Does this mean you're reaching limits of your frustration and losing interest in the game?I hope not.
There's some good ideas here. Hopefully I'm adding one or 2 as well. Sandman mentioned using health as a more viable or useful resource. Here's my 2 cents on that. If ZoS reduced the health we get per level, while leaving the current damage meta in place, we'd HAVE to shift points into health to survive. This in turn works into Sypher's idea about taking max damage builds down a notch or two. The flip side is... this will increase TTK as all damage will be slightly reduced in order to keep a maintainable health pool. This will also cause more lag as less players are dying in a timely manner in large scale conflicts.
10/10, would +agree again
Agree with the OP. One of the main reasons why I've stopped playing this game.
Does this mean you're reaching limits of your frustration and losing interest in the game?I hope not.
The issue with scaling mitigation of any kind with Health is it becomes easily achievable to be "unkillable." Having abilities scale with Health is a suggestion from long ago that would make the same balance - defensive skills are either static (Major Ward/Resolve) or scale with Health (Sun Shield).
themdogesbite wrote: »Just add a 1.5 campaign already with softcaps, dynamic ultimate and old values and no cp. I bet the other campaigns would be a wasteland.
10/10, would +agree againAgree with the OP. One of the main reasons why I've stopped playing this game.
Thanks!
@Draxys You played a lot more than me during 1.3-1.4. Any comments on balance from then applied to now?Does this mean you're reaching limits of your frustration and losing interest in the game?I hope not.
I think I have played 2 hrs in the last week. Interest is waning fast. We'll see what happens in the new patch.
10/10, would +agree againAgree with the OP. One of the main reasons why I've stopped playing this game.
Thanks!
@Draxys You played a lot more than me during 1.3-1.4. Any comments on balance from then applied to now?Does this mean you're reaching limits of your frustration and losing interest in the game?I hope not.
I think I have played 2 hrs in the last week. Interest is waning fast. We'll see what happens in the new patch.
As far as balance between magicka/stam you pretty much nailed most of it. The main issue with stam was that it was impractical in group pvp. You would die if you didn't block, and as stam if you blocked you would be out of resources unable to do damage, break free, or heal. Magicka sets were also better than stam sets. Lack of strong AOE in weapon trees. ST and bombard did not hit hard, but being fair neither did Impulse. The difference was Elemental Ring and the bonus chance to proc status effects (burning) through destro staff. Just with one Elemental Ring you had the chance to get 3 ult gen procs from each target you hit. One from the base hit, one from the dot, one if you procced burning status. Since back then even efficient purge had a steep cost due to soft caps so DoTs were very effective.
Overall it just did not synergize well with how combat worked back then.
Edit: Medium Armor passives were also garbage back then.
10/10, would +agree againAgree with the OP. One of the main reasons why I've stopped playing this game.
Thanks!
@Draxys You played a lot more than me during 1.3-1.4. Any comments on balance from then applied to now?Does this mean you're reaching limits of your frustration and losing interest in the game?I hope not.
I think I have played 2 hrs in the last week. Interest is waning fast. We'll see what happens in the new patch.
As far as balance between magicka/stam you pretty much nailed most of it. The main issue with stam was that it was impractical in group pvp. You would die if you didn't block, and as stam if you blocked you would be out of resources unable to do damage, break free, or heal. Magicka sets were also better than stam sets. Lack of strong AOE in weapon trees. ST and bombard did not hit hard, but being fair neither did Impulse. The difference was Elemental Ring and the bonus chance to proc status effects (burning) through destro staff. Just with one Elemental Ring you had the chance to get 3 ult gen procs from each target you hit. One from the base hit, one from the dot, one if you procced burning status. Since back then even efficient purge had a steep cost due to soft caps so DoTs were very effective.
Overall it just did not synergize well with how combat worked back then.
Edit: Medium Armor passives were also garbage back then.
Yeah I forgot to include the intricacies of elemental ring and other skills. Steel tornado was always good though. Just hard to run for the reasons you articulate.
Anyway, I am pretty sure the original design of the game never even considered "Stamina" builds. That is, Stamina and weapon skills were purely meant to be supplements to the class -- never the main course. The entire idea of "Stamina" builds was player driven.
10/10, would +agree againAgree with the OP. One of the main reasons why I've stopped playing this game.
Thanks!
@Draxys You played a lot more than me during 1.3-1.4. Any comments on balance from then applied to now?Does this mean you're reaching limits of your frustration and losing interest in the game?I hope not.
I think I have played 2 hrs in the last week. Interest is waning fast. We'll see what happens in the new patch.
