Why are Stamina setups bad for Trials? (PvE)

  • The_Undefined
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    These nerfs to stamina skills with templar are pretty insulting to the party synergy in regards to regenerating stamina within a group. Stamina has been kind of an allusive resource in general with all of the support to magicka recovery, and with these nerfs it's just getting worse.

    I understand lowering the ceiling and lifting the floor.. but uh, when are the devs going to start lifting the floor, b/c all I see are massive nerfs to already weak classes / gameplay.
    Edited by The_Undefined on April 18, 2017 2:01AM
  • LorDrek
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    With morrowind any stamina in trials.
    Imperial DK stamDPS, Nord DK magTANK
    YDoA CZ/SK Guild
    @LorDrek
  • usmcjdking
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    These changes are great for Stamina UNDER THE CONDITION that Magicka Sorceror does not remain in it's current form and is brought back down to levels associated with the other mag DPS classes. The last few posts have been a giant vaccum of "STAM GOT NERFED LIKE MAG, STAM STILL USELESS" without really looking more into what all was balanced.

    First and foremost, stamina is significantly less reliant on Warlord than magicka is on Magician. Don't believe me? You can EASILY test on live, remove all potions and resource return mechanics and see how long you can beat on a dummy before you run out of resources on stam and mag. This is a net balance gain in favor of stamina. The orbs and shards change also slants strongly towards stamina, another net buff in favor of stamina.

    Overall, stamina in trials should only be noticeably affected using current builds with some rotation reworking being required to maintain functional resource management. This alone will put stamina squarely into the "sustained DPS" category, wherein mag will not be able to compete due to the excessively poor sustain they are going to feel come next patch. Mag will fulfill burst AOE and nuking capabilities.
    0331
    0602
  • Magic_Doogies
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    And 4 months from now ZOS will buff stam users and Magicka users will grief every 2 threads again. Such is the cycle of MMO threads.
  • Jimmy562
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    usmcjdking wrote: »
    These changes are great for Stamina UNDER THE CONDITION that Magicka Sorceror does not remain in it's current form and is brought back down to levels associated with the other mag DPS classes. The last few posts have been a giant vaccum of "STAM GOT NERFED LIKE MAG, STAM STILL USELESS" without really looking more into what all was balanced.

    Why not bring everything else UP to Magicka Sorceror? Constantly buffing and nerfing is what leads to messed up balance in my opinion.
  • Autolycus
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    usmcjdking wrote: »
    These changes are great for Stamina UNDER THE CONDITION that Magicka Sorceror does not remain in it's current form and is brought back down to levels associated with the other mag DPS classes. The last few posts have been a giant vaccum of "STAM GOT NERFED LIKE MAG, STAM STILL USELESS" without really looking more into what all was balanced.

    First and foremost, stamina is significantly less reliant on Warlord than magicka is on Magician. Don't believe me? You can EASILY test on live, remove all potions and resource return mechanics and see how long you can beat on a dummy before you run out of resources on stam and mag. This is a net balance gain in favor of stamina. The orbs and shards change also slants strongly towards stamina, another net buff in favor of stamina.

    Overall, stamina in trials should only be noticeably affected using current builds with some rotation reworking being required to maintain functional resource management. This alone will put stamina squarely into the "sustained DPS" category, wherein mag will not be able to compete due to the excessively poor sustain they are going to feel come next patch. Mag will fulfill burst AOE and nuking capabilities.

    The only thing I've seen that will help stamina with sustained dps in trials is the change to Orbs, which can now restore stamina if the lowest resource by percentage. But stamina builds were already struggling to sustain in trials, I know stamDKs and stam Sorcs that have been consistently having resource troubles since the last update. So the complete removal of Warlord, while it may be more punishing to magicka to lose Magician, is still a major hit to stamina sustain. Couple that with the inability to survive basic mechanics, like raid-wide stomps, even while blocking, and the case for stamina still looks extremely bad imho.

