Luvsfuzzybunnies wrote: »felinith66 wrote: »ExiledKhallisi wrote: »felinith66 wrote: »b92303008rwb17_ESO wrote: »It may be a big buff to stamina build gamewise, but does anyone feel it sounds a bit weird that swinging a great sword, instead of costing, gains you stamina? Shouldn't casting heavy attacks actually be tiresome? I hope they can come up with a good explanation on this skill/passive or whatever.
I agree. This is a really weird mechanic. A restoration staff restoring magicka does make sense. The same way a destro staff heavy attack doesn't restore magicka makes sense. Why not apply this buff to light attack instead? It makes more sense that you save/recover stamina when you're not attacking all out.
Same thing with resto staff...you use power to gain power....
You cant talk realism in fantasy. You will never win.ExiledKhallisi wrote: »felinith66 wrote: »b92303008rwb17_ESO wrote: »It may be a big buff to stamina build gamewise, but does anyone feel it sounds a bit weird that swinging a great sword, instead of costing, gains you stamina? Shouldn't casting heavy attacks actually be tiresome? I hope they can come up with a good explanation on this skill/passive or whatever.
I agree. This is a really weird mechanic. A restoration staff restoring magicka does make sense. The same way a destro staff heavy attack doesn't restore magicka makes sense. Why not apply this buff to light attack instead? It makes more sense that you save/recover stamina when you're not attacking all out.
Same thing with resto staff...you use power to gain power....
You cant talk realism in fantasy. You will never win.
Why do you think it's called a RESTORATION staff? And i can talk about realism in fantasy and win. Does ESO not have any component in it based on reality? Do you not fall to the ground when you walk off a ledge? Do you not run out of stamina when you sprint? Isn't that what you would call realism in a fantasy game? Every fantasy has reality in it. Name me one fantasy game, movie, book that doesn't have anything based on reality in it. Just one. Then you can tell me I can't talk about realism in fantasy and win.
On that note then you should accept this just as well as you accept summoning a familiar. It's called a restoration staff because it is used to perform the healing rituals of the game that are not class based but you alreasy knew that why be foolish and think you should regain your classes "stamina" from a heavy attack if you wanna talk about realism. It doesn't make any sense if you are channeling a small portion of magical to shoot a ranged attack at someone to refund you magicka for holding it longer now does it?
thelordoffelines wrote: »They should have made this limited ron1h/shield or bow then stam users will know what its like to be forced to use a certain weapon to regain resources.
Realism aside, this will most likely be a good buff for stam users. It may look q little weird at first, but it will be good.
ExiledKhallisi wrote: »-Weapon heavy attacks excluding staves will replenish stamina.
Interesting. This could also have some impact on light attack weaving. Heavy attacks aren't as "weavable", and if the heavy attacks become necessary for sustain...
I can count to potato.
WWJLHD?Hypertionb14_ESO wrote: »another topic that cant see past its own farts.
Heavy attacks have less dps than Light attacks as well
depends on the weapon. (excluding weaving, of course)
http://tamrielfoundry.com/topic/light-attacks-vs-heavy-and-igneous-weapons/
I can count to potato.
WWJLHD?Hypertionb14_ESO wrote: »another topic that cant see past its own farts.
As frustrating and downright illogical as @CapuchinSeven's posts have often been for me, I completely sign my name to something he's often said, namely that a focused magicka build has survivability demands on it too. All classes gain significant survival benefits from heals/shields etc, just as they do from blocking and dodging. Build for magicka and you can do the former efficiently, build for stamina and you equally get all kinds of discounts to dodge rolls, block cost, stamina abilities etc.This is a step in the right direction. However part of the problem will still be present so long as dodging, sprinting and blocking consume stamina.
I can count to potato.
WWJLHD?Hypertionb14_ESO wrote: »another topic that cant see past its own farts.
As frustrating and downright illogical as @CapuchinSeven's posts have often been for me
CapuchinSeven wrote: »As frustrating and downright illogical as @CapuchinSeven's posts have often been for me
Because you refused to listen to a simple point myself and others were trying to explain to you and others. All discussion on each others opinions and views on builds was pointless and just went around and around. Micromanaging stamina builds and abilities wasn't the way to fix the problem; a fix to stamina regen was what many of us were trying to get across.
People raging and CAPSING over two handed weapons abilities, not getting a gap closer or needing another bar to dodge were totally missing the point and the bigger picture.
I can count to potato.
WWJLHD?Hypertionb14_ESO wrote: »another topic that cant see past its own farts.
guybrushtb16_ESO wrote: »I would be very cautios about how that change turns out. Judging by their past work, it appears the devs in charge don't know anything at all about their animation system and how it works behind the scenes. For example, various channeled abilites have much longer duration then their tooltip states, and consequently are a dps loss, some have an unlisted internal cooldown after them for no reason whatsoever, and the elephant in the room, animation cancelling, which they didn't see coming at all.
In this instance, light attacks and heavy attacks are on the same cooldown, so what that means is you can weave light attacks before/after skills, but you can't do so with heavy attacks. It probably can't get any worse with this change, but I'm not so sure it will have the desired effect either.
CapuchinSeven wrote: »As frustrating and downright illogical as @CapuchinSeven's posts have often been for me
Because you refused to listen to a simple point myself and others were trying to explain to you and others. All discussion on each others opinions and views on builds was pointless and just went around and around. Micromanaging stamina builds and abilities wasn't the way to fix the problem; a fix to stamina regen was what many of us were trying to get across.
People raging and CAPSING over two handed weapons abilities, not getting a gap closer or needing another bar to dodge were totally missing the point and the bigger picture.
Aaaand *more* others were agreeing with me. A page worth at one point, as I recall. And anyone that agreed with you was ignorant of the problem we were discussing and wasn't listening.
