ✭✭✭
    Nerf Mages
    Where's the buff NB option?
  • The_Sadist
    The_Sadist
    ✭✭✭✭✭
    Learn2poll.

    No, seriously.

    Edited by The_Sadist on August 4, 2014 12:14PM
    "Each event is preceded by Prophecy. But without the hero, there is no Event." ― Zurin Arctus, the Underking.
    Tragrim - How do I work this thing?
    Casually stalking the forums
  • moxiesauce
    moxiesauce
    ✭✭✭
    Both xD
    just consider warrior = melee

    and what am I missing that I need2learn? My good sir.
    Edited by moxiesauce on August 4, 2014 12:18PM
  • monden1980b16_ESO
    monden1980b16_ESO
    ✭✭✭
    Like stated before in several threads discussing magicka/stamina imbalance:

    They should make class abilities scale with (magicka+stamina)/2, but keep class abilities consuming magicka on activation.

    It's the only thing that makes sense... Why should anyone be forced to stack magicka to use the class defining abilities at their full potential.

    This way, both magicka/stamina/hybrid users would be able to make comparable use of their class abilities. Of course, players who stack only magicka OR stamina (above softcap) would hit diminishing returns... but that seems about right, they may have other good reasons to concentrate on magicka OR stamina.

    I think with this simple fix we would be a huge step closer to balance!
  • ArRashid
    ArRashid
    ✭✭✭✭
    Buff warriors
    No sense in ruining mages which work as intended.

    If you want to "nerf" them, then fix the animation canceling which they all abuse.

    Otherwise just
    1) move defensive actions (sprint, block, roll dodge, CC break) to another resource bar

    2) make weapon dmg vs spell damage EQUAL (weapon damage is just a little (20-30% with YELLOW weapon) higher than spell damage, BUT it gets divided by 1.9 (unlike spell damage, which is divided by 1 = left alone), which means that even with a yellow weapon, your stamina attacks deal less damage than spells at any point of the game, with any gear

    3) there are just 2 abilities for stamina regen - one is a templar synergy (which helps ONE player) and the other is NB's toggle, which reduces damage by 23%.. Both totally useless compared to Spell Symmetry, Warlock set or even Dark Deal..
    Which means stamina players are entirely dependent on stamina potions and their innate regens (which are pathetic compared to consumption)
  • moxiesauce
    moxiesauce
    ✭✭✭
    Both xD
    Like stated before in several threads discussing magicka/stamina imbalance:

    They should make class abilities scale with (magicka+stamina)/2, but keep class abilities consuming magicka on activation.

    It's the only thing that makes sense... Why should anyone be forced to stack magicka to use the class defining abilities at their full potential.

    This way, both magicka/stamina/hybrid users would be able to make comparable use of their class abilities. Of course, players who stack only magicka OR stamina (above softcap) would hit diminishing returns... but that seems about right, they may have other good reasons to concentrate on magicka OR stamina.

    I think with this simple fix we would be a huge step closer to balance!

    True, I've been on the stam/magic kick forever, this poll is just simplified. No specifics on how to go about it, but what needs to be done is clear, Either nerf mages or buff melee. Both will bring balance, one will make the game harder the other easier.
  • p_tsakirisb16_ESO
    p_tsakirisb16_ESO
    ✭✭✭✭✭
    Nerf Mages
    moxiesauce wrote: »
    As a stam user I struggle and RARELY pull over 2k dps AOE, thats including banner.
    Some mages in my guild claim they have hit 2.2k dps single target..
    Would you rather see ZoS nerf mages or buff warriors. Haven't seen many people whine about bows, so not sure where they stand.

    For ZoS is very easy to fix the imbalance and make the game to perform better in Cyrodiil, getting back the awesome experience we had in beta testing.
    • Remove the spell penetration buff from the Cyrodiil Buff
    • Remove the spell penetration from alchemy.
    • Cap the spell penetration, or remove the stat completely
    • Remove armour penetration buffs also.
    • Armour active abilities only work with 5+ of the armour they belong. eg Harness magicka, or Immovable.

    Straight away, armour counts. Spell resistance counts, maybe lower the cap, that way many passives also will become worthy. Breton resist passive, Nord absorb passive, Imperial Diamond passive.

