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After nearly two years, it's about time to change staff mechanics

  • Tannus15
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    Firstly, I'm not disagreeing with people on this thread

    That aside there seem to be some issues with regards to balance which are being ignored here.

    Staffs are RANGED and thus are inherently less risky to use. It's easier to both avoid damage and to finish a fight with a ranged weapon, and as such I would EXPECT them to have lower DPS.

    Also, MOST class skills are magika based, so the staff skill lines are complimented by MOST class skills, while stamina based weapons are pretty much stand alone with only a FEW class skills available at the same power level.

    Can this discussion acknowledge that the staff skill lines are intended to supplement the class skills and as such look at them as primary support skill lines?

    When using stamina builds you are expected to mostly use the weapon skills for your spammable dps. The only exception I can think of is the nightblade suprise attack, but even there rapid strikes has higher dps.

    Once again, I'm not in any way saying that stamina and magi are playing on an even battlefield at the moment, or that there are not balance issues.
    All I am saying is that staffs play a very different role than the stamina weapons in how they function with the rest of the class and should not be looked at in isolation, because in isolation staff skills will be inferior to weapon skills BY DESIGN.
  • Shadesofkin
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    Tannus15 wrote: »
    Firstly, I'm not disagreeing with people on this thread

    That aside there seem to be some issues with regards to balance which are being ignored here.

    Staffs are RANGED and thus are inherently less risky to use. It's easier to both avoid damage and to finish a fight with a ranged weapon, and as such I would EXPECT them to have lower DPS.

    Also, MOST class skills are magika based, so the staff skill lines are complimented by MOST class skills, while stamina based weapons are pretty much stand alone with only a FEW class skills available at the same power level.

    Can this discussion acknowledge that the staff skill lines are intended to supplement the class skills and as such look at them as primary support skill lines?

    When using stamina builds you are expected to mostly use the weapon skills for your spammable dps. The only exception I can think of is the nightblade suprise attack, but even there rapid strikes has higher dps.

    Once again, I'm not in any way saying that stamina and magi are playing on an even battlefield at the moment, or that there are not balance issues.
    All I am saying is that staffs play a very different role than the stamina weapons in how they function with the rest of the class and should not be looked at in isolation, because in isolation staff skills will be inferior to weapon skills BY DESIGN.

    The ultimate problem I have with this argument is that the difference between staves and the other 4 skills in the game is nearly 15k dps if you're set up correctly. I'm not convinced that melee needs 15k difference from ranged.

    Furthermore, the magicka DK is a melee as well and using anything but a staff would be a massive dps loss for them.
    Edited by Shadesofkin on September 7, 2016 2:26AM
    @shadesofkin -NA Server.
    Tier 2 Player.
    MagDK Main forever (even in the bad times)
  • Tannus15
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    Tannus15 wrote: »
    Firstly, I'm not disagreeing with people on this thread

    That aside there seem to be some issues with regards to balance which are being ignored here.

    Staffs are RANGED and thus are inherently less risky to use. It's easier to both avoid damage and to finish a fight with a ranged weapon, and as such I would EXPECT them to have lower DPS.

    Also, MOST class skills are magika based, so the staff skill lines are complimented by MOST class skills, while stamina based weapons are pretty much stand alone with only a FEW class skills available at the same power level.

    Can this discussion acknowledge that the staff skill lines are intended to supplement the class skills and as such look at them as primary support skill lines?

    When using stamina builds you are expected to mostly use the weapon skills for your spammable dps. The only exception I can think of is the nightblade suprise attack, but even there rapid strikes has higher dps.

    Once again, I'm not in any way saying that stamina and magi are playing on an even battlefield at the moment, or that there are not balance issues.
    All I am saying is that staffs play a very different role than the stamina weapons in how they function with the rest of the class and should not be looked at in isolation, because in isolation staff skills will be inferior to weapon skills BY DESIGN.

    The ultimate problem I have with this argument is that the difference between staves and the other 4 skills in the game is nearly 15k dps if you're set up correctly. I'm not convinced that melee needs 15k difference from ranged.

    Furthermore, the magicka DK is a melee as well and using anything but a staff would be a massive dps loss for them.

    Yup, Agreed.

    Like I said, I'm not saying "things are fine, git gud" or some ***.
    I'm not saying that staffs don't need to be looked at.

    And the destruction staff Ult looks like trash. Not in a million years would I slot it over meteor.

    All I'm saying is that there are some fundamental differences in how the stamina weapons work with class skills compared to magicka weapons, and due to this it's a lot more complicated than just buffing staff skills.

    Maybe the problems can be addressed by looking at the class skills and bringing them into line with the stamina skills?
    I don't know. It certainly seems to me that the magi-sorc problem isn't that staffs are crap, but that sorcs don't have a spammable dps skill.

    One thing I don't want to see is force pulse getting buffed and then every magika build for every class is spam force pulse. I think that would be a huge step backwards.
    Edited by Tannus15 on September 7, 2016 2:34AM
  • Shadesofkin
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    @Tannus15 possibly, but I think that staves do need a damage increase as *part* of the solution.
    @shadesofkin -NA Server.
    Tier 2 Player.
    MagDK Main forever (even in the bad times)
  • Tannus15
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    @Tannus15 possibly, but I think that staves do need a damage increase as *part* of the solution.

    No argument there.

    Personally I think the staff passives should be re-worked to also effect class skills instead of just staff skills. If I'm correct about staff skills being more support lines for the class then they should buff them accordingly.
  • maxjapank
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    Tannus15 wrote: »
    @Tannus15 possibly, but I think that staves do need a damage increase as *part* of the solution.

    No argument there.

    Personally I think the staff passives should be re-worked to also effect class skills instead of just staff skills. If I'm correct about staff skills being more support lines for the class then they should buff them accordingly.

    Yes. ^ This. I would love to see the Spell Penetration passive effect all class skills. That would be one step in the right direction.
  • kojou
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    I was going to write a similar review, but @Joy_Division wrote everything I would have said an then some.

    Nobody is going to run the desto ult unless it is more DPS than meteor, provides some unique utility that is not provided by class ultimates that already exist, or unless it was a cool burst ultimate.

    I don't even know where to start with the healing ult...

    I personally would also like to get rid of "Magicka" damage, make all magic skills use the element of the staff that I am holding and get the benefits of the destruction staff passives instead of only destruction staff skills.
    Playing since beta...
  • Mettaricana
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    I suggested bringing staves up to two hander spell dmg last pts round and got my head bit off I also feel element drain should do not only reduce resistance to said elements but inflict a dot that increases in dmg while under the duration.

    And the ultimates I was hoping huge freezing stun blast, massive equivalent to volcaboc rune explosion that set all on fire and launched enemies. And a massive lightning storm that rains lightning down and causes struck targets to arc between each other.
  • Joy_Division
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    Tannus15 wrote: »
    Firstly, I'm not disagreeing with people on this thread

    That aside there seem to be some issues with regards to balance which are being ignored here.

    Staffs are RANGED and thus are inherently less risky to use. It's easier to both avoid damage and to finish a fight with a ranged weapon, and as such I would EXPECT them to have lower DPS.

    Also, MOST class skills are magika based, so the staff skill lines are complimented by MOST class skills, while stamina based weapons are pretty much stand alone with only a FEW class skills available at the same power level.

    Can this discussion acknowledge that the staff skill lines are intended to supplement the class skills and as such look at them as primary support skill lines?

    When using stamina builds you are expected to mostly use the weapon skills for your spammable dps. The only exception I can think of is the nightblade suprise attack, but even there rapid strikes has higher dps.

    Once again, I'm not in any way saying that stamina and magi are playing on an even battlefield at the moment, or that there are not balance issues.
    All I am saying is that staffs play a very different role than the stamina weapons in how they function with the rest of the class and should not be looked at in isolation, because in isolation staff skills will be inferior to weapon skills BY DESIGN.

