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Stam Classes need more sustain.

  • Dracane
    Dracane
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    S
    IMO they should leave it at 1.6 nerf snipe by x%, increase Templar damage by x% and just add the cost multiplayer to dodge roll and streak. DKs perma blocking , just remove some of their resistance so they take a little more damage while blocking.

    Amen.

    Btw, can someone explain me, why stamina sustain is worse now ? Didn't they decrease the stamina cost of class abilities by 30% or so ? Or is it only because Werewolf no longer gives regen without having it slotted ? I thought, stamina sustain would become even better than before.
    Edited by Dracane on August 27, 2015 9:03PM
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • Ezareth
    Ezareth
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    Dracane wrote: »
    S
    IMO they should leave it at 1.6 nerf snipe by x%, increase Templar damage by x% and just add the cost multiplayer to dodge roll and streak. DKs perma blocking , just remove some of their resistance so they take a little more damage while blocking.

    Amen.

    Btw, can someone explain me, why stamina sustain is worse now ? Didn't they decrease the stamina cost of class abilities by 30% or so ? Or is it only because Werewolf no longer gives regen without having it slotted ? I thought, stamina sustain would become even better than before.

    Blocking/Bashing an ability resets your stamina tick
    Werewolf 15% Loss(for most)
    Nightblade Refreshing Shadows 15% loss
    Drinks no longer multiply with Champion passive
    Emp Passive loss
    Stamina calculation was change where werewolf/racial/emp passive were multiplicative they are now additive with the other buffs
    Permanently banned from the forums for displaying dissent: ESO - The Year Behind
    Too Much Bolt Escape - banned for "hacking the game to create movement not otherwise permitted by in game mechanics."
    Ezareth VR16 AD Sorc - Rank 36 - Axe NA
    Ezareth-Ali VR16 DC NB - Rank 20 - Chillrend NA
    Ezareth PvP on Youtube
  • sabresandiego_ESO
    sabresandiego_ESO
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    I love the changes to stamina sustain in this patch. Endless stamina and endless roll dodging in 1.6 was beyond silly. Free 15% stam regen and 30% from NB was overpowered and silly too. The patch is great. If you can't sustain your stamina then stop spamming roll dodge when your feet are green, or stop holding block forever. If you still cant sustain, throw in an occasionaly heavy attack, use stam potions, or use stamina regen enchants or gear. If you build correctly you can sustain stamina just fine and still have incredible damage, you just cant roll forever anymore or block forever.
    Edited by sabresandiego_ESO on August 27, 2015 9:20PM
    Ali Dreadsabre -Necromancer
    Ali Sabre -Nightblade
  • Dracane
    Dracane
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    Ezareth wrote: »
    Dracane wrote: »
    S
    IMO they should leave it at 1.6 nerf snipe by x%, increase Templar damage by x% and just add the cost multiplayer to dodge roll and streak. DKs perma blocking , just remove some of their resistance so they take a little more damage while blocking.

    Amen.

    Btw, can someone explain me, why stamina sustain is worse now ? Didn't they decrease the stamina cost of class abilities by 30% or so ? Or is it only because Werewolf no longer gives regen without having it slotted ? I thought, stamina sustain would become even better than before.

    Blocking/Bashing an ability resets your stamina tick
    Werewolf 15% Loss(for most)
    Nightblade Refreshing Shadows 15% loss
    Drinks no longer multiply with Champion passive
    Emp Passive loss
    Stamina calculation was change where werewolf/racial/emp passive were multiplicative they are now additive with the other buffs

    First point will get fixed for sure
    2nd point was about time actually :neutral:
    There are 3 other classes in the game. So only Nightblade has no sustain now ? I don't think we can count this point
    Drinks no longer multiplying with champion points also lowers Magicka sustain, so it's probably fair.
    Not everyone is a former emperor


    And what about the cost reduction for class abilities ? Didn't they implement it ?
    If they did, then this should actually be a huge boost.
    Edited by Dracane on August 27, 2015 9:21PM
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • Springt-Über-Zwerge
    Springt-Über-Zwerge
    ✭✭✭✭
    Vaelen wrote: »
    Who needs stamina builds when you have Harry Potter builds who can dps, tank, and heal all at once?!!!