    It will require more people bring "warriors" in Cyrodiil, or else light armour casters will die swiftly. Of course they can still buff up their armour with glyphs, and have a 2000 armour rating light armoured caster, but they will sacrifice glyph slots.

    Before you vote lol please read the posts about spell penetration and resistance, found in this forum, and created over the last few days. Even the worst prepared player caster, can penetrate around 8000 spell resistance. And we have only 2500 cap.


    More buffs will make the game more unplayable than it is. Already 3000 hp count for nothing, any more power creep will make the game completely pants.
    Edited by p_tsakirisb16_ESO on August 4, 2014 12:29PM
  • ArRashid
    ArRashid
    ✭✭✭✭
    Buff warriors
    Like stated before in several threads discussing magicka/stamina imbalance:

    They should make class abilities scale with (magicka+stamina)/2, but keep class abilities consuming magicka on activation.

    It's the only thing that makes sense... Why should anyone be forced to stack magicka to use the class defining abilities at their full potential.

    This way, both magicka/stamina/hybrid users would be able to make comparable use of their class abilities. Of course, players who stack only magicka OR stamina (above softcap) would hit diminishing returns... but that seems about right, they may have other good reasons to concentrate on magicka OR stamina.

    I think with this simple fix we would be a huge step closer to balance!

    THAT would make ALL people stack magicka+stamina with zero points in health, because "that's not a dps increase" for them

    moxiesauce wrote: »
    As a stam user I struggle and RARELY pull over 2k dps AOE, thats including banner.
    Some mages in my guild claim they have hit 2.2k dps single target..
    Would you rather see ZoS nerf mages or buff warriors. Haven't seen many people whine about bows, so not sure where they stand.

    For ZoS is very easy to fix the imbalance and make the game to perform better in Cyrodiil, getting back the awesome experience we had in beta testing.
    • Remove the spell penetration buff from the Cyrodiil Buff
    • Remove the spell penetration from alchemy.
    • Cap the spell penetration, or remove the stat completely
    • Remove armour penetration buffs also.
    • Armour active abilities only work with 5+ of the armour they belong. eg Harness magicka, or Immovable.

    Straight away, armour counts. Spell resistance counts, maybe lower the cap, that way many passives also will become worthy. Breton resist passive, Nord absorb passive, Imperial Diamond passive.

    It will require more people bring "warriors" in Cyrodiil, or else light armour casters will die swiftly. Of course they can still buff up their armour with glyphs, and have a 2000 armour rating light armoured caster, but they will sacrifice glyph slots.

    Before you vote lol please read the posts about spell penetration and resistance, found in this forum, and created over the last few days. Even the worst prepared player caster, can penetrate around 8000 spell resistance. And we have only 2500 cap.


    More buffs will make the game more unplayable than it is. Already 3000 hp count for nothing, any more power creep will make the game completely pants.

    Unfortunately, this is not just about PvP (unlike most people on forums think). And in PvE, the damage of mobs is so high that no matter how much armor you have, you're getting obliterated (blocking helps a bit, but only till you run out of stamina, and stamina weapons can't block while fighting, which is even worse and my common sense screams WHERE'S PARRY FFS!?).

    You either block, or you attack. In skyrim, that made sense, because you usually STAGGERED your opponent before striking (or BY striking him), so you usually didn't RECEIVE more damage than you DEALT... in ESO unfortunately, that isn't the case, and you're getting gutted in miliseconds. Archer mob can shoot about 5+ arrows (doing 250+ dmg each, even through block) to you just till you get to him..
    Edited by ArRashid on August 4, 2014 12:38PM
  • moxiesauce
    moxiesauce
    ✭✭✭
    Both xD
    moxiesauce wrote: »
    As a stam user I struggle and RARELY pull over 2k dps AOE, thats including banner.
    Some mages in my guild claim they have hit 2.2k dps single target..
    Would you rather see ZoS nerf mages or buff warriors. Haven't seen many people whine about bows, so not sure where they stand.

    For ZoS is very easy to fix the imbalance and make the game to perform better in Cyrodiil, getting back the awesome experience we had in beta testing.
    • Remove the spell penetration buff from the Cyrodiil Buff
    • Remove the spell penetration from alchemy.
    • Cap the spell penetration, or remove the stat completely
    • Remove armour penetration buffs also.
    • Armour active abilities only work with 5+ of the armour they belong. eg Harness magicka, or Immovable.

