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Some small suggestions improve magicka combat.

ShadowKyuubi
ShadowKyuubi
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Hello, I usually try to avoid making suggestions to altering combat because it isn't my place as a player. I try to stick with talks about the current feel of classes and what changed, however I do want to offer two ideas for improving magicka combat. (Note, I am primarily a PvE'r, but I don't think my changes will effect PvP greatly or at all. If I am missing something, please let me know and I will try to amend the post to help)

The first idea is to have all light attacks scale from Max Resource, instead of the weapon specific resource as it is now. Now why do I suggest this? Well it all stems from a forum post about somebody making a DW/Staff Magblade. Me being me, I wanted to try to prove how viable it is in PvE and did some Iron Atro parses with a setup I would use. I parsed 65k with a DW/vMA Inferno staff setup after about a week of practice and messing with CPs. This is the maximum I have been able to reach, I am sure that someone with more skill can reach more than me as I am not the best player in the world. Hitting 65k in a parse proves that it is viable for most endgame PvE content. I took it into vSS with no problems until I had to do the portal group on the last boss. For that fight, I had to switch to two inferno staves to make sure we cleared faster than the group could hit the next add phase. With two inferno staves, I can hit 70k+ on a trial Atronach, and I've seen parses of people hitting 80k+.

Now, where is difference between DW/Inferno and Inferno/Inferno coming from? Well as you may have guessed from above, Light Attacks. You suffer a major damage penalty as a magicka player, if you try to weave with weapons that use stamina abilities. Now don't get me wrong, I am not stupid and obviously it makes sense to why this is the case. I am suggesting this change to give magicka players at least some options for comparable damage, other than two staffs. I think this change is small enough that it wouldn't effect gameplay too much, but it would give magicka players much needed weapon variety.

My second topic is an attempt to help bridge the gap between stamina and magicka dps. To be clear, I do not believe that magicka should be on par with stamina, but I do believe that the gap should not be as far apart as it is now. As of when this discussion is posted, the highest Stamina Parse in Esologs is held by Revelx, sitting at 101k with a stamina necromance. The highest magicka parse is held by Olupajmibanan with 85k on a magicka necromancer. Now are these the all time highest parses? No, I am sure there are higher floating around on peoples discord, but I work with the information that is publicly available to everyone. What is a major factor contributing to the increase of stamina dps compared to magicka? Major Slayer.

The suggestion I am making to fix this is to increase the time of Major Slayer that War Machine and Master Architect give from 10 seconds to 16 seconds, and in a tradeoff, reduce the number of other people it effects to 1, two people in total instead of three. There will be a 7% increase in effective Major slayer uptime between the old version and the one I am suggesting. However, it may have an impact on Magicka players that have a low cost ultimate, i.e. Nightblades, Wardens, and Templars. As of right now, it takes approximately 19-20 seconds for a nightblade dps to build 75 ultimate without any form of heroism applied. So, effectively it will be a ~85% uptime on major slayer for a single person, which may not be the 100% that lokke provides, but is still pretty good. Will this completely and radically change the meta? No, probably not, you'll still see eight necromancers in rele/lokke scoring some of the best trial scores. However, it may help to somewhat close the gap between magicka and stamina dps (not completely, but partially) and create a buddy system for magicka players that one provides major slayer and the other run selfish and a higher cost ultimate, i.e. Sorcerors, Dragonknights, and Necromancers. I know that Major Slayer isn't the only thing causing the different between the two, Relequen being Relequen has a huge impact on its own, however this is a change that can be made without having to introduce an entire new set.

Anyways, I try to avoid pure suggestion post like these as it isn't my place to tell the developers what to change. However, I did want to get it out there in an attempt to start making Magicka a little more versatile in terms of weapon choices.

Cheers,
Shadow
Edited by ShadowKyuubi on December 22, 2019 10:10AM
  • Ksariyu
    Ksariyu
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    The first suggestion is definitely one I could get on board with, or some other version of it. The fact that mag users are completely locked out of using anything but Destro staves simply because of Light attacks is ridiculous (And one of my least favorite parts about the LA weave meta we've been in since they decided to make it a "feature").

    As for your second suggestion, I feel like a lot of people look at this from the wrong angle. Realistically, why should magicka DPS be inherently weaker than stamina? Range is the most common answer, but it's not like Stamina doesn't have ranged options (Bows) or that Magicka players can't be in melee range (DKs seem to have been initially designed to play in melee even as mag). Rather than damage, I'd think that survivability should be the key difference, and that should be based on range rather than your damage source.

    And finally, don't be so shy to input your ideas. Some people do take it overboard, but you are a paying player with the right to at least have an opinion about the game.
  • validifyedneb18_ESO
    validifyedneb18_ESO
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    I dont know if im just old fashioned but iron attro parses mean almost nothing to me. I need 6m parses or im lost :P
    I think its like Iron/2.5 = 6m dps roughly, buff/debuff availability asside...

    Making phyiscal weps usable on mag characters and vica-versa is a commendable aim, I have long since left my dunmer DK untouched because I dont want it to be anything other than a sword wielding fire spewing battlemage.

    I also agree with the Ksariyu about the second point, traditionally people have been more Ok with stamina pulling top DPS because of their lack of range. But this is not the case, currently there is a rise of bow/bow builds, not to mention even historically a significant amount of damage came from bows for stamina builds - with the vMA bow being arguable the single most powerful wep in the entire game.

    I would rather see a total equalization and then a rethink of the way combat lends itself to these 2 (ranged and melee) builds. Playing melee can be pretty brutal without a dedicated healer unless you tank up. In WOW this is done with cast times, this means that forcing movement through mechanics automatically stops ranged from doing as much DPS. Im sure ZOS can figure something out (then again, this is ZOS so probably not).

    I'm a solo melee player at heart, but I cant bring myself to do solo melee in ESO, so instead I play a melee(ish) ranged mage. The design of the game is inherently unfair, and they add more unfair changes on top to try and compensate.

    EU: Magden, Magknight, Stamsorc(*2), Magsorc
    NA: Magplar, Magden, PotatoBlade
  • EpicRekkoning
    EpicRekkoning
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    I posted something similar a while ago in regards to you first suggestion, but instead of making LA scale off of one resource/damage type, I think they should scale off of the players highest resource pool (highest resource is magicka, LA would scale off of magicka and spell damage).
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