    I hear this a lot. And it's a huge reason we are where we are.

    "Stam need to be more powerful because it's melee"

    No it doesn't. I'm not buying the ranged argument in a game where gap closers are not only available, but usable without a cooldown and are powerful and ... put unpurgable and automatic debuff on the target no matter what! When my "ranged" characters gets into a fight with a "melee" build, unless I am on a castle wall, the melee build in this game always closes the distance - quickly - and stays in melee distance, even when I have supposed escape skills like Streak or Mist Form. Melee distance in this game is 22 meters and let's not even discuss the utter lack of mobility that magicka users possess.

    How exactly does a staff user avoid damage in PvP? Shuffle? Stam. Rapid maneuver? Stam. Dodge roll? Stam. Harness Magicka? OK, it lasts a grand total of 6 seconds lol. Staff builds don't avoid damage in PvP. They take up close from melee because of gap closers. And once the fight reaches that point, the staff user is almost always forced to use their "ranged weapon" at point blank. The only way a staff user avoids damage is by hiding in a zerg, under which circumstances gap closing them is simply too dangerous. So not only does this style of play create imbalances, it discourages solo-small scale PvP because the only way a double staff build wont get murdered in open world PvP is running in a zerg.

    Another reason I dislike this argument are magicka DKs. They are totally melee dependent, but because magicka is supposed to be ranged and thus less damage, it's ok their PvP DPS is non existent unless they go glass cannon and fire heavy inferno staff attacks while hiding in a zerg. It's the reason 90% of all mDKs run around in perma-blocking tank builds because it's pretty much all they can do

    I also dont agree that staffs are meant to supplement class skills. That was the original design of the game but that's not how it is played anymore. Resto staffs do not supplement heals - they are magicka's heals unless your are a templar (which is the real reason Cyrodiil is full of them by the way) or a perma-block DK (who would be insulted if I called Dragon Blood a heal). Stamplars rely just as much on biting jabs as Mageplars do sweeps. The poison Dots DKs use are absolutely essential to their DPS. Let's not also forget that just because skills are magic, doesn't mean stam players dont use them. Purifying ritual, cloak, bolt escape, reflective scales, etc., are powerful skills that stam can use just as effectively as magicka. What comparable stam skill is out there for magicka users to round out a versatile build? Shuffle? That would be nice to use, except is a magicka user runs out of stam in cyrodiil, they are dead It takes a specific build and a sub-optimal CP distribution for a magic build to safely run Shuffle.

    I don't mean to come down so hard, but this argument is highly dubious. I've played fantasy games like Dungeons and Dragons where it had some justification, but ESO with its gap-closer spam and the lack of abilities/means for ranged builds to stay at range undermines it. I get it on some PvE raid bosses like the warrior, melee DPS is difficult because of all of the movement, but let's not pretend this doesn't hamper magicka DPS as well (temps and DKs also need to be in melee) and eventually PvE raid leaders figure out a way to get 8,9 melee DPS on these bosses and just stack and burn them anyway.

    Any time the argument "we deserve to be more powerful" is uttered, there ought to be a very heavy burden of proof to justify that power. I will acknowledge that at launch, when stam had no heals, busted passives, no class skills, and was just plain bad, there was something to the argument. The game is totally different now.

    I should add it's fine that melee can gap close spam. I dont really have a problem with it and I would argue is something that is sort of needed to make melee viable, such that it doesn't need to be more powerful in the first place. That being said, get rid of the dumb and unnecessary unpurgable snare that accompanies it (that is such a cancer in PvP) and make it such that staff users have at least a fighting chance in close quarters combat. The resto staff needs to actually live up to its name and be capable of sustaining a magic oriented character without making them sitting ducks. There needs to be a powerful short ranged skill a staff user can use and destructive clench certainly isn't it and neither is wall of elements (in PvP).
    Edited by Joy_Division on September 7, 2016 6:04AM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • f047ys3v3n
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    I'm sorry i just can't agree with you. You say that stamina DPS is always higher than mage, but thats a lie. When you look at Hodor and Beyond Infinity, most of their DPS is magicka. You see sorcs like YoloWizard and Streak One pull 48k DPS. Mashinate is a crazy nightblade too. I have a templar friend who's Radiant D consistently hits for 70-80k a tick. There are just examples. Also stamina DPS without vMSA weapons is not as good as magicka DPS, aside from Stamplars. The DPS in a correctly built raid group is more or less the same for mage and stam toons.

    I agree with Joy, but what you say is just not true. You're making things sound waaay worse then they actually are.

    I have seen some of those high mag dps's which are ranged sorc and melee dk. The melee dk's, I don't see the point of aside from the screwy aoe interrupt and multi-chain dependent 2nd boss of vMoL. Quite a few of these builds were also benefiting from shock splash and will suffer. If you want to do a melee why not just stam, it is higher dps and has the same close up liability. I feel the same way about the big Jesus beam templars except that they have longer channels than stam players and so actually seem to eat mechanics even more than stam players while doing considerably less damage. Very sub-optimal in my opinion. As for the mag sorc, this is probably the bright spot for mag dps. I have seen a few very impressive parses from some ranged sorcs. These are the only "good" ranged dps parses I have seen but on more careful inspection they are rather dependent on having adds with the boss for the splash shock damage that I see is going away. I have also seen them leaning heavily on those adds for some bonus execute damage. i.e. the sorc tends to cherry pick what target he is hitting by staying on boss until execute, slamming add for that while keeping dots on boss, and then returning in a way that is a little cherry picking as your getting some bonus damage on targets others prepped while making sure your dot's all get nice full duration. We will see how these builds fare with no splash. I should also mention these mag sorc builds tend to be very hard to maximize as they are very two bar dependent, have really crazy off timed dot's, have a proc that must be honored in shards, and are heavily dependent on precise boss and add positioning for shock splash, wall of elements, and liquid lightning. I see stam builds with not so much skill making good deeps every day. I see few mag sorcs that even keep up with my mag nb which, I play well for a mag nb with no vMA staff, but with which I am not remotely competitive with even middle of the road stam dps's with vMA weapons. As for nb's, the best I have seen in practice are at least 15k behind any comparably skilled stam player. I might also add that a lot of high dps mag players seem to have disappeared lately and I have heard rumblings about cheat engine account bans. I think there may have been some mag players trying to keep up with the stam folks by juicing.


    You have absolutely no idea how stamina DPS operates then. You use DW vMSA weaps or you're wasting your time doing stamina DPS (Templars are different). in between all your DoTs (poison injection, rending slashes, rearming etc.) you have to weave in Flurry + Light Attack. And you must keep in mind that every DoT must be refreshed as soon as it goes out. Oh and the ground AoEs must be refreshed too. The rotation ain't easy, especially without buff trackers (#console). Rearming Trap is also a b*tch to empower correctly, as it doesn't consume the Maelstrom enchantment and you have to use 1 Flurry to empower 2 skills. Its hard to get used to and not f*ck up.
    I agree that there isn't much balance between magicka and stamina, but do not claim that stamina is easy mode. Try vMSA on a stam build. Even if you've got Flawless on a mage toon, you'll die a quite few times on your stam toon.

    That is the best description of the stam mag divergence I have seen. It is not that stam is easier, it is certainly harder to maximize than say a mag nb or mag templar, though honestly you can still pretty easily beat either of those with a mangled rotation provided you have the vMA weapons. Stam rotations are complex enough, and the empowerment from the vMA staff tricky enough that it took 6 months for really dominant ones to start emerge and convince many top mag users to abandon ship. Now stam has been buffed twice since then mind you with a third buff apparently eminent but it did take a while for stam to be mastered.