    Straight away, armour counts. Spell resistance counts, maybe lower the cap, that way many passives also will become worthy. Breton resist passive, Nord absorb passive, Imperial Diamond passive.

    It will require more people bring "warriors" in Cyrodiil, or else light armour casters will die swiftly. Of course they can still buff up their armour with glyphs, and have a 2000 armour rating light armoured caster, but they will sacrifice glyph slots.

    Before you vote lol please read the posts about spell penetration and resistance, found in this forum, and created over the last few days. Even the worst prepared player caster, can penetrate around 8000 spell resistance. And we have only 2500 cap.


    More buffs will make the game more unplayable than it is. Already 3000 hp count for nothing, any more power creep will make the game completely pants.

    I wasn't talking so much about PvP as PvE, I find Cyrodiil to be nearly unplayable in general, and now after today having basically 5 wabbajacks will probably turn out for the worse, lag wise. Penetrations are only of worth in PvP, and heavy, medium armor skill lines give nothing towards this, like the win all light armor.
    Edited by moxiesauce on August 4, 2014 12:32PM
  • monden1980b16_ESO
    monden1980b16_ESO
    ✭✭✭
    ArRashid wrote: »
    Like stated before in several threads discussing magicka/stamina imbalance:

    They should make class abilities scale with (magicka+stamina)/2, but keep class abilities consuming magicka on activation.

    It's the only thing that makes sense... Why should anyone be forced to stack magicka to use the class defining abilities at their full potential.

    This way, both magicka/stamina/hybrid users would be able to make comparable use of their class abilities. Of course, players who stack only magicka OR stamina (above softcap) would hit diminishing returns... but that seems about right, they may have other good reasons to concentrate on magicka OR stamina.

    I think with this simple fix we would be a huge step closer to balance!

    THAT would make ALL people stack magicka+stamina with zero points in health, because "that's not a dps increase" for them

    And now? Most players stack magicka+health, because stamina is no DPS increase for skirt/stick characters.

    At least the "DPS maxers" would die pretty quickly if they ignore health (just like it should be)

  • RSram
    RSram
    ✭✭✭✭✭
    Can anyone explain to me how one can reach a 2K dps AOE? Is this is damage from one attack, I like someone to tell me how to do this; My best attack with crystal shards of about 600 damage per hit, about the same with my destruction staff. No wonder I am having a tough time in PVP.

    I am not using any custom items, everything I use is was either looted or from quests. I also don't use potions at this time, but do use provisions to boost my three stats. I wear a mixed set of mostly light armor with a heavy armor breast plate.

    So what type of setup are you guys using?

    Rick


  • Alphashado
    Alphashado
    ✭✭✭✭✭
    ✭✭
    Buff warriors
    We have seen far too many nerfs already. The problem isn't that magicka is too strong. The problem is that most stamina builds are so lacking they make magicka builds look too strong.
  • monden1980b16_ESO
    monden1980b16_ESO
    ✭✭✭
    RSram wrote: »
    Can anyone explain to me how one can reach a 2K dps AOE? Is this is damage from one attack, I like someone to tell me how to do this; My best attack with crystal shards of about 600 damage per hit, about the same with my destruction staff. No wonder I am having a tough time in PVP.

    I am not using any custom items, everything I use is was either looted or from quests. I also don't use potions at this time, but do use provisions to boost my three stats. I wear a mixed set of mostly light armor with a heavy armor breast plate.

    So what type of setup are you guys using?

    Rick


    DPS means damage per second... with AoE attacks hitting several targets it may be possible (I will never know or experience it myself... I'm playing stamina weapons).

    If you complain about your Shards hitting for "only" 600, you should as well try to play a stamina based build for a while... you will feel powerful again ;)
  • p_tsakirisb16_ESO
    p_tsakirisb16_ESO
    ✭✭✭✭✭
    Nerf Mages
    moxiesauce wrote: »
    I wasn't talking so much about PvP as PvE, I find Cyrodiil to be nearly unplayable in general, and now after today having basically 5 wabbajacks will probably turn out for the worse, lag wise. Penetrations are only of worth in PvP, and heavy, medium armor skill lines give nothing towards this, like the win all light armor.

    PvE is the same as PvP.
    VR mobs have a huge stack of armour & spell penetration, where defence counts for nothing, while our melee damage output except for 3* abilities are single target.

