SuraklinPrime wrote: »I would like to see:
Stop punishing stamina builds for being stuck using the same resource pool as dodge, break free, sneak, sprint and block - every time you make one of these skills more expensive that is one less attack I can make, every time you penalise us for blocking incoming damage it is one less attack we can make - if magicka guys get full magicka regen while block casting why shouldn't we?
itscompton wrote: »Forestd16b14_ESO wrote: »itscompton wrote: »I'd like to see vigor toned down. It's way Op on live, I've fought many stam users that fill their health bar in two-three of the five ticks even though I'm still doing damage. The only comparable heal for Mag users is rapid regen from the resto staff but that mean mag users have to run with resto staffs while stam users get insane heals from a move they can slot with any weapon.
And here it is a post about nerfing vigor was wondering when this will show up.
Well, the op asked for changes we'd like to see, that includes adjustments to make things weaker as well as stronger and in my opinion this is an ability that's over the top considering it scales off a stat, weapon damage/power, that is crazy high for almost all stam users.
IcyDeadPeople wrote: »
khele23eb17_ESO wrote: »SuraklinPrime wrote: »I would like to see:
Stop punishing stamina builds for being stuck using the same resource pool as dodge, break free, sneak, sprint and block - every time you make one of these skills more expensive that is one less attack I can make, every time you penalise us for blocking incoming damage it is one less attack we can make - if magicka guys get full magicka regen while block casting why shouldn't we?
This so much. Unfortunately, I dont think its going to happen unless they either separate dodge/block/sprint into a 3rd resource or introduce magicka counterparts of those actions (block is as a temporary energy shield, dodge as a short range teleport and sprint... dunno... but it could make casters' feet glow :P).
SlappyThePoptart wrote: »Buff stamina as much as they like, but absolutely ruin Wrecking Blow. Make it useless, or just remove it for all I care lol
Deceptive_Yoshi wrote: »A new weapon and weapon tree to go with it since I am not a fan of wrecking blow in PvP for my stam sorc.
First and this being the most important one:
Change ultimates to scale with the highest dmg CP trees (i.e.: More points in apprentice: Ultimates scale with ele expert, elfborn, spellerosion - more points in ritual: Ultimates scale with mighty, piercing, precise strikes).
Heavy armor: Change the block cost reduction to a passive giving you a cooldown on stamina drain for blocking - like: blocking with 5 or more pieces of heavy armor only drains stamina every 0.5 / 1s. (removes a bit of the 1h + shield synergy but would be a huge heavy armor buff in combination with every other weapon).
Juggernaught: Increase hp by 1%, spelldmg and weapondmg by 1.5% per piece of heavy armor equipped.
Give every weapon line a source of major weapondmg buff.
Change 1h&S to be a 50% stamina 50% magica based skillline (would be great for DKs and templars playing magica based). Change the unpopular morph choices to being magica based and alter them - not the popular ones.
I´ll leave weapon changes to the experts but these things mentioned would go a long way in openening up the game for more build variety imo.
kendellking_chaosb14_ESO wrote: »An it's own thing adding a 50% stamina regen to Battlefield Mobility changing it to a 25% movement speed and 25% stamina regen while blocking/ 50% movement speed and stamina recovery while blocking.
Adding a bonus to the passive for wearing Heavy Armor like 2% increase so the more heavy armor you have the faster you move and more recovery you retain as blocking with Heavy Armor is more natural cause of the plate metal lining up so well.
ahh block stam regen passive, thank syou I got idea
just give us normal regen while blocking...but..but on pvp just make with battle spirit this regen stam stop while block or reduce it to 50%...
with this sam regen stop with block mostly stam users on pve are hurted and in pve this is doesnt matter if you have this perm block or no. perm block is some annyoing only in pvp so why with nerf is also on pve? this is needed only on pvp and can be just with battle spirit like other buffs/debuffs etc
Emma_Eunjung wrote: »Remove all the horrible CCs and snares that make Magicka builds so hard to play against Stamina builds.
- Flawless Dawnbreaker to be the morph for physical damage.
- Incapacitating Strike(Death Stroke morph) to be physical damage.
- A percentage cap for the increased roll dodge(preferably 125%).
- No regen when blocking to be changed to 50% regen penalty when blocking.
- Heavy Armor to be an actual choice.
That's about all that I'd like to see adjusted.
strikeback1247 wrote: »I'd love to see the stam dk poison damage idea being implemented. I've always loved poison type stuff and it would make my wood elf DK much stronger and so awesome!
Attackopsn wrote: »An extremely undiscussed issue is the complete halt of stamina regeneration when blocking. No, I am not saying this nerf wasn't needed. Currently on console, to dodge roll, break free, and bash, you have to block. That means that every time I decide to animation cancel anything I have to cancel my stamina regen. This limits my ability to play skillfully in both pvp and pve because to animation cancel I have to intentionally stop my main resource regeneration. I can't claim I I have the best solution to this issue, but it could be as simple as giving us regen for 0.5s-1s after blocking. I have played all stamina and magicka classes, and I find this particular problem a huge annoyance in both pvp and pve for my stamina characters because I have to treat certain forms of animation cancelling as only viable during periods of high resources. I would greatly appreciate any effort to seek a solution to this problem from the combat team by the release of DB!