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PVE Resources regeneration is really awful

KinnikuBeam
KinnikuBeam
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Apart from my One bar characters, for all the others the resource regeneration is horrible, it's been more than a year since Eso made this choice in relation to combat, we have to play without health food.... with food regeneration vigor + max vigor even with that in a dungeon we find ourselves lacking vigor.And most of the time it's bug

I don't see the point in doing HM dungeons or HM trials with 19k health if in addition even with max food + regeneration I find myself running out of its main resource.A few years ago we played with 23/24k health and 35k stamina or magic and it was very good like that.As it is currently it's perfect for the dummy but not for the rest of the game

I play Orc vigor for most of my characters and you can really feel the difficulty of managing your resources well.... impossible to play with a staff of destruction (too expensive in magic for an Orc)
With a two-handed weapon, the slightest error in rotation and or a break free or a dodge roll is the end of the beans for your vigor

Do something to put it back like it was a few years ago, it worked perfectly without really taking away the difficulty from the content
  • dmnqwk
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    Some classes are awful, some are not - there's no generic issue, only specific ones.

    Wardens are awful currently, because the netch offering 5k over 25 seconds is poor.
    Nightblades are strong, still, and can even life tap for more on demand in case of emergency.

    Essentially every class needs a siphoning strikes-level sustain skill.
  • Kite42
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    It depends a lot on the race and class combo.

    I have two similar healers: one a Breton Templar and another an Argonian Warden. The former never gets low on magicka, the latter has to heavy attack often.
  • sarahthes
    sarahthes
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    Apart from my One bar characters, for all the others the resource regeneration is horrible, it's been more than a year since Eso made this choice in relation to combat, we have to play without health food.... with food regeneration vigor + max vigor even with that in a dungeon we find ourselves lacking vigor.And most of the time it's bug

    I don't see the point in doing HM dungeons or HM trials with 19k health if in addition even with max food + regeneration I find myself running out of its main resource.A few years ago we played with 23/24k health and 35k stamina or magic and it was very good like that.As it is currently it's perfect for the dummy but not for the rest of the game

    I play Orc vigor for most of my characters and you can really feel the difficulty of managing your resources well.... impossible to play with a staff of destruction (too expensive in magic for an Orc)
    With a two-handed weapon, the slightest error in rotation and or a break free or a dodge roll is the end of the beans for your vigor

    Do something to put it back like it was a few years ago, it worked perfectly without really taking away the difficulty from the content

    Idk if I agree with that. I play a dark elf magdk, and my sustain this patch is so good I've gone to green max mag food for more damage.

    If your sustain is bad in raids, then maybe you need to look at the supports and what they're providing (enough synergies, symphony, master's resto, etc).
  • Soarora
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    Its your builds. Most of my sustain is fine and if it’s not then potions fix it. Sustain in dungeons can vary wildly though because of what the healer is doing.
    PC/NA Dungeoneer (Tank/DPS/Heal), Trialist (DPS/Tank/Heal), and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore
    • CP 2000+
    • Warden Healer - Arcanist Healer - Warden Brittleden - Stamarc - Sorc Tank - Necro Tank - Templar Tank - Arcanist Tank
    • Trials: 9/12 HMs - 3/8 Tris
    • Dungeons: 30/30 HMs - 24/24 Tris
    • All Veterans completed!

      View my builds!
  • KinnikuBeam
    KinnikuBeam
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    Soarora wrote: »
    Its your builds. Most of my sustain is fine and if it’s not then potions fix it. Sustain in dungeons can vary wildly though because of what the healer is doing.

    I use Zaan+Rele+Aegis the problem is the same on all my character, i use 3 or 4 dot on back bar with light attack between each dot, when i'm back on front bar and start do my spammable i'm at 30% stam.....

    On my tank, after take 3 hit, i'm around 25/30 % stamina.... few years it's like that no matter what stuff I have
  • KinnikuBeam
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    dmnqwk wrote: »
    Some classes are awful, some are not - there's no generic issue, only specific ones.

    Wardens are awful currently, because the netch offering 5k over 25 seconds is poor.
    Nightblades are strong, still, and can even life tap for more on demand in case of emergency.

    Essentially every class needs a siphoning strikes-level sustain skill.

