Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
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CosmicSoul wrote: »Here is what I think, stamina changes need more time for testing so if they where implementing changes they wanted to only change what they where already releasing notes on first which was magicka, if they are changing stamina clearly it would require more work and testing at this point.
You are doing it all wrong. Magicka meant to be for pve while stamina is for pvp play (as you like). Clear as day.
Even essential skills as vigor and caltrops are in the pvp lines. Stop harassing ZOS and take the hint!
@ZOS_GinaBruno @ZOS_BrianWheeler @ZOS_Wrobel @ZOS_EricWrobel
Endgame PvE DPS is extremely unbalanced right now. Considering this is supposed to be "the balance patch", this really needs looking into before this patch goes live. So first let's compare each setup. Thankfully @Alcast did some testing on all the endgame setups.
Magika:https://www.youtube.com/watch?v=F0T4vxgRdN8&t
Stamina:https://www.youtube.com/watch?v=8lPuAx65-dE
Results:
Mag DK - 36k
Mag Sorc - 41k
Mag NB - 36k
Mag Templar - 37k
All Stam setups - ~32k
Problems:
Stamina - First of all, no stam setup can compete with mag setup. Stam setups already have the major downside of having less AoE, less utility, and less survivability than their magika counterparts. There is no reason to bring a stam character into a trial environment at all.
The Sorc Gap - The next problem is the immense gap in DPS between Mag Sorcs and all of the other magika classes. A difference of 5k is huge when going for scores. Optimal raid setups are only going to use Sorcs for DPS. The fact that their rotation is relatively simple and they don't have much trouble with magika is just icing on the cake.
Melee - Ideally, melee characters should be rewarded for having to go in melee range. Certain bosses cater much more to ranged setups, and being melee you expose yourself to more mechanics to deal with. Melee setups should at least have the same, or better DPS than ranged setups. In these tests, the opposite effect is shown. Stam setups and Mag DK are the ones that are most limited to melee for their rotation, while they also have the lowest DPS.
Sustainability - Notice how some setups struggle to keep up magika/stamina doing these rotations much more than others. For example, Mag Temp does not go below 80% magika in the entire fight, while Mag DK cannot sustain the rotation for very long at all. In long boss fights, setups that cannot maintain the rotation during entire fight are a hindrance to total DPS of the group.
I know the patch drops in 2 weeks, but these problems need to be addressed before the patch drops or else endgame PvE is going to be very limiting to certain setups. Considering this game does not receive patches very often, and balance changes even less often, this needs to be looked at immediately.
bah another animation cancelling cheater, wonder how 'good' these players would be if they didnt cheat.
Strider_Roshin wrote: »I remember when trials were half stam, and half magicka. Magicka cried how OP stam was during then. I'm sure once this update goes live, stam will be extinct and the magicka community will think that the game is finally balanced.
1. Buff stamina single target damage, give them more AOE. Survivability is fine.
2. Nerf maelstrom daggers, so they only give 500 wpd on proc.
3. Also, both stamina and magicka need improvements in resource managment.
@ZOS_GinaBruno @ZOS_BrianWheeler @ZOS_Wrobel @ZOS_EricWrobel
Endgame PvE DPS is extremely unbalanced right now. Considering this is supposed to be "the balance patch", this really needs looking into before this patch goes live. So first let's compare each setup. Thankfully @Alcast did some testing on all the endgame setups.
Magika:https://www.youtube.com/watch?v=F0T4vxgRdN8&t
Stamina:https://www.youtube.com/watch?v=8lPuAx65-dE
Results:
Mag DK - 36k
Mag Sorc - 41k
Mag NB - 36k
Mag Templar - 37k
All Stam setups - ~32k
Problems:
Stamina - First of all, no stam setup can compete with mag setup. Stam setups already have the major downside of having less AoE, less utility, and less survivability than their magika counterparts. There is no reason to bring a stam character into a trial environment at all.
The Sorc Gap - The next problem is the immense gap in DPS between Mag Sorcs and all of the other magika classes. A difference of 5k is huge when going for scores. Optimal raid setups are only going to use Sorcs for DPS. The fact that their rotation is relatively simple and they don't have much trouble with magika is just icing on the cake.
Melee - Ideally, melee characters should be rewarded for having to go in melee range. Certain bosses cater much more to ranged setups, and being melee you expose yourself to more mechanics to deal with. Melee setups should at least have the same, or better DPS than ranged setups. In these tests, the opposite effect is shown. Stam setups and Mag DK are the ones that are most limited to melee for their rotation, while they also have the lowest DPS.
