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

  • Honfold
    Honfold
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    What is need is something along the lines of:
    "If 4 stamina based skills are slotted then the stamina lost from roll dodge and sprint is reduced by (X)%. Stamina regeneration is increased by (X)% when not sprinting, blocking, or roll dodging."

    May seem over powered, but stamina builds need to be put on par with magic builds not just closer to equal.
  • Exarch
    Exarch
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    Artemis wrote: »
    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 :)

    I rather expect that it is exactly as complex as I think it is, but I'm certainly willing to be proved wrong; by all means, post the set of changes you think Zenimax should implement, and I will gladly admit that I have overestimated, and join you in urging their immediate adoption, if there is even a shred of consensus that they are sufficient to 'fix' Stamina builds.
  • Shaun98ca2
    Shaun98ca2
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    oren74 wrote: »
    Stamina is for damage sprinting blocking and dodging. Magic is for damage.

    What about the Magic that's for healing, CC, Utility and de/buffing? Does that not count for what Magic is used for??

    Stamina builds don't have to block or dodge just like Magicka builds don't have to selfheal or de/buff or even CC.
  • Troponin
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    Stamina build on a templar using Radiant aura works REALLY well. Only problem, good luck doing competitive damage as a templar...
  • jelliedsoup
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    Troponin wrote: »
    Stamina build on a templar using Radiant aura works REALLY well. Only problem, good luck doing competitive damage as a templar...
    Just keep healing til the cavalry comes.
    www.youtube.com/watch?feature=youtu.be&v=Ks8_KGHqmO4
  • Troponin
    Troponin
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    Troponin wrote: »
    Stamina build on a templar using Radiant aura works REALLY well. Only problem, good luck doing competitive damage as a templar...
    Just keep healing til the cavalry comes.

    but I wanna do either one when needed or wanted. :(
  • trimsic_ESO
    trimsic_ESO
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    oren74 wrote: »
    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

    Hybrid builds are not viable; with a magicka build you would perform much better. Try it, really.

  • Troponin
    Troponin
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    I have attempted hybrid builds a few times. I have had a few people tell me they were completely viable, so I wanted to give it a try. Even with excellent gearing, it was mediocre at best. If you're not out of one resource, you're out of the other. It's a juggling act that is just not possible to pull off effectively enough. To add, you just can't stack the damage high enough. The damage is spread too thin among the various stam/magicka abilities.
    Edited by Troponin on September 12, 2014 4:27AM
  • Faulgor
    Faulgor
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    Troponin wrote: »
    I have attempted hybrid builds a few times. I have had a few people tell me they were completely viable, so I wanted to give it a try. Even with excellent gearing, it was mediocre at best. If you're not out of one resource, you're out of the other. It's a juggling act that is just not possible to pull off effectively enough. To add, you just can't stack the damage high enough. The damage is spread too thin among the various stam/magicka abilities.

    Somehow I wish they would remove the ability-increasing effect from magicka and stamina. Your resource should not also increase the effect of abilities used with that resource - the benefit of a higher resource pool is that you can use abilities more often. It's as if increasing health would also increase your armor resist, it's just too much for one stat. Spell and Weapon Power should be enough to increase your abilities' effectiveness.

    But that's what you get when you remove all attributes that used to provide such diverse effects.
    Thanks, Skyrim.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • shiva7663
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    What with the recent company layoffs, I wonder if the devs who were working on Stamina balancing issues are just gone now.
  • Artis
    Artis
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    Exarch wrote: »
    Artemis wrote: »
    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 :)

    I rather expect that it is exactly as complex as I think it is, but I'm certainly willing to be proved wrong; by all means, post the set of changes you think Zenimax should implement, and I will gladly admit that I have overestimated, and join you in urging their immediate adoption, if there is even a shred of consensus that they are sufficient to 'fix' Stamina builds.
    I will gladly do it. Just give me all the formulas, and I'll find all the numbers you want. However, no one will do that. And no one would adopt a solution of a player, I'm afraid :(
    Anyways, if they need time to figure out where that button is which you need to press to fix it once and for all, they could at least do SOMETHING, like they promised 3-4 months ago.
    Because, let's be honest, the situation that we are witnessing right now is very bad. And it's even worse, that NOTHING changed. They should do something asap. If it's not enough - increase numbers, if it's too much - decrease them. But not just leave us alone.
    We all pay equal sub fee. Why only some of us are allowed to have fun?
  • Lionxoft
    Lionxoft
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    Artemis wrote: »
    I don't understand how stamina builds are 'broken'. I kill so many people using my weapon abilities.

