I've said it before and i say it again, we need a 4th resource pool for dodging and blocking.
It's the only way to get magicka and stamina builds on equal footing.
hardcore_gmr wrote: »You seem smart so I won't dismiss what you've said but I must respectfully disagree with you on all points here. First lets talk about game mechanics and why this one works. Balance in video games with different classes must be built around variety and a strong focus on a rock, paper, scissor dynamic where for every advantage is an equal disadvantage. Now lets consider ESO (and please try to put aside your personal preference in examining this point) magic is a strong resource that allows magic users to attack unencumbered with secondary uses. In short magic users do not need to use their primary resource for anything other than DPS. The counter to magic is that it naturally has a higher TTK than physical damage which as we've seen in 1.6 is capable of significantly high burst damage. The vast majority of spell combos will kill another player through aggregate damage with exception going to certain critical skills (i'm looking at you Cfrag). This is due by in large part to the number of skills that increase spell resistance. Stamina users, by constrast, have a much higher base damage to begin due to the limited places to obtain additional physical resistance, coupled with a mundus stone that provides additional weapon damage. This is balanced because while stamina users do not get to spam their abilities like their magic counterparts (due to sharing their primary resource with the functions of block, run, dodge, and break free) they make up for that disadvantage by having high burst (immediate damage). In the rock, paper scissor dynamic, Stamina users have rock, Magic users have paper(if played right) but scissors if they don't.
Now that we've established this basic principle, lets discuss your points. Dodge and block are stamina defensive skills, similar to a magic user casting a magic defensive ability (bolt escape, cloak, reflective scale, sun shield). Like these other defensive skills, dodge and block needs a counter to be balanced. Magic defensives skills have a bit of a built in counter, they do not provide any additional benefit beyond the initial cast until its duration has ended (exception being bolt escape which was nerfed in the same manner as roll dodge). To balance these abilities ZoS made it so that players incurred a major penalty for over using a defensive ability, especially the ones that continued to provide advantage without counter. Now a player can choose to roll as much as their stamina will allow, but regardless of how ever much cost reduction they have for roll dodge and block you will run out of resource if you abuse the ability. These changes are not nearly as bad as some stamina users make them out to be, in fact the only people who will feel the penalty from either nerf (blocking or rolling) are those that seek to abuse the system to begin with. Folks who roll in combat as a natural defensive tactic will almost never experience any level of change in there play, they even take into account the gear sets and weapons that encourage rolling by allowing the penalty to reset after the duration from these effects wears off. Block casting is frankly an unfair advantage in PvP. Being able to cast spells from behind block or animation canceling into perma block made it possible for some classes and some players to simply turtle up and dish out damage without fear or retaliation because the player was always blocking. At least now players have to actively block, rather that just hold block to prevent damage, or they cut themselves off from the resource that allows them to block. This is game balance, it does not favor players of a specific class or playstyle, but it changes the mechanics and tactics of players by discouraging certain behaviors.
it must be understood that the only source of imbalance is the one players create through the metagame that plays out after each new update. Right now the meta is that Magic is really strong, yet there is very little in the patch at all buffing magic. What is shifting is where people think they can find the next thing to abuse, where people think they can gain in advantage. given time, someone will come along and show that stamina is still strong for burst damage especially as the magic TTK settles in, someone will come along and show that despite 50% damage reduction having high burst and getting the source of sustain from the new serpent stamina mundus that stamina is still as viable as ever. And even though many players will be shifting their builds from stamina (which was dominate last patch ) to magic, the mavericks, the people playing outside the black and white lines of the player meta will come along to show that the thing that we thought was dead (killed off by patch/nerf) is still alive and well. When this happens the meta will shift again, and the player base will oscillate back and forth but only the free thinkers will see that the line in the middle is narrow but can be walked with great play. These have and always will be the top players, because they are always ready for the change or what is coming next.
My little input, since the new stamina no-regen while blocking :
- if blocking a magicka attack (or magicka invocation), deplete magicka pool
- if blocking a stamina attack, deplete stamina pool
- slightly lower the cost of block for all armors
- get "Bracing" from Heavy Armor up to 33%
My little input, since the new stamina no-regen while blocking :
- if blocking a magicka attack (or magicka invocation), deplete magicka pool
- if blocking a stamina attack, deplete stamina pool
- slightly lower the cost of block for all armors
- get "Bracing" from Heavy Armor up to 33%
@EnOeZ I agree with this completely and I think break free and dodge mechanics should use resources based on the same policy.
