Proposition:
Instead of 0% Stamina Recovery during block/dodge roll/sprint, reduce Stamina Recovery by -50%. Adjust block cost accordingly.
- If you answered no, please explain why you think it would be an issue. If you answer yes, what -% reduction to recovery do you feel is a safe balance?
Correct me if I’m wrong, but I’m pretty sure this game had Stamina Recovery during these actions before, but perma blocking was an issue at the time, so they opted to completely cut it off. I’d ask that they go back to that subject, increase block cost to offset the increased sustain.
Context:
This poll is mainly about the state of Medium Armor in PVP and the incentives to use it over Heavy, NOT the state of Stamina Meta vs Magicka Meta as a whole.
I want to make that focus clear as this is not a Buff Medium armor thread for the sake of it over performing. I understand it would change a lot in the game, but Stamina Recovery is not only useful to Medium Armor, it just works better like Magicka Recovery to Light Armor.
There's many changes coming and I'm sure a lot of people will switch from Heavy, so I understand we should let things marinate, that being said, there has always been an underlying issue when it comes to the Stamina Recovery Stat and it's Synergy with Medium Armor Passives, as well as the entire game.
Stamina Recovery is cut off during combat actions, as a result, the stat feels weaker. Compare Medium Armor sustain to Heavy Armor's "Constitution" passive and a direct comparison (same numbers) to Light Armor's "Recovery" passive. It shows the issue between them. It’s personally why I find Heavy easier to use in PVP, not only because of it's off resource sustain, but because I no longer need to slot as much Magicka Recovery and therefore can stack more damage.
You have a passive in Medium Armor telling you to invest in to Stamina Recovery for sustain and another that reduces Dodge Roll Cost and Increases Sprint Speed, these passives conflict with one another because of the mechanics behind Stamina Recovery. If your in active combat, you can bet you’re not sprinting or else your Stamina Recovery means nothing.
Another issue with this mechanic is with tanking in pve for some classes that don’t have sustain tools while blocking like DK. Another big reason DK Tanks are so great.. Using Sorc as an example, you have a passive that increases Stam/HP recovery by 20% with a Daedric ability slotted. The 2 obvious answers to get this passive are attached to “Tanking” abilities. Bound Armor for +36% block mitigation when cast or Clanfear, their tank burst heal, except Stam Recovery and frankly HP recovery do nothing to help the tank. This feels like it was originally there to offer tanks some sustain while blocking, with the -15% cost reduction to skills after blocking being tacked on in Morrowind. That passive is not enough and Dark Deal cuts off blocking.
Edited by MashmalloMan on July 31, 2019 10:08PM PC Beta - 1900+ CP
Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit
Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
Stamina Regen While Blocking (Poll) 41 votes