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ZoS - Seriously, (when) are the fixes for Stamina builds coming?

  • nerevarine1138
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    Man, there are a whole lot of people in this thread who fancy themselves to be game developers.

    Believe it or not, balancing a game isn't done by pressing a button. It isn't done by repeatedly making a lot of fancy changes that don't actually address the problem. It's done by methodically looking at the root of the issue and addressing it in a way that doesn't destroy the core mechanics of the game while simultaneously making a major change to a large part of the combat system. Sound hard? That's because it is.
    ----
    Murray?
  • Pseudonym
    Pseudonym
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    Pseudonym wrote: »

    You might think they're being incompetent, but take note that your complaints aren't original; they've been happening since the dawn of the MMO genre, so either all MMO developers are incompetent, or you simply don't understand the industry.

    My guess is the latter.

    Either way they'll sort these problems out sooner or later. Just be patient.

    The "industry" is a little generic. They have the ability to analyse, test and implement changes within a reasonable period of time.My work includes the releasing of software, and I analyse, test issues myself so I do have an understanding of software development and release cycles, fixes etcin general. Labelling it an MMO thing is too easy.

    I think the incompetence lies in the original design of stamina builds. Many people, not just myself, saw this during the beta stages.

    If there's an International Standard which specifies how the design and releases of MMOs must be, point me to it.

    Perhaps I should have worded my reply better, but either way I was simply defending the developers for issues that are typical in this industry.

    It's easy to point a finger and claim incompetence, but at this level (a top game design company working on one of the most successful franchises in gaming history) mistakes are few and far between. I'm not claiming that it isn't a bumpy ride or that they don't make mistakes, I'm simply saying that these 'issues' are commonplace among games of this magnitude.

    I can't really reply to your last comment. I don't remember eluding to any International Standard. My comments referring to 'the industry' could be put down to semantics; I'm merely referring to developers who work on large scale/popular MMO titles.
  • jelliedsoup
    jelliedsoup
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    Man, there are a whole lot of people in this thread who fancy themselves to be game developers.

    Believe it or not, balancing a game isn't done by pressing a button. It isn't done by repeatedly making a lot of fancy changes that don't actually address the problem. It's done by methodically looking at the root of the issue and addressing it in a way that doesn't destroy the core mechanics of the game while simultaneously making a major change to a large part of the combat system. Sound hard? That's because it is.

    If they don't know how to do it, then no one will.

    Tell me, what considerations would need to be done to increase the amount of damage a weapon does? The game comes down dps, weapons don't have this.

    Specifics instead of generalised statements would be useful here.

    www.youtube.com/watch?feature=youtu.be&v=Ks8_KGHqmO4
  • jelliedsoup
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    Pseudonym wrote: »
    Pseudonym wrote: »

    You might think they're being incompetent, but take note that your complaints aren't original; they've been happening since the dawn of the MMO genre, so either all MMO developers are incompetent, or you simply don't understand the industry.

    My guess is the latter.

    Either way they'll sort these problems out sooner or later. Just be patient.

    The "industry" is a little generic. They have the ability to analyse, test and implement changes within a reasonable period of time.My work includes the releasing of software, and I analyse, test issues myself so I do have an understanding of software development and release cycles, fixes etcin general. Labelling it an MMO thing is too easy.

    I think the incompetence lies in the original design of stamina builds. Many people, not just myself, saw this during the beta stages.

    If there's an International Standard which specifies how the design and releases of MMOs must be, point me to it.

    Perhaps I should have worded my reply better, but either way I was simply defending the developers for issues that are typical in this industry.

    It's easy to point a finger and claim incompetence, but at this level (a top game design company working on one of the most successful franchises in gaming history) mistakes are few and far between. I'm not claiming that it isn't a bumpy ride or that they don't make mistakes, I'm simply saying that these 'issues' are commonplace among games of this magnitude.

    I can't really reply to your last comment. I don't remember eluding to any International Standard. My comments referring to 'the industry' could be put down to semantics; I'm merely referring to developers who work on large scale/popular MMO titles.

    I'm not sure whether you're trying to be condescending and or knowledgeable. My guess is a bit of both.

