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Magicka/Health/Stamina balance

  • ErykGrimm
    ErykGrimm
    ✭✭✭
    Perhaps an option to use magicka for cc break, dodge roll, etc. You could say that training in restoration magic has granted the ability to supplement your physical body or something. Give people a choice for wether they use stamina or magicka.
  • Shaun98ca2
    Shaun98ca2
    ✭✭✭✭✭
    Actually, Stamina main problem isn't just dodge/block/sprint using Stamina..

    The main problem with Stamina is the fact that Heavy/Medium Armor passives are complete *** compared to Light armor Passives.

    Then factor in things like Magicka has far more ways to give back Magicka then Stamina has to give Back Stamina.

    There is a reason Light Armor/Staves users can spam their abilities, Because they don't run out of their resource often because they have multiple ways to get it back.

    a Stamina user not only has a higher cost, but doesn't have way to constantly get back his Resource like Magicka does..

    I believe this here to be one of the biggest issues with balance between Magicka and Stamina. Sorcerer/NB and some what DK have options to "get back Magicka. This circumvents the Resource Management system they have in place.

    If there ARENT any ways to "get back" Magicka/Stamina then the system works more like.

    Magicka is High Damage/Burst but VERY low sustainment in damage meaning you OOM fast and stay mana starved with low DPS after initial burst.

    Stamina would work very opposite more Standard Damage/Burst but being that ALL Light/Heavy Attacks scale with Stamina including Staves you have a higher Sustained DPS after you OOS.

    The in the long run the better player manages to "meld" the too together to obtain a balance relying on BOTH Magicka and Stamina to make a complete build while going all Magicka/Stamina is still perfectly viable just a different play style and drawbacks.

    This is the balance I BELIEVE they working towards but only time will tell after the NightBlade fix.
  • Jimm_ay
    Jimm_ay
    ✭✭✭
    They could change the shield absorb to replenish stamina instead of health or modify the passives to include a stamina regen that would help with sword and board at least. But you could easily add that to all the stam weapon passives or at least one of them. stack on reduced stamina cost enchanting and give us NPC level dmg on melee weapons k thx (yes I am looking at you devs who posted a video of you one shoting a deadra at an anchor with an arrow).
  • aleister
    aleister
    ✭✭✭✭
    I have 0/49/0. That puts my health near the softcap. Gear & drink puts magicka + magicka regen just over. I'd like to go back to stam-based melee build, but I just can't get it to work as well as magicka/ranged and vet levels are slow enough as is.
  • Heraclea
    Heraclea
    ✭✭✭
    Opux wrote: »
    shiva7663 wrote: »
    I'd like to see a version of Equilibrium that trades Magicka to boost Stamina.

    This will only make the problem worse.

    I'm effectively doing this right now with Green Dragon Blood, converting magicka to health and stamina. It doesn't give back that much stamina, but some is better than none.

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  • Bromburak
    Bromburak
    ✭✭✭✭✭
    Shaun98ca2 wrote: »
    Actually, Stamina main problem isn't just dodge/block/sprint using Stamina..

    The main problem with Stamina is the fact that Heavy/Medium Armor passives are complete *** compared to Light armor Passives.

    Then factor in things like Magicka has far more ways to give back Magicka then Stamina has to give Back Stamina.

    There is a reason Light Armor/Staves users can spam their abilities, Because they don't run out of their resource often because they have multiple ways to get it back.

    a Stamina user not only has a higher cost, but doesn't have way to constantly get back his Resource like Magicka does..

    I believe this here to be one of the biggest issues with balance between Magicka and Stamina. Sorcerer/NB and some what DK have options to "get back Magicka. This circumvents the Resource Management system they have in place.

    If there ARENT any ways to "get back" Magicka/Stamina then the system works more like.

    Magicka is High Damage/Burst but VERY low sustainment in damage meaning you OOM fast and stay mana starved with low DPS after initial burst.

    Stamina would work very opposite more Standard Damage/Burst but being that ALL Light/Heavy Attacks scale with Stamina including Staves you have a higher Sustained DPS after you OOS.

    Thats why we have this weird "one and only" templar class that could be a stamina support class for groups.

    But here it comes, my theory is that there are certain skill lines that didnt make it into the game during beta and release but they were actually part in the overall balancing resource concept.

