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My thoughts on fixing the magicka/stamina balance issue

boggie
boggie
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It seems pretty universally agreed upon that in its current state, the problems with stamina or hybrid builds go deeper than simply tweaking a few damage numbers and calling it good. There are elements of the underlying game mechanics that result in magicka builds being flat out more efficient than their stamina based cousins. I've read a lot of ideas that are being bounced around, some of which I like and some of which I don't.

The first thing I was struck with as a new player was the fact that, regardless of what class I picked, all of my class abilities cost and scaled off magicka. This means that, as a stamina character, all of my class abilities are going to be underpowered. I've read about the potential for changes to class abilities morphs- pick this morph, and the ability costs and scales off of stamina instead. While this would solve the problem, I don't think this would be the best solution. It seems to me that implementing this type of change would result in even more restrictions on what a "viable" build is. I see it leading to cookie cutter builds. Stamina character? You now HAVE to take these specific morphs to certain class abilities (for example- if they made the morph Stone Giant to the DK skill Stonefist cause the skill to scale off of stamina instead of magicka, then a magicka based character would be gimping themselves if they wanted the defensive boost over the alternative).

The second major issue (and arguably the more critical one) is the fact that stamina is pulling double-duty as the resource used for all block/dodge/cc breaking in the game, regardless of character build. This means that a magicka user can go nuts, unleash every skill they have, hit the theoretical max damage output for their character, and still have a completely untouched resource bar to fall back on for defensive play. If a stamina character does the same thing, they leave themselves completely vulnerable.

After doing quite a bit of reading on possible solutions thrown around by other people, and putting in some thought of my own, here is my "dream world" solution to the magicka/stamina issue. Feel free to criticize to your heart's content (I'm fairly new to the game, so I'm sure there are factors I didn't consider when piecing this together), all I ask is that you tell me *why* something is idiotic or unfeasable. So here it goes- further wall of text inc.

1- Make class skills scale (to an extent) off of BOTH magicka and stamina. If the current math for a skill's damage were to look like this:

Damage= base skill damage + (stat * scaling ratio)

Change it so that it looks more like this:

Damage= base skill damage + (higher stat * scaling ratio) + (lower stat *smaller scaling ratio)

Basically the goal here would be to make it so that class skills did equal damage regardless of if magicka or stamina was the primary stat, as well as to make class skills of characters with more hybrid builds do significant (though not equal) damage. The downside of hybridizing would be a loss of dps, while the upside would come into play with how I think block/dodge/etc should be handled.

2- Make block/dodge/cc break/sprint consume either magicka or stamina, drawing from whichever is lower. Combined with the changes to class skill scaling, you now have direct control over the size of your defensive resource pool, inversely tied to the size of your offensive resource pool. This gives the player a choice- how much do I want to boost my damage compared to how much defensive sustain do I think I need.