    Your input is of little value to me as I'm aware of the difficulties around software design, however when the fundamental premise of macgika being stronger was first shown it seemed like either a preference or incompetence. If you have a reason why the devs wanted stamina to be on par with magicka then fire away but could not achieve this due to limitations, otherwise it just appears that you're talking in generalities without offering much information.



    www.youtube.com/watch?feature=youtu.be&v=Ks8_KGHqmO4
  • Pseudonym
    Pseudonym
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    Pseudonym wrote: »
    Pseudonym wrote: »

    You might think they're being incompetent, but take note that your complaints aren't original; they've been happening since the dawn of the MMO genre, so either all MMO developers are incompetent, or you simply don't understand the industry.

    My guess is the latter.

    Either way they'll sort these problems out sooner or later. Just be patient.

    The "industry" is a little generic. They have the ability to analyse, test and implement changes within a reasonable period of time.My work includes the releasing of software, and I analyse, test issues myself so I do have an understanding of software development and release cycles, fixes etcin general. Labelling it an MMO thing is too easy.

    I think the incompetence lies in the original design of stamina builds. Many people, not just myself, saw this during the beta stages.

    If there's an International Standard which specifies how the design and releases of MMOs must be, point me to it.

    Perhaps I should have worded my reply better, but either way I was simply defending the developers for issues that are typical in this industry.

    It's easy to point a finger and claim incompetence, but at this level (a top game design company working on one of the most successful franchises in gaming history) mistakes are few and far between. I'm not claiming that it isn't a bumpy ride or that they don't make mistakes, I'm simply saying that these 'issues' are commonplace among games of this magnitude.

    I can't really reply to your last comment. I don't remember eluding to any International Standard. My comments referring to 'the industry' could be put down to semantics; I'm merely referring to developers who work on large scale/popular MMO titles.

    I'm not sure whether you're trying to be condescending and or knowledgeable. My guess is a bit of both.

    Your input is of little value to me as I'm aware of the difficulties around software design, however when the fundamental premise of macgika being stronger was first shown it seemed like either a preference or incompetence. If you have a reason why the devs wanted stamina to be on par with magicka then fire away but could not achieve this due to limitations, otherwise it just appears that you're talking in generalities without offering much information.

    I'm talking in generalities because I don't have the specifics in order to comment on why they made this design choice. I wasn't trying to be condescending and I'm certainly not claiming to be knowledgeable on the subject of the Stamina imbalance.

    One mistake doesn't equal incompetence, and If we were all held accountable for every single mistake we ever made, we'd all be considered incompetent in just about all aspects of our lives. You said yourself that you're aware of the difficulties surrounding software design, so you should know better than most that this isn't down to incompetence, but rather an oversight that can and most certainly will be remedied.

    None of my replies were aimed at solving the stamina issue, as the team already seem to have a plan regarding that. I just wanted people to relax and have a little faith. This issue will be fixed and all will be forgotten.
  • ozmorgudduth
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    Knootewoot wrote: »
    I keep my stamina build, but it gets frustating sometimes in PvP. I fight like a maniac, unleashing my stamina skills. Then i get rooted/stunned and i dont have stamina enough to escape and run. Sometimes i only use magicka and light attacks and it is easy to escape and run. So i understand people use magicka builds.

    I'll just stick with it and see.

    The biggest problem for my stamina sorc at the moment is people on perma block and casting abilities at the same time. They are the hardest to kill because of the physical dmg mitigation. I have to chew through their whole stamina pool with light attacks first to start killing them. Once they fix this broken mechanic I have no issues with stamina builds...
  • demonlkojipub19_ESO
    demonlkojipub19_ESO
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    Exarch wrote: »
    You're still working on a PLAN?

    FFS that should have been completed weeks ago, you should be well on the way to completing the IMPLEMENTATION by now.

    Unbelievable, just unbelievable.

    It seems completely reasonable to me, from a software design perspective. This is not a 'fix', in the same terms of hey, there's a number wrong in the code and this ability isn't behaving correctly, what people want is essentially a total redesign of the way the ability system was originally designed; that comes with an enormous amount of risk, and requires a commensurate amount of planning.

    Don't you think the games initial development stages would have been the best time to do that planning?
  • Elf_Boy
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    Give em a shield ability that works off magika. That was the stamina ppl can defend with mana the way casters defend with stamina.

    All even.

