Just get rid of stamina and magic and combine them into 1 "power pool".
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 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.
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.
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 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.
Anyway here are the pools
Stamina - Melee weapon skill pool
Endurance - Sprinting, dodging, sneaking pool
Magic - Spell pool
Health - Life pool
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]
https://www.youtube.com/watch?v=gGUOLSng-F8Rune_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.
astal360b14_ESO wrote: »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 inhttps://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