I think this type of setup would lend itself to a lot of creativity and diversity within builds, as well as give the devs some great ways to tune the balance of specific abilities in specific builds without breaking them in others.
  • whiteshadow711jppreub18_ESO
    whiteshadow711jppreub18_ESO
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    Sounds pretty good to me.
    Signed, Kotaro Atani.PS5 NA
    VR16/ CP 160 Khajiit Nightblade of the Aldmeri Dominion, Guildmaster and Assassin of the Queen's Hand guild on NA PC. PvP Officer in the WOLF guild on NA PS5, and of course Master Thief. Currently 3600 CP out of 3600 CP on NA PS5. Currently 810 CP on NA PC (used for PTS testing purposes only). On PS5 I am also a Master Crafter, all traits done and learned, Jewelry crafting done. all Motifs learned on PS5 except for maybe two-three Motifs. All Companions are Max level as are their Skills.Warrior, Lover, Thief.... Nightblade. Aldmeri Dominion For Life! For the Queen!! Go Dominion or go home ! "I have no hatred for the races of Man, but they are young. Like all children, they are driven by emotion. They lack the wisdom that comes with age. I would sooner place an Altmer infant on the Ruby Throne than surrender Tamriel to their capricious whims. The Altmer, the Bosmer and the Khajiit share the common traits of intelligence, patience and reason. We do not seek riches or plunder. Domination is not our goal, nor is the acclamation of power for its own sake. Today we make our stand. Today we take back the Ruby Throne, which is ours by ancient right and the blessings of the Divines. Stand with us." ―Your Queen Commands, Ayrenn Arana Aldmeri.(All 18 characters are AD only! This one is a AD Loyalist)Member of ESO Since January 29, 2014, started early Access 3/30/14 on PC, currently subbed on NA PS5 and on NA PC. Note- I only use PC for PTS testing purposes, the PS5 is my dedicated Game Platform.Note- for those that don't know how to say Kotaro Atani it's "Ko tar row Ah ta ni" (Ko with a Oh sound, tar which sounds like the sticky black tar stuff, row like rowing a boat, Ah with a AHHHH sound, Ta with a Tahhh sound, Neeee which sounds like knee)"The blowing sands of time wipe clean the footprints of the past...""Moonsugar may be the key to paradise, but it is through a false door...""A perfect society is always elsewhere..."- Unknown book of Khajiiti proverbs.
  • PBpsy
    PBpsy
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    Yeah stamina is a problem . Remove it and there will be no more whines.
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  • Lord_Kreegan
    Lord_Kreegan
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    The problem to some extent is nothing more than semantics (and stupid implementation by the ESO developers).

    Consider: in pretty much every MMORPG out there, different classes have different forms of resources that are used to execute skills. They are typically called "Mana", "Energy", "Power", or "Cheetos" [I made that up, obviously], but effectively do the same thing. Sometimes the class must build up the resource in order to use it; other times there is a pool that is decreased over time.

    But, it is effectively the same thing.

    For an example, look at SW-TOR: eight classes (four Republic and four Empire, basically mirror-imaged), each with two subclasses, each of those with three skill trees; yet, fundamentally, all the "variations" are the same. Each class/subclass has crowd control, ways to break crowd control, a self-heal, melee and ranged skills [with the only real differences being a focus on either ranged or melee skills], and -- TA DA! -- some resource that is drawn upon to execute skills. The only real differences between classes comes in selection of variations from the skill trees (such as healing or tanking abilities]... and EA-BioWare is in the process of neutering those variations... as if that so-called MMORPG wasn't already linear enough.

    Certainly makes for much easier class-balancing if all the classes are the same other than in name...

    All of those classes/subclasses have variations on a theme in terms of the resource used for executing skills, whether it's called "the Force", "Power", "Energy", "Ammo", or "Cheetos"; but they're basically all used the same way.

    ZOS might have been smarter to simply call that resource "Magicka" for Templars and Sorcerors, and "Energy" for Dragonknights and Nightblades; in which case the controversy probably wouldn't exist; but ZOS has never demonstrated any real savvy. It'd really only require some GUI changes and alternative text fields, but seeing how they haven't been too sharp with their GUI as is, I don't see it happening.
    Edited by Lord_Kreegan on October 24, 2014 12:50PM
  • Lord_Kreegan
    Lord_Kreegan
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    Somehow the text got italicized...
  • Rune_Relic
    Rune_Relic
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    No. Because it makes stamina or magicka redundant.
    You just as well have health + attack + defense attributes instead and do away with stamina and magicka.
    Where attack + defense = energy pool

    Why would I be using stamina for spells and magicka for physical weapons ? What your saying kind of works numbers wise but would make no sense. Admittedly the latter is not normally a requirement for ZOS anyway lol.

    All that happens when you bodge like this is confuse the users and the creators and end up with a mess no one understands.

    But...yes the current systems needs scrapping.
    Edited by Rune_Relic on October 24, 2014 12:52PM
    Anything that can be exploited will be exploited
  • Xalian
    Xalian
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    Just get rid of stamina and magic and combine them into 1 "power pool".
  • Rune_Relic
    Rune_Relic
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    Xalian wrote: »
    Just get rid of stamina and magic and combine them into 1 "power pool".

    I don't like that either but it would work "for the most part".