    As for vMA gear. Alcast demonstrated, vMA dual wield weapons are worth 12k dps. I'm going to go out on a limb and estimate you get 3k from the bow (am I wrong here?) You get 3k tops from a vMA staff. That is 1/5th the benefit and you mag jewelry 5 peice sets are no where near Vicious Ophdian so you loose a bit to stam on that count . My experience is that similarly equipped and skilled non-vMA stam deeps often beat mag deeps by a good bit on melee friendly fights but are beaten, sometimes substantially by them on melee unfriendly fights. The biggest problem for magica is that somebody clearly moved the decimal point on those vMA dual wield weapons. You can't convince me you meant + 3k weapon damage when +300 would be just so close to the amount of benefit you get from so many other vMA weapons.

    When it comes to vMSA, this particular content was is, because of the final fight, the most narrowly designed set of mechanics in this game. It is totally intolerant of channels (because of the meteors up top), begs for a ranged interrupt and ranged dps because of the teleportation of the boss followed by immediate interupt, the ranged healer add, and the summoners who must be killed while fetching gold ghosts, and basically requires that heals be HOT's or shields rather than breaths because the ambient damage per second is very high and punctuated with bursts large enough you can't really use your health as a buffer. It also benefits you massively both up top and on bottom to have major expedition all the time. It was like this fight was designed for mag nb's and mag sorcs everybody else be damned. The amazing thing about this now is that stam dps is so incredibly high that, I am told, by a guy who has done it on stam and mag of everything, it is actually easier on stam than mag with stam sorc being the true easy mode. It is really saying something that in a fight with this much movement, healing, and extreme intolerance of channels it is now easier to do it with stam. That is some pretty unbalanced stuff.


    I am currently worried for the future of ESO. Population seems like it is in free fall and the cancellation of the North America in-person gathering feels very much like pulling the plug. Kudos on fixing the in-game economy though. Clearly whatever gold shenanigans were happening the last couple years are fixed.
  • Tannus15
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    @Joy_Division I agree with most what you're saying, though it's worth noting that you are viewing everything through a PVP lense, rightly or wrongly, and Staff skills are not just a PVP concern.

    I don't really care if you buy that range is an advantage or not. It's a pretty obvious fact that having range attacks is an advantage over not having range attacks. Gap closers are great, but they also bring you into the damage AOE of skills such as lightning form. Range attacks allow you to choose where you stand and where you fight, which might be inside your own nova or banner or whatever. Melee HAS to engage and move into the damage.

    Also, staffs DO supplement 80% of class skills because they are magicka skills. Your heals heal for more and cost less. You shields protect you for most and have better morphs. All the way down the line skills are either cheaper to cast or better to use than the stamina variant, or there is no stamina variant at all.

    This doesn't invalidate your stance that staffs aren't as good as they should be, and just because they aren't doesn't make the above points invalid.

    I'm also not saying that staff skills shouldn't be looked at and over hauled to better fit the meta of how the game is currently played.
    ESO has changed a lot since launch, it's legit that staff skills should be looked at to see what's viable and what's redundant.

    But please don't pretend that staff skills exist in isolation of class skills. It's crap and you know it. You CANNOT use magicka class skills with a stamina build which is MOST class skills. Why do you think sorcs have been crying for crystal frag stam morph for so long?

    The last part of your reply is legit. You've nicely outlined some of the issues faced by staff users. The primary one being dealing with CC. Why not ask for shields protect from CC?
    Now that they have 6 seconds duration, why not?
    Or better yet, put that as a passive while wielding a resto staff, or destruction staff, or 5 piece light armour. But don't try and tell me that the staff skill line needs to be the magicka toolkit in the same way that the weapon skill lines are.
    It's not true.
    And if it becomes true then you may as well get rid of the class skills entirely.
  • Dracane
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    Tannus15 wrote: »
    Firstly, I'm not disagreeing with people on this thread

    That aside there seem to be some issues with regards to balance which are being ignored here.

    Staffs are RANGED and thus are inherently less risky to use. It's easier to both avoid damage and to finish a fight with a ranged weapon, and as such I would EXPECT them to have lower DPS.

    Also, MOST class skills are magika based, so the staff skill lines are complimented by MOST class skills, while stamina based weapons are pretty much stand alone with only a FEW class skills available at the same power level.

    Can this discussion acknowledge that the staff skill lines are intended to supplement the class skills and as such look at them as primary support skill lines?

    When using stamina builds you are expected to mostly use the weapon skills for your spammable dps. The only exception I can think of is the nightblade suprise attack, but even there rapid strikes has higher dps.

    Once again, I'm not in any way saying that stamina and magi are playing on an even battlefield at the moment, or that there are not balance issues.
    All I am saying is that staffs play a very different role than the stamina weapons in how they function with the rest of the class and should not be looked at in isolation, because in isolation staff skills will be inferior to weapon skills BY DESIGN.

    I hear this a lot. And it's a huge reason we are where we are.

    "Stam need to be more powerful because it's melee"

    No it doesn't. I'm not buying the ranged argument in a game where gap closers are not only available, but usable without a cooldown and are powerful and ... put unpurgable and automatic debuff on the target no matter what! When my "ranged" characters gets into a fight with a "melee" build, unless I am on a castle wall, the melee build in this game always closes the distance - quickly - and stays in melee distance, even when I have supposed escape skills like Streak or Mist Form. Melee distance in this game is 22 meters and let's not even discuss the utter lack of mobility that magicka users possess.

    How exactly does a staff user avoid damage in PvP? Shuffle? Stam. Rapid maneuver? Stam. Dodge roll? Stam. Harness Magicka? OK, it lasts a grand total of 6 seconds lol. Staff builds don't avoid damage in PvP. They take up close from melee because of gap closers. And once the fight reaches that point, the staff user is almost always forced to use their "ranged weapon" at point blank. The only way a staff user avoids damage is by hiding in a zerg, under which circumstances gap closing them is simply too dangerous. So not only does this style of play create imbalances, it discourages solo-small scale PvP because the only way a double staff build wont get murdered in open world PvP is running in a zerg.

    Another reason I dislike this argument are magicka DKs. They are totally melee dependent, but because magicka is supposed to be ranged and thus less damage, it's ok their PvP DPS is non existent unless they go glass cannon and fire heavy inferno staff attacks while hiding in a zerg. It's the reason 90% of all mDKs run around in perma-blocking tank builds because it's pretty much all they can do

    I also dont agree that staffs are meant to supplement class skills. That was the original design of the game but that's not how it is played anymore. Resto staffs do not supplement heals - they are magicka's heals unless your are a templar (which is the real reason Cyrodiil is full of them by the way) or a perma-block DK (who would be insulted if I called Dragon Blood a heal). Stamplars rely just as much on biting jabs as Mageplars do sweeps. The poison Dots DKs use are absolutely essential to their DPS. Let's not also forget that just because skills are magic, doesn't mean stam players dont use them. Purifying ritual, cloak, bolt escape, reflective scales, etc., are powerful skills that stam can use just as effectively as magicka. What comparable stam skill is out there for magicka users to round out a versatile build? Shuffle? That would be nice to use, except is a magicka user runs out of stam in cyrodiil, they are dead It takes a specific build and a sub-optimal CP distribution for a magic build to safely run Shuffle.

    I don't mean to come down so hard, but this argument is highly dubious. I've played fantasy games like Dungeons and Dragons where it had some justification, but ESO with its gap-closer spam and the lack of abilities/means for ranged builds to stay at range undermines it. I get it on some PvE raid bosses like the warrior, melee DPS is difficult because of all of the movement, but let's not pretend this doesn't hamper magicka DPS as well (temps and DKs also need to be in melee) and eventually PvE raid leaders figure out a way to get 8,9 melee DPS on these bosses and just stack and burn them anyway.

    Any time the argument "we deserve to be more powerful" is uttered, there ought to be a very heavy burden of proof to justify that power. I will acknowledge that at launch, when stam had no heals, busted passives, no class skills, and was just plain bad, there was something to the argument. The game is totally different now.

