Fur_like_snow wrote: »It looks like an attack that the enemies in ruins of mazatun would use. The animation has definitely improved.
You won't see many people using this ability because there are still better choices in weapon skill lines
You won't see many people using this ability because there are still better choices in weapon skill lines
Lol, pretty much all the top dps parses in Esologs the Stamdks are using it.....so um, yea, its doing something. Spoke to
one such Stamdk player and was told that it adds quite a bit of the dps to the group, so well worth it.
Guess it comes down to what you want and like...
You won't see many people using this ability because there are still better choices in weapon skill lines
Lol, pretty much all the top dps parses in Esologs the Stamdks are using it.....so um, yea, its doing something. Spoke to
one such Stamdk player and was told that it adds quite a bit of the dps to the group, so well worth it.
Guess it comes down to what you want and like...
You won't see many people using this ability because there are still better choices in weapon skill lines
Lol, pretty much all the top dps parses in Esologs the Stamdks are using it.....so um, yea, its doing something. Spoke to
one such Stamdk player and was told that it adds quite a bit of the dps to the group, so well worth it.
Guess it comes down to what you want and like...
Onefrkncrzypope wrote: »They invested in the animation. It won't change.
Thematically makes sense - magicka DKs have ability to fight at range but their spammable is melee, while stamina DKs are melee with ranged spammable. Cast time was probably added to decrease viability to use it as tanks.
But it doesnt feel right.
Imo whole charges mechanics should be pushed to Obsidian Shard (while charges being free to cast), and Stone Giant should just turning fist to stone and punch in the face.
MellowMagic wrote: »If they got rid of the cast time, made the first cast stagger, reduced the range to 7m and increased the damage it could be useable.
MellowMagic wrote: »If they got rid of the cast time, made the first cast stagger, reduced the range to 7m and increased the damage it could be useable.
Still not sure about forcing it to melee. As long as it works in melee and has a suitable animation why not make it usable at range too? Agree wholeheartedly on the rest.
JusticeSouldier wrote: »MellowMagic wrote: »If they got rid of the cast time, made the first cast stagger, reduced the range to 7m and increased the damage it could be useable.
Still not sure about forcing it to melee. As long as it works in melee and has a suitable animation why not make it usable at range too? Agree wholeheartedly on the rest.
they can't do projectile working like melee skill in melee range. it will cause the situations when targets gets not enouch informations of what from they get a damage.
Projectile Stonefist is absolutly dead idea.
this skill is very frustrating with it's animation and basis at completly melee based class.
It should be Melee punch to fit stamdk's theme/nature.
@ZOS_BrianWheeler please, make Stonefist a melee Punch. this is what stamdk should be...
Canned_Apples wrote: »Onefrkncrzypope wrote: »They invested in the animation. It won't change.
it's actually s series of recycled animations.
MellowMagic wrote: »If they got rid of the cast time, made the first cast stagger, reduced the range to 7m and increased the damage it could be useable.
Still not sure about forcing it to melee. As long as it works in melee and has a suitable animation why not make it usable at range too? Agree wholeheartedly on the rest.
MellowMagic wrote: »the damage is lower because it is ranged, I'd rather it hit harder and be melee range
MellowMagic wrote: »the damage is lower because it is ranged, I'd rather it hit harder and be melee range
don't think that is an actual thing in eso.. if you look at how various skills scale, there is nothing that indicates that ranged skills do less damage than melee. more the opposite if anything
MellowMagic wrote: »the damage is lower because it is ranged, I'd rather it hit harder and be melee range
don't think that is an actual thing in eso.. if you look at how various skills scale, there is nothing that indicates that ranged skills do less damage than melee. more the opposite if anything
I've not seen anything suggesting it is lower as a result of being ranged.
The stagger on first cast is useful, especially if it applies to multiple targets. The cast time remains clunky and the swapping from AoE to ST and melee to range being out of your immediate control work against this being useful in real content.
MartiniDaniels wrote: »MellowMagic wrote: »the damage is lower because it is ranged, I'd rather it hit harder and be melee range
don't think that is an actual thing in eso.. if you look at how various skills scale, there is nothing that indicates that ranged skills do less damage than melee. more the opposite if anything
I've not seen anything suggesting it is lower as a result of being ranged.
Ranged abilities always have less damage and sometimes cost more. For example concealed weapon vs swallow soul - concealed is cheaper and deals more damage. Of course it is ZO$ and we have exceptions like elemental weapon...
Also DK has passive - 7m range of melee abilities. It is really big difference in practice... so 7m melee spammable stamina ability can be a real signature (like whip is). Anyways ZOS could leave ranged stonefist for PVE with few tweaks (and removed cast time), and grant flame lash morphs same treatment as soul trap - i.e. if stamina is higher deals and scales with poison damage, if magicka is higher - deals and scales with fire damage.
MellowMagic wrote: »If they got rid of the cast time, made the first cast stagger, reduced the range to 7m and increased the damage it could be useable.
Still not sure about forcing it to melee. As long as it works in melee and has a suitable animation why not make it usable at range too? Agree wholeheartedly on the rest.
MartiniDaniels wrote: »MellowMagic wrote: »the damage is lower because it is ranged, I'd rather it hit harder and be melee range
don't think that is an actual thing in eso.. if you look at how various skills scale, there is nothing that indicates that ranged skills do less damage than melee. more the opposite if anything
I've not seen anything suggesting it is lower as a result of being ranged.
Ranged abilities always have less damage and sometimes cost more. For example concealed weapon vs swallow soul - concealed is cheaper and deals more damage. Of course it is ZO$ and we have exceptions like elemental weapon...
Also DK has passive - 7m range of melee abilities. It is really big difference in practice... so 7m melee spammable stamina ability can be a real signature (like whip is). Anyways ZOS could leave ranged stonefist for PVE with few tweaks (and removed cast time), and grant flame lash morphs same treatment as soul trap - i.e. if stamina is higher deals and scales with poison damage, if magicka is higher - deals and scales with fire damage.
just give up. ZoS wants something "creative" over useful, even if that means making the skill non-viable