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10% reduction on ranged light attacks

EDS604
EDS604
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Imo it's just too much, madDDs will be hitting like wet noodles in PvE. Why not make it so the further you are, the less dmg you will do with light attacks, the closer you are the less punishing it will become? magDK will be hit hard with this change in PvE for example, it''s a in your face playstyle that has some risk with it. This way in PvP the light attacks won't be as hard hitting, and PvE doesn't get shafted. Thoughts?
PC EU, Guildleader of "Death By Gargoyle".
  • Elwendryll
    Elwendryll
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    That will definitely help with performance and reducing server calculations...

    Otherwise I like the concept. Melee should have more damage.
    PC - EU - France - AD
    Main character: Qojikrin - Khajiit Sorcerer Tank/Stamina DD - since March 25, 2015.
    Guildmaster of Oriflamme: Focus on 4 player endgame content.
    Member of Brave Cat Trade, Panda Division and Toadhuggers.

    All 4-man trifectas - TTT, IR, GH
  • FinrodMacBeorn
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    Bow damage is already range dependent by way of the passives. Should not be too difficult to treat light attack bow and staff damage in a similar way.

    Alternatively: Give mag finally a melee weapon line (e.g. elemental weapons with similar animations as stam weapons to simplify implementation). Would be a nice addition for the next chapter to give mag builds more flexibility.
  • Firstmep
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    Elwendryll wrote: »
    That will definitely help with performance and reducing server calculations...

    Otherwise I like the concept. Melee should have more damage.

    Staves and bows already provide less damage than melee weapons.
    Literally 0 reason for this change.
  • Elwendryll
    Elwendryll
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    Firstmep wrote: »

    Staves and bows already provide less damage than melee weapons.
    Literally 0 reason for this change.

    The heavily mag compositions in trials?
    PC - EU - France - AD
    Main character: Qojikrin - Khajiit Sorcerer Tank/Stamina DD - since March 25, 2015.
    Guildmaster of Oriflamme: Focus on 4 player endgame content.
    Member of Brave Cat Trade, Panda Division and Toadhuggers.

    All 4-man trifectas - TTT, IR, GH
  • notyuu
    notyuu
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    Firstmep wrote: »
    Elwendryll wrote: »
    That will definitely help with performance and reducing server calculations...

    Otherwise I like the concept. Melee should have more damage.

    Staves and bows already provide less damage than melee weapons.
    Literally 0 reason for this change.

    and yet in trials and most dungeons mag is preferred roughly 86% of the time over stamina
  • Astrid
    Astrid
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    They’re preferred due to survivability, cleave and range.
    Edited by Astrid on September 23, 2020 10:45AM
  • hakan
    hakan
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    Astrid wrote: »
    They’re preferred due to survivability, cleave and range.

    which is an okay exchange.

    you cant always balance according to top 1percent pros.
  • Donny_Vito
    Donny_Vito
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    More risk, more reward.
  • idk
    idk
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    OP is making it sound like Zos changed LAs for magicka only and left Stam alone.
  • Jodynn
    Jodynn
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    Parse 90k on live, parse 85k on PTS, MagDK
    idk wrote: »
    OP is making it sound like Zos changed LAs for magicka only and left Stam alone.

    That's because Mag DPS does about twice as much damage with light attacks so they're twice as affected.

    Pen bonuses from breach don't really help Mag DPS, now the light armor buff is pretty useless but super helps Stamina with the medium armor buff.

    So while they didn't leave their light attacks alone itself the damage is made up with the Pen on their light attacks.
    Elwendryll wrote: »
    That will definitely help with performance and reducing server calculations...

    Otherwise I like the concept. Melee should have more damage.

