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Stamina and Magicka Variety have major flaws and issues

Blackbird_V
Blackbird_V
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Lets talk Stamina vs Magicka. Unfortunately Stamina is not near enough in a good spot as it is compared to Magicka. Magicka light armour bonuses give crit AND penetration, and stamina get crit damage. Big woop after a crit damage cap. Not to mention Stamina have axes that give crit damage as well. Axes are the most dead weapon now in the game, it's nowhere near as good as daggers since crit chance is likely superior to crit damage.

I suggest something similar to this:

1) Move Prodigy and Concentration out of Light armour and put it into a new Undaunted skill line passive, example:

Undaunted Brutality (X/2):

Undaunted Brutality (1/2) - level 4 Undaunted:
Increase your armour penetration by 3250 and Weapon and Spell Critical chance by 10%

Undaunted Brutality (2/2) - Level 9 Undaunted:
Increase your armour penetration by 6500 and Weapon and Spell Critical chance by 20%

2) Axes:

Twin blade and blunt: Add back the bleed effect.



I have no suggestion as to what to replace Prodigy and Concentration with, but penetration and crit rating is probably the most important stats you can get on your character to achieve damage. There's no diversity, so groups won't really run alkosh for lets say the small amount of stamina uses in a raid, since magicka is domination. Hybridization is ZoS' current thing, and I believe this might make it more fair.

I don't reallly know. This is showing a massive flaw in the system. Magicka have penetration and crit rating, and stamina get critical damage (which is now capped) and weapon and spell damage, which does not come close to what magicka have. Sure, if my suggestion above gets put forward, then numbers can be tweaked like the % amount of weapon and spell damage you get from medium armour.



On another note: Yandir's Might set:

Yandir's Might as it stands is incredibly weak due to the 5 second duration of the buff. In a lot of Trials this is not good enough, and you lose stacks. It means you'd have to ignore mechanics in order to utilise this set, and even then if you're doing that you may as well run Relequen.

The nerf ZoS did to add in a timer to the set absolutely killed it. If anything, the numbers needed a small nerf. Some other raid gear needs tweaking as well, like Lunar Bastion, Moondancer, Twilight remedy, Automated defence, Inventor's Guard, Kyne's wind etc. I'm being biased here with Yandir, because I really did enjoy that set, and now it's pretty RIP.
Edited by Blackbird_V on November 12, 2021 9:30PM
Difficulty scaling is desperately needed. 9 years. 6 paid expansions. 25 DLCs. 41 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the game.
  • Syrpynt
    Syrpynt
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    Looks as though the trend is moving away from "Crit is all there is if you're dps", which is nice. So the crit chance stuff may be redundant. It's nice to use sets that make you decide between pure power and critical damage.

    But moving critical chance to undaunted is a great idea.

    I'd actually merge light and medium armor tbh. Light armor in TES series is actually just clothing, as wearing any armor actually decreases the effectiveness of Wards/DamageShields. (yeah yeah inb4 "tHiS iSn'T sKyRiM?!", idc--that's a dumb argument and not my point anyway).

    The point is: If you're wearing "light or medium" armor, it's mostly for visual theme. At the end of the day, you're either doing damage or healing in that gear. If you disagree, then why can my tanks wear full heavy gear and the outfit uses light armor visuals? It doesn't hurt the game. True story.

    (So if Light armor stays separate, maybe add healing done passives? Medium armor can have damage done? Idk, not too excited about this idea, but just throwing stuff out there)

    And no, I'm not asking to merge stamina and magicka EVER. That goes against TES, and I only ever push for TES friendly ideas, that maintain balance.
    Edited by Syrpynt on November 10, 2021 6:39PM
  • Ippokrates
    Ippokrates
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    Medium armour might not have crit chance, but stamina can easily compensate this with crit from daggers and bows (magicka too but that is another story). The real difference is in penetration.

    And Yandir might have only 5 sec., but Kinras, Tzogvin or Berserker too. However you can "storage" your bonus for 15 sec. with HA, unlike in above mentioned sets. It works perfectly with proc sets like Nerenieth, where I was able to pull 35k shots, after reaching 10k weapon dmg ^^

    So no, i don't think that stamina is handicapped. In fact in this update, thanks to hybridization and crit cap, everyone got some sweet sugar: stamina is no longer dominated by magicka because of crit overuse, magicka can use some nice stamina sets like Kinras, Tzogvin or Deadly (because imho stamina sets are far better than magicka for at least few last patches, maybe except Bahsei).
  • YandereGirlfriend
    YandereGirlfriend
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    What that also need to do is give hybrid sustain bonuses to both types of armor in order to make running off-weight armors more viable.

    For example:
    • Light Armor - Decreases ability cost by 4% per piece equipped
    • Medium Armor - Increases resource recovery by 8% per piece equipped

    This way, you get sustain bonuses no matter what type of build you are.
  • Syrpynt
    Syrpynt
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    • Light Armor - Decreases ability cost by 4% per piece equipped
    • Medium Armor - Increases resource Magicka and Stamina recovery by 8% per piece equipped

    This way, you get sustain bonuses no matter what type of build you are.


    Fixed it. "Resource recovery" could mean health too. Honestly, may as well merge Light/Medium armor. Just have:

    Light Armor
    Heavy Armor

    I see no point in distinguishing between effective dps types or healing type. Dps and healers are squishy, and tanks shouldn't be.

    Hell, 1 less passive on armors may also be nice too. There's no point in having excessive perks for the sake of having 5 perks...
  • Ippokrates
    Ippokrates
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    What that also need to do is give hybrid sustain bonuses to both types of armor in order to make running off-weight armors more viable.

    For example:
    • Light Armor - Decreases ability cost by 4% per piece equipped
    • Medium Armor - Increases resource recovery by 8% per piece equipped

    This way, you get sustain bonuses no matter what type of build you are.

    Nah, that would be awful.

    Now at least you can manipulate 1-6 to balance your magicka-stamina sustain, if you are going hybrid.

    Giving discount to one type and recovery to second would totally destroy this game.
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