Sustainability - Notice how some setups struggle to keep up magika/stamina doing these rotations much more than others. For example, Mag Temp does not go below 80% magika in the entire fight, while Mag DK cannot sustain the rotation for very long at all. In long boss fights, setups that cannot maintain the rotation during entire fight are a hindrance to total DPS of the group.
I know the patch drops in 2 weeks, but these problems need to be addressed before the patch drops or else endgame PvE is going to be very limiting to certain setups. Considering this game does not receive patches very often, and balance changes even less often, this needs to be looked at immediately.
bah another animation cancelling cheater, wonder how 'good' these players would be if they didnt cheat.
IzakiBrotherSs wrote: »I'm already not allowed to bring a stam build into any trials. The patch is a month away (xbox). Enough said.
OrphanHelgen wrote: »You are doing it all wrong. Magicka meant to be for pve while stamina is for pvp play (as you like). Clear as day.
Even essential skills as vigor and caltrops are in the pvp lines. Stop harassing ZOS and take the hint!
Why did they remake take flight from physical dmg to fire then?
OrphanHelgen wrote: »You are doing it all wrong. Magicka meant to be for pve while stamina is for pvp play (as you like). Clear as day.
Even essential skills as vigor and caltrops are in the pvp lines. Stop harassing ZOS and take the hint!
Why did they remake take flight from physical dmg to fire then?
You know that I was sarcastic only, right?...
The thing is ZOS still being in the denial phase after 3 years, claiming the same skills will work in harmony both for pve and pvp. (Despite the fact they still need to add the so called "Battle Spirit" beauty patch.) This is responsible for the majority of the class balance issues. Instead of giving in they throw in more and more hacks and workarounds. But in the end someone is still losing out.
Generally stamina performs better now in pvp while magicka has better pve potential. ZOS has limited ways to balance things out in one without screwing the other. I can only hope they either invent the philosophers stone or give in one day.
IzakiBrotherSs wrote: »I'm already not allowed to bring a stam build into any trials. The patch is a month away (xbox). Enough said.
Get new friends
-The Destro 8% passive was also a direct increase to all magika classes, but Sorcs probably benefit the most from this due to the amount of "single target" skills in their rotation.
-The Destro 8% passive was also a direct increase to all magika classes, but Sorcs probably benefit the most from this due to the amount of "single target" skills in their rotation.
Have you played a sorcerer one time before ?
the AOE damage of the sorcerer are between 40-50% of all damage (liquid lightning, Elemental blockade, shooting star...). So it's not easy to choose the best staff between fire or lightning, but in any case a sorcerer will benefit the most due to the amount of single target skill... it's maybe more the nightblade who can benefit the most (but i haven't test
Please do some test before.
-The Destro 8% passive was also a direct increase to all magika classes, but Sorcs probably benefit the most from this due to the amount of "single target" skills in their rotation.
Have you played a sorcerer one time before ?
the AOE damage of the sorcerer are between 40-50% of all damage (liquid lightning, Elemental blockade, shooting star...). So it's not easy to choose the best staff between fire or lightning, but in any case a sorcerer will benefit the most due to the amount of single target skill... it's maybe more the nightblade who can benefit the most (but i haven't test
Please do some test before.
I am under the impression that if you ran lit staff on AoE/bar-back, cast LL and Blockade, then switched to a fire staff front-bar with Frags and Pulse. In that sense, you would get the best of both worlds. But you're right I've just assumed that's how it works. It could be that it's possible that the damage buff gets lost based on what you're current weapon is, rather than what is was when the skill was used.
TotallyNotVos wrote: »
-The Destro 8% passive was also a direct increase to all magika classes, but Sorcs probably benefit the most from this due to the amount of "single target" skills in their rotation.
Have you played a sorcerer one time before ?
the AOE damage of the sorcerer are between 40-50% of all damage (liquid lightning, Elemental blockade, shooting star...). So it's not easy to choose the best staff between fire or lightning, but in any case a sorcerer will benefit the most due to the amount of single target skill... it's maybe more the nightblade who can benefit the most (but i haven't test
Please do some test before.
I am under the impression that if you ran lit staff on AoE/bar-back, cast LL and Blockade, then switched to a fire staff front-bar with Frags and Pulse. In that sense, you would get the best of both worlds. But you're right I've just assumed that's how it works. It could be that it's possible that the damage buff gets lost based on what you're current weapon is, rather than what is was when the skill was used.
The passive of your current staff is used. Not the one used to cast the skill
@ZOS_GinaBruno @ZOS_BrianWheeler @ZOS_Wrobel @ZOS_EricWrobel
Endgame PvE DPS is extremely unbalanced right now. Considering this is supposed to be "the balance patch", this really needs looking into before this patch goes live. So first let's compare each setup. Thankfully @Alcast did some testing on all the endgame setups.