    Furthermore, survivability for stam builds was decreased substantially as well. They took 10% DR off of Hardy and Elemental Defender, chances are most people won't even get the full 15% on it now anyway because of the severe diminishing returns. Even if you have a Warden in group giving everyone Major Ward and Resolve, you won't make up half of that loss in DR. Stam builds look extremely bad on paper still imho. Of course, my opinion may change with more testing and if there are changes to these notes, but I sincerely doubt it.
  • usmcjdking
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    Jimmy562 wrote: »
    usmcjdking wrote: »
    These changes are great for Stamina UNDER THE CONDITION that Magicka Sorceror does not remain in it's current form and is brought back down to levels associated with the other mag DPS classes. The last few posts have been a giant vaccum of "STAM GOT NERFED LIKE MAG, STAM STILL USELESS" without really looking more into what all was balanced.

    Why not bring everything else UP to Magicka Sorceror? Constantly buffing and nerfing is what leads to messed up balance in my opinion.

    Because from a balance perspective it's simply easier to bring 1 class down to the other 9 instead of the other 9 up to the 1.
    0331
    0602
  • LiquidPony
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    Autolycus wrote: »
    usmcjdking wrote: »
    These changes are great for Stamina UNDER THE CONDITION that Magicka Sorceror does not remain in it's current form and is brought back down to levels associated with the other mag DPS classes. The last few posts have been a giant vaccum of "STAM GOT NERFED LIKE MAG, STAM STILL USELESS" without really looking more into what all was balanced.

    First and foremost, stamina is significantly less reliant on Warlord than magicka is on Magician. Don't believe me? You can EASILY test on live, remove all potions and resource return mechanics and see how long you can beat on a dummy before you run out of resources on stam and mag. This is a net balance gain in favor of stamina. The orbs and shards change also slants strongly towards stamina, another net buff in favor of stamina.

    Overall, stamina in trials should only be noticeably affected using current builds with some rotation reworking being required to maintain functional resource management. This alone will put stamina squarely into the "sustained DPS" category, wherein mag will not be able to compete due to the excessively poor sustain they are going to feel come next patch. Mag will fulfill burst AOE and nuking capabilities.

    The only thing I've seen that will help stamina with sustained dps in trials is the change to Orbs, which can now restore stamina if the lowest resource by percentage. But stamina builds were already struggling to sustain in trials, I know stamDKs and stam Sorcs that have been consistently having resource troubles since the last update. So the complete removal of Warlord, while it may be more punishing to magicka to lose Magician, is still a major hit to stamina sustain. Couple that with the inability to survive basic mechanics, like raid-wide stomps, even while blocking, and the case for stamina still looks extremely bad imho.

    Furthermore, survivability for stam builds was decreased substantially as well. They took 10% DR off of Hardy and Elemental Defender, chances are most people won't even get the full 15% on it now anyway because of the severe diminishing returns. Even if you have a Warden in group giving everyone Major Ward and Resolve, you won't make up half of that loss in DR. Stam builds look extremely bad on paper still imho. Of course, my opinion may change with more testing and if there are changes to these notes, but I sincerely doubt it.

    @Autolycus

    Regarding survivability, seems like you're ignoring the change to the Ironclad CP (which goes up to 25%). We should end up with more survivability due to CP than we had previously since Ironclad will buff mitigation for all Direct Damage be it physical or elemental. Same goes for damage output with the new Master-at-Arms CP.
    Edited by LiquidPony on April 21, 2017 5:43PM
  • Autolycus
    Autolycus
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    LiquidPony wrote: »
    Autolycus wrote: »
    usmcjdking wrote: »
    These changes are great for Stamina UNDER THE CONDITION that Magicka Sorceror does not remain in it's current form and is brought back down to levels associated with the other mag DPS classes. The last few posts have been a giant vaccum of "STAM GOT NERFED LIKE MAG, STAM STILL USELESS" without really looking more into what all was balanced.

    First and foremost, stamina is significantly less reliant on Warlord than magicka is on Magician. Don't believe me? You can EASILY test on live, remove all potions and resource return mechanics and see how long you can beat on a dummy before you run out of resources on stam and mag. This is a net balance gain in favor of stamina. The orbs and shards change also slants strongly towards stamina, another net buff in favor of stamina.