As far as balance between magicka/stam you pretty much nailed most of it. The main issue with stam was that it was impractical in group pvp. You would die if you didn't block, and as stam if you blocked you would be out of resources unable to do damage, break free, or heal. Magicka sets were also better than stam sets. Lack of strong AOE in weapon trees. ST and bombard did not hit hard, but being fair neither did Impulse. The difference was Elemental Ring and the bonus chance to proc status effects (burning) through destro staff. Just with one Elemental Ring you had the chance to get 3 ult gen procs from each target you hit. One from the base hit, one from the dot, one if you procced burning status. Since back then even efficient purge had a steep cost due to soft caps so DoTs were very effective.
Overall it just did not synergize well with how combat worked back then.
Edit: Medium Armor passives were also garbage back then.
Yeah I forgot to include the intricacies of elemental ring and other skills. Steel tornado was always good though. Just hard to run for the reasons you articulate.
Anyway, I am pretty sure the original design of the game never even considered "Stamina" builds. That is, Stamina and weapon skills were purely meant to be supplements to the class -- never the main course. The entire idea of "Stamina" builds was player driven.
Steel tornado was very bad because it was one of the few AoE skills that were blockable.
I just remember what was my first discussion that I created here in the forums. It was just the opposite, I was complaining about stamina being really underpowered --> https://forums.elderscrollsonline.com/en/discussion/105709/zos-please-let-the-dev-team-who-designed-the-magicka-builds-now-to-design-the-stamina-builds-too/p1
10/10, would +agree againAgree with the OP. One of the main reasons why I've stopped playing this game.
Thanks!
@Draxys You played a lot more than me during 1.3-1.4. Any comments on balance from then applied to now?Does this mean you're reaching limits of your frustration and losing interest in the game?I hope not.
I think I have played 2 hrs in the last week. Interest is waning fast. We'll see what happens in the new patch.
As far as balance between magicka/stam you pretty much nailed most of it. The main issue with stam was that it was impractical in group pvp. You would die if you didn't block, and as stam if you blocked you would be out of resources unable to do damage, break free, or heal. Magicka sets were also better than stam sets. Lack of strong AOE in weapon trees. ST and bombard did not hit hard, but being fair neither did Impulse. The difference was Elemental Ring and the bonus chance to proc status effects (burning) through destro staff. Just with one Elemental Ring you had the chance to get 3 ult gen procs from each target you hit. One from the base hit, one from the dot, one if you procced burning status. Since back then even efficient purge had a steep cost due to soft caps so DoTs were very effective.
Overall it just did not synergize well with how combat worked back then.
Edit: Medium Armor passives were also garbage back then.
Yeah I forgot to include the intricacies of elemental ring and other skills. Steel tornado was always good though. Just hard to run for the reasons you articulate.
Anyway, I am pretty sure the original design of the game never even considered "Stamina" builds. That is, Stamina and weapon skills were purely meant to be supplements to the class -- never the main course. The entire idea of "Stamina" builds was player driven.
themdogesbite wrote: »Just add a 1.5 campaign already with softcaps, dynamic ultimate and old values and no cp. I bet the other campaigns would be a wasteland.
10/10, would +agree againAgree with the OP. One of the main reasons why I've stopped playing this game.
Thanks!
@Draxys You played a lot more than me during 1.3-1.4. Any comments on balance from then applied to now?Does this mean you're reaching limits of your frustration and losing interest in the game?I hope not.
I think I have played 2 hrs in the last week. Interest is waning fast. We'll see what happens in the new patch.
As far as balance between magicka/stam you pretty much nailed most of it. The main issue with stam was that it was impractical in group pvp. You would die if you didn't block, and as stam if you blocked you would be out of resources unable to do damage, break free, or heal. Magicka sets were also better than stam sets. Lack of strong AOE in weapon trees. ST and bombard did not hit hard, but being fair neither did Impulse. The difference was Elemental Ring and the bonus chance to proc status effects (burning) through destro staff. Just with one Elemental Ring you had the chance to get 3 ult gen procs from each target you hit. One from the base hit, one from the dot, one if you procced burning status. Since back then even efficient purge had a steep cost due to soft caps so DoTs were very effective.
Overall it just did not synergize well with how combat worked back then.
Edit: Medium Armor passives were also garbage back then.
Yeah I forgot to include the intricacies of elemental ring and other skills. Steel tornado was always good though. Just hard to run for the reasons you articulate.
Anyway, I am pretty sure the original design of the game never even considered "Stamina" builds. That is, Stamina and weapon skills were purely meant to be supplements to the class -- never the main course. The entire idea of "Stamina" builds was player driven.