Magika:https://www.youtube.com/watch?v=F0T4vxgRdN8&t
Stamina:https://www.youtube.com/watch?v=8lPuAx65-dE
Results:
Mag DK - 36k
Mag Sorc - 41k
Mag NB - 36k
Mag Templar - 37k
All Stam setups - ~32k
Problems:
Stamina - First of all, no stam setup can compete with mag setup. Stam setups already have the major downside of having less AoE, less utility, and less survivability than their magika counterparts. There is no reason to bring a stam character into a trial environment at all.
The Sorc Gap - The next problem is the immense gap in DPS between Mag Sorcs and all of the other magika classes. A difference of 5k is huge when going for scores. Optimal raid setups are only going to use Sorcs for DPS. The fact that their rotation is relatively simple and they don't have much trouble with magika is just icing on the cake.
Melee - Ideally, melee characters should be rewarded for having to go in melee range. Certain bosses cater much more to ranged setups, and being melee you expose yourself to more mechanics to deal with. Melee setups should at least have the same, or better DPS than ranged setups. In these tests, the opposite effect is shown. Stam setups and Mag DK are the ones that are most limited to melee for their rotation, while they also have the lowest DPS.
Sustainability - Notice how some setups struggle to keep up magika/stamina doing these rotations much more than others. For example, Mag Temp does not go below 80% magika in the entire fight, while Mag DK cannot sustain the rotation for very long at all. In long boss fights, setups that cannot maintain the rotation during entire fight are a hindrance to total DPS of the group.
I know the patch drops in 2 weeks, but these problems need to be addressed before the patch drops or else endgame PvE is going to be very limiting to certain setups. Considering this game does not receive patches very often, and balance changes even less often, this needs to be looked at immediately.
bah another animation cancelling cheater, wonder how 'good' these players would be if they didnt cheat.https://youtu.be/ThZtwhYkKSs
DemonDruaga wrote: »@ZOS_GinaBruno @ZOS_BrianWheeler @ZOS_Wrobel @ZOS_EricWrobel
Endgame PvE DPS is extremely unbalanced right now. Considering this is supposed to be "the balance patch", this really needs looking into before this patch goes live. So first let's compare each setup. Thankfully @Alcast did some testing on all the endgame setups.
Magika:https://www.youtube.com/watch?v=F0T4vxgRdN8&t
Stamina:https://www.youtube.com/watch?v=8lPuAx65-dE
Results:
Mag DK - 36k
Mag Sorc - 41k
Mag NB - 36k
Mag Templar - 37k
All Stam setups - ~32k
Problems:
Stamina - First of all, no stam setup can compete with mag setup. Stam setups already have the major downside of having less AoE, less utility, and less survivability than their magika counterparts. There is no reason to bring a stam character into a trial environment at all.
The Sorc Gap - The next problem is the immense gap in DPS between Mag Sorcs and all of the other magika classes. A difference of 5k is huge when going for scores. Optimal raid setups are only going to use Sorcs for DPS. The fact that their rotation is relatively simple and they don't have much trouble with magika is just icing on the cake.
Melee - Ideally, melee characters should be rewarded for having to go in melee range. Certain bosses cater much more to ranged setups, and being melee you expose yourself to more mechanics to deal with. Melee setups should at least have the same, or better DPS than ranged setups. In these tests, the opposite effect is shown. Stam setups and Mag DK are the ones that are most limited to melee for their rotation, while they also have the lowest DPS.
Sustainability - Notice how some setups struggle to keep up magika/stamina doing these rotations much more than others. For example, Mag Temp does not go below 80% magika in the entire fight, while Mag DK cannot sustain the rotation for very long at all. In long boss fights, setups that cannot maintain the rotation during entire fight are a hindrance to total DPS of the group.
I know the patch drops in 2 weeks, but these problems need to be addressed before the patch drops or else endgame PvE is going to be very limiting to certain setups. Considering this game does not receive patches very often, and balance changes even less often, this needs to be looked at immediately.
bah another animation cancelling cheater, wonder how 'good' these players would be if they didnt cheat.https://youtu.be/ThZtwhYkKSs
Haha omg.. kes wonder wird de content immer eifacher bi so skyrim fan boys
jbjondeaueb17_ESO wrote: »If stam dps is so bad, perhaps you should say it to my friend, he didn't realize it yet.
https://youtu.be/b52kDbThGFc
PurifedBladez wrote: »A wise man once told me they would never fix balance in eso. Every 3 or so months just be ready for the game to flop over to Magic or Stam.