The issue:
Stamina is being used for the utility abilities, like sprint/hide/block/interrupt/roll, which makes stamina users more fragile and confused.
The solution:
To implement another bar, just like the horse stamina bar, which is solely used as a resource for the sprint/hide/block/interrupt/roll abilities only. So the stamina pull is exclusively available for the damage abilities only.
Welcome discuss.
Leaving the old post here for convenience.
1. Leave stamina alone. Make it usable by the sprint/hide/block/interrupt/roll activities ONLY.
No spells or abilities should consume this stat.
Remove the damage part from the cast interruption, or lower it so stamina won't be abused as a damage resource. It should remain a utility resource ONLY.
2. Let all spells and abilities of all kinds use magika as a source.
3. Rename magika to something else, to prevent it's name being a suggestion for "magic" skills only. I will call it "mana" for the sake of simplicity.
4. Balance the damage of single target spells and abilities strictly by the amount of mana needed to cast/use them. Add the additional effects cost, like stun on the sorceror's crystal shards to the final cost of the spell/ability. Reduce the cost of the spell if the cast time is required. Make a strict equation from this.
So, the final damage will be based on the amount of mana(+cast time) spent.
Heavy resource cost spells/abilities will be less spamable, so players will think twice before placing many of them on their bar.
Players will be required to find their preferred balance based on their playstyle. Nuke/burst damage and then wait for the Abilities resource regen, or maintain stable DPS with the possibility to nuke/burst when needed (I know this actually sounds like the current system, but it's not exactly working at the moment as far as I can see).
5. Balance the damage and the amount of targets affected by the AOE spells/abilities, according to the amount of mana spent vs the number of targets affected. (Or use any similar equation for calculating the final spell/ability cost based on the damage output provided, considering the amount of affected targets, or their unlimited number, which is preferred actually)
6. remove the %-based cost from the "dodge roll"/"brake free". Feel like need another possibility to brake free or do a dodge roll ? Invest something into stamina.
Considering the described changes, there is a chance to actually balance every single spell/ability (IMHO).
Think about it. The described skills/abilities scheme is properly working in Diablo3 (kind of, we can't use different resource pulls for each class here), and the current ESO system sucks hard due to the different resources being used by different kinds of abilities (utility vs damage).
Why don't the bow users should be able to roll out of the danger while their main resource (stamina) is low, while the magika users able to do so ? They should be in the same boat as a general DPS players, but it appears to not to be the case. (This is just one of examples, other examples are more then welcome in the comments).
Please add suggestions and discuss.
Thank you for your time.
TL;DR Please read the head of the initial post before commenting. Thank you.
Edit: Added 6.
Edit 2: Added solution in the head of the post.
Edited by dc1509 on May 30, 2014 4:12PM
truth is born in disputes