dodgehopper_ESO wrote: »RinaldoGandolphi wrote: »Right now there are two major issues with ESO from a balance stand point.(Class issues withstanding but thats a topic for another thread)
1. Health is useless
2. Dodge Roll, Break Free, and Block are all tied to the same resource pool that increases Stamina Based damage and Stamina Based Healing.
This needs to be changed.
Health needs to be renamed Endurance, and it not only needs to determine your max health, but it also needs to be the base of the resource pool that determines how often you can dodge, block, and break free that is independent of stamina
Right now in open world PVP Crowd Control determines pretty much 99% of all fights, the 1st one out of stam(unable to CC break) is dead. Since this system is based on stamina, it gives far too much of an unfair advantage as a magic build must sacrifice damage if they wish to have larger stam pool to break free, Stam builds can simply stack everything into max stam and not only do they increase their damage and stamina based healing, but they also increase their ability/number of times they can dodge and break- free. Back when Shields lasted longer then 6 seconds, I was ok with this because Magic builds could keep shields up longer to even out their disadvantage of not being able to CC break, dodge, or block anywhere near as much as stam build.
Now however, the 6 sec duration has pretty much put magic builds into a hole they simply can't get out of. In a fight between 2 equally skilled players, its not a magic builds fight to win its a stam builds fight to lose. A magic build makes one mistake(dodges when he shouldn't") he is dead against any competent stam build. A stamina build can make multiple mistakes in dodging, etc and still win a fight. When you factor in that stamina abilities do more damage then their magic counterparts, and all stamina based class abilities are 20% cheaper in cost then their magic counterparts, and all stamina based weapons get a 20% cost reduction to their skills on top of med armor passives, its simply too lopsided.
You know i thought shields were just a bit over the top...i thought a 20 seconds was too long, 10 seconds would have been pretty fair. Even then magic builds would still be hard pressed. However leaving it at 6 seconds would be fine if Dodge, Block, and Break-free were determined by a3rd resource pool that has nothing to do with damage.
Simply put,
- Health needs to be renamed Endurance
- Dodge, Block, and Break Free no longer determined by stamina
- the 3rd resource pool Endurance is governed by how much health and health recovery you have.
This means BOTH stamina and magic builds will have to give up damage(invest in health) if they wish to be able to dodge, block, or break-free more. This is the core crux of why stamina has been significantly better then magic since 1.6. Make this change and i think you can leave stamina damage alone. I think things would be pretty fair overall. Stam builds would still have Major Evasion, but it would put things in a more even leveled field...well about as even as it could be, nothing will be perfect mind you, but it would be a start.
thoughts?
By the way I'm glad someone is agreeing. It felt like very few were replying to my point about this, or were disinterested. My main issue with the way things are is that Stamina and Magicka are far too meaningful and active for mitigation, and health is just a passive dump stat. I think a lot of us who appreciate tanking bristle at this notion, while at the same time we don't want to see tanking become overpowered.
With the way certain builds overpower others or people trying different sets, I think more and more people are trying to soak up a bit more dmg in the last two patches compared to before. That's probably why many of us are now thinking of making health more viable
For some of us, like Rinaldo, they want a game that is spiritually close to the ES universe. Meaning this game should have another valance check where if you were a mage you shouldn't be able to do any of thing things a warrior or thief class should do and vice-versa.
Using health to break free and dodge roll would be a disaster. With all of the hard cc's, snares and poisons in the game, we'd only be helping enemies to kill us. I think it'd be better if dodge roll and break free used your highest secondary stat... Stam or Magicka - or - use a fourth stat. Call it Endurance, Energy, Shnookums or whatever.
When your choices are to die because, as a Magicka user, you don't have the Stam pool to get out of the 10 jillion cc's or to die because you gave away all your health trying to get out of the 10 jillion cc's, you're just screwed regardless.
