Problem with abilities that return stam is endless dodge roll/permablocking. As such I'd not be opposed to a morph giving minor endurance or a fixed increase to stam regen, so as to not effect the buff to regen from potions.
For one reason... as a health steal it is useful to both magica and stamina builds while a change to only provide stamina cuts out a large chunk of potential users and beneficiaries. mage guild and fighter guild are now more "locked in" to stamina vs magica division, so i dont think we need to lock the undaunted more than it is now. The current version doesn't require the magica users in your group to sacrifice a click to benefit.
Blood altar as it is helps a GROUP benefiting more members of that group than just the caster, not just the stamina ones, seems a better design choice.
For one reason... as a health steal it is useful to both magica and stamina builds while a change to only provide stamina cuts out a large chunk of potential users and beneficiaries. mage guild and fighter guild are now more "locked in" to stamina vs magica division, so i dont think we need to lock the undaunted more than it is now. The current version doesn't require the magica users in your group to sacrifice a click to benefit.
Blood altar as it is helps a GROUP benefiting more members of that group than just the caster, not just the stamina ones, seems a better design choice.
For one reason... as a health steal it is useful to both magica and stamina builds while a change to only provide stamina cuts out a large chunk of potential users and beneficiaries. mage guild and fighter guild are now more "locked in" to stamina vs magica division, so i dont think we need to lock the undaunted more than it is now. The current version doesn't require the magica users in your group to sacrifice a click to benefit.
Blood altar as it is helps a GROUP benefiting more members of that group than just the caster, not just the stamina ones, seems a better design choice.
For the sake of balance between skills in the game though, there are many more ways to return magicka that, by your argument, don't help stamina people at all. Should Elemental Drain be changed to replenish health too? Or the magicka-return component of Siphon Spirit removed?
Remove a Templar from the group completely and you have no way of helping with stamina return as a support character. I'm all for benefiting groups too, I just think we need better consistency between skills.
For one reason... as a health steal it is useful to both magica and stamina builds while a change to only provide stamina cuts out a large chunk of potential users and beneficiaries. mage guild and fighter guild are now more "locked in" to stamina vs magica division, so i dont think we need to lock the undaunted more than it is now. The current version doesn't require the magica users in your group to sacrifice a click to benefit.
Blood altar as it is helps a GROUP benefiting more members of that group than just the caster, not just the stamina ones, seems a better design choice.
For the sake of balance between skills in the game though, there are many more ways to return magicka that, by your argument, don't help stamina people at all. Should Elemental Drain be changed to replenish health too? Or the magicka-return component of Siphon Spirit removed?
Remove a Templar from the group completely and you have no way of helping with stamina return as a support character. I'm all for benefiting groups too, I just think we need better consistency between skills.
You are comparing skills that restore for the caster to one specifically in the group based skill line.
Having magica user specific skills return magica to the user spending magica on them is NOT THE SAME as having a group benefit skill only benefit stamina users by default.
If you want to get more stamina skills returning stamina to the stamina user, focus on that and leave group benefitvskills to the broader group benefits, imo.
SolarCat02 wrote: »For one reason... as a health steal it is useful to both magica and stamina builds while a change to only provide stamina cuts out a large chunk of potential users and beneficiaries. mage guild and fighter guild are now more "locked in" to stamina vs magica division, so i dont think we need to lock the undaunted more than it is now. The current version doesn't require the magica users in your group to sacrifice a click to benefit.
Blood altar as it is helps a GROUP benefiting more members of that group than just the caster, not just the stamina ones, seems a better design choice.
For the sake of balance between skills in the game though, there are many more ways to return magicka that, by your argument, don't help stamina people at all. Should Elemental Drain be changed to replenish health too? Or the magicka-return component of Siphon Spirit removed?
Remove a Templar from the group completely and you have no way of helping with stamina return as a support character. I'm all for benefiting groups too, I just think we need better consistency between skills.
You are comparing skills that restore for the caster to one specifically in the group based skill line.
Having magica user specific skills return magica to the user spending magica on them is NOT THE SAME as having a group benefit skill only benefit stamina users by default.
If you want to get more stamina skills returning stamina to the stamina user, focus on that and leave group benefitvskills to the broader group benefits, imo.
Erm...