    I bet that dark brother hood and thieves guild lines could fill all the gaps we were wondering since release.
    Edited by Bromburak on May 30, 2014 3:04PM
  • Shaun98ca2
    Shaun98ca2
    ✭✭✭✭✭
    Bromburak wrote: »
    Shaun98ca2 wrote: »
    Actually, Stamina main problem isn't just dodge/block/sprint using Stamina..

    The main problem with Stamina is the fact that Heavy/Medium Armor passives are complete *** compared to Light armor Passives.

    Then factor in things like Magicka has far more ways to give back Magicka then Stamina has to give Back Stamina.

    There is a reason Light Armor/Staves users can spam their abilities, Because they don't run out of their resource often because they have multiple ways to get it back.

    a Stamina user not only has a higher cost, but doesn't have way to constantly get back his Resource like Magicka does..

    I believe this here to be one of the biggest issues with balance between Magicka and Stamina. Sorcerer/NB and some what DK have options to "get back Magicka. This circumvents the Resource Management system they have in place.

    If there ARENT any ways to "get back" Magicka/Stamina then the system works more like.

    Magicka is High Damage/Burst but VERY low sustainment in damage meaning you OOM fast and stay mana starved with low DPS after initial burst.

    Stamina would work very opposite more Standard Damage/Burst but being that ALL Light/Heavy Attacks scale with Stamina including Staves you have a higher Sustained DPS after you OOS.

    Thats why we have this weird templar class. *omg*


    WHAT???
  • Amsel_McKay
    Amsel_McKay
    ✭✭✭✭✭
    Shaun98ca2 wrote: »
    Bromburak wrote: »
    Shaun98ca2 wrote: »
    Actually, Stamina main problem isn't just dodge/block/sprint using Stamina..

    The main problem with Stamina is the fact that Heavy/Medium Armor passives are complete *** compared to Light armor Passives.

    Then factor in things like Magicka has far more ways to give back Magicka then Stamina has to give Back Stamina.

    There is a reason Light Armor/Staves users can spam their abilities, Because they don't run out of their resource often because they have multiple ways to get it back.

    a Stamina user not only has a higher cost, but doesn't have way to constantly get back his Resource like Magicka does..

    I believe this here to be one of the biggest issues with balance between Magicka and Stamina. Sorcerer/NB and some what DK have options to "get back Magicka. This circumvents the Resource Management system they have in place.

    If there ARENT any ways to "get back" Magicka/Stamina then the system works more like.

    Magicka is High Damage/Burst but VERY low sustainment in damage meaning you OOM fast and stay mana starved with low DPS after initial burst.

    Stamina would work very opposite more Standard Damage/Burst but being that ALL Light/Heavy Attacks scale with Stamina including Staves you have a higher Sustained DPS after you OOS.

    Thats why we have this weird templar class. *omg*


    WHAT???

    I think hes talking about the templars class identity? I mean when you look at the default char during char builder the templar is in heavy armor and 2HD weapon, but when you play it you can only be effective as a light/mana build. The templars heals are almost unusable in heavy/2HD (like a traditional pally), they are not even like a traditional cleric class in EQ because you need the passives of light to be effective as a healer.
  • Bromburak
    Bromburak
    ✭✭✭✭✭
    No i am talking about the blazing spear. There is a reason why its the only skill that should give you 25% stamina. Because all other related stamina gain skills didnt make it into the game ...

    As already mentioned there are certain skill lines that didnt make it into the game but they were actually part of the overall balancing resource concept.

    This gap hurts and there is a reason why thieves guild is on the top list since last year.

    I would make a bet that this will be a very stamina friendly and strong passive line relatd to stamina and it would explain certain issues with the current resource situation because it didnt make it into the game early enough.

    The only problem with that , it could take another 6 month til it finds its way into the game.
    Edited by Bromburak on May 30, 2014 3:23PM
  • Shaun98ca2
    Shaun98ca2
    ✭✭✭✭✭
    Shaun98ca2 wrote: »
    Bromburak wrote: »
    Shaun98ca2 wrote: »
    Actually, Stamina main problem isn't just dodge/block/sprint using Stamina..