@nordickittyhawk I don't know if you noticed but after two dodge rolls 90% of the time you can just run away in the IC because there is so much cover and damage is so low. For the record I used to be on your side and thought the dodge roll nerf would be a death sentence, but I've since changed my mind about it.
nordickittyhawk wrote: »Right im going to talk about not just stamina dodge rolling and stamina regen while blocking. I am going to talk about everything wrong with stamina from a nightblade point of view (and other classes from what i have seen and heard from guildes and friends). thou most of it will be about dodge rolling and blocking how it affects everything and everyone who uses stamina. I can honestly say that zenimax has not thought this update through.
1. Dodge rolling:
I really think that before this update that dodge rolling was a huge problem in pvp as people could just roll forever and ever! Even my self thought this was a stupid thing my self as a nightblade.The problem with the change of dodge rolling is that each time you dodge roll your next one will cost around im guessing 33% and stacks each time you dodge roll again this applies to everyone all classes so it effects everyone. This is really unfair the more u think about it as a sorcs blink can not only go long reach it can stun (which u need to cc break) and do damage, also allowing them to be far enough to get healing or regen magic. I honestly believe that the right way to do it is that if you dodge roll 3 times within 6 to 10 seconds all dodges for 5 to 8 seconds would do nothing u would simply do the animation but all attacks would work.
My personal big problem with stamina and people should agree with me on this alot of CC's need stamina to dodge roll or brake out of its very hard to dodge roll through an attack i dont wish to be hit by and then have to dodge again just to get out of a CC (even then sprint after it to get away) while sorcs as a example can just simply dodge a or break a cc and streak away far enough to regen there magic and stamina. A big change in this update that i did not see in patch notes is that snares... snares are amazingly hard to get out of now like ice comet or ash cloud it takes me 3 dodge rolls to get out of a aoe snare, bosses such as the sweepers in the sewers have massive aoe snares that have high damage and i have a really hard time getting out and then going to attack the boss with 0 stamina.
2)
I liked the change to block at first (WAIT stop that angry comment... let me explain why) as it seemed like in the past tanking was too easy and i still think it is BUT this is a very opnion heavy subject so im just giving mine. I think tanking should of been harder and now it is but tanks seem to be getting used to it and adapting which im happy about so what is my problem... that stamina users are really really really squishy we can die to alot in one hit no matter if it is magic or physical. No matter what you are stamina or magic you block big attacks so you dont die to instant kills or just heavy hitting attacks but stamina is really needed in fights for stam users as we need it to fight. yes you could make the argument of use heavy attacks but it doesnt give me enough back and that lowers by dps alot!. It also effects stamina in pvp alot as if you cant dodge something you would block i cant do that no more as you cant regen while blocking and you are left with nothing to fight back with or escape with; except dark cloak but i cant do that forever as a stam build so other classes will fail.
There is one more thing i would like to bring up about blocking is the 'black rose set' this set used to give the user stamina if they were hit with meele damage.it was not stamina return to perma block mind you but enough to keep you through a reasonable long fight. This set was change how ever to something awful! that i have no idea what went through zenimaxs head when this set was cahnged. I would like people to go compare the set in pts to what it is now and just think... how that was a good idea. why am i ranting about this? because now every tank is going back to hist bark... this set has been used since dark ages of ESO... now tanks have 1 option again thanks to zenimax the black rose could of given tanks a chance to use multiple things but now they cant.
3)Damage
oh boy here we go...
My problem with stamina has always been the same.. we have 2 dots... and only 1 is good because it is an excute. Stamina was very powerful in the right hands in 1.6 with the bugs such as sharpened mace bug, caltrops and ravager and camo hunter. Since these have been fixed i really believe that stamina main hitting attacks have been nerfed alot! and we can not keep up with alot of magic users as they have Dots that can last a very long time or just do more damage than our dots (unless bosses are under 30% health with poison injection).
How do i think this can be fixed? ... simple give other classes like the Dk stamina Dots... like nightblade cripple can have a morph that deals poison damage which i believe scales from weapon damage and do the same with templars and sorcs (ill let you guys talk about that as i have no clue what dots you guys have).
4) Nightblade Problems for me
I really really feel gimped this update in pve but i think once i get the sets i aim for i will be doing more damage but my big big big problem is that there used to be a nightblade passive that gave stamina regen at 30% and now we have 10% magic, health and stamina regen.... Why.... why .. why .. why... we dont need health regen or magic regen (Magic users can use siphon attacks now and they proberly like that more than regen). My stamina regen sucks now its raelly really bad now and that is not helping with the current update.
I could go on n on with all the changes but i dont want to bore you readers about my ranting and opnion.
"phew all done"please excuse grammar and spelling its very late here in the UK when typing this ^-^