Merlin13KAGL wrote: »So, Magicka Returns 1:1 and the other two return 1.5:1?
How about making the return even across the board, whether 1:1 or 1.5:1.5
A couple things I'd like to see:
- Increased Enchant returns for higher Quality glyps and combinations of glyphs. Right now, there is a +4 regen enchant difference between a white glyph and a Legendary?
- Make enchantments work like set items. 1 gives you 100% of the enchant, 2 gives you an additional +5-10%, three +10-20%, etc.
- Allow some of the jewelry effects to be placed on armor. Why would I not be able to have a HR enchant on my shield or chestpiece?
- Allow some of the negative jewelry enchants to be placed on weapons. -10% health regen to attacker for 10 seconds, etc.
I partly understand the reasoning behind initially giving health more Uumph, but it does lend itself to people placing higher priority on health, when all the stats should be equal in desirability.
I equally understand the desire for the stamina increase. I just think it make a different imbalance, in stead of fixing the current one.
I liked the prior games' methods of weighting where your points were placed based on what you had used the most since the last level up. It allowed you to be rewarded for your play style and indirectly affect how potent your next points would be and in what way.
If anything, all Attribute points should start out 1:1:1 increases, enchants and all. There could then be passives available to any class/race that you could sink points into that would give improved returns from that point forward.
Every time this debate comes up I say the same thing: stamina does not need a buff, stamina builds need a buff. Rewards for spec'ing into stamina need to have a better ROI and better synergy to weapons similar to magica and staves.
My suggestion would be to have more passives to better reduce the cost of CC break and roll. That way you essentially have more stamina to use for players that have spent time making a stamina build. The last thing I want to do is give more power to robed stick wielding mages
Edit: clarification
Every time this debate comes up I say the same thing: stamina does not need a buff, stamina builds need a buff. Rewards for spec'ing into stamina need to have a better ROI and better synergy to weapons similar to magica and staves.
My suggestion would be to have more passives to better reduce the cost of CC break and roll. That way you essentially have more stamina to use for players that have spent time making a stamina build. The last thing I want to do is give more power to robed stick wielding mages
Edit: clarification
Every time this debate comes up I say the same thing: stamina does not need a buff, stamina builds need a buff. Rewards for spec'ing into stamina need to have a better ROI and better synergy to weapons similar to magica and staves.
My suggestion would be to have more passives to better reduce the cost of CC break and roll. That way you essentially have more stamina to use for players that have spent time making a stamina build. The last thing I want to do is give more power to robed stick wielding mages
Edit: clarification
Can you clarify how the solutions presented would benefit the mages? I think a cc break, block, roll reduction could work but would not address the damage difference of the skills.
This is a genuine request for clarity not trolling as I may have missed something in the op.
smeeprocketnub19_ESO wrote: »
So what I read from this is "I don't care about the stamina imbalance, everything should be the same for everyone because it's not fair if other people get an advantage"
I assume you only care about the advantages you get and they are never overpowered, amirite?
Nothing you suggested it relevant to this thread at any rate.
Edit: to explain in a bit more detail why your suggestion is wrong, magicka uses do not need more magicka, the idea isn't to boost everyone, it just makes the inequality larger.
Stamina users needa bigger pool of stamina because they use it for CC breaks and blocking also. This is not a free opportunity for you to get magicka, not to mention the softcaps would become ridiculously easy to reach.
Merlin13KAGL wrote: »smeeprocketnub19_ESO wrote: »
So what I read from this is "I don't care about the stamina imbalance, everything should be the same for everyone because it's not fair if other people get an advantage"
I assume you only care about the advantages you get and they are never overpowered, amirite?
Nothing you suggested it relevant to this thread at any rate.
Edit: to explain in a bit more detail why your suggestion is wrong, magicka uses do not need more magicka, the idea isn't to boost everyone, it just makes the inequality larger.
Stamina users needa bigger pool of stamina because they use it for CC breaks and blocking also. This is not a free opportunity for you to get magicka, not to mention the softcaps would become ridiculously easy to reach.
@smeeprocketnub19_ESO, what you should have read from this is that no attribute should take precedence over another,
Would that not be the very definition of balance?
The passives I mention would give each individual some kind of choice as to how their stats progressed instead of just being handed whatever the Devs currently give now.
Is that not the original complaint?
Starting stats could and should be higher based on choices such as racials and class. I fully expect a stamina based character to out-stamina a magicka based one.
Your misinterpretation of my suggestions don't lessen the relevance. Other things should cause additional weight when placing Attibute Points along the way,
Again, this would allow you the very opportunity you seek, directly affecting the resource you use the the most.
As I read your post, I gather your chief complaint is not a large enough base stamina. Health and Magicka could both be reduced, making your relative pool larger, but that still would not help you use your stamina based skills any more than you currently do now.
So, your assumed argument that I'm wanting a higher stat is no more relevant that if it was lowered. The other two attributes, yours or mine, have no effect on effect on your use of the third you're complaining about.
I'm not the one calling for more of anything, with the possible exception to character development along the way!?
And you wouldn't benefit from getting added bonuses for more items enchanted with +stamina and stamina regen?
Perhaps you should re-read my post, without the predisposition that I'm against balancing things out.
Edit: The Enchant examples I gave would apply to any of the stats, not just the one's I used in the examples.