    So stam builds cant do that?
    PC,EU, EP
    Der-über-Zwerge-springt (Argonian, Magplar), Surtur Velothi (Dunmer, Magdk), Jaqene H'ghar (Imperial, Stamblade), Puppyslayer (Orc, Stamdk), Dagoth Era (Dunmer, Magblade), Æthmon Trevas (Altmer, Magsorc), Der-Zuletzt-Lacht (Argonian, Magden), Sir-Lanzeflott (Redguard, Stamplar)
  • FMonk
    FMonk
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    Ezareth wrote: »
    Dracane wrote: »
    S
    IMO they should leave it at 1.6 nerf snipe by x%, increase Templar damage by x% and just add the cost multiplayer to dodge roll and streak. DKs perma blocking , just remove some of their resistance so they take a little more damage while blocking.

    Amen.

    Btw, can someone explain me, why stamina sustain is worse now ? Didn't they decrease the stamina cost of class abilities by 30% or so ? Or is it only because Werewolf no longer gives regen without having it slotted ? I thought, stamina sustain would become even better than before.

    Blocking/Bashing an ability resets your stamina tick
    Werewolf 15% Loss(for most)
    Nightblade Refreshing Shadows 15% loss
    Drinks no longer multiply with Champion passive
    Emp Passive loss
    Stamina calculation was change where werewolf/racial/emp passive were multiplicative they are now additive with the other buffs

    Just tested on PTS, blocking does not reset stamina regen ticks anymore.

    The free 15% from werewolf was silly, as was 30% for nightblades, and the rest of your points also apply to magicka regen.
  • Dracane
    Dracane
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    FMonk wrote: »
    Ezareth wrote: »
    Dracane wrote: »
    S
    IMO they should leave it at 1.6 nerf snipe by x%, increase Templar damage by x% and just add the cost multiplayer to dodge roll and streak. DKs perma blocking , just remove some of their resistance so they take a little more damage while blocking.

    Amen.

    Btw, can someone explain me, why stamina sustain is worse now ? Didn't they decrease the stamina cost of class abilities by 30% or so ? Or is it only because Werewolf no longer gives regen without having it slotted ? I thought, stamina sustain would become even better than before.

    Blocking/Bashing an ability resets your stamina tick
    Werewolf 15% Loss(for most)
    Nightblade Refreshing Shadows 15% loss
    Drinks no longer multiply with Champion passive
    Emp Passive loss
    Stamina calculation was change where werewolf/racial/emp passive were multiplicative they are now additive with the other buffs

    Just tested on PTS, blocking does not reset stamina regen ticks anymore.

    The free 15% from werewolf was silly, as was 30% for nightblades, and the rest of your points also apply to magicka regen.

    Oh great, it already got fixed :)

    Everyone has less sustain with this update. Both, Magicka and Stamina.
    Magicka also looses the Vampire Magicka regen. Actually none of the mentioned points applies to stamina only.
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • Miwerton
    Miwerton
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    But there is also the problem that most ultimates scales of spell penetration instead of armor penetration, Sure it scales of weapon dam and crit but not armor penetration, leaving most ultimates favoring magicka builds in damage. There is also the fact that most classes have very few stamina morhps, leaving build variety more or less lowered.
    Edited by Miwerton on August 31, 2015 5:06AM
  • Soulac
    Soulac
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    Dracane wrote: »
    Ezareth wrote: »
    Dracane wrote: »
    S
    IMO they should leave it at 1.6 nerf snipe by x%, increase Templar damage by x% and just add the cost multiplayer to dodge roll and streak. DKs perma blocking , just remove some of their resistance so they take a little more damage while blocking.

    Amen.

    Btw, can someone explain me, why stamina sustain is worse now ? Didn't they decrease the stamina cost of class abilities by 30% or so ? Or is it only because Werewolf no longer gives regen without having it slotted ? I thought, stamina sustain would become even better than before.

