VaranisArano wrote: »If we're going to add magicka skills, stamina players would appreciate some more stamina morphs.
You know, in the name of variety and all.
VaranisArano wrote: »If we're going to add magicka skills, stamina players would appreciate some more stamina morphs.
You know, in the name of variety and all.
VaranisArano wrote: »If we're going to add magicka skills, stamina players would appreciate some more stamina morphs.
You know, in the name of variety and all.
VaranisArano wrote: »If we're going to add magicka skills, stamina players would appreciate some more stamina morphs.
You know, in the name of variety and all.
You already have four physical weapon skill lines. None of those are locked behind classes, unlike magic abilities. You have both variety and degree of freedom much closer to the single player Elder Scrolls games.
Also see my suggestion number four. While I don't love this solution and see it as an extension of stamina morph madness (magic should use magicka and physical attacks stamina) it would be a quick and nasty fix to provide more variety / options for everyone.
VaranisArano wrote: »If we're going to add magicka skills, stamina players would appreciate some more stamina morphs.
You know, in the name of variety and all.
You already have four physical weapon skill lines. None of those are locked behind classes, unlike magic abilities. You have both variety and degree of freedom much closer to the single player Elder Scrolls games.
Also see my suggestion number four. While I don't love this solution and see it as an extension of stamina morph madness (magic should use magicka and physical attacks stamina) it would be a quick and nasty fix to provide more variety / options for everyone.
lol, if you think that stamina classes have variety you are SORELY mistaken, they all rely on weapon skills, because guess what? most class abilities are magicka, some of those abilities have stamina morphs...most do not.
Ok so there's a huge problem for magicka players in that there's only 1 DPS weapon and courtesy of classes most of the game's magic is inaccessible to any given player. The problem is especially bad for wardens who only have 4 class DPS magicka abilities.
You already have four physical weapon skill lines. None of those are locked behind classes, unlike magic abilities. You have both variety and degree of freedom much closer to the single player Elder Scrolls games.
VaranisArano wrote: »I have some issues with your argument. Maybe not with your conclusion, but certainly with your math.
VaranisArano wrote: »Chief among them is the small sample size of Warden. Whether you are right or wrong, you simply can't base recommendations about balancing Stamina vs Magicka options around one class. You have to look at everything.
Even the less extreme examples still put stamina ahead.
There's a grand total of 15 class abilities, with a range of about 9-11 being damage. Typically several of those have stamina morphs.
11 + 4 + 2 + 1 = 18. That's less than 21 and not even taking into account those stamina morphs.
VaranisArano wrote: »Warden
Class Damage Skills:
Cutting Dive/Screaming Cliff Racer, Sub Assault/Deep Fissure, Swarm, Impaling Shards, Arctic Blast, Crystallized Slab, Frozen Gate
Stamina: Cutting Dive, Subterraenan Assualt
Magicka: Screaming Cliff Racer, Deep Fissure, Swarm (2 morphs), Impaling Shards (2 morphs), Arctic Blast, Crystallized Slab, Frozen Gate (2 morphs)
Total: 2 stamina morphs, 10 magicka morphs (7 skills)
There is no such thing as a "magicka problem".
if anything, there is a stamina problem. Stamina characters are relegated to using mostly non-class skills simply because they don't really have any other valid choice.Magicka characters can use any class skill they possess PLUS the one for their weapons.
Magicka characters can be BOTH damage dealer and healer if they wish so. Only warden has to option to heal with stamina, and for anyone else, it will require to go PvP for that one single heal that uses stamina.
VaranisArano wrote: »If we're going to add magicka skills, stamina players would appreciate some more stamina morphs.
You know, in the name of variety and all.
VaranisArano wrote: »I have some issues with your argument. Maybe not with your conclusion, but certainly with your math.
My math was literally just 1 off. I'll edit that correction in. I miscounted warden damage stam morphs. I was thinking of the stam heal morph. But yours is even worse.VaranisArano wrote: »Chief among them is the small sample size of Warden. Whether you are right or wrong, you simply can't base recommendations about balancing Stamina vs Magicka options around one class. You have to look at everything.
I looked at everything.Even the less extreme examples still put stamina ahead.
There's a grand total of 15 class abilities, with a range of about 9-11 being damage. Typically several of those have stamina morphs.
11 + 4 + 2 + 1 = 18. That's less than 21 and not even taking into account those stamina morphs.VaranisArano wrote: »Warden
Class Damage Skills:
Cutting Dive/Screaming Cliff Racer, Sub Assault/Deep Fissure, Swarm, Impaling Shards, Arctic Blast, Crystallized Slab, Frozen Gate
Stamina: Cutting Dive, Subterraenan Assualt
Magicka: Screaming Cliff Racer, Deep Fissure, Swarm (2 morphs), Impaling Shards (2 morphs), Arctic Blast, Crystallized Slab, Frozen Gate (2 morphs)
Total: 2 stamina morphs, 10 magicka morphs (7 skills)
No, warden has 4 magicka damage skills. Just 4. Dive, Scorch, Swarm and the magicka morph of Impaling Shards which scales from health.