    Overall, stamina in trials should only be noticeably affected using current builds with some rotation reworking being required to maintain functional resource management. This alone will put stamina squarely into the "sustained DPS" category, wherein mag will not be able to compete due to the excessively poor sustain they are going to feel come next patch. Mag will fulfill burst AOE and nuking capabilities.

    The only thing I've seen that will help stamina with sustained dps in trials is the change to Orbs, which can now restore stamina if the lowest resource by percentage. But stamina builds were already struggling to sustain in trials, I know stamDKs and stam Sorcs that have been consistently having resource troubles since the last update. So the complete removal of Warlord, while it may be more punishing to magicka to lose Magician, is still a major hit to stamina sustain. Couple that with the inability to survive basic mechanics, like raid-wide stomps, even while blocking, and the case for stamina still looks extremely bad imho.

    Furthermore, survivability for stam builds was decreased substantially as well. They took 10% DR off of Hardy and Elemental Defender, chances are most people won't even get the full 15% on it now anyway because of the severe diminishing returns. Even if you have a Warden in group giving everyone Major Ward and Resolve, you won't make up half of that loss in DR. Stam builds look extremely bad on paper still imho. Of course, my opinion may change with more testing and if there are changes to these notes, but I sincerely doubt it.

    @Autolycus

    Regarding survivability, seems like you're ignoring the change to the Ironclad CP. We should end up with more survivability due to CP than we had previously since Ironclad will buff mitigation for all Direct Damage be it physical or elemental. Same goes for damage output with the new Master-at-Arms CP.

    Was Ironclad reworked and I missed something? Is that not reduced stun, fear, snare still?
    Edited by Autolycus on April 21, 2017 5:45PM
  • LiquidPony
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    Autolycus wrote: »
    LiquidPony wrote: »
    Autolycus wrote: »
    usmcjdking wrote: »
    These changes are great for Stamina UNDER THE CONDITION that Magicka Sorceror does not remain in it's current form and is brought back down to levels associated with the other mag DPS classes. The last few posts have been a giant vaccum of "STAM GOT NERFED LIKE MAG, STAM STILL USELESS" without really looking more into what all was balanced.

    First and foremost, stamina is significantly less reliant on Warlord than magicka is on Magician. Don't believe me? You can EASILY test on live, remove all potions and resource return mechanics and see how long you can beat on a dummy before you run out of resources on stam and mag. This is a net balance gain in favor of stamina. The orbs and shards change also slants strongly towards stamina, another net buff in favor of stamina.

    Overall, stamina in trials should only be noticeably affected using current builds with some rotation reworking being required to maintain functional resource management. This alone will put stamina squarely into the "sustained DPS" category, wherein mag will not be able to compete due to the excessively poor sustain they are going to feel come next patch. Mag will fulfill burst AOE and nuking capabilities.

    The only thing I've seen that will help stamina with sustained dps in trials is the change to Orbs, which can now restore stamina if the lowest resource by percentage. But stamina builds were already struggling to sustain in trials, I know stamDKs and stam Sorcs that have been consistently having resource troubles since the last update. So the complete removal of Warlord, while it may be more punishing to magicka to lose Magician, is still a major hit to stamina sustain. Couple that with the inability to survive basic mechanics, like raid-wide stomps, even while blocking, and the case for stamina still looks extremely bad imho.

    Furthermore, survivability for stam builds was decreased substantially as well. They took 10% DR off of Hardy and Elemental Defender, chances are most people won't even get the full 15% on it now anyway because of the severe diminishing returns. Even if you have a Warden in group giving everyone Major Ward and Resolve, you won't make up half of that loss in DR. Stam builds look extremely bad on paper still imho. Of course, my opinion may change with more testing and if there are changes to these notes, but I sincerely doubt it.

    @Autolycus

    Regarding survivability, seems like you're ignoring the change to the Ironclad CP. We should end up with more survivability due to CP than we had previously since Ironclad will buff mitigation for all Direct Damage be it physical or elemental. Same goes for damage output with the new Master-at-Arms CP.

    Was Ironclad reworked and I missed something? Is that not reduced stun, fear, snare still?

    @Autolycus it was completely changed, and Bow Expert was removed and replaced with Master-at-Arms. Both of them scale up to 25% with 100 CP, and based on the math in the patch notes, that means we can get 18.75% increased direct damage mitigation and direct damage DPS out of 50 CP in each.