    People who use class skill don't get stamina compromised.
    People who focus on weapon with stamina dont get magicka compromised.
    Everyone is in the same boat for dodge/block/bash.

    But then there is no point to the 3 attribute system.....and many passives would be duplicated or similar.
    All the armour system that relies on stamina magicka or health would need to be completely rewritten for a 2 attribute system.

    Not saying it cant be done of course to have health + energy.
    But this wont fit very well with the design in general.
    Edited by Rune_Relic on October 24, 2014 3:01PM
    Anything that can be exploited will be exploited
  • Yusuf
    Yusuf
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    I was thinking about maybe having an Ultimate Ability for each Weapon-Tree.
    Kinda like a low-cost low-damage one but it would make up for all the costs in stamina midbattle.
    Then again what would stop a magicka-user from using it :/
  • Rune_Relic
    Rune_Relic
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    Yusuf wrote: »
    I was thinking about maybe having an Ultimate Ability for each Weapon-Tree.
    Kinda like a low-cost low-damage one but it would make up for all the costs in stamina midbattle.
    Then again what would stop a magicka-user from using it :/

    That's rubbed me the wrong way too.
    Class trees - yes 3 ultimates
    Mages guild - yes 1 ultimate
    Fighters guild - yes 1 ultimate (vs undead and daedra)
    world tree - yes 1 ultimate
    weapon tree - 0 ultimate
    armour tree - 0 ultimate
    race tree - 0 ultimate

    So the "you don't have to use a class" comment was shown to be complete crap. Rather than the class tree being optional and complementary, it was compulsory and the viable non-class a joke.
    Edited by Rune_Relic on October 24, 2014 6:09PM
    Anything that can be exploited will be exploited
  • Xalian
    Xalian
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    Rune_Relic wrote: »
    Xalian wrote: »
    Just get rid of stamina and magic and combine them into 1 "power pool".

    I don't like that either but it would work "for the most part".

    People who use class skill don't get stamina compromised.
    People who focus on weapon with stamina dont get magicka compromised.
    Everyone is in the same boat for dodge/block/bash.

    But then there is no point to the 3 attribute system.....and many passives would be duplicated or similar.
    All the armour system that relies on stamina magicka or health would need to be completely rewritten for a 2 attribute system.

    Not saying it cant be done of course to have health + energy.
    But this wont fit very well with the design in general.


    Actually, I kind of hate the idea. What they really should have done is this:

    First, get rid of classes all together. Anyone can learn any skill associated with a weapon, and can also learn any spell. Kind of like Elder Scrolls. Some of you may be familiar with the series. :p

    Anyway here are the pools

    Stamina - Melee weapon skill pool
    Endurance - Sprinting, dodging, sneaking pool
    Magic - Spell pool
    Health - Life pool


    Edited by Xalian on October 24, 2014 8:25PM
  • boggie
    boggie
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    Rune_Relic wrote: »
    No. Because it makes stamina or magicka redundant.
    You just as well have health + attack + defense attributes instead and do away with stamina and magicka.
    Where attack + defense = energy pool

    Why would I be using stamina for spells and magicka for physical weapons ? What your saying kind of works numbers wise but would make no sense. Admittedly the latter is not normally a requirement for ZOS anyway lol.

    All that happens when you bodge like this is confuse the users and the creators and end up with a mess no one understands.

    But...yes the current systems needs scrapping.

    I think you are misunderstanding what I'm suggesting. I'm not saying this should be done to ALL skills in the game, just the class skills. Formulating a build is about meaningful choices- you choose one thing over another. With weapon skills, this choice is determined by stats. If you pick stamina, you are making your physical weapon skills more powerful. If you pick magicka, your staff skills become more powerful. With class skills, you have already made a choice for a particular set of skills to the exclusion of others just by rolling your character. If I create a Nightblade, I have already chosen to forgo the skills of the other 3 classes. I shouldn't have to make another choice, excluding even more potential skills from my build, just to be able to use the class skills I've already picked effectively. A stamina nightblade should be able to make just as much use of his class abilities as a magicka nightblade, because he's chosen to be a nightblade to the exclusion of being a dk, templar, or sorc.