    I should add it's fine that melee can gap close spam. I dont really have a problem with it and I would argue is something that is sort of needed to make melee viable, such that it doesn't need to be more powerful in the first place. That being said, get rid of the dumb and unnecessary unpurgable snare that accompanies it (that is such a cancer in PvP) and make it such that staff users have at least a fighting chance in close quarters combat. The resto staff needs to actually live up to its name and be capable of sustaining a magic oriented character without making them sitting ducks. There needs to be a powerful short ranged skill a staff user can use and destructive clench certainly isn't it and neither is wall of elements (in PvP).

    Exactly. Range does not exist in pvp.
    I think a good solution would be to give all ranged attacks a damage bonus when they are used in melee range (8 meters)
    Because melees are always right in our face and their abilities do high damage, while most magicka abilities deal less damage because of this range non-sense.

    And look at it this way: Melees are naturally more resistant, because they are wearing medium or heavy armor. So in pve, they are safer at melee range. But a ranged build should actually be REWARDED FOR STAYING IN MELEE RANGE, because they are squishy and ZoS wants to rewards risky gameplay or not ? So, give ranged attack a damage bonus while in melee range.
    Edited by Dracane on September 7, 2016 8:05AM
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • ragespell
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    Tannus15 wrote: »
    Firstly, I'm not disagreeing with people on this thread

    That aside there seem to be some issues with regards to balance which are being ignored here.

    Staffs are RANGED and thus are inherently less risky to use. It's easier to both avoid damage and to finish a fight with a ranged weapon, and as such I would EXPECT them to have lower DPS.

    Also, MOST class skills are magika based, so the staff skill lines are complimented by MOST class skills, while stamina based weapons are pretty much stand alone with only a FEW class skills available at the same power level.

    Can this discussion acknowledge that the staff skill lines are intended to supplement the class skills and as such look at them as primary support skill lines?

    When using stamina builds you are expected to mostly use the weapon skills for your spammable dps. The only exception I can think of is the nightblade suprise attack, but even there rapid strikes has higher dps.

    Once again, I'm not in any way saying that stamina and magi are playing on an even battlefield at the moment, or that there are not balance issues.
    All I am saying is that staffs play a very different role than the stamina weapons in how they function with the rest of the class and should not be looked at in isolation, because in isolation staff skills will be inferior to weapon skills BY DESIGN.

    Can we stop saying that? There are so many gap closer in this game, that a ranged class can never fight at range.
    Besides, in every game, less mitigation means more damage.

    And in PVE, if what you are saying were true, you would see a balance dps wise. But were are the risks you are talking about, when stamina users can pull double dps than a magicka user?!?

    IMHO, it's really bad design.
    Edited by ragespell on September 7, 2016 8:16AM
  • shrb
    shrb
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    I don't think they'll change the core skills in this patch.

    So, since only ultimate can be changed right now, and both magic ultimate are beyond bad, why not give them a strong passive effect while slotted to both compensate for their lack of power/utility and for the generally weak magic weapon lines?

    Something.g like:
    Destro:
    Pbaoe passive: as long as this is slotted you suffer 20% (or other) less damage (since this is the PvP morph)
    The 2nd morph: as long as this is slotted you gain +30% spell critical damage (pve damage boost)

    Resto:
    Life giver: as long as this is slotted, your buffs last 30% longer
    Champion: as long as this is slotted you regen x ultimate/sec

    Bland, but maybe it can help with the general state of staffs.
  • lolo_01b16_ESO
    lolo_01b16_ESO
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    ✭✭
    ragespell wrote: »
    Tannus15 wrote: »
    Firstly, I'm not disagreeing with people on this thread

    That aside there seem to be some issues with regards to balance which are being ignored here.

    Staffs are RANGED and thus are inherently less risky to use. It's easier to both avoid damage and to finish a fight with a ranged weapon, and as such I would EXPECT them to have lower DPS.

    Also, MOST class skills are magika based, so the staff skill lines are complimented by MOST class skills, while stamina based weapons are pretty much stand alone with only a FEW class skills available at the same power level.

    Can this discussion acknowledge that the staff skill lines are intended to supplement the class skills and as such look at them as primary support skill lines?

    When using stamina builds you are expected to mostly use the weapon skills for your spammable dps. The only exception I can think of is the nightblade suprise attack, but even there rapid strikes has higher dps.

    Once again, I'm not in any way saying that stamina and magi are playing on an even battlefield at the moment, or that there are not balance issues.
    All I am saying is that staffs play a very different role than the stamina weapons in how they function with the rest of the class and should not be looked at in isolation, because in isolation staff skills will be inferior to weapon skills BY DESIGN.

    Can we stop saying that? There are so many gap closer in this game, that a ranged class can never fight at range.
    Besides, in every game, less mitigation means more damage.

    And in PVE, if what you are saying were true, you would see a balance dps wise. But were are the risks you are talking about, when stamina users can pull double dps than a magicka user?!?

    IMHO, it's really bad design.
    Actually it matters for pve. For easy content where you don't take significant damage not so much, but just look at the videos BI / Hodor posted or ask any guild that is seriously attempting vMoL HM. All of them are mostly taking mag dds since a living magblade will pull higher dps than a dead stamdk.
  • Essiaga
    Essiaga
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    totally agree.

    I think they need to create an off-hand set piece place holder for all 2 handed weapons, but especially staves.

    There really should be a 3rd magicka weapon. I'd like to see 1 handed and talisman line ... and I want it to give options for evasion, expedition, and force that cost magicka. These buffs are NOT class specific for stam builds. Why are they for Magicka? Class restriction are pretty much exclusively a magicka issue, a long with sacrifice (equiping resto or being a vampire) to gain something you're class lacks.

    Immovable should also have a magicka morph since hvy armor is NOT exclusive to stamina builds. Stam gets 2 armor line skills. Harness ... eff Harness when there's only 1 viable class shield in PVP for the average build.

    Destro Ult should be burst all the way.
  • ragespell
    ragespell
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    ragespell wrote: »
    Tannus15 wrote: »
    Firstly, I'm not disagreeing with people on this thread

    That aside there seem to be some issues with regards to balance which are being ignored here.

    Staffs are RANGED and thus are inherently less risky to use. It's easier to both avoid damage and to finish a fight with a ranged weapon, and as such I would EXPECT them to have lower DPS.

    Also, MOST class skills are magika based, so the staff skill lines are complimented by MOST class skills, while stamina based weapons are pretty much stand alone with only a FEW class skills available at the same power level.

    Can this discussion acknowledge that the staff skill lines are intended to supplement the class skills and as such look at them as primary support skill lines?

    When using stamina builds you are expected to mostly use the weapon skills for your spammable dps. The only exception I can think of is the nightblade suprise attack, but even there rapid strikes has higher dps.

    Once again, I'm not in any way saying that stamina and magi are playing on an even battlefield at the moment, or that there are not balance issues.
    All I am saying is that staffs play a very different role than the stamina weapons in how they function with the rest of the class and should not be looked at in isolation, because in isolation staff skills will be inferior to weapon skills BY DESIGN.

    Can we stop saying that? There are so many gap closer in this game, that a ranged class can never fight at range.
    Besides, in every game, less mitigation means more damage.

    And in PVE, if what you are saying were true, you would see a balance dps wise. But were are the risks you are talking about, when stamina users can pull double dps than a magicka user?!?

    IMHO, it's really bad design.
    Actually it matters for pve. For easy content where you don't take significant damage not so much, but just look at the videos BI / Hodor posted or ask any guild that is seriously attempting vMoL HM. All of them are mostly taking mag dds since a living magblade will pull higher dps than a dead stamdk.