So, removing the four skills/passives that only affect the person who uses them, we are left with:
MAGICKA
Elemental Drain - return magicka to anyone who does an elemental attack (Destruction Staff)
Siphon Spirit - return health and magicka to anyone on attacking an enemy with any ability (Restoration Staff)
Mystic Orbs - returns pools of magicka to the person who synergizes based on the number of targets hit to all nearby allies once the synergy is hit. (Undaunted)
Arcane Well - killing an enemy has a chance to proc a well that returns magicka to anyone standing in it (CP tree bonus)
STAMINA
Blazing Spear - returns stamina to the person who synergizes (Templat)
Repentance - returns stamina to everyone nearby for each corpse (Templar)
BOTH
Luminous Spear - returns magicka and stamina to the person who synergizes (Templar)
However, even if the result was an imbalance that is significant and causing problems, i still stand by my position that taking a skill from the GROUP bonus skill tree and switching it from health restore to stamina restore seriously drops its effectiveness as a GROUP boost skill and so it is an inappropriate choice to change. IF THERE IS A PROBLEM this is thw wrong solution, IMO.
While everyone CAN use stamina, just like everyone CAN use magica, and while most effective builds use all their resources, stamina boost isn't as generally useful for the diverse group as a health boost in general.
However, even if the result was an imbalance that is significant and causing problems, i still stand by my position that taking a skill from the GROUP bonus skill tree and switching it from health restore to stamina restore seriously drops its effectiveness as a GROUP boost skill and so it is an inappropriate choice to change. IF THERE IS A PROBLEM this is thw wrong solution, IMO.
While everyone CAN use stamina, just like everyone CAN use magica, and while most effective builds use all their resources, stamina boost isn't as generally useful for the diverse group as a health boost in general.
But there's a skill in Undaunted that specifically replenishes magicka...that's hardly a group bonus if you're running with stamina builds. Everyone needs health, I agree, but there's an entire skill tree (Restoration Staff) and entire class tree (Templar) that are dedicated to healing. Removing the health component from Blood Altar is hardly going to ruin anyone's chances at healing. However, there are times when stamina shortages occur (whether it's a tank blocking, a magicka class cc'd with no stamina left to break free, stamina DD with no resources to attack) that have limited options if there's no Templar around.
It's not so much about doing nose counts as it is the fact that stamina suffers with no Templar around.
SolarCat02 wrote: »For one reason... as a health steal it is useful to both magica and stamina builds while a change to only provide stamina cuts out a large chunk of potential users and beneficiaries. mage guild and fighter guild are now more "locked in" to stamina vs magica division, so i dont think we need to lock the undaunted more than it is now. The current version doesn't require the magica users in your group to sacrifice a click to benefit.
Blood altar as it is helps a GROUP benefiting more members of that group than just the caster, not just the stamina ones, seems a better design choice.
For the sake of balance between skills in the game though, there are many more ways to return magicka that, by your argument, don't help stamina people at all. Should Elemental Drain be changed to replenish health too? Or the magicka-return component of Siphon Spirit removed?
Remove a Templar from the group completely and you have no way of helping with stamina return as a support character. I'm all for benefiting groups too, I just think we need better consistency between skills.
You are comparing skills that restore for the caster to one specifically in the group based skill line.
Having magica user specific skills return magica to the user spending magica on them is NOT THE SAME as having a group benefit skill only benefit stamina users by default.
If you want to get more stamina skills returning stamina to the stamina user, focus on that and leave group benefitvskills to the broader group benefits, imo.
Erm...
So, removing the four skills/passives that only affect the person who uses them, we are left with:
MAGICKA
Elemental Drain - return magicka to anyone who does an elemental attack (Destruction Staff)
Siphon Spirit - return health and magicka to anyone on attacking an enemy with any ability (Restoration Staff)
Mystic Orbs - returns pools of magicka to the person who synergizes based on the number of targets hit to all nearby allies once the synergy is hit. (Undaunted)
Arcane Well - killing an enemy has a chance to proc a well that returns magicka to anyone standing in it (CP tree bonus)
STAMINA
Blazing Spear - returns stamina to the person who synergizes (Templat)
Repentance - returns stamina to everyone nearby for each corpse (Templar)
BOTH
Luminous Spear - returns magicka and stamina to the person who synergizes (Templar)
Obviously we wont agree on this it seems to me.
i dont see 4 skills + 1 120cp passive vs 3 skills to be a major imbalance in the grand scheme of things. if you do fine.