  • Rune_Relic
    Rune_Relic
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    boggie wrote: »
    Rune_Relic wrote: »
    No. Because it makes stamina or magicka redundant.
    You just as well have health + attack + defense attributes instead and do away with stamina and magicka.
    Where attack + defense = energy pool

    Why would I be using stamina for spells and magicka for physical weapons ? What your saying kind of works numbers wise but would make no sense. Admittedly the latter is not normally a requirement for ZOS anyway lol.

    All that happens when you bodge like this is confuse the users and the creators and end up with a mess no one understands.

    But...yes the current systems needs scrapping.

    I think you are misunderstanding what I'm suggesting. I'm not saying this should be done to ALL skills in the game, just the class skills. Formulating a build is about meaningful choices- you choose one thing over another. With weapon skills, this choice is determined by stats. If you pick stamina, you are making your physical weapon skills more powerful. If you pick magicka, your staff skills become more powerful. With class skills, you have already made a choice for a particular set of skills to the exclusion of others just by rolling your character. If I create a Nightblade, I have already chosen to forgo the skills of the other 3 classes. I shouldn't have to make another choice, excluding even more potential skills from my build, just to be able to use the class skills I've already picked effectively. A stamina nightblade should be able to make just as much use of his class abilities as a magicka nightblade, because he's chosen to be a nightblade to the exclusion of being a dk, templar, or sorc.

    I agree classes shouldn't be magicka only if that the point.
    Anything that can be exploited will be exploited
  • Rune_Relic
    Rune_Relic
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    Xalian wrote: »
    Rune_Relic wrote: »
    Xalian wrote: »
    Just get rid of stamina and magic and combine them into 1 "power pool".

    I don't like that either but it would work "for the most part".

    People who use class skill don't get stamina compromised.
    People who focus on weapon with stamina dont get magicka compromised.
    Everyone is in the same boat for dodge/block/bash.

    But then there is no point to the 3 attribute system.....and many passives would be duplicated or similar.
    All the armour system that relies on stamina magicka or health would need to be completely rewritten for a 2 attribute system.

    Not saying it cant be done of course to have health + energy.
    But this wont fit very well with the design in general.


    Actually, I kind of hate the idea. What they really should have done is this:

    First, get rid of classes all together. Anyone can learn any skill associated with a weapon, and can also learn any spell. Kind of like Elder Scrolls. Some of you may be familiar with the series. :p

    Anyway here are the pools

    Stamina - Melee weapon skill pool
    Endurance - Sprinting, dodging, sneaking pool
    Magic - Spell pool
    Health - Life pool


    We think on similar lines then. My problem is sneak and crits an relflex saves too. The fact we have assassin/thief guilds and class that should focus on these. The fact we also have the fighter and mage guild.

    Health - Fighters guild {all about raw physical damage and physical resistance}
    Stamina - Thief/Assassin guild { all about stealth/dodge/block crit/reflex/range}
    Magicka - Mages guild {all about raw soul/spell damage and spell resistance}

    You life force is made up of all three of these according to the later stages of the molag bal quest when the master mage is imprisoned and you have to rescue him in coldharbour.
    Level = Health[body]+Stamina[mind]+Magicka[soul] = Lifeforce

    This way the assassin/thief can be the sneak/crit/athletic damage dealer.
    This way the mage can be the on the spot spell damage dealer.
    This way the fighter can be the on the spot pysical damage dealer.
    This way the hybrid can mix and match 2 or 3 attributes without issue, focusing on crits/sneak, physical, spell damage in any ratio they choose.

    I would also consider tying area to either stamina to go with range or magicka/health to go with physical/spell damage. That way pbaoe and aoe area/range also depend on your attribute distribution

    I would also fix armour to include physical resistance, reflex save & spell resistance combined. That way an energy shield could give you just as much amour rating as a real shield but a real shield would be useless if you invested 0 points in health. [Shield stacking would be OK but no OP with this system]

    [edit: reviewed shield stacking]
    Edited by Rune_Relic on October 25, 2014 2:36PM
    Anything that can be exploited will be exploited
  • Xalian
    Xalian
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    Rune_Relic wrote: »
    We think on similar lines then. My problem is sneak and crits an relflex saves too. The fact we have assassin/thief guilds and class that should focus on these. The fact we also have the fighter and mage guild.