    The main problem with Stamina is the fact that Heavy/Medium Armor passives are complete *** compared to Light armor Passives.

    Then factor in things like Magicka has far more ways to give back Magicka then Stamina has to give Back Stamina.

    There is a reason Light Armor/Staves users can spam their abilities, Because they don't run out of their resource often because they have multiple ways to get it back.

    a Stamina user not only has a higher cost, but doesn't have way to constantly get back his Resource like Magicka does..

    I believe this here to be one of the biggest issues with balance between Magicka and Stamina. Sorcerer/NB and some what DK have options to "get back Magicka. This circumvents the Resource Management system they have in place.

    If there ARENT any ways to "get back" Magicka/Stamina then the system works more like.

    Magicka is High Damage/Burst but VERY low sustainment in damage meaning you OOM fast and stay mana starved with low DPS after initial burst.

    Stamina would work very opposite more Standard Damage/Burst but being that ALL Light/Heavy Attacks scale with Stamina including Staves you have a higher Sustained DPS after you OOS.

    Thats why we have this weird templar class. *omg*


    WHAT???

    I think hes talking about the templars class identity? I mean when you look at the default char during char builder the templar is in heavy armor and 2HD weapon, but when you play it you can only be effective as a light/mana build. The templars heals are almost unusable in heavy/2HD (like a traditional pally), they are not even like a traditional cleric class in EQ because you need the passives of light to be effective as a healer.

    I play a Heavy Armor Templar with a 2HD Sword. Im perfectly viable having no issues leveling. As for my healing spells they work just fine, but I wont be able to be a main healer unless I'm using a Restro Staff.

    But with my 2HD im a VERY strong support character if I want to be and borderline Main Healer, its just easer with Restro Staff as it should be since Restro Staff give back Magicka as it should plus it increases my healing as well.


    People saw the Templar class and expected to be main healers without using a Restro Staff. That like looking at the DK and thinking GOOD now i don't have to use S&B to be a tank.

    A Templar CAN Main Heal without a Restro Staff, but its going to be a well coordinated group not a run of the mil pug, and why bother when Restro Staff simply makes it easier and you CAN Weapon Swap to a DPS build that still have has a heal on the hotbar.
  • rusila22
    rusila22
    ✭✭✭
    I would say each time you level up in veteran mode you should gain stats in stamina/magicka/health why..... because all mobs get powerful and some boss (in solo quest)become really powerful but not you so it's a joke...a [snip] joke.

    [Moderator Note: Edited per our rules on Cursing & Profanity]
    Edited by ZOS_LeroyW on May 30, 2014 7:42PM
    Rusila CP :600
    Title : Monster Hunter
    Currently : Beta Tester in Morrowind
  • Erock25
    Erock25
    ✭✭✭✭✭
    ✭✭
    Actually, Stamina main problem isn't just dodge/block/sprint using Stamina..

    The main problem with Stamina is the fact that Heavy/Medium Armor passives are complete *** compared to Light armor Passives.

    Then factor in things like Magicka has far more ways to give back Magicka then Stamina has to give Back Stamina.

    There is a reason Light Armor/Staves users can spam their abilities, Because they don't run out of their resource often because they have multiple ways to get it back.

    a Stamina user not only has a higher cost, but doesn't have way to constantly get back his Resource like Magicka does..

    Non staff weapons need to automatically return stamina for each basic (light/heavy) attack while also doing more damage than they currently do. The activated abilities will still have their place for utility and because you can block during them.
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  • Vuron
    Vuron
    ✭✭✭✭✭
    The issue isn't really an imbalance between Magicka and Stamina. The real issue is that very few weapon skills can match the output of the class skills. You can completely max out Stamina to the hard cap and most weapon skills still won't be as effective as class skills.

    Buff weapon skills to the point that they can compete with class skills, and you'll see more Stamina based builds.
  • Ser Lobo
    Ser Lobo
    ✭✭✭✭✭
    Shaun98ca2 wrote: »
    Shaun98ca2 wrote: »
    Bromburak wrote: »
    Shaun98ca2 wrote: »
    Actually, Stamina main problem isn't just dodge/block/sprint using Stamina..

    The main problem with Stamina is the fact that Heavy/Medium Armor passives are complete *** compared to Light armor Passives.

