Joy_Division wrote: »using a destruction means you're basically settling for the last person at the bar.
IzakiBrotheSs wrote: »IzakiBrotheSs wrote: »f047ys3v3n wrote: »Right on Joy.
1) The only mag users that were getting anywhere near competitive dps were shock staff users. They were still usually well behind the stam dps in their group and they only got this semi competitive dps in fights where there were some adds right at the boss to get some splash damage on. For the most part they also got this dps using the tripple proc from infal armor and vMA weapons combined (something I don't think was intended though I sure think the splash damage was). I have never seen a mag user doing anything else breaking 40k. I rarely see mag users break 30k. Stam users over 40k are the norm with the best ones doing over 50k. The norm is to see melee stam dps close to double ranged mag dps. Should I mention stam vs mag aoe here? Probably not since mag aoe is often lower than mag single target. It is a rare raid pull that I bother with AOE on. I figure it is more useful to single out the particularly bad baddies as a mag user since my aoe is crap anyway. As for pvp... Mag is so bad VD users are rare despite how incredible this set is. Your chances are just so low to actually kill somebody that the incredible proc is not worth it. VD is for siege machines and noobs praying for a lucky Jesus beam. The only dps factor that favored mag users was ultimate (power level, crit percent, secondary effects in bleed or wep power, skills, boss damage resistance, and gear, gear, gear favor stamina users). Guess we had to fix that.
2) Speaking of gear, Strength of Automation and light speaker, Lol. You realize right now stam users get a 15k dps increase from vMA weapons and mag users get less than 3k and that this is the biggest root cause of your balance problems in PvE. Your must also realize also that VO is an incredible stam set and that IA is a mag set that is only very marginally BIS, often, and more often with the shock staff splash change has to be worn by healers for the group boss debuff since there are no mag dps in group anymore, and most users don't even get a 5 peice strength buff from since the fully charged heavy thing is a huge dps loss for all flame users. Yet, you drop in a new BIS 5 peice dps set for stam users that will also be excellent in PVP and give mag users a healing set that healers can't even use since healing is about buffs / debuffs and not magnitude of heals. Raids will need healers in 5 infal / 5 spc with masters staff and 5 gossmer / 5 spc with masters staff. Literally no one who knows anything will wear light speaker.
3) Joy is right about all those staff abilities being crap. They are crap. Ironically, I remember a time when many were BIS. They are utter garbage now, make no mistake. The worst part is that some, force pulse/crushing shock, actually have to be used by some builds despite this because they have not much else to spam while their dot's tick. As for that wall of elements that all mag users have to use because it is a decent DOT. Even this does not well suit a mag build who's purpose is range and movement as the wall is small in size, intolerant of movement, and, worst of all, is far shorter in range than the rest of a ranged mag dp's suite therefore wall of elements hampering the entire purpose of the build.
4) Honestly, the lack of new good quest content coupled with the mag vs stam scaling issues has me down to playing once a week. I don't really like the ball up and leg hump the boss stam melee world. Things were much more fun in the lets actually try to avoid boss mechanics ranged times. I also refuse to spend the time in vMA to get the weapons that are a requirement for relevance, with all the traits out there, that is a fools errand as you could try all year with only a marginal chance of getting what you need. Right on Joy for your post. Sorry, ZOS, the trend line of balance and decision making in this game is pretty clear. Hope you eventually can get things together.
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.
Automaton is also not BiS as it doesn't provide crit which is the base of all PvE DPS builds. With vMSA daggers/axes there comes a specific rotation and really you're exaggerating on the 15k DPS increase. Its big, but not that big.
Although I do agree on the fact that Force Pulse and all other destro abilities are s*** (aside from Wall), Force Pulse has many many benefits. Scathing Mage arguably the BiS magicka DPS set in the game and the best possible uptime comes from Force Pulse. Its not that bad to be fair, although a secondary effect other than the crap AoE is very welcome.
Wall of Elements is a very strong DoT. One of the best along with Liquid Lightning and Endless Hail. And really I don't know how you manage to position yourself to not make it hit the target. Its one of the largest ground places DoTs.
