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Fordítási probléma jelentése
as i said in posts #3 and #6, mag spells have utility attached.
Burning Embers - heal
Impale - becomes ranged
Engulfing Flames - add a % damage taken debuff
Sap Essence - heals aoe
Boundless Storm - gives Major Expedition
Siphoning Strikes - this is to balance because it's easier to light attack as ranged and your mag pool won't be affected as much because you don't need it to roll/block/sprint
and i can go on with other spells. Both stam and mag are equal, just situation differ when one is better than the other. You may score better on a target dummy but in a real fight or in pvp utility will be more useful. You can search parses for mag dummy or look for stats posted by ZOS
Magicka traditionally has always had much better sustain, so a higher cost doesn't exactly mean you guys have it rougher. You guys are much better than stam at ranged direct damage stuff. If they made it comparable to stam in all ways, then why the hell would anyone ever play a melee character again? Like I said before, I see plenty of mag toons doing very very well, as good as stam in most content, and even better than stam in some. Damage shields and other secondary factors to mag abilities make you more versatile in some ways too. I hate to say it but it really is a git gud situation
The issue is the only way to play the game is have multiple characters and play meta which is boring as all hell. As for mag toons doing very well are you sure they are not just stamina morphs of mag characters and the damage shields are garbage, been told they used to be good but got nerfed to death and now the best shield is from two hander brawler as you can keep up a huge shield with 100% up time as there is no cool down.
Yes I play both magika and stamina and my other half has had the game since release so I can and do get to play 9 different builds all 810 and I can tell you right now stamina is over preforming plain and simple. Lastly on the more utility part on skills that is also false as
Venomous Claw - Damage near doubles instantly applies the poisoned status effect and the damage over time increases the longer the effect last at 20% damage increase every 2 seconds
Killers Blade - isnt ranged but again causes double the base damage of the magika morph and also gains a powerful heal
Noxious Breath - deals double the damage of the magika morph making the 10% extra damage of the magika morph mute and also adds major Fracture, reducing their physical resistance by 5280 which the more expensive magika morph doesnt get
Power Extraction - deals double the damage of the magika morph and reduces the enemies weapon and spell damage
Hurricane - gets more damage as the ability gets 150% more powerful over time and its character based aoe goes from 5 meters to 9 meters and a longer lasting but slightly weaker speed buff
Leeching Strikes - is not balanced as ranged attacks are easier to see and dodge roll or block thats assuming your going range which you can also do with stamina bow so its just a straight up magika tax
So if magika is paying for utility please explain why the stamina versions get utility or we can just strip away any extra buffs and just make the stamina morph as slightly more powerful version of the base skill. That way stamina gets slightly more powerful skills but zero utility and magika is then paying for the utility you claim stamina is lacking which it clearly isnt.
On the subject of magplars can you please explain this passive
Balanced Warrior - Increases Weapon Damage by 6% and Spell Resistance by 2640
this is on a class with just 4 stamina morphs which in my eyes makes it a magika class yet its passive doesnt help 95% of its skills and ive seen plenty on magika templars 1 V X'ing on the pts using the buffs that never went live but they all used either dual swords or two hander and stacked raw spell power and were forced to be pure melee builds were talking two hander and sword and board on the back bar. Now that should tell you everything when a class is having to use stamina weapons and the fact they flat boost spell and weapon damage just to be competative. I also consider myself more of a stamblade main than anything else and I have to stay thats how it will probably stay with magika being so terrible.
Magika and stamina need to be equal so if we need to take away stam heals and shields to force stam players to invest in magika like magika players have to invest in stamina then lets do it, make the skills cost the same regardless of morph, bring staffs up to two hander and dual sword levels, give every class a cc, root and stun for both stamina and magika. and make light medium and heavy give the same buffs to magika as they do stamina. So something like this
Light armour
Increases the recovery of your highest stat by 4% for each piece of light armour equipped.
Reduces the cost of your abilities by 2% for each piece of light armour equipped.
Increases your weapon and spell damage by 16%.
Increases your movement speed while using sprint by 4% and reduces the cost of roll dodge by 4% per piece of light amour equipped
Increases your spell and weapon penetration by 2442
Increases your spell resistance by 364 for each piece of light armour equipped
Medium armour
Increases the recovery of your highest stat by 2% for each piece of medium armour equipped.
Reduces the cost of your abilities by 1% for each piece of medium armour equipped.
Increases your weapon and spell damage by 8%.
Increases your movement speed while using sprint by 2% and reduces the cost of roll dodge by 1% per piece of medium amour equipped
Increases your spell and weapon penetration by 1221
Increases your physical resistance by 182 for each piece of medium armour equipped
As for heavy armour I think its actually in a good spot and it does what it says on the tin which is make for a tanky character as it already restores both magika and stamina and doesnt favor one over the other. However the changes above to light and medium armour will make players have to choose between the 50% more spell and physical resistances of medium armour and the 50% reduction in passive effectiveness. This along with capping crit chance at 50% will allow people to run different and more diverse builds, so it wont always be magika in light, stamina in medium there will be a choice and a compromise to be made. Should you go more protection and thus defensive or more damage and regen ie offensive. I maybe new to the game but I've had the luxury of being able to play all classes and builds so I can tell you stamina has the best of literally everything.