    Then factor in things like Magicka has far more ways to give back Magicka then Stamina has to give Back Stamina.

    There is a reason Light Armor/Staves users can spam their abilities, Because they don't run out of their resource often because they have multiple ways to get it back.

    a Stamina user not only has a higher cost, but doesn't have way to constantly get back his Resource like Magicka does..

    I believe this here to be one of the biggest issues with balance between Magicka and Stamina. Sorcerer/NB and some what DK have options to "get back Magicka. This circumvents the Resource Management system they have in place.

    If there ARENT any ways to "get back" Magicka/Stamina then the system works more like.

    Magicka is High Damage/Burst but VERY low sustainment in damage meaning you OOM fast and stay mana starved with low DPS after initial burst.

    Stamina would work very opposite more Standard Damage/Burst but being that ALL Light/Heavy Attacks scale with Stamina including Staves you have a higher Sustained DPS after you OOS.

    Thats why we have this weird templar class. *omg*


    WHAT???

    I think hes talking about the templars class identity? I mean when you look at the default char during char builder the templar is in heavy armor and 2HD weapon, but when you play it you can only be effective as a light/mana build. The templars heals are almost unusable in heavy/2HD (like a traditional pally), they are not even like a traditional cleric class in EQ because you need the passives of light to be effective as a healer.

    I play a Heavy Armor Templar with a 2HD Sword. Im perfectly viable having no issues leveling. As for my healing spells they work just fine, but I wont be able to be a main healer unless I'm using a Restro Staff.

    But with my 2HD im a VERY strong support character if I want to be and borderline Main Healer, its just easer with Restro Staff as it should be since Restro Staff give back Magicka as it should plus it increases my healing as well.


    People saw the Templar class and expected to be main healers without using a Restro Staff. That like looking at the DK and thinking GOOD now i don't have to use S&B to be a tank.

    A Templar CAN Main Heal without a Restro Staff, but its going to be a well coordinated group not a run of the mil pug, and why bother when Restro Staff simply makes it easier and you CAN Weapon Swap to a DPS build that still have has a heal on the hotbar.

    The problem isn't that nightblades and templars can't work. In fact, we can work really well once you learn how to play the class. That's not to be insulting, either. I was having such a hard time with my NB at 40ish, and almost quit him when I hit VR1. Then I began really grinding through the harder mobs, and upped my game and now have no issues.

    No, the problem happens when one of us goes and plays a sorcerer or dragonknight alt. There is so much ease and power there, it'll make you sick at how hard you have to work when you play.

    Don't get me wrong, I enjoy Nightblade's difficulty. And if you make me stronger, I'll start breaking the game because it'll become very easy.

    If you nerf sorcerers and dragonknights more, though, you'll *** off even more players who will not be able to adapt to the more difficult (or normal, if you now consider they are equal to templars and nightblades) content.

    A veteran rank sorcerer forced to fight a 2 minute bout with a three-mob group would probably quit.


    Honestly, I don't even want to play sorcerers and dragonknights. I know the nerf is coming. And I don't want to start off in god-mode and be all screwed up afterwards.
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  • Shaun98ca2
    Shaun98ca2
    ✭✭✭✭✭
    Vuron wrote: »
    The issue isn't really an imbalance between Magicka and Stamina. The real issue is that very few weapon skills can match the output of the class skills. You can completely max out Stamina to the hard cap and most weapon skills still won't be as effective as class skills.

    Buff weapon skills to the point that they can compete with class skills, and you'll see more Stamina based builds.

    IF Stamina and Magicka had equal damage output Stamina would be the better choice as Stamina increases ALL Light/Heavy Attacks including Staffs. Plus Stamina gives you more survivability due to more block, dodge, Stun.
  • mar1ano1987nrb18_ESO
    Mi opinion in how to improve stamina builds without destroying Magicka users its this: Give stamina recovery a HUGEEE boost.

    Right now If im correct Stats recoverys go in overcharge at :
    Magicka and stamina : 80
    Health: 50

    So ..make Stamina overcharge at 160. Give medium armor a boost in his stamina recovery. This way, medium armor becomes the "light armor" for stamina users.
    But what about heavy armor users? well ...heavy armor could use a buff in other things, like making Inmobable restricted to 5 pieces of heavy armor and reducing his cost in 50%. Changing the health regeneration passive for stamina, etc.