    I play a stamblade most of time, when i come back on front bar after do all my dot i'm at 30% stam.... awful
  • CGPsaint
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    Comment deleted as my views and opinions are not relevant to ZoS.
    Edited by CGPsaint on April 19, 2024 12:39AM
  • Sluggy
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    So maybe newer players don't know this but it used to be considered insane to see a DD with more than 18k hp even with health food and the tank running sets that buffed the group's max hp.

    Sustain has never been better than it is now. It's actually absurd how little I can get away with in PvP where it is required more than anywhere. I'd personally rather see ZoS hit it so that players have to consider either running some glyphs or using a race or set that provides sustain. But I guess they are afraid to because people would throw a fit if their DPS dropped sub 120k now that they are used to it.

    Anyway, as a suggestion, have you considered coming up with two variations to your rotation? One for trials where you can expect infinite sustain and another for dungeons and solo where you actually have to work sustain on your own. I find it's an underappreciated aspect of the game, heavy attacks restoring resources that is. So underappreciated that the devs that took over combat tried to remove it.
  • Blackbird_V
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    Sluggy wrote: »
    So maybe newer players don't know this but it used to be considered insane to see a DD with more than 18k hp even with health food and the tank running sets that buffed the group's max hp.

    Sustain has never been better than it is now..

    Pre-Vvardenfell it was practically impossible to be below like 95% magicka/stamina lol. For PvE, at least.

    Edited by Blackbird_V on April 2, 2024 3:47PM
    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.
  • Sluggy
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    Pre-Vvardenfell it was practically impossible to be below like 95% magicka/stamina lol. For PvE, at least.

    Okay, you got me there. I wasn't playing between the time they finally removed VR and when they overhauled the CP system to removed the cost reduction CPs. I do remember hearing a lot of people complain about how sustain was ruined. Maybe it was, maybe it wasn't. But in retrospect I have to problem with saying it was the right design choice. We're clearly nowhere near that level of insanity though so I guess you have a point.
  • Necrotech_Master
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    i dont usually have a problem with sustain, but what i usually do is if i have a character that has sustain issues is i try to include either cost reduction or increased recovery glyphs

    in the case of my templar i needed at least 1 recovery glyph, supplemented by stam pots to maintain stam in long fights (i think at least part of my issue is probably overcasting a few dots that im still working on, but stamplar do have a bit of a sustain issue on their own)

    my arcanist is extremely efficient because i use cost reduction glyphs and the beam cost nothing, so for the 5 sec im channeling the beam im getting 2 ticks of stam regen without spending any
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Soarora
    Soarora
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    Soarora wrote: »
    Its your builds. Most of my sustain is fine and if it’s not then potions fix it. Sustain in dungeons can vary wildly though because of what the healer is doing.

    I use Zaan+Rele+Aegis the problem is the same on all my character, i use 3 or 4 dot on back bar with light attack between each dot, when i'm back on front bar and start do my spammable i'm at 30% stam.....

    On my tank, after take 3 hit, i'm around 25/30 % stamina.... few years it's like that no matter what stuff I have

    Are your dots magicka or stamina? With hybridization, sustain became easier because if you’re having sustain trouble you can just use your off resource for some skills. Theres also two red CP that help with stamina sustain.

    As for tanking, are you using sturdy and defensive stance? While it’s not necessarily the best way to tank, it’s how I tank and I don’t have too much sustain trouble. (The best way to tank is impen(?) with only blocking when needed and HAing/whatever else the rest of the time.)
    Edited by Soarora on April 2, 2024 4:59PM
    PC/NA Dungeoneer (Tank/DPS/Heal), Trialist (DPS/Tank/Heal), and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore
    • CP 2000+
    • Warden Healer - Arcanist Healer - Warden Brittleden - Stamarc - Sorc Tank - Necro Tank - Templar Tank - Arcanist Tank
    • Trials: 9/12 HMs - 3/8 Tris
    • Dungeons: 30/30 HMs - 24/24 Tris
    • All Veterans completed!

      View my builds!
  • Blood_again
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    Do something to put it back like it was a few years ago

    I hope this "few years ago" is not a Summer 2017. Lots of people ragequit that time due to the epic nerf of sustain.
  • Araneae6537
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    My understanding is that resources generally aren’t an issue, and indeed many want to keep them lower for sets such as Coral Riptide, so that it has been a long time since it was desirable for healers to wear sets such as Stone-Talkers, for example.