Steel tornado was very bad because it was one of the few AoE skills that were blockable.
I just remember what was my first discussion that I created here in the forums. It was just the opposite, I was complaining about stamina being really underpowered --> https://forums.elderscrollsonline.com/en/discussion/105709/zos-please-let-the-dev-team-who-designed-the-magicka-builds-now-to-design-the-stamina-builds-too/p1
This is true, and even though it's changed you can still dodge roll ST, but not magicka AOE's.10/10, would +agree againAgree with the OP. One of the main reasons why I've stopped playing this game.
Thanks!
@Draxys You played a lot more than me during 1.3-1.4. Any comments on balance from then applied to now?Does this mean you're reaching limits of your frustration and losing interest in the game?I hope not.
I think I have played 2 hrs in the last week. Interest is waning fast. We'll see what happens in the new patch.
As far as balance between magicka/stam you pretty much nailed most of it. The main issue with stam was that it was impractical in group pvp. You would die if you didn't block, and as stam if you blocked you would be out of resources unable to do damage, break free, or heal. Magicka sets were also better than stam sets. Lack of strong AOE in weapon trees. ST and bombard did not hit hard, but being fair neither did Impulse. The difference was Elemental Ring and the bonus chance to proc status effects (burning) through destro staff. Just with one Elemental Ring you had the chance to get 3 ult gen procs from each target you hit. One from the base hit, one from the dot, one if you procced burning status. Since back then even efficient purge had a steep cost due to soft caps so DoTs were very effective.
Overall it just did not synergize well with how combat worked back then.
Edit: Medium Armor passives were also garbage back then.
Yeah I forgot to include the intricacies of elemental ring and other skills. Steel tornado was always good though. Just hard to run for the reasons you articulate.
Anyway, I am pretty sure the original design of the game never even considered "Stamina" builds. That is, Stamina and weapon skills were purely meant to be supplements to the class -- never the main course. The entire idea of "Stamina" builds was player driven.
I agree. It should have stayed that way honestly looking back. ZOS took too extreme of a stance on their "play the way you want" motto. Just because your spec wasn't the most OP spec didn't mean you couldn't play it. It just meant it wasn't the best choice to be competitive. They destroyed their game trying to cater to everyone. If I made a build video of a full magicka spec trying to kill things with the dagger throw ability you all would call me ***, but probably someone at ZOS would say "well he's not able to play the way he wants to play". Now it's all just a huge mess, and the best way to go forward is to go backward though that will never happen.
IC is pretty empty again. Just zerg groups camping district flags in stealth waiting for singles to come around.
Samuel_Bantien wrote: »Agree completely, except you forgot to mention was that playing stamina build "is" viable in update 1.5. Stamina builds were lacking some things such as a heal (2H was bad and momentum only worked with your 2h bar which made it unviable. Therefore they added Vigor to compliment Stamina builds. Another thing they were lacking was because of the low Soft/Hard Cap of Weapon Damage (which would've been fixed if 2H Momentum increased damage of your other weapon bar. 1 Shot-Willy stam builds still existed back then with 5 Hawk Eye and 5 Morag Tong with a Vet DSA bow + Camo Hunter.
The 1.6 PTS-1.7 Live was still all about sustain-Magicka Reduction Jewelry was still a viable choice. You had some players such as Ezkill and Pixystiks that would stack max damage, and majority players stacking magicka regen (Ezareth).
The biggest problem now is that the Champion Point system made damage easier to stack (25% more Physical/Magic+Elemental/ Critical Strike Damage) on top of that we are now (1.6 and beyond) able to critically strike players out of stealth. The meta changed from Sustain to Burst (or glass cannon sustain) within 1 update because we are now able burst players down to 0 within seconds. If we reverted Impen and Battle Spirit back to the state of 1.5 people would now have to choose between Full Damage (which would mean they are full glass) or they can choose to balance stats now (points into health to counter full damage builds!).
Now on a whim, Stamina Builds clearly did not generate as much Ultimate as Magicka builds but did a dooky ton more single target damage, this brought several checks and balances. Magicka builds had to rely on Ultimates for kills whereas Stamina only had to rely on their Weapon Skills therefore Dynamic Ultimate Generation should be implemented back in. Another food for thought would be to consider what new and improved skills we have such as; Radiant Destruction, Grim Focus, Vigor, and Proximity Detonation along with new armor sets and the Champion System.
Tl;dr
Read my post :^)
Bring back Dynamic Ult Gen
Make Impen work like update 1.5
Consider checks and balances with new skills and passives over the year.