    Just so everyone knows, If you are trying to go only stamina thats just a recipe for disaster. Unless you are doing a NaC build (Not a Class), you have to use magicka.

    You are saying it as if that's how it should be. I want to play MY CLASS in stamina build. I don't see how Veiled Strike is not a stamina skill, for example.
    I wouldn't mind if they deleted all the classes if they can't balance them. If it's a TES game - it wouldn't be an issue. In this case I wouldn't feel forced to played certain builds in PvP. When I picked a NB I was misguided by a description of the class. Now when I'm VR12, I see that the class is not balanced, neither it can "rely on blades"(c). However, leveling a new character, doing all the quests again is not an option. That would mean more than 3 weeks of /played time were nothing?? Leveling an alt through grinding is also not an option for the same reason... I'd lose all the achievements there unless I do all the quests again.

    So what can I do except for whining on forums to change system so that I can use my class skills and deal physical damage?
    Going with 2-3 weapon skills... You run out of stamina eventually. And your damage will still be lower than damage of mages.

    Do you run syphoning strikes?
  • kitsinni
    kitsinni
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    Here is the initial fix for stamina, no matter what you say this is the right one :) lol

    1) Stop scaling damage with resources and make the resources actual resources. Stamina and Magicka should just be there to determine how much you can cast or use an ability, not a determining factor on how much damage those abilities do. Damage should only scale with level, weapon damage, and spell damage and nothing else. This would also make balance a lot easier since there wouldn't be this enormous difference in how much damage the same spell can do.

    2) Everything that currently uses weapon crit/armor mitigation should be changed to use Stamina including class skills and should be buffed with weapon damage.

    3) There should be a new resource, call it endurance for this discussion, for blocking/sneaking/dodge rolling/sprinting. You can put passives that reduce the cost in different lines. For example medium armor reduces the endurance used for sneaking. Or one hand a shield passive that reduces endurance used to block. Maybe reduce endurance used for blocking Heavy Armor.

    Then you can start to balance stamina and magicka from there. This would allow people to easily stack both stamina and magicka without having to worry about their damage suffering. The resources would actually become resources and not a way to stack damage. There would be a baseline of how much damage attacks do but you could still buff it with spell damage or weapon damage. People could easily use class skills and weapon skills together without gimping damage. You wouldn't be in the current situation where a Magicka user in all light can block freely without care and someone with 2500+ Stamina can't attack if they block.
  • Arsenic_Touch
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    kitsinni wrote: »
    Here is the initial fix for stamina, no matter what you say this is the right one :) lol

    1) Stop scaling damage with resources and make the resources actual resources. Stamina and Magicka should just be there to determine how much you can cast or use an ability, not a determining factor on how much damage those abilities do. Damage should only scale with level, weapon damage, and spell damage and nothing else. This would also make balance a lot easier since there wouldn't be this enormous difference in how much damage the same spell can do.

    2) Everything that currently uses weapon crit/armor mitigation should be changed to use Stamina including class skills and should be buffed with weapon damage.

    3) There should be a new resource, call it endurance for this discussion, for blocking/sneaking/dodge rolling/sprinting. You can put passives that reduce the cost in different lines. For example medium armor reduces the endurance used for sneaking. Or one hand a shield passive that reduces endurance used to block. Maybe reduce endurance used for blocking Heavy Armor.

    Then you can start to balance stamina and magicka from there. This would allow people to easily stack both stamina and magicka without having to worry about their damage suffering. The resources would actually become resources and not a way to stack damage. There would be a baseline of how much damage attacks do but you could still buff it with spell damage or weapon damage. People could easily use class skills and weapon skills together without gimping damage. You wouldn't be in the current situation where a Magicka user in all light can block freely without care and someone with 2500+ Stamina can't attack if they block.

