How do they plan to fix the fundamental stamina problem?

loudent
loudent
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That the pool is shared with block, sprint , interrupt and breaking out of CC?

There doesn't really seem like a way around that issue (even if they fix all the others)
  • jrgray93
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    By allowing you to keep a spot on your action bar with a spell that turns magicka into stamina. So a band-aid.
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  • NerfEverything
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    So? Magika pool is shared for DPS, healing, CC, debuff.

    It is not a fundamental problem. Increase stamina build DPS (already happening), and add more ways to restore stamina (happening in 1.4).

    Stamina builds are already much more viable then they were at launch, or even a month ago. It is called balancing, it is a process, it takes time.
  • SirAndy
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    Simple fix, add a 4th resource.

    Been suggested here many times. Do a search, there are some really good suggestions on how this could fix the currently broken system.
    :)
  • jrgray93
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    Yes, magicka is shared between various functions of spells. The important part being spells. That's one category; not four.
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  • loudent
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    jrgray93 wrote: »
    By allowing you to keep a spot on your action bar with a spell that turns magicka into stamina. So a band-aid.

    Well, the fact that it occupies a spot makes it not really a fix since stamina players essentially have 83% of the skills available that non-stamina users have.

    Also, what line would they put this skill so that all stamina users can use it (perhaps undaunted or fighter's guild might work
    Edited by loudent on August 19, 2014 8:32PM
  • loudent
    loudent
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    So? Magika pool is shared for DPS, healing, CC, debuff.
    .

    Are you not listening, all the things that listed for magica , stamina uses that too for stamina builds. ****In addition**** stamina is required for blocking, interrupting, sprinting and breaking CC.

  • Sallington
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    All skills use magicka. Sprinting, blocking, dodging use stamina.

    I feel like that would pretty much do it. Of course some passives would need to be tweaked and it's not nearly as simple of an issue as it sounds.
    Edited by Sallington on August 19, 2014 8:34PM
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  • pitdemon_ESO
    pitdemon_ESO
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    They plan to fix the fundamental stamina problem?

    That's news to me!
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  • UrQuan
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    Make it so that if you attempt to use stamina for anything non-skill related (so dodge-rolls, blocks, etc rather than weapon skills) and you don't have enough stamina to do so, it will automatically pull from the remainder from your magicka.
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  • loudent
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    Sallington wrote: »
    All skills use magicka. Sprinting, blocking, dodging use stamina.

    I feel like that would pretty much do it. Of course some passives would need to be tweaked and it's not nearly as simple of an issue as it sounds.

    Well, that wouldn't help the roles I think have the most vested in stamina. Mainly the tanks. While others could could (and most likely would) simply ignore stamina, tanks would still need to invest in it. essentially weakening one role (one that is already marginalized)
    Edited by loudent on August 19, 2014 8:41PM
  • NerfEverything
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    So many small minds here cannot see the big picture. It isn't a fundamental issue, it is a balance issue with stamina based skills. Stamina is needed for both damage mitigation and DPS. You need to balance your stamina use wisely, you will always be trading one for the other. It is a good mechanic that has the possibility to create fun and interesting group dynamics.

    ZOS has the right idea increasing stamina skill DPS and giving more ways to recover stamina.

    Adding another resource, or moving stamina skills to the magika pool will create more issues and solve none.
  • jrgray93
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    loudent wrote: »
    jrgray93 wrote: »
    By allowing you to keep a spot on your action bar with a spell that turns magicka into stamina. So a band-aid.

    Well, the fact that it occupies a spot makes it not really a fix since stamina players essentially have 83% of the skills available that non-stamina users have.

    Also, what line would they put this skill so that all stamina users can use it (perhaps undaunted or fighter's guild might work

    That's precisely my point. It's not a solution. It would seriously hinder build creativity. This already happens with healers who feel compelled to get the ~20% spell crit from Inner Light.

    But they intend to have this under spellcrafting, I believe.
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  • ThoradinBloodfire
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    They plan on fixing it by making you switch to cloth stick combo
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  • khele23eb17_ESO
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    Adding another resource, or moving stamina skills to the magika pool will create more issues and solve none.

    Like what?
    Edited by khele23eb17_ESO on August 19, 2014 8:51PM
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  • apostate9
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    loudent wrote: »
    That the pool is shared with block, sprint , interrupt and breaking out of CC?

