3. DAMAGE: If you buff the damage of weapon attacks too much it breaks PvP. If my sorc can over charge my bow with 205 weapon damage and sneak crit for 2k with no other damage there will be problems, a NB will get really good damage as well but I doubt it will be as high.
3. DAMAGE: If you buff the damage of weapon attacks too much it breaks PvP. If my sorc can over charge my bow with 205 weapon damage and sneak crit for 2k with no other damage there will be problems, a NB will get really good damage as well but I doubt it will be as high.
Lol if a sorc with only 205 weapon damage ends up hitting for 2k the purebred glass cannon NB snipers are doing a lot more than that.
NBs don't have the highest damage from stealth with snipe right now so why would you think that they would afterafter just buffing the damagedamage of snipe? Sorc using snipe with soft capped stamina and crit surge gets about 1700-1800 on light armor users. NBs I have been hot by get around 1500-1600
I think pretty much everyone who has seen PvP or run Trials thinks that stamina build need to be buffed. This discussion is supposed to be a look into potentially harmful buffs that can make the game imbalanced towards stamina builds.
1. COST: Stamina abilities cost less overall, and they also have been getting decreases in cost regularly. Right now my sorc can get stamina cost down ALLOT (5% sorc passive + 14% medium armor + 20% from weapon passive = 39% on top of already low cost abilities compared to magic abilities. Next patch will see a decrease in the cost of 2handed abilities and almost all bow abilities (from PTS patch notes)
2. REGEN: stamina is harder to get regen for, in and out of combat. I think that there should be a good amount of increases in stamina regen. The problem I see is that if you buff it too much people will be roll dodging all the time and you will never be able to hit them. Sorcs can convert stamina into health and magicka, if you buff stam regen too much this will be used allot to get back a resources you dont have allot of regen in and also heal yourself. Finally Temps have a skill that cost a small amount of magicka that increases stamina and health regen by 85%......85% so even with soft capping that will be a problem.
4. DAMAGE: If you buff the damage of weapon attacks too much it breaks PvP. If my sorc can over charge my bow with 205 weapon damage and sneak crit for 2k with no other damage there will be problems, a NB will get really good damage as well but I doubt it will be as high. Not to mention if the damage is buffed it will significantly increase the DPS because they have already been reducing the cost of stamina abilities.
5. BUFFS: This is where I think the biggest changes need to happen and this is also where I think the least amount of problems can occur. There just needs to be some sort of stamina buffing that if not equal to its magicka counterparts at least needs to be a viable alternative. There needs to be some sort of HoT that costs stamina (like mutagen/rapid regen) there also should be at least one group heal buff, not the equivalent to a magicka heal because well... its stamina
I think pretty much everyone who has seen PvP or run Trials thinks that stamina build need to be buffed. This discussion is supposed to be a look into potentially harmful buffs that can make the game imbalanced towards stamina builds.
1. COST: Stamina abilities cost less overall, and they also have been getting decreases in cost regularly. Right now my sorc can get stamina cost down ALLOT (5% sorc passive + 14% medium armor + 20% from weapon passive = 39% on top of already low cost abilities compared to magic abilities. Next patch will see a decrease in the cost of 2handed abilities and almost all bow abilities (from PTS patch notes)
2. REGEN: stamina is harder to get regen for, in and out of combat. I think that there should be a good amount of increases in stamina regen. The problem I see is that if you buff it too much people will be roll dodging all the time and you will never be able to hit them. Sorcs can convert stamina into health and magicka, if you buff stam regen too much this will be used allot to get back a resources you dont have allot of regen in and also heal yourself. Finally Temps have a skill that cost a small amount of magicka that increases stamina and health regen by 85%......85% so even with soft capping that will be a problem.
3. DAMAGE: If you buff the damage of weapon attacks too much it breaks PvP. If my sorc can over charge my bow with 205 weapon damage and sneak crit for 2k with no other damage there will be problems, a NB will get really good damage as well but I doubt it will be as high. Not to mention if the damage is buffed it will significantly increase the DPS because they have already been reducing the cost of stamina abilities.
4. BUFFS: This is where I think the biggest changes need to happen and this is also where I think the least amount of problems can occur. There just needs to be some sort of stamina buffing that if not equal to its magicka counterparts at least needs to be a viable alternative. There needs to be some sort of HoT that costs stamina (like mutagen/rapid regen) there also should be at least one group heal buff, not the equivalent to a magicka heal because well... its stamina
So these are my thought on what will happen when stamina gets a buff. Basically sorcs will be OP as all hell, templars a close second, DKs will suffer a little and all the NBs who wanted their stamina builds to work will finally get what they wanted...
The problem I see is that if you buff it too much people will be roll dodging all the time and you will never be able to hit them.
The problem I see is that if you buff it too much people will be roll dodging all the time and you will never be able to hit them.
I'll admit I don't PvP, but does roll dodging actually do all that much? At least in PvE it never struck me as particularly useful. Most AoE's give you enough warning to avoid them without, (especially if you're being careful not to stay too stationary) and I've never seen it do anything as far as targeted attacks go. There certainly don't seem to be any iframe component like there is in many action games. I'd almost suggest they should simply remove it. It's a silly mechanic that's always seemed a bizarre action game contrivance. You don't see people in real fights rolling around like that. It makes you a sitting (ok, rolling) duck.

slopezgamesub17_ESO1 wrote: »https://drive.google.com/file/d/0B3Ux4oCUTjXoa3hCZGp5a2xhZEE/edit?usp=sharing
I don't particularly like QQing as I really don't have the stomach for it and I know I'm not the only one who's been hit with "Lethal Arrow" for 1500-2000 dmg but my question is, is this really intentional? I mean do you guys feel that we should have abilities like this in the game that do a single hit for up to 2k dmg even tho its not an ultimate? Not to mention that this is also being buffed in P1.4.
I mean its not like its a series of hits that add up to 2k dmg, its hitting players for up to 2k dmg on a single hit. This screen shot was done to me while I had 600 impenetrable and I was blocking. To me this just doesn't seem right but plz correct me if I'm wrong and explain any kind of justification for this kind of dmg.