Frozen Gate and Crystallized Slab have a damage component but they're not damage abilities. They're just not. Crystallized Slab is a shield with a small reflect on it. Frozen Gate does straight up damage but it's primarily a pull / ally teleport. A magicka warden wearing light armor is very unlikely to want to pull mobs close to them for the tiny amount of damage that does.
Warden has 4 magicka damage skills.
Speaking more broadly to the issue of morphs, I hate them.
Morrowind didn't have morphs.
Oblivion didn't have morphs.
Skyrim didn't have morphs.
Morphs suck balls. I'm vaguely aware there was some Skyrim mod which added something like them but that has zero appeal to me. What appeals to me about ES character development is that it is eminently flexible. One character can learn and max every skill, learn and cast every spell, and use every weapon. Morphs detract from that.
Typically there's only one morph I'd consider worth using anyway so it's as if the other one just doesn't exist, eg. the only warden magicka damage ability without a stamina morph, Swarm. I don't love either of the morphs and many wardens hate both but Fetcher Infection (every other cast does 50% more damage) is at least occasionally useful. The other one is rubbish.
Stamina morphs are a quick and nasty fix to stupid problems.
The game shouldn't have classes in the first place and their having decided to have classes, they shouldn't have all been stuffed full of magic because not everyone likes that.
The game shouldn't have magicka / stamina and more recently health scaling. It's stupid. We have it because it was a popular mod for Skyrim to fix a stupid problem - very poor scaling of magic damage compared to physical weapons courtesy of smithing and enchanting. More damage based on total magicka was a simple solution but not actually a great idea in its own right.
But we have those things in ESO so stamina morphs came about to please the stams. Personally I think it's weird as hell. Magic uses magicka. The stamina morphs look like magic, function like magic but are fuelled by stamina. No. That's not right. It's not Elder Scrolls.
I seriously can't use stamiina morphs. The game is not ES in so many ways (classes, weird arse skins and mounts etc.) that there's just the thinnest veil of illusion left that it's ES at all. Me using stamina morphs would shred it. I tried the warden Scorch stam morph to see it but didn't keep it very long.
Even putting that aside, the total number of morph options available is irrelevant. You can't switch between them freely. You have to pay for that. The total number of damage abilities you have available to slot at any given time is what matters.
For every single class, stam has more damage abilities. In the case of warden stams have more than double the amount - 11 v 23.
TequilaFire wrote: »I think an important point that echos through out this thread is this is not a traditional ES single player system and never will be.
Ok so there's a huge problem for magicka players in that there's only 1 DPS weapon and courtesy of classes most of the game's magic is inaccessible to any given player. The problem is especially bad for wardens who only have 4 class DPS magicka abilities.
Most of the suggestions I've seen revolve around new magicka weapons. I'm definitely pro more weapons but that's complicated and probably couldn't happen quickly. Here's an alternative suggestion which possibly could.
Tidy up time.
The standard number of active skills per skill line is 5 + 1 ultimate. There are two exceptions - Vampire and Soul Magic. Four new magicka abilities in the Soul Magic skill line could significantly boost enjoyment for magicka players. They would be the perfect companion for Elswyr and the necromancers it's introducing.
IMO both the Mages Guild and Psijic Order abilities are less shiny than they could be. A few tweaks here could again significantly boost enjoyment for magicka players.
There are lots of possibilities but I have a few specific suggestions.
1) Move Weakness to Elements from the Destruction Staff to the Soul Magic line and rename accordingly. That would free up a slot on the destruction staff for another elemental damage ability.
2) Move Fire Rune from the Mages Guild to the Destruction Staff and make frost and shock versions.
3) Rethink or get rid of Equilibrium. Does it really get much use? Especially now with Psijic's Meditate.
4) Change the Psijic Imbue Weapon to a toggle like Mend Wounds, with the following effects: a) Increases the cost of all abilities by 10-20%; b) Reverses the magic damage / magicka and weapon damage / stamina dependencies of weapons, i.e. a physical weapon would scale to magic stats and vice versa.
5) Throw a chameleon / invisibility ability into either the Mages Guild or Soul Magic lines.
6) Fill the remainder with damage abilities because those are what is desperately needed to provide some variety for magicka players.
Drummerx04 wrote: »Don't see a benefit
Drummerx04 wrote: »No. Equilibrium is critically important within an end game pve context... Meditate is effectively useless within the same space.
Drummerx04 wrote: »That's interesting, but the simple fact that it would take up a bar slot makes it pretty much useless to all but the RP community.
Drummerx04 wrote: »I'm sure the NB mains would love their class identity stripped away. Why not suggest including bolt escape while you are at it?
Drummerx04 wrote: »This will not add the variety you think it will. Either the new damage skills will either be better, worse, or functionally identical. Build "diversity" will just crowd around whichever damage skills are most effective.