    Ironclad: This passive ability now reduces the damage you take from direct damage attacks, instead of reducing the duration of crowd control abilities used against you.

    Bow Expert:
    Renamed this passive to Master-at-Arms.
    This passive ability now increases your damage done with direct damage attacks, instead of increasing your Light and Heavy Attack damage with Bows.
    Edited by LiquidPony on April 21, 2017 5:46PM
  • Autolycus
    Autolycus
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    LiquidPony wrote: »
    Autolycus wrote: »
    LiquidPony wrote: »
    Autolycus wrote: »
    usmcjdking wrote: »
    These changes are great for Stamina UNDER THE CONDITION that Magicka Sorceror does not remain in it's current form and is brought back down to levels associated with the other mag DPS classes. The last few posts have been a giant vaccum of "STAM GOT NERFED LIKE MAG, STAM STILL USELESS" without really looking more into what all was balanced.

    First and foremost, stamina is significantly less reliant on Warlord than magicka is on Magician. Don't believe me? You can EASILY test on live, remove all potions and resource return mechanics and see how long you can beat on a dummy before you run out of resources on stam and mag. This is a net balance gain in favor of stamina. The orbs and shards change also slants strongly towards stamina, another net buff in favor of stamina.

    Overall, stamina in trials should only be noticeably affected using current builds with some rotation reworking being required to maintain functional resource management. This alone will put stamina squarely into the "sustained DPS" category, wherein mag will not be able to compete due to the excessively poor sustain they are going to feel come next patch. Mag will fulfill burst AOE and nuking capabilities.

    The only thing I've seen that will help stamina with sustained dps in trials is the change to Orbs, which can now restore stamina if the lowest resource by percentage. But stamina builds were already struggling to sustain in trials, I know stamDKs and stam Sorcs that have been consistently having resource troubles since the last update. So the complete removal of Warlord, while it may be more punishing to magicka to lose Magician, is still a major hit to stamina sustain. Couple that with the inability to survive basic mechanics, like raid-wide stomps, even while blocking, and the case for stamina still looks extremely bad imho.

    Furthermore, survivability for stam builds was decreased substantially as well. They took 10% DR off of Hardy and Elemental Defender, chances are most people won't even get the full 15% on it now anyway because of the severe diminishing returns. Even if you have a Warden in group giving everyone Major Ward and Resolve, you won't make up half of that loss in DR. Stam builds look extremely bad on paper still imho. Of course, my opinion may change with more testing and if there are changes to these notes, but I sincerely doubt it.

    @Autolycus

    Regarding survivability, seems like you're ignoring the change to the Ironclad CP. We should end up with more survivability due to CP than we had previously since Ironclad will buff mitigation for all Direct Damage be it physical or elemental. Same goes for damage output with the new Master-at-Arms CP.

    Was Ironclad reworked and I missed something? Is that not reduced stun, fear, snare still?

    @Autolycus it was completely changed, and Bow Expert was removed and replaced with Master-at-Arms. Both of them scale up to 25% with 100 CP.

    Ironclad: This passive ability now reduces the damage you take from direct damage attacks, instead of reducing the duration of crowd control abilities used against you.

    Bow Expert:
    Renamed this passive to Master-at-Arms.
    This passive ability now increases your damage done with direct damage attacks, instead of increasing your Light and Heavy Attack damage with Bows.

    Ah yes, thanks for pointing that out. It's a fair point. Though I'm not convinced it makes up for what was lost, because the benefit of this passive is highly contingent upon context with respect to pve. There are some situations in which this might be a life-saver if properly balanced with the other stars, like Shadowguards and how punishing they are on melee in vMoL. But then on the Mage, this star is of limited usefulness.

    I can easily see the argument for diversifying how we allocate our CP from this suggestion. I don't see how it makes up for the effective DR that was lost because the severe diminishing returns on Hardy and Ele Defender on 100 points is going to force most of us to go 50-75 instead. We go from reducing all damage of multiple types to having direct-damage and DoT reductions. It's not as good, and doesn't work everywhere. It's certainly better for pvp than pve.

