What stamina changes would you like to see when the dark brotherhood releases?

  • khele23eb17_ESO
    khele23eb17_ESO
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    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).

    Edited by khele23eb17_ESO on March 13, 2016 8:23PM
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  • Forestd16b14_ESO
    Forestd16b14_ESO
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    itscompton 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.

    Hmm hmm hmm hmm hmm and it has nothing to do with the fact that it is only 1 of 2 valid stamina base heals that stamina users have access to and you magic users aren't just butthurt about it.
  • Ampnode
    Ampnode
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    Ampnode wrote: »
    - Dawnbreaker of Smiting to be the morph for physical damage.

    I agree it would be nice if more ultimates had physical damage morph, but wouldn't you prefer that the Flawless morph (which already boosts weapon damage) dealt physical dmg instead of the Smiting morph?

    Forgot to correct that. Don't use the ulti myself, so got mixed between them. Thanks for reminding me!
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  • Strider_Roshin
    Strider_Roshin
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    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).

    Yeah they brought in that change in order to detour block casting. So to punish magicka builds for block casting, they punished stamina builds... makes sense.
  • WldKarde
    WldKarde
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    My vote would be some kind of buff to ALL skills that I use on ALL of my characters...

    Guess you could chalk this "wish" up to a bad player...with many characters, both stam and mag ;)



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  • Jaronking
    Jaronking
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    Any idea that wrobel came up for the Templar class not to add and give us some dam Stam morphs for Ultimates.Also please for the love of God Wrobel if a ability takes stamina make it deal freakin Physical Damage or at the very least poison damage for no reason should a ability that use stamina should deal magical damage.ZOS logic is your friend please use it.
  • khele23eb17_ESO
    khele23eb17_ESO
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    Give all class skills 3 morphs instead of 2 with at least 1 of them being stamina.
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  • hamgatan
    hamgatan
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    Buff stamina as much as they like, but absolutely ruin Wrecking Blow. Make it useless, or just remove it for all I care lol

    No way in hell. It's already taken a hit in 2.3.. I was critting 55k Wrecking Blows from sneak prior.. Now I'm lucky if I can crack 40k from sneak.. And that's with 3500 weapon dmg / 70% crit!

    Removing it makes Stam DK's almost useless. Think about it.. We have no 20k critting single target class skill like Surprise Attack, Funnel Health or Crystal Frags to use as our crutch (which can also crit for the same as WB). Molten Whip? Please... Plus that doesn't help Stam users at all.

    Our AOE has also taken a wallop with the nerf to Steel Tomato (brawler is useless..).. And once again we don't have a decent class skill like Biting Jabs to fall back on. All we have to rely on are a series of DoTs and no spammable main DPS skill.

    You can't remove the only thing that Stam DK's can use for solid DPS without giving us back a class skill of equal or comparable spammability.



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  • Zanen
    Zanen
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    Fix block. Delay the stamina regen penalty until the second tick while blocking.

    Snare immunity during roll dodge cooldown.

    Buff heavy armor. Per-piece ultimate generation on damage taken.

    Make all weapon power abilities scale with the weapon power CP star.

    There should be one stamina morph in every class tree, and a melee spammable and physical damage ultimate morph for every class.

    Make steel tornado 8 meters instead of 9.

    Make all two-handed weapons count as two set pieces, and then buff DW and S&B trees accordingly.
  • KochDerDamonen
    KochDerDamonen
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    -Enhance the visibility of class identity in physical builds. Things would be very bland for magicka builds if they were using 3-5 weapon skills on their bars all the time, don't put stamina builds in that corner.

    -Reconsider the times that stamina regen becomes inactive/scaling of dodgerolls, these seem to be mostly pvp-related issues and should be handled in such a way that looks at why and how these things become a problem in pvp instead of hampering the usefulness of a stat.

    -Take a look at stamina build's self healing capabilities, either within classes themselves or just universal alternatives to Rally and Vigor.

    -Move the Empower buff off of wrecking blow and turn it into more of a CC than a spammable skill, perhaps have this morph be capable of hitting multiple enemies with reduced CC or something.