    I agree, but what about mag melee? Scaling off highest stat isn't enough for dual wield, the passives don't help, they don't proc burning. And don't say having a staff equipped makes me ranged, spamming LA from a distance isn't going to do me any favors.
    Jodynn PC NA
    PvE and PvP MagDK
    The lack of communication from ZOS to player speaks volumes.
  • SidraWillowsky
    SidraWillowsky
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    EDS604 wrote: »
    Imo it's just too much, madDDs will be hitting like wet noodles in PvE. Why not make it so the further you are, the less dmg you will do with light attacks, the closer you are the less punishing it will become? magDK will be hit hard with this change in PvE for example, it''s a in your face playstyle that has some risk with it. This way in PvP the light attacks won't be as hard hitting, and PvE doesn't get shafted. Thoughts?

    IMO, this is how it needs to happen, regardless of weapon.

  • EDS604
    EDS604
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    idk wrote: »
    OP is making it sound like Zos changed LAs for magicka only and left Stam alone.

    Bow LA doesn't deal a lot of DMG anyway, not like stamDPS is relying heavily on it as opposed to magDPS.
    Sure stam would lose a bit, but wouldn't notice much.



    PC EU, Guildleader of "Death By Gargoyle".
  • illuminousflux
    illuminousflux
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    EDS604 wrote: »
    Imo it's just too much, madDDs will be hitting like wet noodles in PvE. Why not make it so the further you are, the less dmg you will do with light attacks, the closer you are the less punishing it will become? magDK will be hit hard with this change in PvE for example, it''s a in your face playstyle that has some risk with it. This way in PvP the light attacks won't be as hard hitting, and PvE doesn't get shafted. Thoughts?

    Scaling LA damage based on distance is such a ridiculously good idea
  • Rungar
    Rungar
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    i would of hit harder than that. I would of took away all light attacks ability to crit and proc since they have no associated cost. I would of instead give them the regen that was tested a while back.

    free attacks should be focused on regen not damage.
  • Stahlor
    Stahlor
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    Scaling LA damage based on distance is such a ridiculously good idea

    ...but for sure not for the server performance.

  • EDS604
    EDS604
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    It can be something simple with only 2 tags, within 5 meters and further than 5 meters for example
    PC EU, Guildleader of "Death By Gargoyle".
  • idk
    idk
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    EDS604 wrote: »
    idk wrote: »
    OP is making it sound like Zos changed LAs for magicka only and left Stam alone.

    Bow LA doesn't deal a lot of DMG anyway, not like stamDPS is relying heavily on it as opposed to magDPS.
    Sure stam would lose a bit, but wouldn't notice much.



    So you are saying there was no change to DW, 2H or S&B LAs?
  • kojou
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    EDS604 wrote: »
    It can be something simple with only 2 tags, within 5 meters and further than 5 meters for example

    Except for DKs which have an effective melee range of 7 meters, but yes I agree in principle.
    Playing since beta...
  • Shantu
    Shantu
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    Not sure I fully understand the details of this statement:

    "Reduced the damage from all ranged Light and Medium Attacks by 10% to ensure they meet ranged damage standards."

    What's the definition of a "ranged Light" attack? Anything with a staff or bow? If so, this is unduly punitive to mag characters as a staff is always their front bar main weapon, while a bow usually sits on the back bar for stam. What about the damage hit on a MagPlar using sweeps? This build must fight in melee range. So I'm fighting in melee range and am taking a 10% damage hit on light attacks just because I'm using a staff? Yet a StamPlar takes no LA damage hit using Jabs because he's dual weld?

    So this damage nerf is based on your weapon and has nothing to do with your position relative to your target?

    I really think this whole idea needs more thought and consideration.
  • Olupajmibanan
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    I fully disagree with making stamina doing more damage than magicka, but I strongly agree with making melee doing more damage than ranged.

    Risk of going melee should be rewarded. Therefore, while the change to ranged LAs is fine, I feel like they forgot about magicka melee which were using ranged light attacks from melee range. Magicka melee always had the problem with not being invited over stamina melee and this is the issue that now raises and ZoS should take care of it.

