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I really dislike Stamina builds in 1.6 and combat in general

  • Trayyacakes
    Trayyacakes
    ✭✭✭✭
    I agree with the OP for the most part. This post is some what of a wall of text so the TLDR is at the bottom.

    Shield stacking and burst damage both are too strong, but lets hit all the points.

    Dodge roll has attacks that counter it/aren't dodgeable, but I understand the frustration with facing a dodge spammer. I have actually kind of always found it silly that dodge roll dodges all projectiles/melee abilities (with exceptions of course) for the entire roll duration. I understand missing the initial swing, but the follow up charge while they are rolling? My character isn't capable of leading a rolly polly? In conclusion dodge probably shouldn't be 100% dodge chance for the the entire roll, but coding that would probably be a nightmare.

    Most of the dodge spammers in game however are not experts, and won't weave attacks, at least not enough to be of any threat. For the most part if these stam builds don't kill you on their initial jump they won't be able to beat you if you are competent. There are however some very deadly players out there even if you get the jump on them. This is mostly related to their skill, but the burst some people have is ridiculous. I will come back to burst later.

    Tank builds can be CC'd through block, not being able to kill tanks is mainly a l2p issue in my experience. I can't tell you the amount of times I've seen groups of 4+ struggling with one tank without using fear, petrify, or any of the other CCs that go through block. I run up cast petrify and the tank almost instantly explodes. CC and heal debuff almost ensures that the tank will die first.

    Shield stacking. You can't talk about shield stacking without talking about sorcs simply because they can shield stack better than the rest. DK and Templar shields scale on health, not magicka. That being said, I do think the sorc shield needs to be stronger than the DK and Templar Shield because both DKs and Templars have far more reliable self heals than the Sorc. The true issue with shield stacking is, as the OP stated the huge amount of burst required to counter the build. You have to run high burst specs to be able to counter shields, which leaves sustain/tank builds *** out of luck. When I run into a sorc on my tank neither of us generally die. I can't get through his shields, and he can't get me to expend enough of my resources to die. The sorc blinks away or I hold block/reflect walk away whenever either of us decide we are done. Where as with a stam build one of us generally dies. When I am able to catch a stam build in a stun he doesn't have another health bar of shields for me to chew through to kill him. I believe shield stacking is over the top, and does need to be toned down a little. I would also like to see dots(burns, bleeds, poison, etc) got through damage shields, if this is done a nerf to the shield stacking may not be needed. On a side note I would like to state that I do believe sorcs for the most part are not OP, and shield stacking should not be nerfed without a nerf to the ridiculous burst damage in pvp.

    Ridiculous burst. Burst is out of hand right now. Too many fights are simply determined by who gets the jump on who. If 2 characters are running full glass cannon builds then ok whoever gets the first jump probably should win, but there should be some room for recovery. I'm not talking about when you get ganked on your horse either. There are in my mind 2 skills that are for sure over the top: uppercut, and snipe. I have seen some crazy crystal frags on death recap as well, but more the other 2. These attacks need to be scaled down, so that running shields is less necessary making more play styles viable. I am guilty of using wrecking blow myself sometimes, but trust me I would much rather use a stamina whip than swing my driver any day of the week. Unfortunately I have no stamina whip so wrecking blow is all I really got when it comes to stam melee with a 2h. Weather the solution is to scale back the few skills capable of 2 shots or to put in diminishing returns on weapon/spell damage and the damage portion granted via magicka/stamina, just the damage portion not the pool size, I don't know. I lean towards the diminishing returns on damage though because this makes hybrid play more viable while still allowing those that focus on one pool to do more damage. This would also lessen the gap between magicka dps and stamina dps, as it is much easier to stack weapon damage than spell damage.

    TLDR: I mostly agree with the OP. I sympathize/almost agree with those who say dodge roll is OP. I think Shield stacking is over the top a tad, counters for damage shields such as dots going through them would be nice I think. I think burst damage is too high. I would not nerf shield stacking at all without nerfing burst damage with it. I would like a diminishing returns curve added to damage gained from resources and weapon/spell power.
    Bjorn Uldnost
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