    -Possibly change the bonus of the sword type weapons to a larger % but have it only apply on attacks (light, heavy), and the daggers to deal increased damage from behind or some such. Not very attached to these ideas but I do like this sort of bonus over the bland "x% more damage" and "x% more crit" things, thought of having mace types snare slightly or something but this is a really loose thought.

    -Consider making the axe weapon type's effect more consistent, not very necessary but it feels less desirable on the whole compared to stat ups.

    -Add weapon bonuses somewhere in the 1h&S skill line, either as effective as the DW versions or 75% of the strength that 2handed weapons get maybe since you only get one, more flavor to your weapon choice with this skill line.

    -Alternate sources and levels for buffs, Major Force and Minor Expedition come to mind. Can't remember the poster but I recall reading someone suggest the idea of having a constant Minor Expedition while having an Aedric Spear spell slotted for Templars, perhaps stick this on Quick Cloak to make it more desirable to stack it with another Major Expedition buff for fast DW users, no particular suggestions on Major Force, Minor Force is rare as is.

    -Comparable crafted sets to Magnus'/Seducer for stamina, heavy on sustain in some fashion.

    -Think about making the Constitution passive under Heavy Armor restore additional stamina or buff it for both resources, perhaps make it scale off the size of your resource pool OR max health to an extent?

    -Some way to increase maximum resistance levels OR to make a portion of your resistances impenetrable, maybe make the 50% resistance a soft cap or allow non-specific defenses to go over this cap without being scaled (ie the Nord racial passive being a true 3% damage resistance regardless of whether you have 15000 defense or 30000, specific elemental resistances being able to go beyond your standard spell resistance if it's capped) Thinking heavy armor here, tanks still suffer from similar problems that stamina builds in general meet but should have different solutions particular to their equipment.



    These are my thoughts having played both of my veteran characters as stamina builds to extents on and off, having done some dungeon content, very little to no pvp, a good deal of overworld content and no trials during those time periods and having a couple of nonveteran and currently un-noteworthy characters using stamina builds as they level.
    Edited by KochDerDamonen on March 14, 2016 8:25AM
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  • Derra
    Derra
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    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.
    Edited by Derra on March 14, 2016 8:44AM
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  • Strider_Roshin
    Strider_Roshin
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    Zanen wrote: »
    Make all two-handed weapons count as two set pieces, and then buff DW and S&B trees accordingly.

    Definitely this. While they're at it, do this for staves and bows as well.
  • Deceptive_Yoshi
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    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.
  • Elektrakosh
    Elektrakosh
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    As long as the stamina changes and combat (for the better) happen for base game. It's fine with me. If it's locked because of dlc? Well it should not ruin my gameplay.
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  • Strider_Roshin
    Strider_Roshin
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    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.

    Hopefully they'll improve on the weapons currently in the game first.
  • Vangy
    Vangy
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    Derra wrote: »
    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.

    I like most of these ideas but I'm gona have to say no for getting magicka involved in SnB. Makes no sense for a shield and sword to have magicka involved. Same reason why we don't have a stamina morph of soul tether. I don't think zos intends to make physical damage ultimates by changing anything. They did mention they were looking at weapon ultimates. Come db, I think as always, magicka will own 80% of class skills and stamina will be compensated by weapon skill lines + weapon ultimates while drawing their utility from magicka the same way magicka builds need some amount of stamina for break free/dodge roll. Would be pretty balanced. Also yes, buff heavy armor plox.
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  • kendellking_chaosb14_ESO
    kendellking_chaosb14_ESO
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    Edziu 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

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  • Miwerton
    Miwerton
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    As said in other threads on the PTS forum, Ultimates should have its damage type depended on which is higher stam and weap dam, or magicka and spell dam. And have stam class morphs do damage from the stam constelation.
    So far the stamina portion is pretty much just physical damage on everything, apart from the few poison abilities and the one disease morph in the bow line.

    They should also address things like the burning light temp passive, to make it do fire damage if magicka is highest, or poison damage if stamina is highest, and assasin will on nbs (since it will scale of max ressource regardless of what is highest) making the damage harder hitting for magicka users sending it than stamina, as well that I supsect that all magick and elemental damage scale of spell pen.

    And obviously give sorc some wiggle room for other than just magicka, can stamina do good damage against single target, no. Can they actually tank, Nope.