    Ding ding ding, we have a winner. I always found it hilarious how the staves will use magicka but the other weapons use stamina and how certain class skills that are clearly physical in nature and not magical yet they scale based on magicka.
    Edited by Arsenic_Touch on September 12, 2014 3:48PM
    Is it better to out-monster the monster or to be quietly devoured?

    ╔═════════════ ೋღ☃ღೋ ══════════════╗
    "Hope can drown lost in thunderous sound."
    "Fear can claim what little faith remains."
    "Death will take those who fight alone."
    "But united we can break a fate once set in stone."

    ╚═════════════ ೋღ☃ღೋ ══════════════╝

    NA // Ebonheart Pact // Leader of CORE Legion // Namira Beta Tester // VR11 NB
  • demonlkojipub19_ESO
    demonlkojipub19_ESO
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    shiva7663 wrote: »
    What with the recent company layoffs, I wonder if the devs who were working on Stamina balancing issues are just gone now.

    No, I think hes the guy behind the spellcrafting system...... whatshisface.

    hes in charge of skill system.
    Edited by demonlkojipub19_ESO on September 12, 2014 4:51PM
  • Guppet
    Guppet
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    kitsinni wrote: »
    Here is the initial fix for stamina, no matter what you say this is the right one :) lol

    1) Stop scaling damage with resources and make the resources actual resources. Stamina and Magicka should just be there to determine how much you can cast or use an ability, not a determining factor on how much damage those abilities do. Damage should only scale with level, weapon damage, and spell damage and nothing else. This would also make balance a lot easier since there wouldn't be this enormous difference in how much damage the same spell can do.

    2) Everything that currently uses weapon crit/armor mitigation should be changed to use Stamina including class skills and should be buffed with weapon damage.

    3) There should be a new resource, call it endurance for this discussion, for blocking/sneaking/dodge rolling/sprinting. You can put passives that reduce the cost in different lines. For example medium armor reduces the endurance used for sneaking. Or one hand a shield passive that reduces endurance used to block. Maybe reduce endurance used for blocking Heavy Armor.

    Then you can start to balance stamina and magicka from there. This would allow people to easily stack both stamina and magicka without having to worry about their damage suffering. The resources would actually become resources and not a way to stack damage. There would be a baseline of how much damage attacks do but you could still buff it with spell damage or weapon damage. People could easily use class skills and weapon skills together without gimping damage. You wouldn't be in the current situation where a Magicka user in all light can block freely without care and someone with 2500+ Stamina can't attack if they block.

    Pretty much nails how to fix it. Can we use our subs to have them hire this guy. Because this fixes the problem and clearly ZOS don't have people that think like this.
  • Artis
    Artis
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    Lionxoft wrote: »

    Do you run syphoning strikes?

    Sometimes I do. They are not nearly as good as you think.
  • Vatter
    Vatter
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    @ZOS_JessicaFolsom‌

    I would like official word on this, so I can determine whether I should persist in playing and dedicating time to this game. Personally I have no interest in magicka, spells based builds and have always used weapons in ES games since Morrowind.

    I realise statements around slow and unrushed releases have been made. Beyond the single release so far to improve stamina based builds, magicka is still superior. I don't know if more stamina improvements are scheduled, or even in the pipeline and would really appreciate some word on this as opposed to forum speculation.


    ANSWER: NEVER.
  • apostate9
    apostate9
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    @ZOS_GinaBruno‌
    Glad to read this statement. But please, hurry up, because from the perspective of a new player who has just bought ESO:

    - I want to be a tank in Cyrodiil - not viable, it's just a joke
    - I want to be a melee damage dealer in Cyrodiil - not viable: I'm not a threat to people wearing a light armor, and I'm actually a sitting duck for those who nuke as hell with their magical spells
    - I want to be a healer - it's more or less OK, but the lack of focus heal is really terrible for a person who loves to be a "true" healer; medic!
    - I want to be crowd controller - well, forget about it
    - I want to be spell damage dealer - good choice! I can choose any class, and I will just perform well in that role. The only issue is that I'm going to be the clone of everyone else in the game.

    Coming from the perspective of an experienced ESO player who did not just join the game, your first 2 points are completely wrong. You aren't doing it right.