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  • Shaun98ca2
    Shaun98ca2
    ✭✭✭✭✭
    Shaun98ca2 wrote: »
    Shaun98ca2 wrote: »
    Bromburak wrote: »
    Shaun98ca2 wrote: »
    Actually, Stamina main problem isn't just dodge/block/sprint using Stamina..

    The main problem with Stamina is the fact that Heavy/Medium Armor passives are complete *** compared to Light armor Passives.

    Then factor in things like Magicka has far more ways to give back Magicka then Stamina has to give Back Stamina.

    There is a reason Light Armor/Staves users can spam their abilities, Because they don't run out of their resource often because they have multiple ways to get it back.

    a Stamina user not only has a higher cost, but doesn't have way to constantly get back his Resource like Magicka does..

    I believe this here to be one of the biggest issues with balance between Magicka and Stamina. Sorcerer/NB and some what DK have options to "get back Magicka. This circumvents the Resource Management system they have in place.

    If there ARENT any ways to "get back" Magicka/Stamina then the system works more like.

    Magicka is High Damage/Burst but VERY low sustainment in damage meaning you OOM fast and stay mana starved with low DPS after initial burst.

    Stamina would work very opposite more Standard Damage/Burst but being that ALL Light/Heavy Attacks scale with Stamina including Staves you have a higher Sustained DPS after you OOS.

    Thats why we have this weird templar class. *omg*


    WHAT???

    I think hes talking about the templars class identity? I mean when you look at the default char during char builder the templar is in heavy armor and 2HD weapon, but when you play it you can only be effective as a light/mana build. The templars heals are almost unusable in heavy/2HD (like a traditional pally), they are not even like a traditional cleric class in EQ because you need the passives of light to be effective as a healer.

    I play a Heavy Armor Templar with a 2HD Sword. Im perfectly viable having no issues leveling. As for my healing spells they work just fine, but I wont be able to be a main healer unless I'm using a Restro Staff.

    But with my 2HD im a VERY strong support character if I want to be and borderline Main Healer, its just easer with Restro Staff as it should be since Restro Staff give back Magicka as it should plus it increases my healing as well.


    People saw the Templar class and expected to be main healers without using a Restro Staff. That like looking at the DK and thinking GOOD now i don't have to use S&B to be a tank.

    A Templar CAN Main Heal without a Restro Staff, but its going to be a well coordinated group not a run of the mil pug, and why bother when Restro Staff simply makes it easier and you CAN Weapon Swap to a DPS build that still have has a heal on the hotbar.

    The problem isn't that nightblades and templars can't work. In fact, we can work really well once you learn how to play the class. That's not to be insulting, either. I was having such a hard time with my NB at 40ish, and almost quit him when I hit VR1. Then I began really grinding through the harder mobs, and upped my game and now have no issues.

    No, the problem happens when one of us goes and plays a sorcerer or dragonknight alt. There is so much ease and power there, it'll make you sick at how hard you have to work when you play.

    Don't get me wrong, I enjoy Nightblade's difficulty. And if you make me stronger, I'll start breaking the game because it'll become very easy.

    If you nerf sorcerers and dragonknights more, though, you'll *** off even more players who will not be able to adapt to the more difficult (or normal, if you now consider they are equal to templars and nightblades) content.

    A veteran rank sorcerer forced to fight a 2 minute bout with a three-mob group would probably quit.


    Honestly, I don't even want to play sorcerers and dragonknights. I know the nerf is coming. And I don't want to start off in god-mode and be all screwed up afterwards.

    It is TRULY unfortunate that most them will probably rage and quit but at the same time I hope it a lot of those people that DONT want VR to be "easier" from the whole stop dumbing down the game thread LOL.
  • Ser Lobo
    Ser Lobo
    ✭✭✭✭✭
    Shaun98ca2 wrote: »
    Shaun98ca2 wrote: »
    Shaun98ca2 wrote: »
    Bromburak wrote: »
    Shaun98ca2 wrote: »
    Actually, Stamina main problem isn't just dodge/block/sprint using Stamina..

    The main problem with Stamina is the fact that Heavy/Medium Armor passives are complete *** compared to Light armor Passives.