Personally, I don't think any of these scenarios is the real answer to the problem. The problem is that there are 10 jillion cc's and they stack and they're spammable and there's no such thing as diminishing returns on them. I'd rather see Zos take all forms of cc away from classes and make specific forms of cc available in the weapons skill lines. Make them NOT stack (no more snare, root, fear, silence and stun at the same time). And, if you've been cc'd at all in the last 30 seconds, the next one lasts 1/2 the time and if cc'd again in the next 30 seconds then it lasts 1/4 of the time of the on the tooltip. At that point we become immune to cc's for 30 seconds. It also wouldn't be a bad idea to have escalating costs for cc's just as there are escalating costs for breaking free of them.
RinaldoGandolphi wrote: »It's Time for a 3rd Resource Pool for Dodge, Block, and Bree Free
What is the point of magicka vs. Stamina if block, dodge, break free use a different stat pool? Exactly, there is no point for distinguishing them. That is, they both do the same thing: cast abilities.
That is why I made a thread a while ago about the stamina/magicka divide. It makes no internal game sense.
MisterBigglesworth wrote: »What is the point of magicka vs. Stamina if block, dodge, break free use a different stat pool? Exactly, there is no point for distinguishing them. That is, they both do the same thing: cast abilities.
That is why I made a thread a while ago about the stamina/magicka divide. It makes no internal game sense.
Well, they could make Stamina itself be that "third resource" dedicated strictly to dodge/block/sprint... but that would mean abilities like Crit Charge consume magicka and do spell damage. Yes it can be done and it would work fine, but makes no "logical" sense.
I guess it's all kinda arbitrary in a world where heavy attacks restore stamina (instead of consuming it) and spells like Vigor heal you based on your stamina.
MisterBigglesworth wrote: »What is the point of magicka vs. Stamina if block, dodge, break free use a different stat pool? Exactly, there is no point for distinguishing them. That is, they both do the same thing: cast abilities.
That is why I made a thread a while ago about the stamina/magicka divide. It makes no internal game sense.
Well, they could make Stamina itself be that "third resource" dedicated strictly to dodge/block/sprint... but that would mean abilities like Crit Charge consume magicka and do spell damage. Yes it can be done and it would work fine, but makes no "logical" sense.
I guess it's all kinda arbitrary in a world where heavy attacks restore stamina (instead of consuming it) and spells like Vigor heal you based on your stamina.
See that's the thing... What you describe is how the game was originally designed. Stamina was only ever meant to be a supplement, but it drove defensive mechanics. So, you sacrificed your defensive ability to use stamina skills. Everything was magicka. And that system made more sense.
Then the player base complained loudly about "stamina builds". And here we are today.
They could definitely borrow a few ideas from some other MMOs.
Block meter from Neverwinter:
Dodge meter from GW2
I disagree with the entire premise here. If anything, having to cast abilities from the same pool they use for dodge roll and break free should be a greater strain on stam classes. It's just not because everyone has so much excess sustain.
The two main imbalances in this game are overtuned stats via the CP system -- namely burst and healing and sustain -- and snares EVERYWHERE with no effective magicka snare immunity. Period.
OP sounds like he dodges or blocks too much.
Signed, a magicka player.
Dark Magic Tree
Mana Goo - Target cannot dodge roll for 3 seconds. Cost 3300 Magicka
jasonthorpeb14_ESO wrote: »I disagree with the entire premise here. If anything, having to cast abilities from the same pool they use for dodge roll and break free should be a greater strain on stam classes. It's just not because everyone has so much excess sustain.
The two main imbalances in this game are overtuned stats via the CP system -- namely burst and healing and sustain -- and snares EVERYWHERE with no effective magicka snare immunity. Period.
OP sounds like he dodges or blocks too much.
Signed, a magicka player.
Kena you missed the main point of the post, OP is saying that the combat system is flawed because you do not have to sacrifice max stat for defense. This created the problem of demi god players who can defend them selves as much as a tank and put of as much damage as a good DPS. But making your mitigation scale off health, you would be forced to sacrifice damage for survivability on a magica build AND stamina build. This would even out things greatly.
MisterBigglesworth wrote: »Right, but I don't think there was EVER a time when 2H/DW/1H+Shield abilities used magic or scaled with spell damage (unless it was very early beta or something) so, yes Stamina was merely a supplement stats with a bunch of virtually useless weapon skills tied to it.