    I stand corrected, but one dungeon is not the whole game
  • Powerpeach
    100% agree with your discussion Joy Division ......
  • Lucky28
    Lucky28
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    @Tannus15 The ranged argument is flawed because of Bows essentially. i mean when was the last time you saw someone one-shot gank someone with a destruction staff?. never?. when was the last time you saw it with a bow?. about 5 minutes ago?.

    bows hit harder than staffs and have longer range. so, i dunno man.
    Invictus
  • Jar_Ek
    Jar_Ek
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    Staves need the following:
    1. To count as a double set bonus
    2. To have separate skill lines per staff type - not a flavoured generic line (as suggested by a previous poster). These could be flavoured such that one was for short range, one for long range and one a mix. Meaning that magicka would have the approx equivalent of 2H, bow and DW in Fire, Frost, and Lightning.
    3. Be of a higher base damage. This can be achieved with the above pt 2, as certain staff flavours would now be short ranged and hence higher damage assuming the reason their damage is low is range.
    4. Be more interesting. They are incredibly dull, mostly because they are generic and lack and real feeling. They could be made farore interesting if each type had its own identity and abilities.
  • Carbonised
    Carbonised
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    As a MagDK, whenever someone brings up the ranged argument I just have to laugh and say 'wtf'.
    No access to any gap closers and arguably the worst (and most buggy) class gap closer in the game!

    You know what, buff destro staff to be as powerful as bows, then let me have access to a magicka based melee weapon with as sick damage as a twohander, so I'm able to emulate all the OP stam based bow/2hander combos - and I'll be plenty happy.

    And where is my weapon execute? That's right, unlike both bow AND 2hander, who have some of the best executes in the game, neither my class NOR my weapon has any.

    And what about forcing me to waste 1 bar for a puny, laughable resto staff and STILL heal less HoT than a vigor/rally combo.

    Yes, magicka is in a real bad place, light armor is in a bad place, destro/resto is in a bad place, and MagDK is arguably and by far in the shittiest place of them all, PvE AND PvP.
  • SorataArisugawa
    SorataArisugawa
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    Dracane wrote: »
    Tannus15 wrote: »
    Firstly, I'm not disagreeing with people on this thread

    That aside there seem to be some issues with regards to balance which are being ignored here.

    Staffs are RANGED and thus are inherently less risky to use. It's easier to both avoid damage and to finish a fight with a ranged weapon, and as such I would EXPECT them to have lower DPS.

    Also, MOST class skills are magika based, so the staff skill lines are complimented by MOST class skills, while stamina based weapons are pretty much stand alone with only a FEW class skills available at the same power level.

    Can this discussion acknowledge that the staff skill lines are intended to supplement the class skills and as such look at them as primary support skill lines?

    When using stamina builds you are expected to mostly use the weapon skills for your spammable dps. The only exception I can think of is the nightblade suprise attack, but even there rapid strikes has higher dps.

    Once again, I'm not in any way saying that stamina and magi are playing on an even battlefield at the moment, or that there are not balance issues.
    All I am saying is that staffs play a very different role than the stamina weapons in how they function with the rest of the class and should not be looked at in isolation, because in isolation staff skills will be inferior to weapon skills BY DESIGN.

    I hear this a lot. And it's a huge reason we are where we are.

    "Stam need to be more powerful because it's melee"

    No it doesn't. I'm not buying the ranged argument in a game where gap closers are not only available, but usable without a cooldown and are powerful and ... put unpurgable and automatic debuff on the target no matter what! When my "ranged" characters gets into a fight with a "melee" build, unless I am on a castle wall, the melee build in this game always closes the distance - quickly - and stays in melee distance, even when I have supposed escape skills like Streak or Mist Form. Melee distance in this game is 22 meters and let's not even discuss the utter lack of mobility that magicka users possess.

    How exactly does a staff user avoid damage in PvP? Shuffle? Stam. Rapid maneuver? Stam. Dodge roll? Stam. Harness Magicka? OK, it lasts a grand total of 6 seconds lol. Staff builds don't avoid damage in PvP. They take up close from melee because of gap closers. And once the fight reaches that point, the staff user is almost always forced to use their "ranged weapon" at point blank. The only way a staff user avoids damage is by hiding in a zerg, under which circumstances gap closing them is simply too dangerous. So not only does this style of play create imbalances, it discourages solo-small scale PvP because the only way a double staff build wont get murdered in open world PvP is running in a zerg.

    Another reason I dislike this argument are magicka DKs. They are totally melee dependent, but because magicka is supposed to be ranged and thus less damage, it's ok their PvP DPS is non existent unless they go glass cannon and fire heavy inferno staff attacks while hiding in a zerg. It's the reason 90% of all mDKs run around in perma-blocking tank builds because it's pretty much all they can do

    I also dont agree that staffs are meant to supplement class skills. That was the original design of the game but that's not how it is played anymore. Resto staffs do not supplement heals - they are magicka's heals unless your are a templar (which is the real reason Cyrodiil is full of them by the way) or a perma-block DK (who would be insulted if I called Dragon Blood a heal). Stamplars rely just as much on biting jabs as Mageplars do sweeps. The poison Dots DKs use are absolutely essential to their DPS. Let's not also forget that just because skills are magic, doesn't mean stam players dont use them. Purifying ritual, cloak, bolt escape, reflective scales, etc., are powerful skills that stam can use just as effectively as magicka. What comparable stam skill is out there for magicka users to round out a versatile build? Shuffle? That would be nice to use, except is a magicka user runs out of stam in cyrodiil, they are dead It takes a specific build and a sub-optimal CP distribution for a magic build to safely run Shuffle.

    I don't mean to come down so hard, but this argument is highly dubious. I've played fantasy games like Dungeons and Dragons where it had some justification, but ESO with its gap-closer spam and the lack of abilities/means for ranged builds to stay at range undermines it. I get it on some PvE raid bosses like the warrior, melee DPS is difficult because of all of the movement, but let's not pretend this doesn't hamper magicka DPS as well (temps and DKs also need to be in melee) and eventually PvE raid leaders figure out a way to get 8,9 melee DPS on these bosses and just stack and burn them anyway.

    Any time the argument "we deserve to be more powerful" is uttered, there ought to be a very heavy burden of proof to justify that power. I will acknowledge that at launch, when stam had no heals, busted passives, no class skills, and was just plain bad, there was something to the argument. The game is totally different now.

    I should add it's fine that melee can gap close spam. I dont really have a problem with it and I would argue is something that is sort of needed to make melee viable, such that it doesn't need to be more powerful in the first place. That being said, get rid of the dumb and unnecessary unpurgable snare that accompanies it (that is such a cancer in PvP) and make it such that staff users have at least a fighting chance in close quarters combat. The resto staff needs to actually live up to its name and be capable of sustaining a magic oriented character without making them sitting ducks. There needs to be a powerful short ranged skill a staff user can use and destructive clench certainly isn't it and neither is wall of elements (in PvP).

    Exactly. Range does not exist in pvp.
    I think a good solution would be to give all ranged attacks a damage bonus when they are used in melee range (8 meters)
    Because melees are always right in our face and their abilities do high damage, while most magicka abilities deal less damage because of this range non-sense.

    And look at it this way: Melees are naturally more resistant, because they are wearing medium or heavy armor. So in pve, they are safer at melee range. But a ranged build should actually be REWARDED FOR STAYING IN MELEE RANGE, because they are squishy and ZoS wants to rewards risky gameplay or not ? So, give ranged attack a damage bonus while in melee range.

    I am against it. The problem is the much higher DPS of the Melee vs. the ranged. 5% would be fair. Not 50%!!! I don't want to play my magican Sorc in range to deal competetive DPS... If I wanted to play a Melee, I would play one...
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!
  • SorataArisugawa
    SorataArisugawa
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    For most of ESO's history, the running joke was that the combat team did not play the game, or at least never PvP. We don't say that anymore. Now we say that the devs only play stam DPS. That's a problem that this patch did nothing to dispel and only reinforced this perception.

    I was not expecting this patch to fix the stam-magicka divide; however, I was expecting to see at least a hint that the combat team was aware staff users and magicka in general was in a poor place and thus this patch is a colossal disappointment.