I agree with Joy, but what you say is just not true. You're making things sound waaay worse then they actually are.
To achieve strong DPS as magicka user (mDK) you need to: put a (strong)dot (burning embers), weave a light attack, cast WoE, cast talons/petrify, whip, whip, burning embers (to regain health) whip, whip, whip and finally go to the doctor to treat tha carpal tunnel you got.
As a stamina user you need crit charge, light attack, dizz swing and vigor... sometimes.
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.
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.
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.
IzakiBrotheSs wrote: »IzakiBrotheSs wrote: »f047ys3v3n wrote: »Right on Joy.
1) The only mag users that were getting anywhere near competitive dps were shock staff users. They were still usually well behind the stam dps in their group and they only got this semi competitive dps in fights where there were some adds right at the boss to get some splash damage on. For the most part they also got this dps using the tripple proc from infal armor and vMA weapons combined (something I don't think was intended though I sure think the splash damage was). I have never seen a mag user doing anything else breaking 40k. I rarely see mag users break 30k. Stam users over 40k are the norm with the best ones doing over 50k. The norm is to see melee stam dps close to double ranged mag dps. Should I mention stam vs mag aoe here? Probably not since mag aoe is often lower than mag single target. It is a rare raid pull that I bother with AOE on. I figure it is more useful to single out the particularly bad baddies as a mag user since my aoe is crap anyway. As for pvp... Mag is so bad VD users are rare despite how incredible this set is. Your chances are just so low to actually kill somebody that the incredible proc is not worth it. VD is for siege machines and noobs praying for a lucky Jesus beam. The only dps factor that favored mag users was ultimate (power level, crit percent, secondary effects in bleed or wep power, skills, boss damage resistance, and gear, gear, gear favor stamina users). Guess we had to fix that.
2) Speaking of gear, Strength of Automation and light speaker, Lol. You realize right now stam users get a 15k dps increase from vMA weapons and mag users get less than 3k and that this is the biggest root cause of your balance problems in PvE. Your must also realize also that VO is an incredible stam set and that IA is a mag set that is only very marginally BIS, often, and more often with the shock staff splash change has to be worn by healers for the group boss debuff since there are no mag dps in group anymore, and most users don't even get a 5 peice strength buff from since the fully charged heavy thing is a huge dps loss for all flame users. Yet, you drop in a new BIS 5 peice dps set for stam users that will also be excellent in PVP and give mag users a healing set that healers can't even use since healing is about buffs / debuffs and not magnitude of heals. Raids will need healers in 5 infal / 5 spc with masters staff and 5 gossmer / 5 spc with masters staff. Literally no one who knows anything will wear light speaker.
3) Joy is right about all those staff abilities being crap. They are crap. Ironically, I remember a time when many were BIS. They are utter garbage now, make no mistake. The worst part is that some, force pulse/crushing shock, actually have to be used by some builds despite this because they have not much else to spam while their dot's tick. As for that wall of elements that all mag users have to use because it is a decent DOT. Even this does not well suit a mag build who's purpose is range and movement as the wall is small in size, intolerant of movement, and, worst of all, is far shorter in range than the rest of a ranged mag dp's suite therefore wall of elements hampering the entire purpose of the build.
4) Honestly, the lack of new good quest content coupled with the mag vs stam scaling issues has me down to playing once a week. I don't really like the ball up and leg hump the boss stam melee world. Things were much more fun in the lets actually try to avoid boss mechanics ranged times. I also refuse to spend the time in vMA to get the weapons that are a requirement for relevance, with all the traits out there, that is a fools errand as you could try all year with only a marginal chance of getting what you need. Right on Joy for your post. Sorry, ZOS, the trend line of balance and decision making in this game is pretty clear. Hope you eventually can get things together.
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.
Automaton is also not BiS as it doesn't provide crit which is the base of all PvE DPS builds. With vMSA daggers/axes there comes a specific rotation and really you're exaggerating on the 15k DPS increase. Its big, but not that big.