    (3 abilities = Cleave, Whirlwind, Volley. Shield line has none).

    So to out damage 3-5 mobs, you need more AoE damage. And since stamina has only 3 AoE abilities, you need to rely on class spells that are more efficient.

    I will give you an example.

    For 200-250 Sta you do 450 amount of damage against 1 opponent. (most abilities)
    Some will give you some CC against the target.

    For 350 magicka (Puncturing Sweep) I can do ~350 damage per mob, plus one mob will receive 2.1x damage. So against 5 mobs in front of me in 1.1 casting = 2135 damage.
    (is much more due to the crit, at least mobs do not have impenetrable trait amours)

    Destro staff users, Sorcerers, DKs can do even more on that timeframe. (1.1 second) with their abilities, and many do not have to be in melee range like the Templar to do that.

    Alternative to stamina damage is to spam Carve, Whirlwind, or Volley, and still you cannot do that much damage against mobs.

    So by nerfing spell and armour penetration, across the board, from PvP to PvE, while battles might last longer as a melee user, your armour will absorb most of the damage.

    Levels 1-50, were the mobs do not have spell & armour penetration, put 7/7 HA, get a shield and go. You will kill everything on normal areas with it, even on 3-4 vs 1 situation. Same goes for 7/7 medium armour and any weapon based abilities (2H, DW, Shield).

    However any buff on melee users, will trickle down to Cyrodiil where the situation is pretty dire as is atm with the ridiculous powercreep.
    Edited by p_tsakirisb16_ESO on August 4, 2014 2:31PM
  • Chuggernaut
    Chuggernaut
    ✭✭✭
    Honestly just lower the cost of the stamina moves.
    My comrades have returned. I erect the spine of gratitude. You are a hero today. - Bura-Natoo
  • moxiesauce
    moxiesauce
    ✭✭✭
    Both xD
    RSram wrote: »
    Can anyone explain to me how one can reach a 2K dps AOE? Is this is damage from one attack, I like someone to tell me how to do this; My best attack with crystal shards of about 600 damage per hit, about the same with my destruction staff. No wonder I am having a tough time in PVP.

    I am not using any custom items, everything I use is was either looted or from quests. I also don't use potions at this time, but do use provisions to boost my three stats. I wear a mixed set of mostly light armor with a heavy armor breast plate.

    So what type of setup are you guys using?

    Rick


    DPS means damage per second... with AoE attacks hitting several targets it may be possible (I will never know or experience it myself... I'm playing stamina weapons).

    If you complain about your Shards hitting for "only" 600, you should as well try to play a stamina based build for a while... you will feel powerful again ;)

    Granted 600 dmg is still low with a Heavy Attack from a two hand sword. The damage should clear 1k crit with 200+ weapon damage, not under 700 for hard cap of 246.
  • RSram
    RSram
    ✭✭✭✭✭

    "DPS means damage per second... with AoE attacks hitting several targets it may be possible (I will never know or experience it myself... I'm playing stamina weapons).

    If you complain about your Shards hitting for "only" 600, you should as well try to play a stamina based build for a while... you will feel powerful again ;)"

    No I wasn't complaining, I was just trying to figure out how these guys are getting a 2K DPS as I am now at VR6 and I put almost all my stats into Magic.

    If 2K DPS can be reached with Magical attacks, without using an Ultimate, what Can anyone give me a comparison of their best stamina DPS attack versus the 2K DPS Magic attack

    Rick
  • moxiesauce
    moxiesauce
    ✭✭✭
    Both xD
    RSram wrote: »

    If 2K DPS can be reached with Magical attacks, without using an Ultimate, what Can anyone give me a comparison of their best stamina DPS attack versus the 2K DPS Magic attack

    Rick

    I'm a DK full medium/stam with 2 handed axe, bar has execute, cleave, flames of oblivion, molten whip, and I swap between evil hunter and momentum. Off hand as igneous weapons for the weapon dmg. Basically keep flames up, drop banner and spam cleave, while both igneous and momentum are up. depending on how many targets I'm hitting depends on how fast I can charge my ulti due to the cleave morph.

    It's funny to compare all this to aoe with a mage, which is just spam impulse and you're doing 3-4k. Lol
    Edited by moxiesauce on August 4, 2014 3:08PM
Sign In or Register to comment.