See what I did there? Same logical fallacies you're pulling. But anyways. Didn't tag you to rehash the same old facepalmery. Let's try to stay on the topic at hand, shall we?
Heavy attacks have less dps than Light attacks as well
depends on the weapon. (excluding weaving, of course)
http://tamrielfoundry.com/topic/light-attacks-vs-heavy-and-igneous-weapons/
Now that is interesting. Even without Igneous...ness, it looks like this will prove to be far more useful for melee users than Bow ones. And perhaps that is exactly the buff they needed.
There currently aren't any stamina builds that I know of that focus on light attacks and spam skills that are able to achieve 1k+ DPS.
Well this buff has nothing to do with PvP. I never use heavy attacks in Cyrodiil...and can't remember a time when I saw in my death recap a heavy attack.
Sure maybe people will use them more, but if you're trying to replenish stamina through slow attacks...you're going to be dead. Stamina potions do a much better job for this.
Confused why people are so excited about this...maybe for PvE I guess...?
Frig, this guy knows how to push my buttons. Latest fallacy highlighted, for your convenience. "Everyone who's smart agrees with me". You really are one arrogant little piece of work. As I said countless times, I never once said that stamina regen wasn't an issue! Can you get that through your thick...nope, gonna try and not react here.CapuchinSeven wrote: »AAAAAND ZOS disagreed with you and decided the issue is with stamina regeneration.
Whatever, I don't totally disagree with your points or even feel a need to argue BUT others like me with 900 DPS stamina builds and ZOS all seem to be on the same page, bringing stamina regen up to magic regen was the only place to start, changing anything before that was dealt with would have created many issues with balance in the future.
Yet more arrogance. It's like it's a handicap with you. You're physically incapable of discussion without attempting to flap your epeen around. Guess I should have known better than to tag you earlier. Was hoping that we could move forward on common ground. Well done proving me wrong.CapuchinSeven wrote: »This is pretty old news and has been know for sometime for anyone trying to build a decent stamina build.Now that is interesting. Even without Igneous...ness, it looks like this will prove to be far more useful for melee users than Bow ones. And perhaps that is exactly the buff they needed.
I can count to potato.
WWJLHD?Hypertionb14_ESO wrote: »another topic that cant see past its own farts.
guybrushtb16_ESO wrote: »I would be very cautios about how that change turns out. Judging by their past work, it appears the devs in charge don't know anything at all about their animation system and how it works behind the scenes. For example, various channeled abilites have much longer duration then their tooltip states, and consequently are a dps loss, some have an unlisted internal cooldown after them for no reason whatsoever, and the elephant in the room, animation cancelling, which they didn't see coming at all.
In this instance, light attacks and heavy attacks are on the same cooldown, so what that means is you can weave light attacks before/after skills, but you can't do so with heavy attacks. It probably can't get any worse with this change, but I'm not so sure it will have the desired effect either.
There seems to be a lot of misinformation going on in this thread, both about heavy attack dps, and now about channeled abilities.
To my knowledge, the currently highest parsing stamina DPS builds revolve almost entirely around DW heavy attacks and Flurry (channeled ability), while keeping DoTs active.
There are also very good 2 handed builds, which revolve around Wrecking Blow (channeled ability) and heavy attacks, while keeping DoTs active, Executioner during low-health phases.
There currently aren't any stamina builds that I know of that focus on light attacks and spam skills that are able to achieve 1k+ DPS.
Please feel free to post some boss fight parses and prove me wrong, but I'd assumed that this was pretty common knowledge by now.
If you are achieving high DPS currently (1k+), you are already more than likely using heavy attacks in your rotation. This change just helps your longevity.
purple-magicb16_ESO wrote: »
It's like it's a handicap with you.
CapuchinSeven wrote: »Well this buff has nothing to do with PvP. I never use heavy attacks in Cyrodiil...and can't remember a time when I saw in my death recap a heavy attack.
Sure maybe people will use them more, but if you're trying to replenish stamina through slow attacks...you're going to be dead. Stamina potions do a much better job for this.
Confused why people are so excited about this...maybe for PvE I guess...?
...the main way to restore magic in PVP is with a heavy attack...
My PVP stamina DW build as well as my Concealed Weapon magic build clip a heavy attack during a stun.
guybrushtb16_ESO wrote: »I would be very cautios about how that change turns out. Judging by their past work, it appears the devs in charge don't know anything at all about their animation system and how it works behind the scenes. For example, various channeled abilites have much longer duration then their tooltip states, and consequently are a dps loss, some have an unlisted internal cooldown after them for no reason whatsoever, and the elephant in the room, animation cancelling, which they didn't see coming at all.
In this instance, light attacks and heavy attacks are on the same cooldown, so what that means is you can weave light attacks before/after skills, but you can't do so with heavy attacks. It probably can't get any worse with this change, but I'm not so sure it will have the desired effect either.
There seems to be a lot of misinformation going on in this thread, both about heavy attack dps, and now about channeled abilities.
To my knowledge, the currently highest parsing stamina DPS builds revolve almost entirely around DW heavy attacks and Flurry (channeled ability), while keeping DoTs active.
There are also very good 2 handed builds, which revolve around Wrecking Blow (channeled ability) and heavy attacks, while keeping DoTs active, Executioner during low-health phases.
There currently aren't any stamina builds that I know of that focus on light attacks and spam skills that are able to achieve 1k+ DPS.
Please feel free to post some boss fight parses and prove me wrong, but I'd assumed that this was pretty common knowledge by now.
If you are achieving high DPS currently (1k+), you are already more than likely using heavy attacks in your rotation. This change just helps your longevity.
tordr86b16_ESO wrote: »I'm a Dunmer Vampire Fire Mage (DK). U mad bro? XD