Magicka has breton for a better sustain race that reduce the cost, more magicka, and more recovery
Like I said, to make brawler work you need to hit your enemies, probably around 3 or more to have a damage shield that comparable to harness magicka. With brawler, you sacrifice some damage which harness magicka don't. You are not going to survive with brawler and vigor in some mechanic like Vault of Umbrage if you get caught in rng, meanwhile mag can just spam harness magicka and survive.
Take a look at the ESO forum, a lot of stam player crying for an instant dmg shield like harness magicka that scaled stamina.
Mag still benefit with spell resist increase, but you are neglecting 'Illuminate' and 'Enduring Ray' passive that increase spell dmg and buff their dawn wrath skill which stamina don't use. There are a lot of passives that only good for mag or stam.
Because weapon basically give you both spell and weapon dmg, even staves give you weapon dmg too. The spell dmg stacking didn't come from the weapon itself but from the set they used, like War Maiden or such. PVP is different to PVE, wearing staff or 2h/DW is depend on players playstyle. Staff can give you stable dmg with 8% dmg passive on single or AoE, more penetration from ele drain and staff give a range playstyle, then there are some elemental effect too.
In case with Templar, where their skills are good in melee range like solar barrage, sweep. The combination from DW passives, charge and their melee skils made a really good combination.
This kind of playstyle are usually seen on templar, not on magblade or magsorc, so it really depend on player playstyle.
Magicka heals are good, stamina only have a vigor where magicka has a lot of access to heal, you already lose it when you said magplar has the worst heal. Having stamina to invest in magicka will hurt stamina more.
What you propose here regarding the armor, I think it's not going to give a more diverse build, why running light if medium armor give you more resist than light? they both give the same recovery, dmg, and penetration, that spell resist passives are worth nothing when you don't calculate the raw resistance that medium armor gives.
You admit that you are new to the game, it's still to early to judge to say mag is a complete inferior, even when you have access to max level you don't have enough real experience. In reality there are a lot of things to consider, like scaling, meechanic, etc.
Wood elf has far better stamina sustain that breton does mag sustain as for Illuminate its a buff thats only active if you cast but I will conceded it should also affect stamina abilities much like unholy knowledge reduces the cost of both stamina and magika abilities on sorcerer as for enduring ray I'm happy for templar to get more stamina morphs to make this ability useful to both. Like I say both should be viable options and every skill in my eyes should have a stamina and magika morph so you can play the way you want.
I know how the weapons work in that they both give spell and weapon damage but if you need to use a weapon that you cant light or heavy attack to be viable in pvp something is wrong with it, the mages guild skills need a rework and even bow might need a damage buff to match two hander. The reason staffs have lower damage is because they are apparently ranged but many magic abilities are not and force you into melee instead add to that the lower mobility of magika and you always end up danger close as a mag build.
On the subject of heals all classes have access to vigor and often have stamina heals in they own skill set. Even if we just make stamina and magika morphs cost the same that would go a long way to making the game more balanced, I dont really want anything nerfing as stated above removing stamina heals is not something I would want as it would hurt solo players, I just want balance and for play the way you want to be a real thing. Right now divines for pve, impen for pvp and meta sets is all everyone runs, I'm talking crit builds, the game shouldnt need to be played a set way. I've had guild mates kicked from trial runs because they were mag builds and not stam builds, Ive gone into pug battlegrounds only for a stamblade to trash talk and use shortened swear words at a magden just because he said stick together so I can heal you all, said he could heal himself and didnt need no scrub to help him.
Bring balance to the game thats all I want magika and stamina morphs for eveyone, want to play stamplar well give them the morphs to do it, every skill should have a magika and stamina morph two handed magika morphs sure, mage guild stamina morphs sure, fighters guild magika morphs let have them. Make every class invest in both pools or make characters use whichever pool is higher for dodge, sprint and break free.
As I say I play both stamina and magika so I'm not leaning either way, just think skills for magika shouldnt cost more and both stamina and magika should have good sustain and burst options. But when I can get stupidly high dps on stamina for just mashing the same key it seems broken. Like I say magika can get major and minor sorcery thats it buff wise outside of class passives and stamina gets higher base damage as their weapons have more damage base, medium armour and fighters guild alone beat all the buffs magika can get and thats before they get their major and minor brutality, then almost every stamina skill has higher base damage and all of this buffing is again just plain better as its buffing a already higher starting weapon damage. That is imbalance both magika and stamina should have the same max buff coverage of the same starting weapon and spell damage, with each skill having magika and stamina morphs and doing the same damage each. The stamina and magika morphs can have different effects attached though so they wont be exact clones of each other just that the damage output of stamina and magika will be equal how it should be.