    There doesn't really seem like a way around that issue (even if they fix all the others)

    By educating the player-base on what stamina is actually for.
  • loudent
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    Perhaps all stamina weapon lines should regain 10% stamina on a heavy strike. Similar to the healing gained on a heavy strike with resto staff?

    That, at least, would be a start
    Edited by loudent on August 19, 2014 8:54PM
  • Elsonso
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    UrQuan wrote: »
    Make it so that if you attempt to use stamina for anything non-skill related (so dodge-rolls, blocks, etc rather than weapon skills) and you don't have enough stamina to do so, it will automatically pull from the remainder from your magicka.

    This, although I was going to suggest an exchange rate rather than a 1-to-1 transfer.
    It isn't a fundamental issue, it is a balance issue with stamina based skills. Stamina is needed for both damage mitigation and DPS. You need to balance your stamina use wisely, you will always be trading one for the other. It is a good mechanic that has the possibility to create fun and interesting group dynamics.

    What you describe is not a balance issue. It is a resource issue.

    The stamina build gets to draw primarily from one resource for all attack and defensive actions. The magicka build gets to draw from one resource for attack and a different resource for defense.

    You give the stamina person one bucket and the magicka person two buckets and then have a contest to see who can put out more fires. It is balanced because the stamina person has the opportunity to more efficiently manage his water. Uh huh.



    Edited by Elsonso on August 19, 2014 9:34PM
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  • Super_Sonico
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    Everyone is being way too complicated about this issue. There is a very simple fix.

    Add a reduction % to the cost of physical actions (sprint, dodge roll, break CC, interrupt) based on the number of skills you have slotted that rely on stamina.

    I'd make it a 15% reduction, or thereabouts (play testing would balance it). So with 5 stamina skills slotted you'd get a 75% reduction in the cost of those physical actions.

    I wouldn't even mind if I had to spend 3 skill points to get those reductions. I would initially put it in the medium armor tree.
    1/3: Reduce the cost of physical actions by 3% for each stamina ability slotted.
    2/3: Reduce the cost of physical actions by 4% for each stamina ability slotted.
    3/3: Reduce the cost of physical actions by 5% for each stamina ability slotted.

    I do know that right now, with my stamina at around 1900, a single roll dodge drops me to 82%. 18% for a single action is ridiculously high. It needs to be a fixed amount an not change. It shouldn't be a percent (which I think it is, but haven't tested). I don't know why it would cost me 350 stamina points to roll dodge at VR5 but only 50 stamina points to roll dodge at lvl 30.
  • UrQuan
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    UrQuan wrote: »
    Make it so that if you attempt to use stamina for anything non-skill related (so dodge-rolls, blocks, etc rather than weapon skills) and you don't have enough stamina to do so, it will automatically pull from the remainder from your magicka.

    This, although I was going to suggest an exchange rate rather than a 1-to-1 transfer.
    An exchange rate would probably be a good idea with such a system. That way there's still an incentive to keep on top of your stamina resource management instead of just relying entirely on your magicka.
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  • loudent
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    Everyone is being way too complicated about this issue. There is a very simple fix.
    <snip?
    I wouldn't even mind if I had to spend 3 skill points to get those reductions. I would initially put it in the medium armor tree.
    1/3: Reduce the cost of physical actions by 3% for each stamina ability slotted.
    2/3: Reduce the cost of physical actions by 4% for each stamina ability slotted.
    3/3: Reduce the cost of physical actions by 5% for each stamina ability slotted.

    The problem with the point solution, besides having stamina users have effectively 3 less points than magica users, is what skill line would you put these points so that it affects all the weapon skills? I suppose you could put these under both medium and heavy armor since that is typically what stamina users wear, but then you have the same thing in two skill lines. So the person puts it in both and gets 100% skill reduction, or you only use the most effective/whichever armor you wear the most of.. Either way, no longer a simple fix.
    I do know that right now, with my stamina at around 1900, a single roll dodge drops me to 82%. 18% for a single action is ridiculously high. It needs to be a fixed amount an not change. It shouldn't be a percent (which I think it is, but haven't tested). I don't know why it would cost me 350 stamina points to roll dodge at VR5 but only 50 stamina points to roll dodge at lvl 30.

    I honestly cannot believe they haven't changed this. Stamina use is still a straight percentage of total stamina? It hasn't even been changed to *base* stamina at least so that you aren't penalized for putting points into stamina?

    bah!