    Then factor in things like Magicka has far more ways to give back Magicka then Stamina has to give Back Stamina.

    There is a reason Light Armor/Staves users can spam their abilities, Because they don't run out of their resource often because they have multiple ways to get it back.

    a Stamina user not only has a higher cost, but doesn't have way to constantly get back his Resource like Magicka does..

    I believe this here to be one of the biggest issues with balance between Magicka and Stamina. Sorcerer/NB and some what DK have options to "get back Magicka. This circumvents the Resource Management system they have in place.

    If there ARENT any ways to "get back" Magicka/Stamina then the system works more like.

    Magicka is High Damage/Burst but VERY low sustainment in damage meaning you OOM fast and stay mana starved with low DPS after initial burst.

    Stamina would work very opposite more Standard Damage/Burst but being that ALL Light/Heavy Attacks scale with Stamina including Staves you have a higher Sustained DPS after you OOS.

    Thats why we have this weird templar class. *omg*


    WHAT???

    I think hes talking about the templars class identity? I mean when you look at the default char during char builder the templar is in heavy armor and 2HD weapon, but when you play it you can only be effective as a light/mana build. The templars heals are almost unusable in heavy/2HD (like a traditional pally), they are not even like a traditional cleric class in EQ because you need the passives of light to be effective as a healer.

    I play a Heavy Armor Templar with a 2HD Sword. Im perfectly viable having no issues leveling. As for my healing spells they work just fine, but I wont be able to be a main healer unless I'm using a Restro Staff.

    But with my 2HD im a VERY strong support character if I want to be and borderline Main Healer, its just easer with Restro Staff as it should be since Restro Staff give back Magicka as it should plus it increases my healing as well.


    People saw the Templar class and expected to be main healers without using a Restro Staff. That like looking at the DK and thinking GOOD now i don't have to use S&B to be a tank.

    A Templar CAN Main Heal without a Restro Staff, but its going to be a well coordinated group not a run of the mil pug, and why bother when Restro Staff simply makes it easier and you CAN Weapon Swap to a DPS build that still have has a heal on the hotbar.

    The problem isn't that nightblades and templars can't work. In fact, we can work really well once you learn how to play the class. That's not to be insulting, either. I was having such a hard time with my NB at 40ish, and almost quit him when I hit VR1. Then I began really grinding through the harder mobs, and upped my game and now have no issues.

    No, the problem happens when one of us goes and plays a sorcerer or dragonknight alt. There is so much ease and power there, it'll make you sick at how hard you have to work when you play.

    Don't get me wrong, I enjoy Nightblade's difficulty. And if you make me stronger, I'll start breaking the game because it'll become very easy.

    If you nerf sorcerers and dragonknights more, though, you'll *** off even more players who will not be able to adapt to the more difficult (or normal, if you now consider they are equal to templars and nightblades) content.

    A veteran rank sorcerer forced to fight a 2 minute bout with a three-mob group would probably quit.


    Honestly, I don't even want to play sorcerers and dragonknights. I know the nerf is coming. And I don't want to start off in god-mode and be all screwed up afterwards.

    It is TRULY unfortunate that most them will probably rage and quit but at the same time I hope it a lot of those people that DONT want VR to be "easier" from the whole stop dumbing down the game thread LOL.

    I've got guys in guild who were happy and fun before the bash nerf, and now are talking about new games.

    Players naturally gravitate to what works. They aren't all focused on exploits and whatnot. But a simple 'fix' can all-out ruin someone's fun.

    It's the hard point of balance. Take away, and people leave. Add too, and you break the game or make it too easy.
    Ruze Aulus. Mayor of Dhalmora. Archer, hunter, assassin. Nightblade.
    Gral. Mountain Terror. Barbarian, marauder, murderer. Nightblade.
    Na'Djin. Knight-Blade. Knight, vanguard, defender. Nightblade.

    XBOX NA
    Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.

    He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.

    This is an multiplayer game. I should be able to log in, join a dungeon, join a battleground, queue for a dolmen or world boss or delve, teleport in, play for 20 minutes, and not worry about getting kicked, failing to join, having perfect voice coms, or being unable to complete content because someone's lagging behind. Group Finder and matchmaking is broken. Take a note from Destiny and build a system that allows from drop-in/drop-out functionality and quick play.
  • Talmet
    Talmet
    ✭✭✭
    Mi opinion in how to improve stamina builds without destroying Magicka users its this: Give stamina recovery a HUGEEE boost.