    Without doing some calculations myself here, I see it being more useful than Hardy and Ele Defender in some cases, and less in others. I don't see a blanket "increase survivability" for stamina builds here, just in some situations. But I will definitely keep this in mind as I test more on the PTS as what you suggest may be true.
    Edited by Autolycus on April 21, 2017 6:02PM
  • olsborg
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    Stamina is bad, but they gonna make them worse after morrowind, go figure.

    PC EU
    PvP only
  • LiquidPony
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    Autolycus wrote: »
    LiquidPony wrote: »
    Autolycus wrote: »
    LiquidPony wrote: »
    Autolycus wrote: »
    usmcjdking wrote: »
    These changes are great for Stamina UNDER THE CONDITION that Magicka Sorceror does not remain in it's current form and is brought back down to levels associated with the other mag DPS classes. The last few posts have been a giant vaccum of "STAM GOT NERFED LIKE MAG, STAM STILL USELESS" without really looking more into what all was balanced.

    First and foremost, stamina is significantly less reliant on Warlord than magicka is on Magician. Don't believe me? You can EASILY test on live, remove all potions and resource return mechanics and see how long you can beat on a dummy before you run out of resources on stam and mag. This is a net balance gain in favor of stamina. The orbs and shards change also slants strongly towards stamina, another net buff in favor of stamina.

    Overall, stamina in trials should only be noticeably affected using current builds with some rotation reworking being required to maintain functional resource management. This alone will put stamina squarely into the "sustained DPS" category, wherein mag will not be able to compete due to the excessively poor sustain they are going to feel come next patch. Mag will fulfill burst AOE and nuking capabilities.

    The only thing I've seen that will help stamina with sustained dps in trials is the change to Orbs, which can now restore stamina if the lowest resource by percentage. But stamina builds were already struggling to sustain in trials, I know stamDKs and stam Sorcs that have been consistently having resource troubles since the last update. So the complete removal of Warlord, while it may be more punishing to magicka to lose Magician, is still a major hit to stamina sustain. Couple that with the inability to survive basic mechanics, like raid-wide stomps, even while blocking, and the case for stamina still looks extremely bad imho.

    Furthermore, survivability for stam builds was decreased substantially as well. They took 10% DR off of Hardy and Elemental Defender, chances are most people won't even get the full 15% on it now anyway because of the severe diminishing returns. Even if you have a Warden in group giving everyone Major Ward and Resolve, you won't make up half of that loss in DR. Stam builds look extremely bad on paper still imho. Of course, my opinion may change with more testing and if there are changes to these notes, but I sincerely doubt it.

    @Autolycus

    Regarding survivability, seems like you're ignoring the change to the Ironclad CP. We should end up with more survivability due to CP than we had previously since Ironclad will buff mitigation for all Direct Damage be it physical or elemental. Same goes for damage output with the new Master-at-Arms CP.

    Was Ironclad reworked and I missed something? Is that not reduced stun, fear, snare still?

    @Autolycus it was completely changed, and Bow Expert was removed and replaced with Master-at-Arms. Both of them scale up to 25% with 100 CP.

    Ironclad: This passive ability now reduces the damage you take from direct damage attacks, instead of reducing the duration of crowd control abilities used against you.

    Bow Expert:
    Renamed this passive to Master-at-Arms.
    This passive ability now increases your damage done with direct damage attacks, instead of increasing your Light and Heavy Attack damage with Bows.

    Ah yes, thanks for pointing that out. It's a fair point. I'm not convinced it makes up for what was lost. The benefit of this passive is highly contingent upon context with respect to pve.

    I can easily see the argument for diversifying how we allocate our CP from this suggestion. I don't see how it makes up for the effective DR that was lost because the severe diminishing returns on Hardy and Ele Defender on 100 points is going to force most of us to go 50-75 instead. We go from reducing all damage of multiple types to having direct-damage and DoT reductions. It's not as good, and doesn't work everywhere. It's certainly better for pvp than pve.

    Yeah, it'll need to be tested, but at a glance it seems like a resistance buff to me. A lot of PvE incoming damage is direct damage as far as I'm aware. SO is probably the exception to that, but even there some of the most dangerous attacks are direct damage (like Stonebreaker avalanche). In HRC and AA it's almost all direct damage other than the Overcharger lightning curse and Mage black holes in AA. The survivability checks in vMoL (primarily the shield explosions on the first boss) should mostly be direct damage as well.