    Health - Fighters guild {all about raw physical damage and physical resistance}
    Stamina - Thief/Assassin guild { all about stealth/dodge/block crit/reflex/range}
    Magicka - Mages guild {all about raw soul/spell damage and spell resistance}

    You life force is made up of all three of these according to the later stages of the molag bal quest when the master mage is imprisoned and you have to rescue him in coldharbour.
    Level = Health[body]+Stamina[mind]+Magicka[soul] = Lifeforce

    This way the assassin/thief can be the sneak/crit/athletic damage dealer.
    This way the mage can be the on the spot spell damage dealer.
    This way the fighter can be the on the spot pysical damage dealer.
    This way the hybrid can mix and match 2 or 3 attributes without issue, focusing on crits/sneak, physical, spell damage in any ratio they choose.

    I would also consider tying area to either stamina to go with range or magicka/health to go with physical/spell damage. That way pbaoe and aoe area/range also depend on your attribute distribution

    I would also fix armour to include physical resistance, reflex save & spell resistance combined. That way an energy shield could give you just as much amour rating as a real shield but a real shield would be useless if you invested 0 points in health. [Shield stacking would be OK but no OP with this system]

    [edit: reviewed shield stacking]

    I don't see why the crit bonuses still couldn't be based on the amount of stamina/magicka a character has.

    Every character regardless of class could still use an endurance pool for the abilities of sprinting/sneaking/rolling/dodging.
  • kungmoo
    kungmoo
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    On the ESO Live #4 they mentioned in update 6 they are going back and adjusting ALL skills to be better with stamina.

    interview with Joe Blackburn approx 53:40 in

    https://www.youtube.com/watch?v=gGUOLSng-F8


    also, if i remember correctly they mentioned it during the guild summit during the champion system skills
    i believe there was one champion skill you could invest in that would let you use a portion of the endurance you used for roll dodging/blocking for a stamina skill if used within a few seconds of the dodge/block.

    ill see if i can dig up where that was when i have a bit of time later
    Edited by kungmoo on October 25, 2014 3:00PM
    Some men are alive simply because it is against the law to kill them. -Edward W. Howe
  • Rune_Relic
    Rune_Relic
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    Xalian wrote: »
    Rune_Relic wrote: »
    We think on similar lines then. My problem is sneak and crits an relflex saves too. The fact we have assassin/thief guilds and class that should focus on these. The fact we also have the fighter and mage guild.

    Health - Fighters guild {all about raw physical damage and physical resistance}
    Stamina - Thief/Assassin guild { all about stealth/dodge/block crit/reflex/range}
    Magicka - Mages guild {all about raw soul/spell damage and spell resistance}

    You life force is made up of all three of these according to the later stages of the molag bal quest when the master mage is imprisoned and you have to rescue him in coldharbour.
    Level = Health[body]+Stamina[mind]+Magicka[soul] = Lifeforce

    This way the assassin/thief can be the sneak/crit/athletic damage dealer.
    This way the mage can be the on the spot spell damage dealer.
    This way the fighter can be the on the spot pysical damage dealer.
    This way the hybrid can mix and match 2 or 3 attributes without issue, focusing on crits/sneak, physical, spell damage in any ratio they choose.

    I would also consider tying area to either stamina to go with range or magicka/health to go with physical/spell damage. That way pbaoe and aoe area/range also depend on your attribute distribution

    I would also fix armour to include physical resistance, reflex save & spell resistance combined. That way an energy shield could give you just as much amour rating as a real shield but a real shield would be useless if you invested 0 points in health. [Shield stacking would be OK but no OP with this system]

    [edit: reviewed shield stacking]

    I don't see why the crit bonuses still couldn't be based on the amount of stamina/magicka a character has.

    Every character regardless of class could still use an endurance pool for the abilities of sprinting/sneaking/rolling/dodging.