    Blocking/Bashing an ability resets your stamina tick
    Werewolf 15% Loss(for most)
    Nightblade Refreshing Shadows 15% loss
    Drinks no longer multiply with Champion passive
    Emp Passive loss
    Stamina calculation was change where werewolf/racial/emp passive were multiplicative they are now additive with the other buffs

    First point will get fixed for sure
    2nd point was about time actually :neutral:
    There are 3 other classes in the game. So only Nightblade has no sustain now ? I don't think we can count this point
    Drinks no longer multiplying with champion points also lowers Magicka sustain, so it's probably fair.
    Not everyone is a former emperor


    And what about the cost reduction for class abilities ? Didn't they implement it ?
    If they did, then this should actually be a huge boost.

    The formula for Magicka Reg is different compared to Stamina Reg.
    While the formula for Magicka Reg still has some Passives being multiplicative, the formula for Stamina Reg is quite simple.
    FlatReg * NonChampionPassives * ChampionPassives

    So let's add everything together:
    - Stamina Reg formula change
    - WW Reg is basically gone
    - for NBs 15% Reg is gone
    - blocking no stamina reg
    - Dodge stacking penalty
    - Emp bonus lost
    - drink bonus is added after champion passives got involved, which is a bug tho.
    - rally is more expensive now

    Main defense as a stamina builds are heal, block and dodge. Two of them are not spammable and one of it isn't enough to cover up average damage income.
    Shields didn't got a real nerf, but a new set will counter it.

    Only class skill got a 20% cost decrease btw.
    R.I.P Dawnbreaker / Auriel´s Bow
    Member of the Arena Guild and the overpowered Banana Squad.
    Nathaerizh aka Cat - Nightblade V16 - EU

    - Meow -
  • Forestd16b14_ESO
    Forestd16b14_ESO
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    yyyeeeaaa ZOS did kinda go over board with magical builds this patch.
  • trimsic_ESO
    trimsic_ESO
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    As a stamina player, we should have the choice between a sustain build and a damage build. But we don't. The only choice we have is between a heavy armor and a medium armor, and the heavy armor does not work well with a stamina build.

    As a magicka player, we have the choice between a sustain build and a damage build: we just equip the right skills in our bar.

    This difference is quite annoying.

    You can do the same with a stam build too just use vigor rally and sword and board: there you go your sustained stam build in medium armor

    Yes, we can use a s&b, as every one else. There is nothing specific to the DK here. But while magicka DK can leverage their s&b build owing to their class skills, stamina DK just can't.
  • FENGRUSH
    FENGRUSH
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    Soulac wrote: »
    Dracane wrote: »
    Ezareth wrote: »
    Dracane wrote: »
    S
    IMO they should leave it at 1.6 nerf snipe by x%, increase Templar damage by x% and just add the cost multiplayer to dodge roll and streak. DKs perma blocking , just remove some of their resistance so they take a little more damage while blocking.

    Amen.

    Btw, can someone explain me, why stamina sustain is worse now ? Didn't they decrease the stamina cost of class abilities by 30% or so ? Or is it only because Werewolf no longer gives regen without having it slotted ? I thought, stamina sustain would become even better than before.

    Blocking/Bashing an ability resets your stamina tick
    Werewolf 15% Loss(for most)
    Nightblade Refreshing Shadows 15% loss
    Drinks no longer multiply with Champion passive
    Emp Passive loss
    Stamina calculation was change where werewolf/racial/emp passive were multiplicative they are now additive with the other buffs

    First point will get fixed for sure
    2nd point was about time actually :neutral:
    There are 3 other classes in the game. So only Nightblade has no sustain now ? I don't think we can count this point
    Drinks no longer multiplying with champion points also lowers Magicka sustain, so it's probably fair.
    Not everyone is a former emperor


    And what about the cost reduction for class abilities ? Didn't they implement it ?
    If they did, then this should actually be a huge boost.

    The formula for Magicka Reg is different compared to Stamina Reg.
    While the formula for Magicka Reg still has some Passives being multiplicative, the formula for Stamina Reg is quite simple.
    FlatReg * NonChampionPassives * ChampionPassives

    So let's add everything together:
    - Stamina Reg formula change
    - WW Reg is basically gone
    - for NBs 15% Reg is gone
    - blocking no stamina reg
    - Dodge stacking penalty
    - Emp bonus lost
    - drink bonus is added after champion passives got involved, which is a bug tho.
    - rally is more expensive now

    Main defense as a stamina builds are heal, block and dodge. Two of them are not spammable and one of it isn't enough to cover up average damage income.
    Shields didn't got a real nerf, but a new set will counter it.