    And because Thick Skinned remains a 25% max passive, the further frontloading means you can get better DoT resistance with fewer CP.

    Plus, we'll have 10 extra CP to allocate in defensive stats.
  • Autolycus
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    LiquidPony wrote: »
    Autolycus wrote: »
    LiquidPony wrote: »
    Autolycus wrote: »
    LiquidPony wrote: »
    Autolycus wrote: »
    usmcjdking wrote: »
    These changes are great for Stamina UNDER THE CONDITION that Magicka Sorceror does not remain in it's current form and is brought back down to levels associated with the other mag DPS classes. The last few posts have been a giant vaccum of "STAM GOT NERFED LIKE MAG, STAM STILL USELESS" without really looking more into what all was balanced.

    First and foremost, stamina is significantly less reliant on Warlord than magicka is on Magician. Don't believe me? You can EASILY test on live, remove all potions and resource return mechanics and see how long you can beat on a dummy before you run out of resources on stam and mag. This is a net balance gain in favor of stamina. The orbs and shards change also slants strongly towards stamina, another net buff in favor of stamina.

    Overall, stamina in trials should only be noticeably affected using current builds with some rotation reworking being required to maintain functional resource management. This alone will put stamina squarely into the "sustained DPS" category, wherein mag will not be able to compete due to the excessively poor sustain they are going to feel come next patch. Mag will fulfill burst AOE and nuking capabilities.

    The only thing I've seen that will help stamina with sustained dps in trials is the change to Orbs, which can now restore stamina if the lowest resource by percentage. But stamina builds were already struggling to sustain in trials, I know stamDKs and stam Sorcs that have been consistently having resource troubles since the last update. So the complete removal of Warlord, while it may be more punishing to magicka to lose Magician, is still a major hit to stamina sustain. Couple that with the inability to survive basic mechanics, like raid-wide stomps, even while blocking, and the case for stamina still looks extremely bad imho.

    Furthermore, survivability for stam builds was decreased substantially as well. They took 10% DR off of Hardy and Elemental Defender, chances are most people won't even get the full 15% on it now anyway because of the severe diminishing returns. Even if you have a Warden in group giving everyone Major Ward and Resolve, you won't make up half of that loss in DR. Stam builds look extremely bad on paper still imho. Of course, my opinion may change with more testing and if there are changes to these notes, but I sincerely doubt it.

    @Autolycus

    Regarding survivability, seems like you're ignoring the change to the Ironclad CP. We should end up with more survivability due to CP than we had previously since Ironclad will buff mitigation for all Direct Damage be it physical or elemental. Same goes for damage output with the new Master-at-Arms CP.

    Was Ironclad reworked and I missed something? Is that not reduced stun, fear, snare still?

    @Autolycus it was completely changed, and Bow Expert was removed and replaced with Master-at-Arms. Both of them scale up to 25% with 100 CP.

    Ironclad: This passive ability now reduces the damage you take from direct damage attacks, instead of reducing the duration of crowd control abilities used against you.

    Bow Expert:
    Renamed this passive to Master-at-Arms.
    This passive ability now increases your damage done with direct damage attacks, instead of increasing your Light and Heavy Attack damage with Bows.

    Ah yes, thanks for pointing that out. It's a fair point. I'm not convinced it makes up for what was lost. The benefit of this passive is highly contingent upon context with respect to pve.

    I can easily see the argument for diversifying how we allocate our CP from this suggestion. I don't see how it makes up for the effective DR that was lost because the severe diminishing returns on Hardy and Ele Defender on 100 points is going to force most of us to go 50-75 instead. We go from reducing all damage of multiple types to having direct-damage and DoT reductions. It's not as good, and doesn't work everywhere. It's certainly better for pvp than pve.