    Crit bonuses based on current magicka stamina = One shot stealth kills
    The endurance pool remains stamina....Magicka users can do heavy damage but not often..Health users can do heavy damage but not often...stamina using can do less damage but more often but get crits too.
    [Note health/magicka/stamina can all be dynamic resource pools now as lifeforce is unaffected]

    The problem for me is crit damage stacking with physical or spell damage. Its the assassins/sneak characters that base their art on accuracy to do the most damage rather than blunt force trauma ;) Its these pressure points and artery hits that originally gave the critical. So if damage is stacked with crit/spell/raw you need to make sure people cant one shot. So you can have really high raw damage "or" spell damage "or" crit damage...but not all at the same time. You can mix them but they will be less powerfully individually (stackable).

    The same reason I split armour rating based on stacking physical resist (health), spell resist (magicka) and reflex saves (stamina). This way no one can be OP. But you are unlimited in your playstyle (attribute allocation).

    Play the way you want 100%. OP 0%

    {edit: Champion system will switch attribute points to attribute% of total attributes for stamina/magicka/health so 1000000 attriute points let you focus your character rather than make you OP}
    Edited by Rune_Relic on October 25, 2014 3:15PM
    Anything that can be exploited will be exploited
  • boggie
    boggie
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    On the ESO Live #4 they mentioned in update 6 they are going back and adjusting ALL skills to be better with stamina.

    interview with Joe Blackburn approx 53:40 in

    https://www.youtube.com/watch?v=gGUOLSng-F8


    also, if i remember correctly they mentioned it during the guild summit during the champion system skills
    i believe there was one champion skill you could invest in that would let you use a portion of the endurance you used for roll dodging/blocking for a stamina skill if used within a few seconds of the dodge/block.

    ill see if i can dig up where that was when i have a bit of time later

    That's a step, but until something is done to address the issue of stamina being needed for all defensive skills, stamina builds will be at an inherant disadvantage regardless of tuning.

    Being able to "double spend" some stamina (dodge and then quickly pop off a skill for reduced cost) sounds nice, but I don't think it will make that huge an impact in practical play. The issue isn't so much a situation of "oh crap I just rolled out of the way and now I have no stamina to attack" as the reverse- "oh crap I went too ham spaming skills on my initial attack, and now I have nothing to defend myself with". Running out of stamina and not being able to immediately use an attack skill doesn't usually get you killed. Running out of stamina and not being able to immediately roll out of an impending AOE or break a stun does. Stamina users have to hold back on damage if they want to maintain the ability to block/dodge/cc break, which is something magicka users just don't have to take into consideration. Now, if it also worked in the reverse of what you described (pop off stamina skills and then be able to dodge/block/cc break for a reduced cost), I'd be a little more intrigued, but even that would be a bandaid fix.

  • mousekime111rwb17_ESO
    I agree with a lot of your points OP but I also thing zenimax is going the right way about dealing with these issues. In full medium armor dodge rolling is so damned cheap (especially relative to my overall stam pool) that so long as I'm not having an aoe party it'll never ever come close to hurting my dps due to running out of stamina. (Healers have more of a trouble against bogdan the nightflame than what stam dps do) Same goes for CC break, it costs ~ 9% of my stam pool. Compared to, what? Half of the stam pool of a magicka build?

    The fact that ZoS plan to change some morphs to scale with stamina pleases me. And they will most likely be targeting the morphs that are less magicka build friendly anyway. Killers blade (the melee morph of assassins blade that heals on kill) will probably be stam based, whereas impale will remain magicka based. Alternatively concealed weapon will probably be stam based and surprise attack will be magicka based - as hey that's how each build goes for the morphs anyway! Burning talons magicka, choking stamina. Use your common sense people, a lot of morphs are targeted at stam builds anyway.

    Perhaps, just perhaps with the fact that stam dps is ~ twice as efficient for recourse expenditure than is magicka dps makes up for having a split resource. Perhaps targeted skill changes to scale with stamina wouldn't force one's hand any more than the other benefits. And perhaps ZoS know what they're doing (which would explain all of the awesome content they've pushed out and why changes that were rebuked a few months ago are accepted and even liked now)
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