    Adaptive scaling on LA/HA damage helps nothing, because heavy attacks still return stamina on magicka characters and damage is still lower thanks to not being buffed by Engulfing Flames.

    Magicka melee should be able to compete with stamina melee.

    Oh and don't forget to do something with blastbones. You can't cast blastbones as every third spell when going ranged which diminishes magnecros dps greatly and pidgeonholes him to melee.
  • Shantu
    Shantu
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    I totally agree melee combat should have its rewards. However, if my MagSorc is standing toe-to-toe with stam toons fighting the dragons of Sunspire, why should my LA's be doing 10% less damage? Or on any boss, if a mag toon moves into melee range, they are now taking the same risks and should be allowed the same rewards.

    Common sense tells you a "ranged" attack should be defined by proximity the to target, not by weapon type.
  • Jaimeh
    Jaimeh
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    Shantu wrote: »
    I totally agree melee combat should have its rewards. However, if my MagSorc is standing toe-to-toe with stam toons fighting the dragons of Sunspire, why should my LA's be doing 10% less damage? Or on any boss, if a mag toon moves into melee range, they are now taking the same risks and should be allowed the same rewards.

    Common sense tells you a "ranged" attack should be defined by proximity the to target, not by weapon type.

    It's not just the distance that mag have that makes them more favourable. During Thrassian, all mag DDs in trials, taking crazy damage (in Lokke HM for eg.) but having a shield = problem solved. I still played stam during the Thrassian-pocalypse despite hitting like a wet noodle compared to 120k parses, because I liked the playstyle, despite its associated grievances. This whole thread reads like spoiled children :D
  • Mobius0
    Mobius0
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    This game is so biased towards ranged damage, it's about time they throw melee a bone.

    Playing ranged DPS is easy mode compared to when I am melee.

    Every time I get killed by some stupid 1 shot mechanic that only hits melee range, I curse the disparity. Melee SHOULD do more damage, because they take significantly greater risk.
  • nesakinter
    nesakinter
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    I fully disagree with making stamina doing more damage than magicka, but I strongly agree with making melee doing more damage than ranged.

    Risk of going melee should be rewarded. Therefore, while the change to ranged LAs is fine, I feel like they forgot about magicka melee which were using ranged light attacks from melee range. Magicka melee always had the problem with not being invited over stamina melee and this is the issue that now raises and ZoS should take care of it.

    Adaptive scaling on LA/HA damage helps nothing, because heavy attacks still return stamina on magicka characters and damage is still lower thanks to not being buffed by Engulfing Flames.

    Magicka melee should be able to compete with stamina melee.

    Oh and don't forget to do something with blastbones. You can't cast blastbones as every third spell when going ranged which diminishes magnecros dps greatly and pidgeonholes him to melee.

    @Olupajmibanan

    Problem with that thinking is that every time magicka melee can compete with stamina melee(including now), stamina gets outright deleted from the end game. If you check esologs, you will see that over the last three patches around 86% of successful vet trials completions has been on magicka builds with only 14% being mainly stamcros. The extra cleave that magicka brings to the table makes them much better.

    Also even if magicka melee can compete with stamina melee, stamina ranged simply does not compare to the traditional ranged magicka builds like magblades or magsorcs. If you look at this patch, ranged magblades are outdpsing all melee builds even. Bow based stamina ranged builds are nothing like they were in between Summerset to Elsweyr, when they were competing with magicka ranged options. Every single skill/gear in their kit from hard hitters like Trapping Webs, Endless Hail, Caltrops, vMA Bow were nerfed significantly to the point they are again back to being a meme.