    Pick your armor wisely, don't skimp on magicka TOO MUCH, get the right skills and block. I use a heavy-armor DK, and I wade into the breach at every battle in the front of the army and my hang time is pretty good. My KDR is usually 3.2 or better. Self-heals and heavy aror passives give you good survivabilty if you kow what you are doing, and combined with AOE damage and 1h+s you can be an enormous impact in PVP as a "tank".

  • Lionxoft
    Lionxoft
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    Artemis wrote: »
    Lionxoft wrote: »

    Do you run syphoning strikes?

    Sometimes I do. They are not nearly as good as you think.

    Are you somehow inferring that I don't use it myself? That ability is so good that I just leave it on. If you're having sustain or resource problems then there are options. Stam nb is very strong in the right hands.

    Could it use a bit more utility? Sure. Damage shields or sufficient heals for stam based characters would be a start. :/
    Edited by Lionxoft on September 12, 2014 9:10PM
  • Arsenic_Touch
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    So the only thing they said about stamina was that heavy attacks for melee will restore some stamina. Didn't specify how much or how it will work and said something about buffing weaker stamina abilities which won't really address anything but yeah.
    Is it better to out-monster the monster or to be quietly devoured?

    ╔═════════════ ೋღ☃ღೋ ══════════════╗
    "Hope can drown lost in thunderous sound."
    "Fear can claim what little faith remains."
    "Death will take those who fight alone."
    "But united we can break a fate once set in stone."

    ╚═════════════ ೋღ☃ღೋ ══════════════╝

    NA // Ebonheart Pact // Leader of CORE Legion // Namira Beta Tester // VR11 NB
  • ers101284b14_ESO
    ers101284b14_ESO
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    They just said on Twitch that the beginning of Stamina buffs will be coming before update 5.
  • cevo70_ESO
    cevo70_ESO
    Soul Shriven
    A lot of people, myself included, want "stamina" builds to be viable. But I actually think the the true end-goal is to make hybrid builds highly viable too. It's not about balancing the two ends of the spectrum, it's about the synergy between the various skills, set bonuses, attributes, etc.

    Ideally, the best players on the field will have some sort of combination of magic and stamina-based skills that is both powerful and requiring some skill.

    What isn't good is when players are drawn to either ends of the spectrum to find the most powerful builds. Then it's just a see-saw of design iterations and complaining as people aim for the most insane statistical advantages.

    My suggestions:

    1. Take a really hard look at vamps. I feel like people understate how much this plays in to the equation. It takes already powerful magic builds and pushes them 3 steps further. It gives them greatly improved stats where they want it, a crazy ultimate, the best escape in the game (all magic based). The "downsides" are easily fixed and rarely come in to play.
    2. As others have suggested, if stamina is going to be used in key combat maneuvers, and magic isn't, then those maneuvers need to be easier to utilize if I opted for more stamina. I should have a noticeable advantage when it comes to those maneuvers. Either they need to be more effective, or able to be used much more often. For example, what if blocking was more effective (as in reduced more damage) if I had more stamina? What if sprint speed was a little better? What if cc break was a little faster? I mean, if we're going to link that all to Stamina, then link the effectiveness too!
    3. And again if stamina is being sucked up by other moves on the battle field that everyone uses, then obviously skills that use stamina need to be designed with that in mind. They can't be weaker/more expensive then similar magic based skills - what sense does that make? I don't get why a stamina-based AoE would be so much weaker than a magic one.


    Edited by cevo70_ESO on September 12, 2014 9:19PM
  • jelliedsoup
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    They just said on Twitch that the beginning of Stamina buffs will be coming before update 5.

    Awesome an ETA.
    www.youtube.com/watch?feature=youtu.be&v=Ks8_KGHqmO4
  • ers101284b14_ESO
    ers101284b14_ESO
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    They just said on Twitch that the beginning of Stamina buffs will be coming before update 5.

    Awesome an ETA.

    Yep. The first thing they are doing is heavy attacks are gonna return stamina.
  • Rhakon
    Rhakon
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    kitsinni wrote: »
    Here is the initial fix for stamina, no matter what you say this is the right one :) lol

    1) Stop scaling damage with resources and make the resources actual resources. Stamina and Magicka should just be there to determine how much you can cast or use an ability, not a determining factor on how much damage those abilities do. Damage should only scale with level, weapon damage, and spell damage and nothing else. This would also make balance a lot easier since there wouldn't be this enormous difference in how much damage the same spell can do.