    Yeah, it'll need to be tested, but at a glance it seems like a resistance buff to me. A lot of PvE incoming damage is direct damage as far as I'm aware. SO is probably the exception to that, but even there some of the most dangerous attacks are direct damage (like Stonebreaker avalanche). In HRC and AA it's almost all direct damage other than the Overcharger lightning curse and Mage black holes in AA. The survivability checks in vMoL (primarily the shield explosions on the first boss) should mostly be direct damage as well.

    And because Thick Skinned remains a 25% max passive, the further frontloading means you can get better DoT resistance with fewer CP.

    Plus, we'll have 10 extra CP to allocate in defensive stats.

    You've given me some good food for thought. I'll keep this all in mind as I continue to test. Thanks!
  • LiquidPony
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    olsborg wrote: »
    Stamina is bad, but they gonna make them worse after morrowind, go figure.

    @olsborg I don't think that's the case.

    Check out @Asmael's thread here: https://forums.elderscrollsonline.com/en/discussion/337713/pve-stamina-dds-analysis-only-existing-classes

    Seems to be a pretty positive outlook and that's not even including the possibilities some of the new sets bring (like War Machine for stamblades/stamsorcs/stamplars and Infector for stamDKs).
  • LiquidPony
    LiquidPony
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    Autolycus wrote: »
    LiquidPony wrote: »
    Autolycus wrote: »
    LiquidPony wrote: »
    Autolycus wrote: »
    LiquidPony wrote: »
    Autolycus wrote: »
    usmcjdking wrote: »
    These changes are great for Stamina UNDER THE CONDITION that Magicka Sorceror does not remain in it's current form and is brought back down to levels associated with the other mag DPS classes. The last few posts have been a giant vaccum of "STAM GOT NERFED LIKE MAG, STAM STILL USELESS" without really looking more into what all was balanced.

    First and foremost, stamina is significantly less reliant on Warlord than magicka is on Magician. Don't believe me? You can EASILY test on live, remove all potions and resource return mechanics and see how long you can beat on a dummy before you run out of resources on stam and mag. This is a net balance gain in favor of stamina. The orbs and shards change also slants strongly towards stamina, another net buff in favor of stamina.

    Overall, stamina in trials should only be noticeably affected using current builds with some rotation reworking being required to maintain functional resource management. This alone will put stamina squarely into the "sustained DPS" category, wherein mag will not be able to compete due to the excessively poor sustain they are going to feel come next patch. Mag will fulfill burst AOE and nuking capabilities.

    The only thing I've seen that will help stamina with sustained dps in trials is the change to Orbs, which can now restore stamina if the lowest resource by percentage. But stamina builds were already struggling to sustain in trials, I know stamDKs and stam Sorcs that have been consistently having resource troubles since the last update. So the complete removal of Warlord, while it may be more punishing to magicka to lose Magician, is still a major hit to stamina sustain. Couple that with the inability to survive basic mechanics, like raid-wide stomps, even while blocking, and the case for stamina still looks extremely bad imho.

    Furthermore, survivability for stam builds was decreased substantially as well. They took 10% DR off of Hardy and Elemental Defender, chances are most people won't even get the full 15% on it now anyway because of the severe diminishing returns. Even if you have a Warden in group giving everyone Major Ward and Resolve, you won't make up half of that loss in DR. Stam builds look extremely bad on paper still imho. Of course, my opinion may change with more testing and if there are changes to these notes, but I sincerely doubt it.

    @Autolycus

    Regarding survivability, seems like you're ignoring the change to the Ironclad CP. We should end up with more survivability due to CP than we had previously since Ironclad will buff mitigation for all Direct Damage be it physical or elemental. Same goes for damage output with the new Master-at-Arms CP.

    Was Ironclad reworked and I missed something? Is that not reduced stun, fear, snare still?

    @Autolycus it was completely changed, and Bow Expert was removed and replaced with Master-at-Arms. Both of them scale up to 25% with 100 CP.

    Ironclad: This passive ability now reduces the damage you take from direct damage attacks, instead of reducing the duration of crowd control abilities used against you.

    Bow Expert:
    Renamed this passive to Master-at-Arms.
    This passive ability now increases your damage done with direct damage attacks, instead of increasing your Light and Heavy Attack damage with Bows.

    Ah yes, thanks for pointing that out. It's a fair point. I'm not convinced it makes up for what was lost. The benefit of this passive is highly contingent upon context with respect to pve.