    Or an alternate dodge that consumes magika. That way pure stamina builds can use it. Hybrid builds can choose.
    Edited by Elf_Boy on September 11, 2014 2:57AM
    ** Asus Crosshair VI Hero, Ryzen 1800x, 64GB DDR4 @ 3000, GTX 1080 ti, 4K Samsung 3d Display m.2 Sata 3 Boot Drive, m.2 x4 nvme Game Drive **
  • jelliedsoup
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    Pseudonym wrote: »
    One mistake doesn't equal incompetence, and If we were all held accountable for every single mistake we ever made, we'd all be considered incompetent in just about all aspects of our lives. You said yourself that you're aware of the difficulties surrounding software design, so you should know better than most that this isn't down to incompetence, but rather an oversight that can and most certainly will be remedied.

    None of my replies were aimed at solving the stamina issue, as the team already seem to have a plan regarding that. I just wanted people to relax and have a little faith. This issue will be fixed and all will be forgotten.

    If the mistake was a coding error, then sure. It's not, myself and many others saw this stamina/magicka imbalance problem and highlighted the issue during beta.It was really obvious, as class skills did more damage than weapons, and here I am 7 months later complaining about the same thing.

    One very simple solution would be to buff weapon skills, and reduce the amount of stamina spent to roll/sprint/block.
    www.youtube.com/watch?feature=youtu.be&v=Ks8_KGHqmO4
  • ozmorgudduth
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    Simply link both resources as a cost of CC breaking/blocking. The cost it's % based anyway so it will affect all builds/classes in the same way, not favoring any types of build/class/armor type...

    You have to roll a lot? You have no main resource do deal dmage
    You like to DPS a lot, you have nothing to roll out of AoE.

    But they have to fix the shield at the same time.
    Edited by ozmorgudduth on September 11, 2014 3:26AM
  • jelliedsoup
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    The biggest problem for my stamina sorc at the moment is people on perma block and casting abilities at the same time. They are the hardest to kill because of the physical dmg mitigation. I have to chew through their whole stamina pool with light attacks first to start killing them. Once they fix this broken mechanic I have no issues with stamina builds...

    That's true. Start attacking them with weapons and you leave yourself open for attack. It's one way traffic.
    www.youtube.com/watch?feature=youtu.be&v=Ks8_KGHqmO4
  • dylanjaygrobbelaarb16_ESO
    dylanjaygrobbelaarb16_ESO
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    The main problem with stamina builds right now is every class is going to use their Class abilities, The problem with that is...Every single class ability scales off Magicka and usually spellpower.

    Make Class abilities scale based on which stat is highest.

    are you saying scale from attribute or spell/weapon damage?

    if spell/weapon damage : the problem is that all the damage in the game is balanced on the current system. you are basically saying get rid of spell power because my resto staff is higher weapon damage then my OVERCHARGED spellpower, meaning no matter what you do weapon power is higher and you get back three enchant slots from the spellpower enchants.

    in pvp im class/armor skills only so i use resto for the passives, but if your change was implemented all mages can just use two handed and stack weapon power and then do almost double the damage with class skills!! I would certainly do this I even have 2 handed leveled... you need to actually think about the implications about what you are saying. if you are saying magica stamina it would likely help a bit and be much more clear if you said attribute.
  • timidobserver
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    I can understand why it takes a while to make major changes to stamina skills. If they make a change to a class skills, the collateral damage is smaller. It is only going to effect that class. Changing stamina builds will impact every class because everyone has access to those skills.
    V16 Uriel Stormblessed EP Magicka Templar(main)
    V16 Derelict Vagabond EP Stamina DK
    V16 Redacted Ep Stam Sorc
    V16 Insolent EP Magicka Sorc(retired)
    V16 Jed I Nyte EP Stamina NB(retired)

  • jelliedsoup
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    I can understand why it takes a while to make major changes to stamina skills. If they make a change to a class skills, the collateral damage is smaller. It is only going to effect that class. Changing stamina builds will impact every class because everyone has access to those skills.

    It took them a while to realise there was a problem, now they will take a while to fix it. If people stack stamina and weapon skills are boosted then they will deal less damage via class skills. It would make more sense to me to use class based melee skills using stamina. Of course, they will need to find a way to counter the amount of stamina used for blocking, sprinting and rolling.