    2) Everything that currently uses weapon crit/armor mitigation should be changed to use Stamina including class skills and should be buffed with weapon damage.

    3) There should be a new resource, call it endurance for this discussion, for blocking/sneaking/dodge rolling/sprinting. You can put passives that reduce the cost in different lines. For example medium armor reduces the endurance used for sneaking. Or one hand a shield passive that reduces endurance used to block. Maybe reduce endurance used for blocking Heavy Armor.

    Then you can start to balance stamina and magicka from there. This would allow people to easily stack both stamina and magicka without having to worry about their damage suffering. The resources would actually become resources and not a way to stack damage. There would be a baseline of how much damage attacks do but you could still buff it with spell damage or weapon damage. People could easily use class skills and weapon skills together without gimping damage. You wouldn't be in the current situation where a Magicka user in all light can block freely without care and someone with 2500+ Stamina can't attack if they block.

    Thank you!

  • Lionxoft
    Lionxoft
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    They just said on Twitch that the beginning of Stamina buffs will be coming before update 5.

    Awesome an ETA.

    Yep. The first thing they are doing is heavy attacks are gonna return stamina.

    Really hope this doesn't apply to resto staves. Return on magicka and stam? OP... AGAIN.
    Edited by Lionxoft on September 12, 2014 9:47PM
  • ers101284b14_ESO
    ers101284b14_ESO
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    Lionxoft wrote: »
    They just said on Twitch that the beginning of Stamina buffs will be coming before update 5.

    Awesome an ETA.

    Yep. The first thing they are doing is heavy attacks are gonna return stamina.

    Really hope this doesn't apply to resto staves. Return on magicka and stam? OP... AGAIN.

    I don't think they will. But watch the stream. Chat Bubbles are coming in update 5 and facial animation improvements and some other stuff.
  • Lionxoft
    Lionxoft
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    Lionxoft wrote: »
    They just said on Twitch that the beginning of Stamina buffs will be coming before update 5.

    Awesome an ETA.

    Yep. The first thing they are doing is heavy attacks are gonna return stamina.

    Really hope this doesn't apply to resto staves. Return on magicka and stam? OP... AGAIN.

    I don't think they will. But watch the stream. Chat Bubbles are coming in update 5 and facial animation improvements and some other stuff.

    I will check it out when they place it in the past broadcasts section. Had meetings up until the end. *** ***
    Edited by Lionxoft on September 12, 2014 9:52PM
  • whiteshadow711jppreub18_ESO
    whiteshadow711jppreub18_ESO
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    kitsinni wrote: »
    Here is the initial fix for stamina, no matter what you say this is the right one :) lol

    1) Stop scaling damage with resources and make the resources actual resources. Stamina and Magicka should just be there to determine how much you can cast or use an ability, not a determining factor on how much damage those abilities do. Damage should only scale with level, weapon damage, and spell damage and nothing else. This would also make balance a lot easier since there wouldn't be this enormous difference in how much damage the same spell can do.

    2) Everything that currently uses weapon crit/armor mitigation should be changed to use Stamina including class skills and should be buffed with weapon damage.

    3) There should be a new resource, call it endurance for this discussion, for blocking/sneaking/dodge rolling/sprinting. You can put passives that reduce the cost in different lines. For example medium armor reduces the endurance used for sneaking. Or one hand a shield passive that reduces endurance used to block. Maybe reduce endurance used for blocking Heavy Armor.

    Then you can start to balance stamina and magicka from there. This would allow people to easily stack both stamina and magicka without having to worry about their damage suffering. The resources would actually become resources and not a way to stack damage. There would be a baseline of how much damage attacks do but you could still buff it with spell damage or weapon damage. People could easily use class skills and weapon skills together without gimping damage. You wouldn't be in the current situation where a Magicka user in all light can block freely without care and someone with 2500+ Stamina can't attack if they block.

    I really like your fix, sounds really good..
    Signed, Kotaro Atani.PS5 NA
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