    On heavy armor they should make it so that you have 50% stam regen while blocking with last tier if you wear 5 pieces or more, then it might be seen in pvp.

    Add in some sort of softcap, so far everything is stack up as much you can on one thing, leaving gear variety close to none if you want to have a good build.

    Well those are just wishes and hopes, and ill see if the combat team can prove me wrong on my statement of them. Or if I am to stroll back and watch eso descend into pure mediocre carbage.
  • Eirikir
    Eirikir
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    All I want is physical damaging Flawless Dawnbreaker and a Heavy Armor overhaul.

    Outside of that I wouldn't mind a bit of improving on the Shield Charge skill line.
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  • sirrmattus
    sirrmattus
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    Remove all the horrible CCs and snares that make Magicka builds so hard to play against Stamina builds.

    LMAOOOO!!! Magicka is meta now man, you are crazy
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  • templesus
    templesus
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    Ampnode wrote: »
    - 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.

    A physical damage ultimate that increases weapon DMG by 8% when slotted...I smell OP
  • sirrmattus
    sirrmattus
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    ROLL DODGE BACK TO THE WAY IT WAS A YEAR AGO!!
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  • strikeback1247
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    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!
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  • Strider_Roshin
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    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!

    I'd like to see similar treatment done to killer's blade, incapacitating strike, and relentless focus for the Nightblade.
  • Strider_Roshin
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    I wanted to make an addition to this thread for someone that doesn't have access to the forums, but plays on the PS4.

    ShadowStarKing wanted to mention that he would like to see the bow get a buff so that it can be competitive with range magicka builds. He mentioned that the problem with the bow is the fact that it's so geared towards attacking from stealth, and it's quickly loses it's effectiveness after attacking from stealth.

    Speaking for myself now, I would like to add that I like the change to Hawkeye; I think it was much needed. I do think a passive that increases your weapon damage while the bow is equipped is more than necessary. 2H has it, DW has it, even Sword and Board has it (a tanking weapon); there is no reason why the bow shouldn't.

    I think an excellent change would be to make the base damage for Scatter Shot equate to the damage of Magnum Shot (increasing the damage of Magnum Shot even further), and to increase the range of Draining Shot (the other morph of Scatter Shot) to 28m. This would greatly improve the effectiveness of the bow outside of ganking.
  • mtwiggz
    mtwiggz
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    Overall I feel stamina is still very viable. Although what I would like to see is more stamina attack options;

    -Death Stroke to have a physical damage morph.
    -Radial Sweep to have a physical damage morph.
    -DK Whip to have a stamina morph.
    -Sorcs to have an actual stamina attack.
    -Uppercut to have an instant-cast no CC or empower morph. (No one uses Dizzy Swing anyways)

    Now on the subject of Wrecking Blow. The skill itself is completely fine. There's several counters to a WB spammer. The real issue is during lag. Cannot express how many times I've blocked, dodge rolled, cloaked or walked through a WB to still get hit by it, or hit someone with it. Obviously the lag in Cyrodiil is the main issue here, not the skill itself.

    All in all stamina is still great. Can still stack more WD with more regen than most Magicka Builds can. The real downfall is lack of spammable stamina DPS options. DW = Rapid Strikes, which is honestly terrible. 2H = WB, which is great - very cheesy though. 1H/S = Ransack/Heroic, which deals decent DPS with LA+bash weaving. Then there's bow... which could use a certain buff for single target DPS. Poison/Venom is great, but you're not going to win very many fights using just a bow.

    When ZoS decided to remove soft caps I do not believe they realized that it was also going to be the death of hybrid builds. Mixing stamina weapon skills with magicka class skills was fine back then. There wasn't a real need for changing things around. Yet when they removed soft caps they didn't even think to change many class skills from Magicka to Stamina. Oddly enough, or not, they still haven't changed nearly ANY of them a year later. I find this to be lazy development or lazy design. Not thinking of most, if not all, possible outcomes when making such a drastic change is just foolish. The game is still suffering from these lazy decisions a year later. Tisk. Tisk.
  • Attackopsn
    Attackopsn
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    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!
    Edited by Attackopsn on March 21, 2016 3:14AM
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  • Strider_Roshin
    Strider_Roshin
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    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!

    No kidding, they really didn't test this on console at all before putting this into the game.
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