    Whenever(if) they make the change it will change the game, and some people will not like it. Putting it off or taking a while will not change that.
    www.youtube.com/watch?feature=youtu.be&v=Ks8_KGHqmO4
  • Exarch
    Exarch
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    Exarch wrote: »
    You're still working on a PLAN?

    FFS that should have been completed weeks ago, you should be well on the way to completing the IMPLEMENTATION by now.

    Unbelievable, just unbelievable.

    It seems completely reasonable to me, from a software design perspective. This is not a 'fix', in the same terms of hey, there's a number wrong in the code and this ability isn't behaving correctly, what people want is essentially a total redesign of the way the ability system was originally designed; that comes with an enormous amount of risk, and requires a commensurate amount of planning.

    Don't you think the games initial development stages would have been the best time to do that planning?

    In a way you're making my point for me; they did in fact do that planning initially, and they built the system that they designed. If they now want to make fundamental changes to that design it's going to take an amount of planning on the order of what went into the initial development stages.
  • Anastasia
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    Shaun98ca2 wrote: »
    Crowzer wrote: »
    What fixies do you want ?
    There would still be the problem of the fact that stamina is also used for blocking/dodging/CC breaking/sprinting, but these would be a start.

    This is actually NOT a problem.

    People forget or simply don't care Magicka builds need to use Magicka for things OTHER than DPS just a Stamina builds need Stamina for things OTHER than just DPS.

    See the REASON Magicka builds don't realize that is Magicka builds DONT run out of Magicka(unless your playing wrong).

    A Magicka builds survivability relies solely on Magicka with slight uses for Stamina.

    A Stamina build get much much much more out of Magicka (not necessarily TOP DPS) than a Magicka build gets out of Stamina.

    When Booth builds are out of their respective resource Magicka builds have nothing to fall back on except a little bit a Stamina for some block/dodges.

    Stamina builds get their increases Light/Heavy Attacks as well as Healing or CC from Magicka.

    Problem is Magicka builds don't run out of Magicka.


    Yup. **STILL WAITING ON A GOOD STAM REGEN RESOURCE** IN and OUT OF COMBAT.
    Impatient at this point. Looking forward to whatever ZOS is working on - hopefully BEFORE the holidays hit stateside. Decisions, decisions.

    Edited by Anastasia on September 11, 2014 6:01AM
  • Guppet
    Guppet
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    Pseudonym wrote: »
    Pseudonym wrote: »
    @ZOS_GinaBruno‌
    Glad to read this statement. But please, hurry up.
    You're still working on a PLAN?

    FFS that should have been completed weeks ago, you should be well on the way to completing the IMPLEMENTATION by now.

    Unbelievable, just unbelievable.
    shiva7663 wrote: »
    I would prefer not to have to wait until Update 17 for this.

    Rushing is what got us into this mess in the first place. The game was rushed out and so as a result we had a plethora of bugs and balance issues, which are still plaguing the game at the moment.

    Take as much time as you like guys, but get it right this time, please.

    By not rushing I'm guessing that means years based on the current speed of progress.

    You might think they're being incompetent, but take note that your complaints aren't original; they've been happening since the dawn of the MMO genre, so either all MMO developers are incompetent, or you simply don't understand the industry.

    My guess is the latter.

    Either way they'll sort these problems out sooner or later. Just be patient.

    The thing is they have already shown us they can make large adjustments and quickly. The changes to VR leveling were a significant change and it was done within about 2 weeks of them saying they were looking to make changes.

    By the time the second stage of the champ system comes out, it will be 16 weeks after the first stage. When you realise the second stage is just changing VP to XP and letting you level via XP, you can see how quickly this could/should have been done.

    16 weeks to change what should take a day to change for even half decent developers is crazy.

    It's inconsistencies like this, that leave us exasperated about how long they take to make reasonably small changes.
  • fromtesonlineb16_ESO
    fromtesonlineb16_ESO
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    Exarch wrote: »
    You're still working on a PLAN?

    FFS that should have been completed weeks ago, you should be well on the way to completing the IMPLEMENTATION by now.

    Unbelievable, just unbelievable.

    It seems completely reasonable to me, from a software design perspective. This is not a 'fix', in the same terms of hey, there's a number wrong in the code and this ability isn't behaving correctly, what people want is essentially a total redesign of the way the ability system was originally designed; that comes with an enormous amount of risk, and requires a commensurate amount of planning.
    Actually, I think it's way simpler than you're making out .. people simply what Stamina to work like Magicka does so that Stamina-based skills are comparable to Magicka-based ones, no massive redesign required.
  • fromtesonlineb16_ESO
    fromtesonlineb16_ESO
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    We are actively working on a plan
    You're still working on a PLAN?