    A lot of people are complaining about how underwhelming the Destruction Staff ultimate is, and rightly so. It's a telegraphed DoT that does less damage, no CC effect, or ultimate restoration than Meteor which has a 20% cheaper cost (to say nothing of the Mage Guild passives it provides). It's the absolute last thing a destruction staff user wants because she already has the best ground DoT effect in the game with elemental wall. Also every single class already has a better, cheaper, more versatile AoE DoT in class ultimate, all of which provide valuable functions (damage mitigation, heal debuffs, gravity crush, silence, etc.) that are even better than the DoT damage. The destruction staff ultimate is 100% superfluous. It is crystal clear to me that whoever designed this ultimate has not had the frustration of trying to play ESO competitively with a destruction staff.

    Now, ZoS has spent so much time and resources and artwork and stuff on this lackluster and redundant ultimate there is no way that it will redesign the ultimate it to give it a function that might actually be useful and desired by a destruction staff user (**ehem, burst damage**). But I suppose it doesn't matter, because even with a good ultimate, the destruction staff would still be a poor weapon that lowered spell damage, limited armor set choices, and provided mostly lackluster skills. However it would have be nice to see an appealing ultimate that would have at least made me think: "Hey, at least ZoS is aware of that fact that magicka staves are in a bad place."

    But no. Instead ZoS has gone completely the other way and removed the lightning heavy attack splash damage. Don't tell me this is a "bugfix." Ever since the IC patch, the passive has said that the heavy attack damages nearby enemies. Even if it was a "bug," it was a necessary bug and the only thing that made lightning staves ever worth using is ESO. Saying it's a "bugfix" is saying that you are in favor of having a weapon with nothing but disadvantages that should always be deconstructed by anyone who cares about character effectiveness.

    With so much discussion on the poor design of the destruction ultimate, not very many people have noticed how terrible the restoration staff ultimate is. 125 ultimate to heal 1 person for a lot for 5 seconds? Think about that, you want me to blow an ultimate just to heal one person. What a colossal waste of resources. I heal, I'll never use this. It's overkill, completely unnecessary, and is totally outdone by the already poor healing ultimates in the game. The templar ultimate is the same cost and heals 6 people for 4 seconds and provides them with a flat damage reduction. Heck, even the overnerfed barrier is better in that it puts a comparable shield on 6 players (and either a HoT or ultimate restoration). The resto ultimate needs a complete overhaul. It is poorly thought out in its only use is the buff morph that a solo PvPer might want. Why am I as a healer stuck with a 1vX ultimate?

    In short, this patch has given staff users nothing that would make them excited about trying something new. By way of comparison, you better believe my magicka templar is very much looking forward to using the sword and shield stamina based ultimate. This is what the Elder Scrolls has degenerated to: *** poor magicka options that have magic oriented players equipping swords and (wooden as opposed to magic) shields to compete.

    *******

    We got into this situation because ZoS thought that making it so that using two swords provided way more spell [!] damage than staves was a good idea and let patch after patch after patch go by without ever bothering to revisit the poorly thought out nerfs that both staffs have received since the game's launch. Also, the combat team unnecessarily provided "stamina" patches after the TG release. This was a complete misreading. TG wasn't a "magic" patch. It was a patch that made one skill busted (proximity det) and offered a poorly thought out set bonus in Vicious Death. Is it any wonder after prox det has been nerfed and the amount of burst damage, healing, damage avoidance, and stam set damage procs that 2H builds are everywhere in PvP? When I run a trial raid, ALL my DPS are melee (and the vast majority of them stam). I don't even bother using elemental drain in raids anymore.

    It's unfortunate that ZoS has sunk so many resources into these poorly thought out and superfluous magicka ultimates that it won't do anything to make them anything more than watered-down replacements for ultimates we already can get elsewhere. Sure, maybe Zos will "listen" and lower the cost of the destro ultimate, but do we really need or want a ground based DoT that does not silence or provide damage mitigation? I know I don't. This is precisely that problem when Zos develops everything in its secret laboratory and leaves us out of the development process: we get stuff we don't need and didn't ask for that cannot be changed.

    Zos, you need to go back to the drawing board when it comes to staves and I'm not just talking about the ultimate. With every patch you release and the accompany power creep that comes with it, the disparity is spell-weapon damage becomes exacerbated and made it such that unless you are using a Maelstrom staff, you are totally undermining the amount of damage you can do. The destruction skill line is poor:

    Destrcutive touch This is too expensive, the upfront damage and the DoT are not competitive. Even with a Master's weapon, this ability still isn't efficient. There are a fair amount of Zerg surfers in PvP who love to hide in large groups and cast flame reach, but 9 times out of 10 they are just wasting their mana (I'm usually already CC'd by something else and the damage is easy to heal through).

    Wall of elements This is purely a PvE skill. A very good one that is required for remotely decent DPS and necessitates people having a Maelstrom weapon, but PvE nevertheless since the wall is so skinny and the secondary effects are so minor.

    Crushing Shock A low damage spammable. It's just a boring filler skill that does nothing but damage that is easy to outheal in PvP. This is probably the most boring and generic skill in the game that has zero purpose to it since ZoS nerfed the burning, concussed, and chilled procs. The most boring and generic skill of the game is the spammable for magicka users. *Not* fun.

    Elemental Drain It's good, but tanks give the debuff and many times isn't even providing back resources given the amount of stam DPS and tempalrs sweeps + NB funnel aren't elemental. This debuff should do something unique so it's always useful.

    Impulse. Never should have been nerfed in the first place. It is a terrible skill that only does damage and is totally outperformed by each class's own PBAOE, which have larger range and additional functions besides damage. It is thus redundant and bad, which means it should be totally redesigned

    The only reason I use a Destruction staff is because of the Elemental Wall skill in PvE and the lightning heavy attack, which is one of the very very few out-of-the-box, non cookie-cutter, legitimately interesting uses for a non best-in-slot item in this game. Shame on ZoS for removing it. Everything it is does can be attained by a better options that exists elsewhere. As that elsewhere will also mean more spell damage and armor set bonuses, using a destruction means you're basically settling for the last person at the bar. Take a look around in Cyrodiil sometime. The few diehard magicka DKs remaining won't go near this thing with a 12 foot pole.

    Another thing to cosndier about destruction staffs is that there are only 4 skills that actually attack and do damage. Stam users have 4 weapon lines to diversify their builds and do something else besides crushing shock, crushing shock, crushing shock... There really ought to be either another magic DPS weapon or some thought to making the lightning, frost, and fire staves actually different.

    The restoration staff is also a poor weapon. I see people in Cyrodiil trying to heal with this, but whenever they get focused they die. Think about it, we all know DKs have been begging ZoS for over a year to rework Dragon's Blood because it is so outdated and inefficient, yet they still run around cyrodiil with sword and shield rather than relying on a resto staff to heal. It just doesn't provide much and using one means players are throwing away spell damage, an armor set bonus set, and the defense benefits (and extra stats) that come with using sword and shield.

    Grand Healing PvE raid requirement since raid bosses mean spamming this spell.

    Regeneration I only use this to get armor set procs. It is *very* annoying trying to maintain this on a trial raid. The morph choices should have been quantity Vs. quality. People who say this is as good as vigor are not considering the huge benefit that you can get the Vigor HoT while using any weapon you want (aside from the fact that vigor will actually heal the caster and hits more allies). Vigor is an excellent and versatile skill used by just about every stamina player. Restoration is a marginal skill that restricts magicka players to using a poor weapon and is not used by most magicka players. It's not even a comparison.

    Blessing of Restoration I think it's a problem when what my raid wants from this "heal" is a short and small damage buff. I would much prefer this to be my HoT rather than regeneration.

    Healing Ward It's good ... far far better than Dragon's Blood. That DKs don't use it should be all there needs to be said just how poor a weapon restoration staffs are.