    Only class skill got a 20% cost decrease btw.

    Still dont understand why theyre shy to nerf shields when theyre so effective and cheap on live making the strongest build.
  • Mr_Koh
    Mr_Koh
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    I love the changes to stamina sustain in this patch. Endless stamina and endless roll dodging in 1.6 was beyond silly. Free 15% stam regen and 30% from NB was overpowered and silly too. The patch is great. If you can't sustain your stamina then stop spamming roll dodge when your feet are green, or stop holding block forever. If you still cant sustain, throw in an occasionaly heavy attack, use stam potions, or use stamina regen enchants or gear. If you build correctly you can sustain stamina just fine and still have incredible damage, you just cant roll forever anymore or block forever.

    What I read was "if you feel yourself running out of resources to your magicka counterparts just stop playing defensive and die. It's not like you stood a chance anyways, SHEESH."

    The whole point is stamina build sustain does NOT compare to magicka build sustain if magicka builds had the same type of nerf to resources then this thread wouldn't exist, but that's just not the case.
  • Master_Kas
    Master_Kas
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    Vaelen wrote: »
    Who needs stamina builds when you have Harry Potter builds who can dps, tank, and heal all at once?!!!

    Lol. Nuff said !
    EU | PC
  • Master_Kas
    Master_Kas
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    Dracane wrote: »
    S
    IMO they should leave it at 1.6 nerf snipe by x%, increase Templar damage by x% and just add the cost multiplayer to dodge roll and streak. DKs perma blocking , just remove some of their resistance so they take a little more damage while blocking.

    Amen.

    Btw, can someone explain me, why stamina sustain is worse now ? Didn't they decrease the stamina cost of class abilities by 30% or so ? Or is it only because Werewolf no longer gives regen without having it slotted ? I thought, stamina sustain would become even better than before.

    There is some kind of ninjanerf on how Mana and stam regen adds onto eachother (passives, gear, CP) etc.
    On top of the roll/block nerf and increased cost of rally (nearly all stamina builds use this for burst heal, vigor is just a HoT which doesn't keep you alive vs spike damage)

    You need to weave in alot of heavy attacks to regain stamina even in 1v1's vs any competent player. This is with a bosmer, with some stam regen pieces and blue stam+mana regen drinks.

    On my magicka classes (sorc, magick nb, magick dk) I didn't notice the sustain of magicka being a issue compared to my stam nb and stamplar :P

    Edit: check @Soulac s post for what I ment with ninjanerf.
    Edited by Master_Kas on August 31, 2015 7:14AM
    EU | PC
  • Derra
    Derra
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    FENGRUSH wrote: »
    Soulac wrote: »
    Dracane wrote: »
    Ezareth wrote: »
    Dracane wrote: »
    S
    IMO they should leave it at 1.6 nerf snipe by x%, increase Templar damage by x% and just add the cost multiplayer to dodge roll and streak. DKs perma blocking , just remove some of their resistance so they take a little more damage while blocking.

    Amen.

    Btw, can someone explain me, why stamina sustain is worse now ? Didn't they decrease the stamina cost of class abilities by 30% or so ? Or is it only because Werewolf no longer gives regen without having it slotted ? I thought, stamina sustain would become even better than before.

    Blocking/Bashing an ability resets your stamina tick
    Werewolf 15% Loss(for most)
    Nightblade Refreshing Shadows 15% loss
    Drinks no longer multiply with Champion passive
    Emp Passive loss
    Stamina calculation was change where werewolf/racial/emp passive were multiplicative they are now additive with the other buffs

    First point will get fixed for sure
    2nd point was about time actually :neutral:
    There are 3 other classes in the game. So only Nightblade has no sustain now ? I don't think we can count this point
    Drinks no longer multiplying with champion points also lowers Magicka sustain, so it's probably fair.
    Not everyone is a former emperor


    And what about the cost reduction for class abilities ? Didn't they implement it ?
    If they did, then this should actually be a huge boost.