    Right now If im correct Stats recoverys go in overcharge at :
    Magicka and stamina : 80
    Health: 50

    So ..make Stamina overcharge at 160. Give medium armor a boost in his stamina recovery. This way, medium armor becomes the "light armor" for stamina users.
    But what about heavy armor users? well ...heavy armor could use a buff in other things, like making Inmobable restricted to 5 pieces of heavy armor and reducing his cost in 50%. Changing the health regeneration passive for stamina, etc.

    They are adding ult gains to heavy armor, at least that's what the dev's said in a Q&A like a week or two ago.

    The devs were asked something about why anyone would wear full heavy, as you can hit the armor softcap with just a few pieces. The answer was that heavy armor passives were getting redone in the near future, to let heavy armor wearers use ultimates more often.
  • Bromburak
    Bromburak
    ✭✭✭✭✭
    rusila22 wrote: »
    I would say each time you level up in veteran mode you should gain stats in stamina/magicka/health why..... because all mobs get powerful and some boss (in solo quest)become really powerful but not you so it's a joke...a [snip] joke.

    Thats ridiculous ...

    Do the math, how much stats you want per Vet Level for having an efficient output?



    [Moderator Edit: Edited quote from moderated post.]
    Edited by ZOS_LeroyW on May 30, 2014 8:01PM
  • Phantorang
    Phantorang
    ✭✭✭✭
    Actually, Stamina main problem isn't just dodge/block/sprint using Stamina..

    The main problem with Stamina is the fact that Heavy/Medium Armor passives are complete *** compared to Light armor Passives.

    Then factor in things like Magicka has far more ways to give back Magicka then Stamina has to give Back Stamina.

    There is a reason Light Armor/Staves users can spam their abilities, Because they don't run out of their resource often because they have multiple ways to get it back.

    a Stamina user not only has a higher cost, but doesn't have way to constantly get back his Resource like Magicka does..

    Vampire drain fills your sta bar, the easiest way to refill any bar in the game?
    Fimbulwinter Recruiting true Vikings | Campaigns score | EU PC
  • Kingcroft
    Kingcroft
    ✭✭
    I believe your point is valid, but depending on the person, the system isn't broken. I finished the quest line with a NB bow build with alot of health and a balance of Magika/Stamina. I was able to tank and alternate between stamina and magic abilities affectively enough to beat every level, every boss. Which makes me happy. Having balance is less important when you focus on PvE questing.
  • mar1ano1987nrb18_ESO
    Talmet wrote: »

    They are adding ult gains to heavy armor, at least that's what the dev's said in a Q&A like a week or two ago.

    The devs were asked something about why anyone would wear full heavy, as you can hit the armor softcap with just a few pieces. The answer was that heavy armor passives were getting redone in the near future, to let heavy armor wearers use ultimates more often.

    Well its good to hear that they are planning on rebuild the heavy armor, altought I dont think that ultimate gain will be the best solution. Ultimate spamm its already happening even with light armor, if you can spam it even more fast with heavy armor, it would be crazy ...especialy in pvp.

    Stukha - Dragon Knight - Ebonheart Pact
    Bazhinga - Nightblade - Ebonheart Pact
    /
  • Ser Lobo
    Ser Lobo
    ✭✭✭✭✭
    Talmet wrote: »

    They are adding ult gains to heavy armor, at least that's what the dev's said in a Q&A like a week or two ago.

    The devs were asked something about why anyone would wear full heavy, as you can hit the armor softcap with just a few pieces. The answer was that heavy armor passives were getting redone in the near future, to let heavy armor wearers use ultimates more often.

    Well its good to hear that they are planning on rebuild the heavy armor, altought I dont think that ultimate gain will be the best solution. Ultimate spamm its already happening even with light armor, if you can spam it even more fast with heavy armor, it would be crazy ...especialy in pvp.

    I kinda agree. I realize that attaching magicka regen, stamina regen and now ultimate regen (doesn't heavy also boost heals?) was an easy solution. But I think the armor needs a bit more complexity than that.