    Siphon spirit The most inefficient skill in the game. A tiny HoT that requires a player to hit a specific target that has a cooldown from a skill that requires a cast time? Wow, that is terrible. Would the game and PvP be just a bit more interesting and diverse, if, I dunno, a skill like this could actually sustain a magic oriented player? Nope. Apparently ESO is meant to be played by 2H + bow builds that have excellent HoTs freely available to them without restrictions and usable by weapons capable of terrifying burst damage. This skill is a utter joke and proof to me that when the combat team punches their timecard and goes home, they log onto their stam builds with their viper/widowmaker/velindreth sets and their ...ehem ... two handed swords that heal for more than the magicka suckers out there trying use resto staff.

    One of the huge reasons stam is so dominant in PvP because they can freely choose their attack weapon (2H), not gimped their weapon power or armor sets, and still put out ridiculously high healing because their heals are not tied to a crummy weapon!. Magic users have to use this bad weapon, which undercuts their defenses and stats, just to use heals that aren't even as good as what stam has access to for free. It's absolutely crazy that it has been like this for nearly two years. Do something! Can you please log into Cyodiil, run around siphon spiriting these stam 2H builds and see exactly have far that gets you?

    This patch in a nutshell:

    11afb0eaf2.jpg

    Set created by someone who loves stam DPS.

    c0f932ee4b.jpg

    Set created by someone who doesn't heal.

    First of all: You are ont he right spot with nearly everthing.
    ( I like the style of the destro Ulti, because I is the big AOE destruction, that the staff needed. It is to weak and to expensive, but the style is, at least for my flavor, on the pot. I think that the normal skills and some other decisions are the main reasons that this weapon group is so weak)

    1.
    The destro staff skills are poor by design:
    • Frist one does no DMG, is expensive and just in the fire version a "nice" CC. The other two versions are useless
    • Second is after the buff acording to make MSA weapons desireable the nicest one of all. Wont argue with it. But the desgin is at the border to boring
    • Third one is used because Sorcs have no spammable (and are so forcst to use them)
    • Fourth is negated by THE spot in the game...
    • Fifth is a Skill you are emitting around you with a low DPS. Why isn't it emitted around the target?... Would be effective I guess, istn't wanted for the destruction skillline...

    2.
    The diversity between fire, ice and lightning is non existent. You have to use fire. It get more DMG, more DMG and more DMG everywhere.
    Passives:
    • more DMG for fire, aoe for lightning(just a little after the next patch), 1k SHIELD(!!!) for ice
    • Fire gets the chance to proc burning, which emittes more DMG
    elemental Wall does more DMG to burning enemies
    The other staffs set of balance or chills the enemies... the same as ever...
    (We were at the interesting situation, that the sorc(which theme is lightning) had to use the fire staff (even of is ligthning DMG "increase" in the passives) for the best DPS and the DK(which theme is fire) used the ligthning staff (even of is fire DMG increase of some skills) nice desing job... (just a little advice: if you don't want to be the classes to play unique, don't build any from the start!))

    3.
    Further more we miss one Setslot (two 5 bonus Sets are impossible for us, if we want to wear a two set bonus)

    4.
    and we get less Spell DMG than 2 Weapons or 2H Weapon

    ______________________________________________________________________________________________________________________

    The sad truth is: @Wrobel doesn't care anymore or didn't care ever. I don't know.
    The concept behind this skill line is non existent. For all magican attempts there is only 1 Skill line. If he can't make every version of the staffs fun, rewarding and usefull with one skillline, he should make 3 and think about special skills for every staff! Otherwise fix the current skill line and make all the 3 staffs very(!!!) usefull.

    He should redesign the passives and let them be rewarding for PVE endgame and PVP for every staff type!

    It should be possible to get 2 Setpieces with a 2 Handed weapon, so we have the possibility of 5-5-2 set boni.

    ______________________________________________________________________________________________________________________

    But all of this is long know. There is no discussion of why there is no change. There simply isn't one. I don't know why @Wrobel let us suffer in this state, and he doesn't really answer the questions. I saw, how he discussed the missing spammable of the Sorcs. I could believe my ears. The entire dependences are not considert! There are so much illogical desicions already in the sorc class for example...

    I am at the point, where I don't think I will see a real improvment of the system anymore. There is no discussion, with the players. There is just: I made this, be happy with it. It is so so sad. But as long he doesn't listen, that is the state, we are going to live in... :disappointed:

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!
  • The-Baconator
    The-Baconator
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    You just feel so sad when you're emperor with over 70k mag and about 3k spell damage and you see a 7k impulse crit and think "wow that dude was naked" only to hear a stam build in your group say "lol I just got another 15k steelnado crit."
    First PS4 NA Grand Overlord, Stormproof, and Flawless Conqueror.
    Potato Lord of Atrocity
  • Izaki
    Izaki
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    f047ys3v3n wrote: »
    I'm sorry i just can't agree with you. You say that stamina DPS is always higher than mage, but thats a lie. When you look at Hodor and Beyond Infinity, most of their DPS is magicka. You see sorcs like YoloWizard and Streak One pull 48k DPS. Mashinate is a crazy nightblade too. I have a templar friend who's Radiant D consistently hits for 70-80k a tick. There are just examples. Also stamina DPS without vMSA weapons is not as good as magicka DPS, aside from Stamplars. The DPS in a correctly built raid group is more or less the same for mage and stam toons.

    I agree with Joy, but what you say is just not true. You're making things sound waaay worse then they actually are.

    I have seen some of those high mag dps's which are ranged sorc and melee dk. The melee dk's, I don't see the point of aside from the screwy aoe interrupt and multi-chain dependent 2nd boss of vMoL. Quite a few of these builds were also benefiting from shock splash and will suffer. If you want to do a melee why not just stam, it is higher dps and has the same close up liability. I feel the same way about the big Jesus beam templars except that they have longer channels than stam players and so actually seem to eat mechanics even more than stam players while doing considerably less damage. Very sub-optimal in my opinion. As for the mag sorc, this is probably the bright spot for mag dps. I have seen a few very impressive parses from some ranged sorcs. These are the only "good" ranged dps parses I have seen but on more careful inspection they are rather dependent on having adds with the boss for the splash shock damage that I see is going away. I have also seen them leaning heavily on those adds for some bonus execute damage. i.e. the sorc tends to cherry pick what target he is hitting by staying on boss until execute, slamming add for that while keeping dots on boss, and then returning in a way that is a little cherry picking as your getting some bonus damage on targets others prepped while making sure your dot's all get nice full duration. We will see how these builds fare with no splash. I should also mention these mag sorc builds tend to be very hard to maximize as they are very two bar dependent, have really crazy off timed dot's, have a proc that must be honored in shards, and are heavily dependent on precise boss and add positioning for shock splash, wall of elements, and liquid lightning. I see stam builds with not so much skill making good deeps every day. I see few mag sorcs that even keep up with my mag nb which, I play well for a mag nb with no vMA staff, but with which I am not remotely competitive with even middle of the road stam dps's with vMA weapons. As for nb's, the best I have seen in practice are at least 15k behind any comparably skilled stam player. I might also add that a lot of high dps mag players seem to have disappeared lately and I have heard rumblings about cheat engine account bans. I think there may have been some mag players trying to keep up with the stam folks by juicing.


    You have absolutely no idea how stamina DPS operates then. You use DW vMSA weaps or you're wasting your time doing stamina DPS (Templars are different). in between all your DoTs (poison injection, rending slashes, rearming etc.) you have to weave in Flurry + Light Attack. And you must keep in mind that every DoT must be refreshed as soon as it goes out. Oh and the ground AoEs must be refreshed too. The rotation ain't easy, especially without buff trackers (#console). Rearming Trap is also a b*tch to empower correctly, as it doesn't consume the Maelstrom enchantment and you have to use 1 Flurry to empower 2 skills. Its hard to get used to and not f*ck up.
    I agree that there isn't much balance between magicka and stamina, but do not claim that stamina is easy mode. Try vMSA on a stam build. Even if you've got Flawless on a mage toon, you'll die a quite few times on your stam toon.