Although I do agree on the fact that Force Pulse and all other destro abilities are s*** (aside from Wall), Force Pulse has many many benefits. Scathing Mage arguably the BiS magicka DPS set in the game and the best possible uptime comes from Force Pulse. Its not that bad to be fair, although a secondary effect other than the crap AoE is very welcome.
Wall of Elements is a very strong DoT. One of the best along with Liquid Lightning and Endless Hail. And really I don't know how you manage to position yourself to not make it hit the target. Its one of the largest ground places DoTs.
I agree with Joy, but what you say is just not true. You're making things sound waaay worse then they actually are.
To achieve strong DPS as magicka user (mDK) you need to: put a (strong)dot (burning embers), weave a light attack, cast WoE, cast talons/petrify, whip, whip, burning embers (to regain health) whip, whip, whip and finally go to the doctor to treat tha carpal tunnel you got.
As a stamina user you need crit charge, light attack, dizz swing and vigor... sometimes.
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.
And what you can do as magicka user?? Right, with a vMSA weapon cast a ground dot clearly avoidable and pray for the enemy to stay there more than 5 secs.
ztyhurstub17_ESO wrote: »
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.
ztyhurstub17_ESO wrote: »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.
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.
Yolokin_Swagonborn wrote: »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.
Could have posted just that. I was going to add to it but it's succinct.
PTS is a dog and pony show.
Ghost-Shot wrote: »Increase the base damage of destro staves to be equal with the other 2 handed weapons, improve the secondary effects from staves, increase impulse radius to 9.5 meters to be comparable with steel tornado and ffs make the ult something remotely useful, we have enough aoe damage already, what we need is cheap single target burst. Destructive reach is trash, I would like to see it reworked into a universal magicka execute.
I main a magicka DK, my longest range ability is 8 meters, the staves are ranged so should have less damage argument is BS in a game like this.
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.
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.
MasterSpatula wrote: »
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.
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.
This. A million, billion, trillion times this.
I've never understood how the "melee is higher risk and so should have higher damage" argument has gotten so much traction over the years. Between ubiquitous gap closers and the weakness of Light Armor, the argument is so objectively false that it's improbable-approaching-impossible for anyone to be making it from a place of honesty. Not saying everyone making the argument is dishonest; just saying the argument is bad enough that it's wildly unlikely for anyone to honestly make it. (Don't get me wrong, I think they're lying to themselves too.)
At release, Magica users were the best glass canons. Now, they've kept the glass part while Stam got the cannon part.
Some times I really think if ZOS had just done a decent job of managing Stamina resource management before release, they wouldn't have had to implement so many bad ideas over the last two years.
ztyhurstub17_ESO wrote: »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.
Shadesofkin 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.
Shadesofkin 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.
is this difference primarily from the basic diff between staff and swords?
Is this primarily from the difference betweEn STA and MAG?
Is this primarily due to the diff between say certain specific weapons - like say DW maelstrom daggers or swords?
Any idea what the DPS diff would be between staff wielding sorc vs dagger wielding stam sorc or staff wielding magblade vs dagger wielding stamblade if all wore generic purple armor with similar enchants? Sub in 2h for DW dagger if you want.
is that difference gonna run 15K?
If not, then maybe the 15k diff is not "bad staff mechanics" but imbalanced sets and other gear choices.
Joy_Division wrote: »Read the latest patch notes. Very disappointing.
I have zero confidence the next patch, which is supposed to address balance issues, will improve the game as I do not see evidence that the devs are aware of the game's imbalance with staffs to begin with.
It's clear the devs are under the impression that it's fine for a 250 cost destro staff ultimate to just do damage even though every other expensive ultimate has critical other functions such as damage mitigation, stun, heal debuff, silence, etc. This is a huge problem. Meteor is not only clearly better, but just by equipping two swords, I can increase its effectiveness even more! Using a destro staff in-itself is already a sacrifice, the ultimate has to be really good to make up for that.
The lackluster resto staff ultimate has not been changed and is still overkill healing on a single player. it's terrible. So not only is it clear to me the devs don't use resto staffs, it's crustal clear none of them have played a healer that they care about.