    Then again, if they somehow solve the disparity between stamina abilities (weapon line, mostly) and magicka abilities (class lines), we could see medium armor becoming useful without any changes whatsoever.

    I believe the relationship between stamina points spent, to damage output, needs to be looked at and resolved in comparison to magicka/dps, before any armor changes are made.
    Ruze Aulus. Mayor of Dhalmora. Archer, hunter, assassin. Nightblade.
    Gral. Mountain Terror. Barbarian, marauder, murderer. Nightblade.
    Na'Djin. Knight-Blade. Knight, vanguard, defender. Nightblade.

    XBOX NA
    Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.

    He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.

    This is an multiplayer game. I should be able to log in, join a dungeon, join a battleground, queue for a dolmen or world boss or delve, teleport in, play for 20 minutes, and not worry about getting kicked, failing to join, having perfect voice coms, or being unable to complete content because someone's lagging behind. Group Finder and matchmaking is broken. Take a note from Destiny and build a system that allows from drop-in/drop-out functionality and quick play.
  • meimei
    meimei
    Soul Shriven
    I'm not sure if this was mentioned or not.
    Why not just give more stamina for every point used, just like health for an example.
    1 point = 15-20 stamina
    And also raise the stamina soft cap.
    Wouldn't that solve the stamina problem?
  • Shaun98ca2
    Shaun98ca2
    ✭✭✭✭✭
    meimei wrote: »
    I'm not sure if this was mentioned or not.
    Why not just give more stamina for every point used, just like health for an example.
    1 point = 15-20 stamina
    And also raise the stamina soft cap.
    Wouldn't that solve the stamina problem?

    Doubtful 1 wrong change and you can end up throwing the scale in an entirely different direction where we are all complaining Stamina is too OP since a LOT of stuff requires Stamina.
  • Talmet
    Talmet
    ✭✭✭
    Talmet wrote: »

    They are adding ult gains to heavy armor, at least that's what the dev's said in a Q&A like a week or two ago.

    The devs were asked something about why anyone would wear full heavy, as you can hit the armor softcap with just a few pieces. The answer was that heavy armor passives were getting redone in the near future, to let heavy armor wearers use ultimates more often.

    Well its good to hear that they are planning on rebuild the heavy armor, altought I dont think that ultimate gain will be the best solution. Ultimate spamm its already happening even with light armor, if you can spam it even more fast with heavy armor, it would be crazy ...especialy in pvp.

    They were asked about ultimates in general as well, and they said they are looking at them. i.e. didn't last patch reduce ult gains from aoe & increase gains from single target.
  • shiva7663
    shiva7663
    ✭✭✭
    Has anyone worked up a NB design that hits the Stamina and Stamina Recovery hardcaps?
  • Quaesivi
    Quaesivi
    ✭✭✭
    meimei wrote: »
    I'm not sure if this was mentioned or not.
    Why not just give more stamina for every point used, just like health for an example.
    1 point = 15-20 stamina
    And also raise the stamina soft cap.
    Wouldn't that solve the stamina problem?

    Well, that is the problem, sadly, dodging and all is actually, for some ridiculous reason, is based on a % value rather than a fixed amount, so in fact, if you get more and more stamina, it actually causes more problems because rolling or dodging or CC break depletes more stamina.

  • p.hurst1b16_ESO
    p.hurst1b16_ESO
    ✭✭✭
    The quick fix would be to make stamina scale better for weapon skills, or just make weapon skills Majicka based.

    As a Tank I mostly build for health and can go Tower Mundus for Stamina boost. As Dunmer I could throw a few points into Stam and Maj as it scales nicely with racial passive so 5 in each. Now I can infused on minor armor and bump up stamina that way as well as get a set of mage jewellery for one of each stat and enchant them as I see fit.

    For dps it needs to be Maj only now unless you can go bow and do without class skills perhaps.

    Lack of melee means lack of interrupts and this is less than min/max would require no matter what you say in smaller groups. Zergs dont need anything except dps and a couple of heals anyway.

    game needs some balancing for sure. so much potential but lacking so much diversity.
    <Enigmatic Name> Is poaching new guild members again ! Apply on our webby with your CV and proof of identity and we can arrange an interview with a panel of our officers.
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