    Currently magicka raids are dominating not only in the top end of spectrum for score pushing due to their similar single-target DPS as stamina but much higher AoE DPS but also in the mid-range and lower, due to their higher survivability and general ease of access. A lot of things actually contribute to this, from having to many more damage increasing sets for the entire group to having more group buffs/de-buffs across all classes as well as 5k more pen making it easier for the group to shred boss resists to zero. Also magicka classes synergize well with each other with almost all classes bringing something to the table. On the other hand, for stamina apart from stamcro, the rest either have good DPS but zero utility like stamblade or decent utility at the cost of ***-poor DPS like stamDK.
  • ecru
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    Ranged scaling is a nice idea, but seems like it'd be hard to code. What I don't like about this change is it also lower dps for mag classes that need to be in or close to melee range, namely magcro and magdk. There is already no benefit for magdk and magcro, it's not like you're doing more dps than other mag classes are from range if you're in melee, in fact it's often less, so this doesn't help. I agree that melee damage should be higher, but this should include mag melee too.
    Edited by ecru on September 30, 2020 6:10AM
    Gryphon Heart
    Godslayer
    Dawnbringer
  • idk
    idk
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    I fully disagree with making stamina doing more damage than magicka, but I strongly agree with making melee doing more damage than ranged.

    I agree but I doubt Zos will be able to balance melee vs range. There is not a solid means to do so. Most games I play a class is either range or melee so the balancing is easy. In ESO there are are two pivots to balance on, melee/range and stam/mag and they do not fit into nice clean piles. As such they seem to work along the lines of stam/mag and I doubt they can be balanced together.
    Edited by idk on September 30, 2020 6:18AM
  • EDS604
    EDS604
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    ecru wrote: »
    Ranged scaling is a nice idea, but seems like it'd be hard to code. What I don't like about this change is it also lower dps for mag classes that need to be in or close to melee range, namely magcro and magdk. There is already no benefit for magdk and magcro, it's not like you're doing more dps than other mag classes are from range if you're in melee, in fact it's often less, so this doesn't help. I agree that melee damage should be higher, but this should include mag melee too.

    They're already doing the scaling with bow through one of the passives, except it's dmg increased the further you are away on bowskills. Granted it's reversed, but still x)
    PC EU, Guildleader of "Death By Gargoyle".
  • montiferus
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    I am not sure what the solution is here but I do know that ZOS needs to do a much better job of balancing Stam vs Mag and Melee vs Range. There are no instances I can think of where ranged isn't significantly easier than melee. Its a total joke. I am consistently one of the only stam toons in the trials I run and its getting old.

    Mag/Stam Range/Melee should all be viable. Right now they are far too imbalanced. Getting rid of the thrassian crutch was a nice step but ZOS needs to do more.
  • IonicKai
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    Honestly if the goal is to make stam competitive again I think the biggest loss was caltrops. Other than a few exceptions almost all stam cleave came from volley and caltrops. Ever since they nerfed caltrops stam has only had strong single target and is significantly lacking in cleave. That is detremental in trials where you have adds that need to take cleave while targeting main boss. Not being able to do that drags out the fight and makes it less desirable when you consider that means you have that much more time your group is subject to one shot mechanics.

    Other than a shield which is only a oops moment type of thing mag dps doesn't really have the much more survivability and honestly in trails everyone is melee range as much as possible so you have tight stacks for healing because healers can't concentrate their full power on an entire room.
  • montiferus
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    IonicKai wrote: »
    Honestly if the goal is to make stam competitive again I think the biggest loss was caltrops. Other than a few exceptions almost all stam cleave came from volley and caltrops. Ever since they nerfed caltrops stam has only had strong single target and is significantly lacking in cleave. That is detremental in trials where you have adds that need to take cleave while targeting main boss. Not being able to do that drags out the fight and makes it less desirable when you consider that means you have that much more time your group is subject to one shot mechanics.

    Other than a shield which is only a oops moment type of thing mag dps doesn't really have the much more survivability and honestly in trails everyone is melee range as much as possible so you have tight stacks for healing because healers can't concentrate their full power on an entire room.

    Agreed. Survivability is fine. Cleave damage is a significant issue.
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