    FFS that should have been completed weeks ago, you should be well on the way to completing the IMPLEMENTATION by now.

    Unbelievable, just unbelievable.

    stop being abusive.
    No.
  • fromtesonlineb16_ESO
    fromtesonlineb16_ESO
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    Man, there are a whole lot of people in this thread who fancy themselves to be game developers.

    Believe it or not, balancing a game isn't done by pressing a button. It isn't done by repeatedly making a lot of fancy changes that don't actually address the problem. It's done by methodically looking at the root of the issue and addressing it in a way that doesn't destroy the core mechanics of the game while simultaneously making a major change to a large part of the combat system. Sound hard? That's because it is.
    I wondered when ZOS great defender would come charging in on his white horse.
  • AngryNord
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    Answer: "soon"
  • Artis
    Artis
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    The main problem with stamina builds right now is every class is going to use their Class abilities, The problem with that is...Every single class ability scales off Magicka and usually spellpower.

    Make Class abilities scale based on which stat is highest.

    No, should just scale based on the sum of all 3 stats. Otherwise, you can't play well as a hybrid or hp-tank.
  • Pseudonym
    Pseudonym
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    Guppet wrote: »
    Pseudonym wrote: »
    Pseudonym wrote: »
    @ZOS_GinaBruno‌
    Glad to read this statement. But please, hurry up.
    You're still working on a PLAN?

    FFS that should have been completed weeks ago, you should be well on the way to completing the IMPLEMENTATION by now.

    Unbelievable, just unbelievable.
    shiva7663 wrote: »
    I would prefer not to have to wait until Update 17 for this.

    Rushing is what got us into this mess in the first place. The game was rushed out and so as a result we had a plethora of bugs and balance issues, which are still plaguing the game at the moment.

    Take as much time as you like guys, but get it right this time, please.

    By not rushing I'm guessing that means years based on the current speed of progress.

    You might think they're being incompetent, but take note that your complaints aren't original; they've been happening since the dawn of the MMO genre, so either all MMO developers are incompetent, or you simply don't understand the industry.

    My guess is the latter.

    Either way they'll sort these problems out sooner or later. Just be patient.

    The thing is they have already shown us they can make large adjustments and quickly. The changes to VR leveling were a significant change and it was done within about 2 weeks of them saying they were looking to make changes.

    By the time the second stage of the champ system comes out, it will be 16 weeks after the first stage. When you realise the second stage is just changing VP to XP and letting you level via XP, you can see how quickly this could/should have been done.

    16 weeks to change what should take a day to change for even half decent developers is crazy.

    It's inconsistencies like this, that leave us exasperated about how long they take to make reasonably small changes.

    I assume then, that you're boiling this down to one or two people in the department, or perhaps even the entire department slacking off and not doing their jobs. I for one would put that conclusion last on my list of possible answers as to why they haven't addressed the problem yet.

    Maybe they're collecting data in order to make an informed change, which they don't have to keep revisiting every other week, or perhaps they see this stamina issue a low priority in comparison with broken quests, bugged animations and exploits.

    I don't know their reasons, but it isn't down to laziness or incompetence, I can pretty much guarantee that; not after this amount of time. This isn't some small software company; these guys are at the top of their field, it would be very naive to assume they're not doing their jobs, when there are literally hundreds of people (if not thousands) waiting to take their place.
  • Muizer
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    Man, there are a whole lot of people in this thread who fancy themselves to be game developers.

    Believe it or not, balancing a game isn't done by pressing a button. It isn't done by repeatedly making a lot of fancy changes that don't actually address the problem. It's done by methodically looking at the root of the issue and addressing it in a way that doesn't destroy the core mechanics of the game while simultaneously making a major change to a large part of the combat system. Sound hard? That's because it is.
    I wondered when ZOS great defender would come charging in on his white horse.

    Don't take it out on him. He's just stating a fact. The real question for us players is IMHO not so much how stamina builds can be made viable, but whether Zenimax even recognize there's a probem. I mean, perhaps the dev team set out with the notion that every char. should wield at least one staff. I suppose the effects look cooler on-screen.