    That is the best description of the stam mag divergence I have seen. It is not that stam is easier, it is certainly harder to maximize than say a mag nb or mag templar, though honestly you can still pretty easily beat either of those with a mangled rotation provided you have the vMA weapons. Stam rotations are complex enough, and the empowerment from the vMA staff tricky enough that it took 6 months for really dominant ones to start emerge and convince many top mag users to abandon ship. Now stam has been buffed twice since then mind you with a third buff apparently eminent but it did take a while for stam to be mastered.

    As for vMA gear. Alcast demonstrated, vMA dual wield weapons are worth 12k dps. I'm going to go out on a limb and estimate you get 3k from the bow (am I wrong here?) You get 3k tops from a vMA staff. That is 1/5th the benefit and you mag jewelry 5 peice sets are no where near Vicious Ophdian so you loose a bit to stam on that count . My experience is that similarly equipped and skilled non-vMA stam deeps often beat mag deeps by a good bit on melee friendly fights but are beaten, sometimes substantially by them on melee unfriendly fights. The biggest problem for magica is that somebody clearly moved the decimal point on those vMA dual wield weapons. You can't convince me you meant + 3k weapon damage when +300 would be just so close to the amount of benefit you get from so many other vMA weapons.

    When it comes to vMSA, this particular content was is, because of the final fight, the most narrowly designed set of mechanics in this game. It is totally intolerant of channels (because of the meteors up top), begs for a ranged interrupt and ranged dps because of the teleportation of the boss followed by immediate interupt, the ranged healer add, and the summoners who must be killed while fetching gold ghosts, and basically requires that heals be HOT's or shields rather than breaths because the ambient damage per second is very high and punctuated with bursts large enough you can't really use your health as a buffer. It also benefits you massively both up top and on bottom to have major expedition all the time. It was like this fight was designed for mag nb's and mag sorcs everybody else be damned. The amazing thing about this now is that stam dps is so incredibly high that, I am told, by a guy who has done it on stam and mag of everything, it is actually easier on stam than mag with stam sorc being the true easy mode. It is really saying something that in a fight with this much movement, healing, and extreme intolerance of channels it is now easier to do it with stam. That is some pretty unbalanced stuff.


    I dunno I find vMSA much much harder on my stam sorc than on my mag sorc and they are both my main characters. On the mage sorc I can get to around 540k quite often, whereas on my stam, although I have higher DPS and more DoTs I die on average 5 times during the run (and that's with vigor). Without Vigor I'm looking at around 10 deaths and an 1 hour + run most of the time.

    I agree that in terms of everything: set bonuses, weapon skill lines, armor passives stamina is clearly better. Nonetheless its very rare to find a decent stam DPS who'll stay alive for the whole fight. I did Hel Ra on my stam sorc recently and was lying on the floor dead WAY more often than on my mage toons. I had started a stam sorc before DB/Hurricane and was really upset that I didn't have a single class stamina skill. When I got Hurricane, I geared up in VO and TBS along with vMSA weaps and the DPS was great, but the survivability was s***. And I don't play with shields on a sorc in trials.

    So all in all, I have the impression that most magicka players don't even have a stamina toon, so they really don't have any idea of what they're talking about. You seen the imbalance when you have both types of gameplay, you can't claim that stamina is OP, if you've been f***ed up by a stam build in PvP, you actually have to play the class. I'm not on the stamina side, I'm very well aware of the imbalance between the two, but a lot of people don't realize what the issue really is. Roll Dodge and Block is not quite as effective as shields for mitigation, because the fatigue from Dodge drains stamina down to 0 in no time (unless you have well fitted).

    Ressource stacking is also a problem. Stam can stack well over 4k damage and 2k recovery without even trying that hard. Magicka has a much harder time stacking recovery, max magicka while maintaining a decent spell damage value. In PvE, the weapons are the problem. vMSA staff isn't nearly as good as the daggers but its easier to use.

    #BuffSorc
    #BuffDK
    #BuffDestro
    #BuffMage'sGuild
    #BuffLightArmor
    #BuffAllMagickaGear
    #Don'tNerfStamina
    @ Izaki #PCEU
    #FrenchKiss #GoneFor2YearsAndMyGuildDoesn'tRaidAnymore
    #MoreDPSthanYou
    #Stamblade
  • alephthiago
    alephthiago
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    "Staffs are RANGED and thus are inherently less risky to use. It's easier to both avoid damage and to finish a fight with a ranged weapon, and as such I would EXPECT them to have lower DPS."
    You are still using light armor (which doesnt benefit damage AT ALL unlike medium armor) and for anyone to gap close to you (dealing high damage too i must say) is very easy and happens 100% of the time in medium/smal/solo encounters.

    This argument its such bs that bow has higher base damage, one self heal skill and one high damage burst while having all other utilities like VERY reliable AOE.

    We should either cause increased damage in melee range or have some type of melee magicka weapon introduced with skills that hit as hard as two handed for example (btw we would still be in light armor).

    Magicka Dks and Magblades would love that.
    Walks-in-Shadowss AD Magblade
    *** kitty AD Stamblade
    Paarthurnax's Will AD Magicka DK
    agnar cracked skull EP Magicka DK (veteran dragonstar arena bot)
    Klogi Mugdul AD Stamina DK
    Savre Selranni AD Magicka Sorc (being polished)
    Avenar Lolhealing AD Magicka Templar (being polished)

  • SorataArisugawa
    SorataArisugawa
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    "Staffs are RANGED and thus are inherently less risky to use. It's easier to both avoid damage and to finish a fight with a ranged weapon, and as such I would EXPECT them to have lower DPS."
    You are still using light armor (which doesnt benefit damage AT ALL unlike medium armor) and for anyone to gap close to you (dealing high damage too i must say) is very easy and happens 100% of the time in medium/smal/solo encounters.

    This argument its such bs that bow has higher base damage, one self heal skill and one high damage burst while having all other utilities like VERY reliable AOE.

    We should either cause increased damage in melee range or have some type of melee magicka weapon introduced with skills that hit as hard as two handed for example (btw we would still be in light armor).

    Magicka Dks and Magblades would love that.

    Yeah but Sorc, who HAS to use the staff(because of the missing spamable) wouldn't like that...
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!
  • Jar_Ek
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    Well if it were a new melee focused magicka line some sorcerers would like it I'm pretty sure... but only if it were any damned good. Maybe a conjured / bound blade line with a decent set of abilities could work. What you'd use would be a soul gem talisman which would form the blade when equipped. Something along those lines anyway?
  • kojou
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    I had a thought last night about how to balance Magicka and Stamina. This will probably get flamed immediately, but what about a magicka skill line for dual wield?

    Make Blood Craze, Bloodthirst, Quick Cloak, Whirling Blades (Make it give back magicka), and flying blade Magicka morphs (and do magic damage) and make all the passives apply to both Magicka and Stamina Resources, Magic and Physical Damage, Weapon and Spell Crit etc.

    Everyone will be happy because magicka and stamina players will have use of VMA daggers/axes and be able to do the associated ~12k more melee DPS. Stamina builds will use bow + dual and magicka will do staff + dual.

    Magicka builds that are in melee will be rewarded for fighting in melee with an extra skill line.

    Most magicka builds already have 2 sharpened swords, and have the skill line totally leveled, so it will be an easy transition.

    And while we are at it why not make a magicka based morph of the dual wield ultimate.

    Edited by kojou on September 7, 2016 2:05PM
    Playing since beta...
  • SorataArisugawa
    SorataArisugawa
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    Jar_Ek wrote: »
    Well if it were a new melee focused magicka line some sorcerers would like it I'm pretty sure... but only if it were any damned good. Maybe a conjured / bound blade line with a decent set of abilities could work. What you'd use would be a soul gem talisman which would form the blade when equipped. Something along those lines anyway?

    Wouldn't change, that range magican has a lot less DPS than an Melee figher. Which is not needed... not by this amount!
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!
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