yea and how Long you can block as a magicka user with ~10k Stamina?
About as much as the stamina user - IF said stamina user wants to be able to use her/his skills. Think of it this way.
Magicka User has:
10k Stamina
30k Magicka
When they need to roll-dodge, block, or break free, they use that stamina pool, leaving all 30k for skills (which likely also includes some damage mitigation skills and possibly a heal - which may also mean less need to worry about roll-dodging and blocking).
Stamina User has:
10k Magicka
30k Stamina
When they need to roll-dodge, block, or break free - they pull from the stamina pool, thereby reducing the amount of stamina available for skills. So, instead of actually having 30k, it's really more like 20k. Any damage mit and heals are also likely to be pulling from the stamina pool. See what happens? In a fight, the stamina user is far more likely to run out of resources before the magicka user, simply because they are only using ONE resource pool to fuel everything, whereas the magicka user is using two pools. And, those who still have a magicka skill or two on their bars to try and use that pool aren't getting as much bang for the buck because of how small the pool is (which affects spell damage, etc.) - something that, again, the magicka user doesn't need to fret over since basic maneuvers don't have to worry about things like damage and crit.
If ZOS doesn't want to implement a third resource, another possible fix would be to make the player be able to choose from which pool to have basic maneuvers pull. But that would be the final nail in the coffin to folks still trying to play hybrid builds that need both resources.
Except the stamina user will have a much higher stamina regen and stamina skill cost reduction.
Loads of class skills cant be used while blocking, especially the case for templars. All their class dps abilities will cancel if you touch block mid-action.
yea and how Long you can block as a magicka user with ~10k Stamina?
About as much as the stamina user - IF said stamina user wants to be able to use her/his skills. Think of it this way.
Magicka User has:
10k Stamina
30k Magicka
When they need to roll-dodge, block, or break free, they use that stamina pool, leaving all 30k for skills (which likely also includes some damage mitigation skills and possibly a heal - which may also mean less need to worry about roll-dodging and blocking).
Stamina User has:
10k Magicka
30k Stamina
When they need to roll-dodge, block, or break free - they pull from the stamina pool, thereby reducing the amount of stamina available for skills. So, instead of actually having 30k, it's really more like 20k. Any damage mit and heals are also likely to be pulling from the stamina pool. See what happens? In a fight, the stamina user is far more likely to run out of resources before the magicka user, simply because they are only using ONE resource pool to fuel everything, whereas the magicka user is using two pools. And, those who still have a magicka skill or two on their bars to try and use that pool aren't getting as much bang for the buck because of how small the pool is (which affects spell damage, etc.) - something that, again, the magicka user doesn't need to fret over since basic maneuvers don't have to worry about things like damage and crit.
If ZOS doesn't want to implement a third resource, another possible fix would be to make the player be able to choose from which pool to have basic maneuvers pull. But that would be the final nail in the coffin to folks still trying to play hybrid builds that need both resources.
Except the stamina user will have a much higher stamina regen and stamina skill cost reduction.
and no, blockcasting and annimation canceling are a different kettle of fish.
attack speed has no issue as ZOS was unable to create fluent animation times where a 50% attackspeed reduction would result in a 50% animation time reduction. thus they implemented hard animationtimes of around 0.8sec (thats why we see "casted" abilities do not get below this threshhold) creating an internal CD for the next ability.
only light and heavy attacks have a upspeeded animation time by attackspeed wich lead to the extinction of that stat as it was prety much useless as no one skiped using their high dmg abilities and light/heavy attacks were only timed to fill the gap inbetween two ability usages...
they will never change the way animation cancling works as it will screw situational defense in form of blocking and rolldodging entirely as those abilities require to cancel animations in order to function at all.
AtmaDarkwolf wrote: »the way i see it, if animations were NOT cancel-able, or rather, to get benefits of a said skill you MUST let the animation complete(as it should be imo) this would separate weak and stronger skills (as the above said, weaker ones having shorter/instant animations while more powerful abilities would have longer animations) one would find REASON to chain them in specific order, or utilize them at proper times. One would use smaller/shorter attacks/skills to help toss his opponent off balance, then once that is achieved(stun, fear, knocked down, off balance, whatever) one would queue up his more powerful attacks for that 'smack-down' - IE a system that would take skill, timing, intelligence, and planning (and cunning) to achieve.
Not this 'L2P NOOB' system where one can become 'awesomesauce' by learning to block for an instant right after 'starting' his most powerful attack.
What I instead see here, is those who claim its 'part of the system' - those who claim 'it takes skill' (IE: the L2P crowd) and those who b!tch and moan about 'thems dammed pvecarebears tryin' to ruins our gamez' are all one and the same.
They do NOT want 'true skill' or 'timing' or any form of 'planning and thought' in the actual game-play. They want their 1(or 2) trick ponies and thier counter-trike kiddee play-style preserved. they DO NOT care about the survival of the game, as a whole, preserved, they simply want 'THEIR' time in this game 'THEIR' way.
I actually think the stam regen nerf while blocking was put in as a (VERY weak and not really thought out well) way to FIX this broken system.
Once again, Those who claim over and over how its 'part of the intended system' please, prove it, post a link of a dev actually saying this, get a dev to come join the discussion, or make an official statement. Please. Any of them even if its some random post on some random discussion on some far off random website. I challenge anyone to come up with any actual 'official' dev statement. At any time(before or after launch) of the games development. It was an oversite, a mistake, and its a bug/unintended result of making it so that players can have their 'Oh fudge' moment/save button and NOT get pancaked because they were stuck casting when the big red lands on their heads. NOT an official 'we want u to have instant cast anything'