The purpose of Negate is to negate all magicka abilities. Not just heals. It essentially silences magicka since it is typically vocally driven though it is not displayed that way in this game. Stamina abilities have never been in that category.
The purpose of Negate is to negate all magicka abilities. Not just heals. It essentially silences magicka since it is typically vocally driven though it is not displayed that way in this game. Stamina abilities have never been in that category.
That doesn't really make it any better balance-wise. And judging how stambuild grunt, there is a vocal component to their damage too..
I'll give this a go. Yada yadda, I won't claim to know the original intent of the devs, buuut...
So, Negate - job is in the name. Negate stuff - ground effects and casting. It's done essentially the same thing for quite a long time, and like most skills with that quality, the game has evolved and the skill...hasn't.
'Back in the day', stamina had nowhere near the relatively massive healing ability they have now - stamina wardens, in particular, can function as psuedo-healers.
Previously, you had a lot of magicka based damage, healing, and general mitigation going on - and being able to shut that down was hideously strong.
So, it isn't a BAD thing that negate is no longer the end-all-be-all of sorc it was at one point (for group play), like many skills it hasn't quite kept up with the game's - and the meta's - evolution. It no longer has the impact it once did - and while that's not a bad thing, it has lost a not-insignificant amount of strength. Stamina is almost - but not quite - just green magicka. Time for a bit of updating, imo.
Now, I don't think it should work on stam. Counters are and should be a thing, but I'd be overjoyed to see the skill receive a combination of radius increase, damage bump, or some sort of lingering effect - maybe have it increase the stamina costs of stuff by x% while inside it so that one dodge roll to get out is a bit more punishing.
The purpose of Negate is to negate all magicka abilities. Not just heals. It essentially silences magicka since it is typically vocally driven though it is not displayed that way in this game. Stamina abilities have never been in that category.
That doesn't really make it any better balance-wise. And judging how stambuild grunt, there is a vocal component to their damage too..
You have not exactly explained an imbalance. All you have really said is it is not fair. You first need to outline an actual imbalance and you have not even begun to notice the difference between the two areas to even make it a consideration.
I really want to support you... buff Sorcs I would so be behind you, but at last not in this case. Negate while situational after they "fixed" it seems to have a bit more of style to it. So if you are going to agrue negate needs more of a buff then you have to explain how doesn't work in situations you wish it did.
I honestly think it's fine as it right now.
* A it damage or heals
* It might stun or silence players
* It negates continues magical aoes so damage mirgration though situational
I'll give this a go. Yada yadda, I won't claim to know the original intent of the devs, buuut...
So, Negate - job is in the name. Negate stuff - ground effects and casting. It's done essentially the same thing for quite a long time, and like most skills with that quality, the game has evolved and the skill...hasn't.
'Back in the day', stamina had nowhere near the relatively massive healing ability they have now - stamina wardens, in particular, can function as psuedo-healers.
Previously, you had a lot of magicka based damage, healing, and general mitigation going on - and being able to shut that down was hideously strong.
So, it isn't a BAD thing that negate is no longer the end-all-be-all of sorc it was at one point (for group play), like many skills it hasn't quite kept up with the game's - and the meta's - evolution. It no longer has the impact it once did - and while that's not a bad thing, it has lost a not-insignificant amount of strength. Stamina is almost - but not quite - just green magicka. Time for a bit of updating, imo.
Now, I don't think it should work on stam. Counters are and should be a thing, but I'd be overjoyed to see the skill receive a combination of radius increase, damage bump, or some sort of lingering effect - maybe have it increase the stamina costs of stuff by x% while inside it so that one dodge roll to get out is a bit more punishing.
I'll give this a go. Yada yadda, I won't claim to know the original intent of the devs, buuut...
So, Negate - job is in the name. Negate stuff - ground effects and casting. It's done essentially the same thing for quite a long time, and like most skills with that quality, the game has evolved and the skill...hasn't.
'Back in the day', stamina had nowhere near the relatively massive healing ability they have now - stamina wardens, in particular, can function as psuedo-healers.
Previously, you had a lot of magicka based damage, healing, and general mitigation going on - and being able to shut that down was hideously strong.
So, it isn't a BAD thing that negate is no longer the end-all-be-all of sorc it was at one point (for group play), like many skills it hasn't quite kept up with the game's - and the meta's - evolution. It no longer has the impact it once did - and while that's not a bad thing, it has lost a not-insignificant amount of strength. Stamina is almost - but not quite - just green magicka. Time for a bit of updating, imo.
Now, I don't think it should work on stam. Counters are and should be a thing, but I'd be overjoyed to see the skill receive a combination of radius increase, damage bump, or some sort of lingering effect - maybe have it increase the stamina costs of stuff by x% while inside it so that one dodge roll to get out is a bit more punishing.
I like what you are trying to do, however, increasing the cost of that dodge roll will only hurt magicka builds more than stamina builds, which means the imbalance in the effect this ability has on stamina and magicka builds will only increase. Also, having a % based cost increase doesn't have quite the same impact as completely shutting down a build. And given how many zergballs employ spin-to-win and Sub Assault (both AoEs) it is about high time we also get a way to shut these types of zergballs down.
I'd also be fine if 1 negate morph would affect stamina, while the other affects magicka. Or if some other class would get a stamina "silence". It wouldn't make Negate any more balanced or interesting, BUT it would improve the overall balance across all classes a bit and provide a way to put pressure / to counter stamina-based zergs. It's not my preferred solution, since it doesn't really solve the imbalance issue of Negate, but it would definitely be an improvement to the status quo.
DeadlyRecluse wrote: »Negate is crazy powerful, but situational. I think it's kinda cool, and one of the best pieces of design in this game (in terms of giving a class a completely unique, flavorful ability.
That being said...
Put stamina silence on standard of might!
Dooooo it ZOS. Do it. Make it happen.
DeadlyRecluse wrote: »Negate is crazy powerful, but situational. I think it's kinda cool, and one of the best pieces of design in this game (in terms of giving a class a completely unique, flavorful ability.
That being said...
Put stamina silence on standard of might!
Dooooo it ZOS. Do it. Make it happen.
I would second this. StamDKs and StamBlades don´t have useful group utility Ultis im PvP. So either Standard of Might or Veil of Blades (That being said, some groups use standard of might already).
Maybe make a negate morph that will shut down aoe abilities, both stam and mag, including monster set aoe, while not affecting any single target abilities.