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An elegant solution to the magika stamina imbalance.

lathbury
lathbury
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I have what I think is an elegant solution is fairly simple for them to implement. make max stamina behave like heath Heath gives 150% more than stamina and magicka on enchants and attributes . Stamina should also give more this would buff all stamina abilities damage as they scale from stamina pool and also give more resources to account for the dodge block etc.
150% may be to much it would need testing the caps would need adjusting as well. But it's got to be easier than fiddling with skills armour sets etc.
Edited by lathbury on September 19, 2014 2:25PM
  • smeeprocketnub19_ESO
    smeeprocketnub19_ESO
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    I think it would be better if you received 10% stamina boost for each stamina ability slotted for a max of 50% bonus. That way the increase doesn't affect magicka focused builds and give them extra stamina for cc breaks.
    Dear Sister, I do not spread rumors, I create them.
  • lathbury
    lathbury
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    Good suggestion just would require more coding on their part and at this stage I'm trying to give the easiest way for them. I've seen how they fixed nb. Mad the op clearer I meant scaled like that with enchants and attribute points? Not rank ie 15 points per attribute in stamina and if a magicka enchant gives you 100 magika the stamina equivilant should give 150 like Heath does.
    Edited by lathbury on September 19, 2014 2:27PM
  • smeeprocketnub19_ESO
    smeeprocketnub19_ESO
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    I would even go as far as 20% boost per stamina ability to give stamina users an entire pool worth for cc breaks or more longevity in a battle. I don't think that would even, by itself, tip the scales. It would certainly be worth trying out 10% and maybe increasing it to 20% in the future. At any rate, I /feedback'd it, and I suggest using feedback for your idea as well.

    In fact, any of you that like either idea should use /feedback also.
    Dear Sister, I do not spread rumors, I create them.
  • Merlin13KAGL
    Merlin13KAGL
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    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.
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • smeeprocketnub19_ESO
    smeeprocketnub19_ESO
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    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.

    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.
    Edited by smeeprocketnub19_ESO on September 19, 2014 5:03PM
    Dear Sister, I do not spread rumors, I create them.
  • lathbury
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    Because having them equal would do nothing to fix the imbalance. Also stamina is used for roll block and cc break and their damage is generally weaker then magicka counter parts. As for introducing imbalance that's why I said it needs testing it might be120% or 170%. My point is it's not that hard a fix compared to rebalancing individual skills and armour sets.
  • Resueht
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    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 :stuck_out_tongue_winking_eye:

    Edit: clarification
    Edited by Resueht on September 19, 2014 5:19PM
    If she doesn't know the pain of cliffracers, she's too young for you.
  • smeeprocketnub19_ESO
    smeeprocketnub19_ESO
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    Resueht wrote: »
    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 :stuck_out_tongue_winking_eye:

    Edit: clarification

    my suggestion gives no power to people not using stamina abilities. Lessening the cost means there will still be a cost involved, and it wall ALWAYS ultimately be more of a problem for stamina users.

    The change needs to be with the stamina pool of stamina users as well as on the underwhelming abilities.
    Dear Sister, I do not spread rumors, I create them.
  • lathbury
    lathbury
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    Resueht wrote: »
    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 :stuck_out_tongue_winking_eye:

    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
    smeeprocketnub19_ESO
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    lathbury wrote: »
    Resueht wrote: »
    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 :stuck_out_tongue_winking_eye:

    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.

    omg a bigger stamina pool means more stamina based damage. I didn't even think about that. That might fix the issue entirely.
    Dear Sister, I do not spread rumors, I create them.
  • Merlin13KAGL
    Merlin13KAGL
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    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.
    Edited by Merlin13KAGL on September 19, 2014 5:34PM
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • Shunravi
    Shunravi
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    @smeeprocketnub19_ESO‌ , I think your %increase per stamina ability idea is one of the best (still questionable about how viable) solutions to the problem. Also it would be far easier to implement than many of the suggestions that call for complete system revamps. It also has the benifits of not giving casters even more of an advantage, while still lending viability to hybrid builds. Plus, as a boost to stamina, it increases stamina based damage, so you are actually stronger the more you build into a stamina build.

    Many skills are still lacking in comparable damage though... I'm wondering if they have looked into bleeds stacking with diminishing returns. That would certainly make them more interesting as a source of dps. That, and/or have them enable a synergy where an aly can 'traumatize' the wound, either increasing the bleed, or absorbing the remaining bleed tics to do 50%-75% of the remaining bleed damage at once.
    Edited by Shunravi on September 19, 2014 5:42PM
    This one has an eloquent and well thought out response to tha... Ooh sweetroll!
  • smeeprocketnub19_ESO
    smeeprocketnub19_ESO
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    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.

    no the original complaint is that stamina builds are incredibly weak compared to magicka builds. Your answer is buff stamina builds, but buff magicka builds MORE.

    Some of your post seemed kind of nonsensical, besides that.

    I didn't make the OP, so the complaint is not mine, and I don't run stamina stuff, though I agree with the complaint entirely.

    YOUR ability, as a magicka user, to hit the magicka cap and then spec into stamina some, giving you more for blocking and cc break does very much afferct me directly if I am a stamina user and fight you. Furthermore, it just makes you more powerful, and leaves the stamina user comparable as powerful as they were before. They have to do more to get your stamina down if you are blocking, spend more time ccing you to get you locked down, and all the while, you have no use for stamina other than cc breask and block, and will most likely outlast their stamina allowing you to cc them down quickly.

    If you are thnking just PvE then yes, you still get a superior advantage, you just won't notice it in comparison to others. The problem will still exist on their end, however.

    You can't make things equal from imbalanced by bumping both ends of the spectrum up, you just make a larger imbalance.
    Dear Sister, I do not spread rumors, I create them.
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