    Please stop making requests for game features. ZOS have enough bad ideas as it is!
  • Exarch
    Exarch
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    Exarch wrote: »
    You're still working on a PLAN?

    FFS that should have been completed weeks ago, you should be well on the way to completing the IMPLEMENTATION by now.

    Unbelievable, just unbelievable.

    It seems completely reasonable to me, from a software design perspective. This is not a 'fix', in the same terms of hey, there's a number wrong in the code and this ability isn't behaving correctly, what people want is essentially a total redesign of the way the ability system was originally designed; that comes with an enormous amount of risk, and requires a commensurate amount of planning.
    Actually, I think it's way simpler than you're making out .. people simply what Stamina to work like Magicka does so that Stamina-based skills are comparable to Magicka-based ones, no massive redesign required.

    That is simple to say, but that statement isn't something that is implementable in the code. What does 'comparable' mean? Does it mean editing all skills that use Stamina and do damage to have a higher base damage? If so how much higher, is it the same amount for all skills that use Stamina, what about DoTs, AoEs, or channeled abilities? What about skills that use Stamina but don't do damage, should they be changed, and if so in what way?
  • Artis
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    It is not as hard as you think, though. I wish I had a job where I had to figure out how to balance those things and get paid for this. My homeworks are much harder, sometimes. Choosing different amounts of AoEs and DoTs is not science :)
  • jelliedsoup
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    Eewww aoes. Makes the lazy single target system seem like ninja archery.
    www.youtube.com/watch?feature=youtu.be&v=Ks8_KGHqmO4
  • trimsic_ESO
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    @Mud_Puppy‌
    Man, there are a whole lot of people in this thread who fancy themselves to be game developers.

    Believe it or not, balancing a game isn't done by pressing a button. It isn't done by repeatedly making a lot of fancy changes that don't actually address the problem. It's done by methodically looking at the root of the issue and addressing it in a way that doesn't destroy the core mechanics of the game while simultaneously making a major change to a large part of the combat system. Sound hard? That's because it is.

    And what if the core mechanics may have to be changed ?
  • david.haypreub18_ESO
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    I'm encouraged that they still hope to fix the issue.

    However, the fixes for some things have taken faaaar too long, and are currently seriously affecting the state of the game. I think everyone can see that the slow and steady approach for some things has failed, and more aggressive action is now needed to fix:

    --Stamina builds
    --Heavy Armor

    Other issues are more controversial, but one could also make the argument that ZOS has a poor track record of balance fixes. Remember when the game launched, and Bat Swarm, Talons, DKs in general and Bolt Escape were all OP? Remember how long those took to get fixed? Some would argue they never did-- Bat Swarm and Bolt Escape are still the banes of existence in Cyrodiil, and DKs are still a dime a dozen. How much has really changed in five months (!?!).

    So my advice to ZOS is this: accept that the slow and steady approach has failed. Take more aggressive action. Even if this too fails, at least you can say you tried something that you thought had a hope of working. The fixes you have proposed for the problems right now are nowhere near enough, and everyone it seems except you can see this.
    Edited by david.haypreub18_ESO on September 11, 2014 9:26PM
    Templars are 'just slower... by design'
    Yes, Gina actually said that (at least regarding Rushed Ceremony) right here:
    http://forums.elderscrollsonline.com/en/discussion/161959/templar-skills-bugged-made-useless-ignored/p24
    VR 16 Templar (retired until Templars get fixed)
    VR 16 Sorcerer
    38 Nightblade
    24 DK
  • reften
    reften
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    Stamina is for damage sprinting blocking and dodging. Magic is for damage. If stamina was on par damage wise as magicka...you'd have the opposite effect. Magicka builds can't compete w stamina builds.

    BTW I use full med armor and do just fine in PvP w half magicka and half stamina attacks. I also use my stamina to block n dodge. L2p
    Edited by reften on September 11, 2014 9:32PM
    Reften
    Bosmer (Wood Elf)
    Moonlight Crew (RIP), Misfitz (RIP), Victorem Guild

    VR16 NB, Stam build, Max all crafts.

    Azuras & Trueflame. Mostly PvP, No alts.

    Semi-retired till the lag is fixed.

    Love the Packers, Bourbon, and ESO...one of those will eventually kill me.
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