    I can easily see the argument for diversifying how we allocate our CP from this suggestion. I don't see how it makes up for the effective DR that was lost because the severe diminishing returns on Hardy and Ele Defender on 100 points is going to force most of us to go 50-75 instead. We go from reducing all damage of multiple types to having direct-damage and DoT reductions. It's not as good, and doesn't work everywhere. It's certainly better for pvp than pve.

    Yeah, it'll need to be tested, but at a glance it seems like a resistance buff to me. A lot of PvE incoming damage is direct damage as far as I'm aware. SO is probably the exception to that, but even there some of the most dangerous attacks are direct damage (like Stonebreaker avalanche). In HRC and AA it's almost all direct damage other than the Overcharger lightning curse and Mage black holes in AA. The survivability checks in vMoL (primarily the shield explosions on the first boss) should mostly be direct damage as well.

    And because Thick Skinned remains a 25% max passive, the further frontloading means you can get better DoT resistance with fewer CP.

    Plus, we'll have 10 extra CP to allocate in defensive stats.

    You've given me some good food for thought. I'll keep this all in mind as I continue to test. Thanks!

    @Autolycus cheers!

    I may be wrong, wouldn't be the first time today! Just my back-of-the-napkin math going on my understanding of what "direct damage" is leads me to believe we're getting a slight buff to survivability across the board, which is perhaps a subtle method of reducing the necessity of running shields, which "nerfs" the necessity of bringing 100% mag DPS into Trials.

    Now ZOS just needs to double the DPS of Deadly Cloak or make Rending Slashes a cleave, and we'll be all set!
  • olsborg
    olsborg
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    LiquidPony wrote: »
    olsborg wrote: »
    Stamina is bad, but they gonna make them worse after morrowind, go figure.

    @olsborg I don't think that's the case.

    Check out @Asmael's thread here: https://forums.elderscrollsonline.com/en/discussion/337713/pve-stamina-dds-analysis-only-existing-classes

    Seems to be a pretty positive outlook and that's not even including the possibilities some of the new sets bring (like War Machine for stamblades/stamsorcs/stamplars and Infector for stamDKs).

    Ah, well im talking 100% for pvp:)

    PC EU
    PvP only
  • NyassaV
    NyassaV
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    I 100% agree with this, my two main toons are a Magicka nightblade and a stamplar. So for starters I do not play a very meta class. I don't do much PvP so I could care less of those aspects. But seriously Stamina used to have it's benefits and that is what balance is! This is not near Balanced @Wrobel take a look at this, Alcast has some good stuff on his you tube as well
    Flawless Conqueror ~ Grand Overlord
    She/Her ~ PC/NA | I record things for fun and for info
  • NyassaV
    NyassaV
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    ZOS_DaryaK wrote: »
    While I am not the best person to ask, @DangerMan, Rich did indicate in this thread that the team is still working on the balance changes for this update. :)

    After looking at that thread and looking at what we have now here is what I got

    -Good job on making rotations easier, Sorc rortation is super easy and I can pull 22k DPS while barely putting thought into a rotation. Every other class still sucks which can be proved by the fact I sturggle to pull the same amount of DPS with different amounts of effort.

    -If you want to make the gap more narrow... Nerf the monsters and not us, you N'wahs! I still wanna have fun but the monsters are NPCs, they don't need to have fun!

    - Stamina DPS got a buff this patch with caltrops... Now all stamina builds must PvP for caltrops... For heavens sake give us a alliance change token so I can PvP with my friends who actually know how to PvP and play with the friends who actually want to teach/level me!

    - Sorc is easy and does crap tons of damage with the ability to survive easily... So you met your quote on sorc but gave up on every other class it seems. Please fix that

    -If your are not going to give medium armor a resistance value, then make our skills cheaper than magicka or give us back that single target edge we used to have.

    -Also why are you referring to this post when it is so long ago?!

    TL;DR
    I'm bumping this thread as it's important and I don't want you to forget
    Edited by NyassaV on May 10, 2017 6:01PM
    Flawless Conqueror ~ Grand Overlord
    She/Her ~ PC/NA | I record things for fun and for info
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