"Come one, come all, to a free lecture by Serjo Darlgon Telvanni, esteemed august <and grumpy> member of the Mage's Guild and unpaid professional theorist in the arts of combat, races and mal'barmiag. Especially invited are our friends from ZoS, ZoS_RichLambert, ZoS_EricWrobel, ZoS_JessicaFolsum and ZoS_GinaBruno."
"Good afternoon all. GOOD AFTERNOON, ALL. <Hrmpfh> <Starts beating podium with his staff until quiet falls.> Good afternoon all. Thank you for your attention.
Today, we gather to attempt to understand some of the happenings related to the opening of the borders between the contested areas of Cyrodiil and the heart of Imperial City. Things are changing for all peoples, all classes, so we must be prepared. Preparation starts with understanding. Let us try to examine what we know already.
Also, as this discourse is quite extensive, written versions will be available at the end.
Slide One, Wanders-in-Mud.
We know that Stamina will no longer regenerate while the blocking, for either melee types or caster types. As the picture illustrates, the affected stat was boxed in red, crudely by my Argonian assistant Wanders-in-Mud.

While this change will affect both casters and melee types alike, it will affect melee types more, as they use Stamina as their main means of both doing damage and protecting themselves. Conversely, casters, by having a smaller Stamina pool, will also have to be more careful about when they block.
Melee types, especially those who stand in front of mobs trying to keep their group members from dying, cried out in pain and confusion. "Why take away a big portion of our means of being useful in groups? For you must know, we need all the Stamina we can get to perform our services to the Tribunal and Vivec. Why make us less useful than we already are, as we are so little called upon right now?"
Along the path to enlightenment, we were blessed by Sotha Sil with an interview with the men who instruct the sacred coders with what direction to take the skills of our mighty warriors. Below is an except from their visit among the scholarly. Let us examine partly as we go along, with a more complete dissection at the end. As we listen to an audio presentation, please follow along as Walks-in-Mud provides <hopefully> slides containing the text.
[In a quick, muttered whisper to a colleague, the audience can hear.] The complete scholarly work is at
https://youtu.be/KmdWFdS_Hg8
Early in the session came this revelation, which I have paraphrased:
Stamina regen as werewolf, only if Ulti slotted.
So, those poor bedraggled beings cursed with the "blessing of HIrcine" will no longer generate any stamina while not showing the world the mark of their shame, even if they do not transform to reveal it fully.
Then at time marker of 34:15, we get to the meat of the revelation:
Question from Twitch: (Part 1) Top tanks currently reported that PVE tanking is hard. How do you expect the casual average tank to handle the stamina regeneration change?
(Part 2) Should they all roll an Imperial Redguard Nightblade tank to handle the change?
Oh, boy.
So,
Leading question.
Yes, oh Enlightened Ones, this question does indeed strike right to the heart of our concerns as well.
Its definitely going to take people a little bit of time, to get used to the tanking, because its not "Oh, I hold right-click the whole time and I'm tanking and every now and then I taunt."
<The crowd murmers. "Insulting the honest profession of tanks like that.">
Quiet good peoples. Hear the man out.
Yeah, because they can block everything.
You need .. want to be blocking for the attacks that are big and important, and you wanna be doing other things during the rest of the time. You know. Activating abilities, or trying to get in a heavy attack, or just, you know, regenerating your stamina. And, we're.. soo. we are pretty confident with the 100%, not 100% set in stone, that we are gonna leave it at that value, but we're pretty happy with that and it makes the game a lot more interesting, and a lot better, in both PVE and PvP combat. So, I dont want people thinking we did it for just one type of gameplay, because it makes the game a whole lot better and more interesting. Yeah, so, tanks are probably gonna be using Stamina potions a lot more now, or potions that give Health and Stamina, something like that. Umm, yeah, and there are a number of abilities that all classes have to help restore stamina. Like Templars have Repentance, Dragonknights have when they cast Earthen Heart abilites they get Stamina back, Nightblades have the Siphoning Strikes, which... Just a little note about Siphoning Strikes, while we are here.
Let us pause here for a second. Kena Wrobel is saying that active class skills will be needed to regenerate Stamina. Now, letting him finish his thought specific to one class.
There is a fix on that page probably. <pointing to a scroll on Wrobels lap.>
We, made some adjustments to that, that have not been quite as popular as we were hoping for. And the goal of changing that ability, was to make it so it would be more universally applicable. Because it was basically just a tanking ability, because you lost a whole bunch of your damage when you had it active. So we wanted DPS or Healers to have that also as an option. So, what we are looking at right now is making it so one morph will make it a toggle with the reduced power, so that one will be really good for tanks and then the other morph wil be more viable for DPS and Healers.
What? I dozed off? Oh, no, I was just resting my eyes.. Let us continue.
Thats good. Speaking about stamina, while we are on it, will anything be done about the no stamina regen while blocking?
Didnt you just ask that question?
I know, I just wanted to reiterate it. Because Eric mentioned the 100% stamina. Its still worth pointing out specificallly about blocking and stamina regen. Are we looking at that, at all? Is kinda the main question.
Yes, please state anything you can to clarify the situation for us confused masses.
Yeah, There is TONS of feedback. We are definitely looking at it, and checking out people. But when we tested this whole content expansion, we had that rule in place the whole time. Thats what all our tests and all our values are based on, so we are fairly confident with that value. But, we are still looking at feedback. We're not ignoring it.
Wait, so does that mean you balanced the Imperial City around not having Stamina regen while blocking, ignoring the rest of the game? Sigh.. lets continue, maybe that is wrong.
Its actually really interesting looking at the feedback. So when we initially announced the change, the feedback was overwhelmingly negative. You know, nobody had a chance to play it and what not. And now..
Yeah, when you first read it you are like "OH, <forehead slap> What is this? What are they thinking? "
Now that you actually, you know, a bunch of people actually playing this. The feedback is actually closer now. Its actually closer to 50/50. So, yeah, there may be some tuning and tweaking, and more tuning and tweaking going on there, but ..
Overall it creates a lot more technical, more interesting game-play.
That's not just from the elite of the elite. We are seeing that feedback from across the board. Soo.
The revalation of which we concern ourselves ended at time code 38:15