  • khele23eb17_ESO
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    You give the stamina person one bucket and the magicka person two buckets and then have a contest to see who can put out more fires. It is balanced because the stamina person has the opportunity to more efficiently manage his water. Uh huh.

    Sigworthy.
    Edited by khele23eb17_ESO on August 20, 2014 8:36AM
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  • Pucko82
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    they are not going to fix it. they rather implement more vet-Levels and colours...
  • TehMagnus
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    I don't see an issue. Magicka ussers have very low stamina, their block and sprinting is extremely limited.

    Stamina users should logically have a much larger pool that allows them to use skills and block and sprint.
  • Vizier
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    jrgray93 wrote: »
    By allowing you to keep a spot on your action bar with a spell that turns magicka into stamina. So a band-aid.

    They have that. It's called a Stamina Potion...just sayin.


    Sorry to be havin fun with you bro but couldn't resist. Stuffs getting better. I think they're moving in the right direction. In the meantime alchemy is your friend.
  • killedbyping
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    There is no problem with Stamina builds beside their really really poor damage.
    I dont even try to make a distance when some1 with 2h or DW engage me in Melee combat. I simply outheal all incoming damage and kill them with the same skills.
  • Baphomet
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    Stamina builds have currently reached a state where they are on par or even outperfoming magicka builds in PvP when it comes to burst damage.

    For instance, I see light attacks and venom arrow critting for 600-700 dmg all the time in Cyrodiil.

    Sustained dps/trials aside, I don't think stamina builds have anything to complain about right now.
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  • khele23eb17_ESO
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    Baphomet wrote: »
    Sustained dps/trials aside, I don't think stamina builds have anything to complain about right now.

    *sigh*

    That IS what theyre complaining about. Sustained damage.
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  • shadowz081
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    Well for one, nerfing light armor will definitely not help the problem, at least not before you can do trials with dps and tank in anything aside from light armor and staves, than when you reach this level with stam builds where the can consistently do 700-1k dps with a viable sustain than you can begin to nerf LA.

    There are not many stamina sustain skills to be honest, siphoning strikes+morphs and green dragon blood...ummm...thats about it, and those skills are only accessible to NB and DK respectively, while equilibrium and morphs and accessible to anyone who has joined the mages guild. You can also argue that evil hunter is a stam sustain skill, but it needs you to kill deadra, undead and werewolves if you have the 'tracker' perk, which severely hinders it, due to the specific requirements of the the skill, and unlike equilibrium which can be spammed if you have a good healer with you.

    So to fix stamina sustain dps build, ZOS will have to add a stam sustain skill which is accessible to everyone. Where they put it? Who knows, but as long as everyone can get it and use it.

    Edit: Also it doesn't help when class skills scales with magicka, spell damage and use magicka. And we all know that class skills are some of the most versatile skills in the game and some are simply must haves in general if you want to do well in vet dungeons and trials.
    Edited by shadowz081 on August 20, 2014 9:21AM
  • Baphomet
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    @khele23eb17_ESO‌
    That IS what theyre complaining about. Sustained damage.

    No, not quite. They've been complaining relentlessly over anything that that has to do with stamina, from how the attribute is managed, to weapon damage, weapon skill lines, AoEs, you name it. And frankly is has very often reached a point of mass hysteria where it has been blown way out of proportions.

    You don't have to wear a dress and a stick to do trials, but you at least have to mix stamina and magicka abilities into the mix. I know that people are also doing trials in full medium.
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  • khele23eb17_ESO
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    Baphomet wrote: »
    @khele23eb17_ESO‌
    That IS what theyre complaining about. Sustained damage.

    No, not quite. They've been complaining relentlessly over anything that that has to do with stamina, from how the attribute is managed, to weapon damage, weapon skill lines, AoEs, you name it. And frankly is has very often reached a point of mass hysteria where it has been blown way out of proportions.

    You don't have to wear a dress and a stick to do trials, but you at least have to mix stamina and magicka abilities into the mix. I know that people are also doing trials in full medium.

    The things you listed are the building blocks of the 'sustained dmg' problem. You cant sustain your dps if you run out of your dmg resource because its your defense resource as well (this goes especially for melee). You cant output comparable AOE when your competition has a skill like impulse and you have whirlwind or volley. People do trials in medium... great. And is their output similar to light/staff or 20-40% lower?
    Edited by khele23eb17_ESO on August 20, 2014 9:50AM
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