    I think it is usual to use Dubious Camoran Throne for stam, recovery, and health or Witchmother’s for magicka, recovery, and health rather than parse food that doesn’t give any bonus for health (at least for most of us mortals, lol).

    Beyond that, be sure than you are weaving. I have been told that is important for sustain as well as ult gen, even for builds which use Velothi’s, in which case the light attacks obviously don’t add much in the way of damage.
  • Necrotech_Master
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    My understanding is that resources generally aren’t an issue, and indeed many want to keep them lower for sets such as Coral Riptide, so that it has been a long time since it was desirable for healers to wear sets such as Stone-Talkers, for example.

    I think it is usual to use Dubious Camoran Throne for stam, recovery, and health or Witchmother’s for magicka, recovery, and health rather than parse food that doesn’t give any bonus for health (at least for most of us mortals, lol).

    Beyond that, be sure than you are weaving. I have been told that is important for sustain as well as ult gen, even for builds which use Velothi’s, in which case the light attacks obviously don’t add much in the way of damage.

    i think in a trial setting, most people rely on a combination of potions + a healer wearing symphony of blades monster set, and usually thats enough sustain while focusing on a pure dmg build (no recovery or cost reduction glyphs)
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • valenwood_vegan
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    There is a lot of sustain available... food... glyphs... cp... sets... heavy attacks... potions... class skills (if you're a stamblade, you have access to siphoning strikes)... using off resource for some skills to reduce the demand on your primary resource... without knowing the specifics of OP's build it's hard to offer anything more specific.

    But adjust the build or rotation to fit your playstyle.
    Edited by valenwood_vegan on April 2, 2024 6:57PM
  • MudcrabAttack
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    My stamblade has the opposite problem in raids, there’s always a flood of stamina incoming from healer sets and more orbs than I’ll ever need. I use max health/ stamina food, coral riptide and constantly struggle to keep stamina low, even went so far as taking points out of executioner.

    4 player pugs are a different story, I use siphoning lately since orbs and support buffs seem rare in those runs
  • SeaGtGruff
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    I agree that resource regeneration-- as well as the resource cost of many skills-- took a major hit some years back. I forget which update it was, but I went overnight from being able to solo certain content to being unable to solo that same content. THAT update was far, far more impactful to my ability to clear certain content than the much-maligned Update 35 that so many players had such a conniption over. It took me months to adapt to that update and work my way back to being able to clear said content again. Even today I still run into situations where I get "Stamina-locked" or whatever the playerbase calls it, where I don't have enough Stamina to even block or use any skills and I can barely do a heavy attack to recover any Stamina so I can block or roll-dodge just to stay alive. In contrast, after Update 35 went live I couldn't even tell that anything changed, yet THAT is the update which supposedly drove a lot of elitist end-gamers to rage quit the game. Go figure.
    I've fought mudcrabs more fearsome than me!
  • master_vanargand
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    Use pot.
  • Sakiri
    Sakiri
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    My stamblade has the opposite problem in raids, there’s always a flood of stamina incoming from healer sets and more orbs than I’ll ever need. I use max health/ stamina food, coral riptide and constantly struggle to keep stamina low, even went so far as taking points out of executioner.

    4 player pugs are a different story, I use siphoning lately since orbs and support buffs seem rare in those runs

    I don't use synergies. >.>

    I also don't have resource issues using food with recovery on it. Which is why I'll not use coral riptide. Same problem. Can't keep it low, even without those foods. I use it on my mag build though.
  • notyuu
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    1:use a +hp +rec, they exist (personally I used the trifle pockets)

    2: enchant an infused ring with a maxed out rec enchant

    3: slap X stealing enchant on ya weapon that leaves the ground for

    Combine these three and you'll never have sustain issues again......unless you play like a wet wipe, in which case improve rotation management
  • Mystic_wolf479
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    Just reading the title of this made me want to post a comment.
    The resource regain in this game is the worst I've e v e r had to deal with in my life.
    I absolutely hate it.
    7 piece med, all points into stamina with regain enchants and it's not over 2k [snip].
    The only this that pisses me off as much as the regain is the battleground timer and rez timers.
    The timers in general should be decreased.
    When I get a 20 second timer in battleground lol I leave sometimes [snip]

    [edited for profanity bypass & inappropriate content]
    Edited by ZOS_Icy on May 5, 2024 11:28AM
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