    The formula for Magicka Reg is different compared to Stamina Reg.
    While the formula for Magicka Reg still has some Passives being multiplicative, the formula for Stamina Reg is quite simple.
    FlatReg * NonChampionPassives * ChampionPassives

    So let's add everything together:
    - Stamina Reg formula change
    - WW Reg is basically gone
    - for NBs 15% Reg is gone
    - blocking no stamina reg
    - Dodge stacking penalty
    - Emp bonus lost
    - drink bonus is added after champion passives got involved, which is a bug tho.
    - rally is more expensive now

    Main defense as a stamina builds are heal, block and dodge. Two of them are not spammable and one of it isn't enough to cover up average damage income.
    Shields didn't got a real nerf, but a new set will counter it.

    Only class skill got a 20% cost decrease btw.

    Still dont understand why theyre shy to nerf shields when theyre so effective and cheap on live making the strongest build.

    Because they´ve went the wrong route with nerfing sorcerers. They´ve nerfed mobility once again leaving the class with shields as the only real defense for magica builds.

    Imagine the outcry if breathoflife gets the nerfbat for templars.
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Springt-Über-Zwerge
    Springt-Über-Zwerge
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    FENGRUSH wrote: »
    Soulac wrote: »
    Dracane wrote: »
    Ezareth wrote: »
    Dracane wrote: »
    S
    IMO they should leave it at 1.6 nerf snipe by x%, increase Templar damage by x% and just add the cost multiplayer to dodge roll and streak. DKs perma blocking , just remove some of their resistance so they take a little more damage while blocking.

    Amen.

    Btw, can someone explain me, why stamina sustain is worse now ? Didn't they decrease the stamina cost of class abilities by 30% or so ? Or is it only because Werewolf no longer gives regen without having it slotted ? I thought, stamina sustain would become even better than before.

    Blocking/Bashing an ability resets your stamina tick
    Werewolf 15% Loss(for most)
    Nightblade Refreshing Shadows 15% loss
    Drinks no longer multiply with Champion passive
    Emp Passive loss
    Stamina calculation was change where werewolf/racial/emp passive were multiplicative they are now additive with the other buffs

    First point will get fixed for sure
    2nd point was about time actually :neutral:
    There are 3 other classes in the game. So only Nightblade has no sustain now ? I don't think we can count this point
    Drinks no longer multiplying with champion points also lowers Magicka sustain, so it's probably fair.
    Not everyone is a former emperor


    And what about the cost reduction for class abilities ? Didn't they implement it ?
    If they did, then this should actually be a huge boost.

    The formula for Magicka Reg is different compared to Stamina Reg.
    While the formula for Magicka Reg still has some Passives being multiplicative, the formula for Stamina Reg is quite simple.
    FlatReg * NonChampionPassives * ChampionPassives

    So let's add everything together:
    - Stamina Reg formula change
    - WW Reg is basically gone
    - for NBs 15% Reg is gone
    - blocking no stamina reg
    - Dodge stacking penalty
    - Emp bonus lost
    - drink bonus is added after champion passives got involved, which is a bug tho.
    - rally is more expensive now

    Main defense as a stamina builds are heal, block and dodge. Two of them are not spammable and one of it isn't enough to cover up average damage income.
    Shields didn't got a real nerf, but a new set will counter it.

    Only class skill got a 20% cost decrease btw.

    Still dont understand why theyre shy to nerf shields when theyre so effective and cheap on live making the strongest build.

    Imagine that sorc sh*tstorm on the forum if they nerf shields and you know why
    Edited by Springt-Über-Zwerge on August 31, 2015 12:12PM
    PC,EU, EP
    Der-über-Zwerge-springt (Argonian, Magplar), Surtur Velothi (Dunmer, Magdk), Jaqene H'ghar (Imperial, Stamblade), Puppyslayer (Orc, Stamdk), Dagoth Era (Dunmer, Magblade), Æthmon Trevas (Altmer, Magsorc), Der-Zuletzt-Lacht (Argonian, Magden), Sir-Lanzeflott (Redguard, Stamplar)
  • trimsic_ESO
    trimsic_ESO
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    Vaelen wrote: »
    Who needs stamina builds when you have Harry Potter builds who can dps, tank, and heal all at once?!!!
    Can I have an access to a stamina Harry Potter build, please? :)

    Edited by trimsic_ESO on August 31, 2015 3:14PM
  • Egonieser
    Egonieser
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    But then some stamina builds started equalling and even beating some magicka builds in PvP and in DPS and as a result the last few months have been little but cries for nerf of this or that stamina use or ability..