MisterBigglesworth wrote: »Right, but I don't think there was EVER a time when 2H/DW/1H+Shield abilities used magic or scaled with spell damage (unless it was very early beta or something) so, yes Stamina was merely a supplement stats with a bunch of virtually useless weapon skills tied to it.
I should have been more clear (was typing from phone).
The weapon skill lines, you are correct, never cost mana. But they were also never intended to comprise the primary method player skills -- they were only ever supplements to class. The entire premise of a "stamina" build did not exist. Thus there was always an interplay between utilizing stamina for defense (block, dodge, etc) and the utilizing stamina for utility.
The "flaws" here were that this made "magicka" the only viable spec since it was better to save stamina for defense. But this was actually OK, in my opinion, because it made more internal sense for the game (and responds directly to the OP). The problem only arose because players want to run pure "stamina" specs. (Which was clearly an inferior choice at the time.)
My point is simple: the stamina/magicka spec divide (and imbalance) is purely artificial, created by the players, and exacerbated by ZOS (e.g. patch 1.6) for not clearly thinking through what made the most internal sense for the game.
Using health to break free and dodge roll would be a disaster. With all of the hard cc's, snares and poisons in the game, we'd only be helping enemies to kill us. I think it'd be better if dodge roll and break free used your highest secondary stat... Stam or Magicka - or - use a fourth stat. Call it Endurance, Energy, Shnookums or whatever.
When your choices are to die because, as a Magicka user, you don't have the Stam pool to get out of the 10 jillion cc's or to die because you gave away all your health trying to get out of the 10 jillion cc's, you're just screwed regardless.
Personally, I don't think any of these scenarios is the real answer to the problem. The problem is that there are 10 jillion cc's and they stack and they're spammable and there's no such thing as diminishing returns on them. I'd rather see Zos take all forms of cc away from classes and make specific forms of cc available in the weapons skill lines. Make them NOT stack (no more snare, root, fear, silence and stun at the same time). And, if you've been cc'd at all in the last 30 seconds, the next one lasts 1/2 the time and if cc'd again in the next 30 seconds then it lasts 1/4 of the time of the on the tooltip. At that point we become immune to cc's for 30 seconds. It also wouldn't be a bad idea to have escalating costs for cc's just as there are escalating costs for breaking free of them.
dodgehopper_ESO wrote: »MisterBigglesworth wrote: »Right, but I don't think there was EVER a time when 2H/DW/1H+Shield abilities used magic or scaled with spell damage (unless it was very early beta or something) so, yes Stamina was merely a supplement stats with a bunch of virtually useless weapon skills tied to it.
I should have been more clear (was typing from phone).
The weapon skill lines, you are correct, never cost mana. But they were also never intended to comprise the primary method player skills -- they were only ever supplements to class. The entire premise of a "stamina" build did not exist. Thus there was always an interplay between utilizing stamina for defense (block, dodge, etc) and the utilizing stamina for utility.
The "flaws" here were that this made "magicka" the only viable spec since it was better to save stamina for defense. But this was actually OK, in my opinion, because it made more internal sense for the game (and responds directly to the OP). The problem only arose because players want to run pure "stamina" specs. (Which was clearly an inferior choice at the time.)
My point is simple: the stamina/magicka spec divide (and imbalance) is purely artificial, created by the players, and exacerbated by ZOS (e.g. patch 1.6) for not clearly thinking through what made the most internal sense for the game.
No - it was awful for anyone that wanted to play a 'warrior' build. It never made sense to anyone who wanted to do that. People ran around with Shields and dresses for a reason, and it wasn't a logical system, that is for sure.
Like your idea but I only propose one change. All mitigation and defense should be based on health. NOT just block, dodge roll or break free.
Yes.
That means your heals, shields, resistances (to an extent) should scale of health. Anything NOT damage related should scale off health. Ie (the size of ur 3rd resource pool scales off max health and shielding/rolling/breaking free all costs this 3rd resoruce pool if that's clearer. Your healing and shields also scale off health)
@Armitas
I like pretty much everything except the Healing scaling off max magicka / stamina.
Healing should have its own independant stat.
Otherwise it's just another buff to redguard and high elf.