    If stamina is beating magicka in "equal" circumstances then there is a problem and call for a nerf is justified. One build should not be stronger and more versatile than another. It should just be different for different playstyles not directly give someone advantage because they chose the current broken FOTM.

    Having choices should not equal one choice having more power over another choice, it should be what it is - a choice, a preference not a way to be stronger than others. Skill, practice, gear and CP's already serve that purpose. But currently there seem to be very limited number of viable builds in PvP. And don't anyone start with this "play how you want bullc***" that is misleading and untrue if you play in the competitive area of the game. Just because you managed to kill some greenies in PvP with your "unique" build does not mean it is viable for anything else higher up the ranks.
    This was my wish in the beggining - but after months of PvP and frustrating experimentation i came to a conclusion that FOTM is the only way to beat someone else who is FOTM.

    It even got WORSE when stat caps got cancelled, dunno who's bright idea at ZoS was it, but it was yet another of the many, horrendous balance mistakes they have made.

    Stat caps should be brough back and the determining factor whether you win or lose should be your individual skill and build choices, not having stacked the most stats and then analyzing which stat combo has the direct advantage over others. Like i said previously, all stats should cap and there should be a ceiling at which point one grinder will not be far and beyond everyone else in power.

    I know i will get flamed for this, but honestly i don't really give a rat's ass. I stand by my opinion and nothing will change that.
    Edited by Egonieser on August 31, 2015 4:30PM
    Sometimes, I dream about...cheese...

    Dermont - v16 Pompous Altmer Sorcerer (With a very arrogant face!)
    Egonieser - v16 Nord Stamina Dragonborn Wannabe
    Endoly - v16 Tiny Redguard Sharpened MaceBlade
    Egosalina - v16 Breton Cheesus Beam Specialist
    Egowen - v16 Dunmer Whipping Expert (Riding crops eluded her)
    (Yes, I had to grind all these to v16)
    Akamanakh - lvl 22 Khajiit GankBlade (Inspired by Top Cat)
    Targos Icewind - lvl 34 Imperial (Future) Jabplar
    (CP 830+)

    PC - EU
  • FENGRUSH
    FENGRUSH
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    Egonieser wrote: »
    But then some stamina builds started equalling and even beating some magicka builds in PvP and in DPS and as a result the last few months have been little but cries for nerf of this or that stamina use or ability..

    If stamina is beating magicka in "equal" circumstances then there is a problem and call for a nerf is justified. One build should not be stronger and more versatile than another. It should just be different for different playstyles not directly give someone advantage because they chose the current broken FOTM.

    Having choices should not equal one choice having more power over another choice, it should be what it is - a choice, a preference not a way to be stronger than others. Skill, practice, gear and CP's already serve that purpose. But currently there seem to be very limited number of viable builds in PvP. And don't anyone start with this "play how you want bullc***" that is misleading and untrue if you play in the competitive area of the game. Just because you managed to kill some greenies in PvP with your "unique" build does not mean it is viable for anything else higher up the ranks.
    This was my wish in the beggining - but after months of PvP and frustrating experimentation i came to a conclusion that FOTM is the only way to beat someone else who is FOTM.

    It even got WORSE when stat caps got cancelled, dunno who's bright idea at ZoS was it, but it was yet another of the many, horrendous balance mistakes they have made.

    Stat caps should be brough back and the determining factor whether you win or lose should be your individual skill and build choices, not having stacked the most stats and then analyzing which stat combo has the direct advantage over others. Like i said previously, all stats should cap and there should be a ceiling at which point one grinder will not be far and beyond everyone else in power.

    I know i will get flamed for this, but honestly i don't really give a rat's ass. I stand by my opinion and nothing will change that.

    You lack discipline
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