There are reasons why people prefer magicka toon over stam to do vMA, but let's do it with stam first since you think magicka "sucks"
Furthermore, now that I see everyone doing vet Scalecaller Peak because they want to play magDK, not sure why the reason are, probably you could tell me once you comeback here :shrug:
Especially battlegrounds to the point my guild mates say they respec their magika characters when they will be playing battlegrounds or cyrodiil as in their words magika is only good in these if your running with a premade as a healer (something you cant do now) or going into cyrodiil as a healer. Basically magika is relegated to a support role.
I mean to get from point to point in Crazy King, you need to run, which requires stamina if don't want to walk. To get from point to point in Domination requires stamina and stamina is needed in Deathmatch to catch and kill players. But maika lacks the stamina to keep up and often lacks the damage if they do catch up as I showed above a stamina character has more base armour, more base weapon damage, their skills cost less, most do more than double the damage of the more expensive magika morphs and just going fighters guild skills and medium armour gets a larger damage buff than magika can get total and its up 100% of the time where as magika's is up 27 seconds and costs a potion for major sorcery and up for 6 to 8 seconds for minor sorcery. Thats not including the fact stamina can get major and minor brutality for their own 30%.
Fact is the game heavily favours stamina in every respect except for a few dungeons and trials its easier to do as magika but even then they are only slightly easier that stamina and stamina is basically gifted the best of everything. As I say I play both stamina and magika but stamina feels like I'm playing mortal combat or some other mindless button smasher its just click, click win. There is zero skill needed to play stamina and do well yet magika requires tons of work and perfect rotations just to to pull even with a rubbish stamina player. If you put a top level stamina player vs a top level magika player stamina will win 90% of the time and this is why balance is needed.
The fact I have zero attachment to an class, race, play style etc means I can come here and speak the truth and not get caught up in the OMG they will make my OP build less OP how will I ever cope when the playing field is even. I mean the ice heart nerf has everyone and their mum crying and I'm like errrrrrrrrr it was a OP crutch that made players forget how to walk out of those big red zones during fights. Yes my other half has iceheart and I used it before and after the nerf and tbh I found the shield still doesnt go down before or after, just now you cant face tank everything and you know you have to actually avoid things too now.
This is the issue no one looks at it and goes oh yes theres a problem as everyone is afraid of what changes will do to their build, but above I provide all the data and you can easily check it yourself and see what I am saying is true, stamina doesnt need a nerf, magika needs major buffs to bring it up to stamina's level its just that simple. I never play on the pts but it would have been nice to try a templar where jabs had a 70% snare for 3 seconds instead of the 40% snare for 1 second that went live or the 3K heal and anyone that causes direct damage to you is immobilised and stunned for 3 seconds eclipse instead of the 60% snare for 3 seconds when hit with direct damage and only a 1.5K heal.
This was on the pts before I started playing and never went live but it at least made templar viable and gave it a CC which it is now still missing. But stamina players complained and complained about it till it was changed for the live version as they didnt like going in for the easy kill like normal only to be stunned immobilised and killed. They got a tiny taste of what play magika is like in pvp and they lost their minds. Which I think says it all balance needs to be forced through and zos needs to do it regardless of how many fee fees it hurts much like they have done with iceheart.
Magplars are very strong. Probably the strongest PVP class right now.
Mag Sorcs are very strong. Easily second next to templars.
Magdens are very strong.
Magcromancers are very strong.
MagDK is pretty mediocre.
Magblades are pretty weak. But that is because they have to crutch on stealth.
So to balance these you would need to just over double the spell pen value of light armour to 9950 to get the same 15% damage increase but again you yourself have less armour than a medium armour user so it would need to be more like 12,000 spell pen to compensate for the lower defence of light armour, but even then this still wouldnt bring staffs up to the level on any non stamina weapon as even bow skills cause more damage due to higher weapon damage caused by medium armour passives and bow skills causing more damage base than staff skills.
I can compare vigor to magika easily as its far cheaper heals a large amount over a handful of seconds which is great for preventing death from bursts and magplars lack a class CC they were strong in the pts but that never came onto the live server. I mean if maikga templar doesnt have a CC then how is it anything like stamina and its CC lock till dead, this could be fixed by balancing the costs of magika and stamina and if you dont want to have magika use its magika pools for dodging, break freeing and the like then just make shields scale off max magika instead of health guve them a 30 second up time and make the case immune to CC, knock down and stun while its up.
Most magika character run 32K max mag so at 40% thats 12,800 but in PVP thats halved to 6400 which will be gone in 2 dizzy swings as they hit for around 3.6K each, so it would give mag character maybe 2 seconds to react to being bursted assuming no crits so its basically not there but it prevents the CC lock death thats common for maikga due to low stamina and maybe make maigka shields take there resist from the max mag to make up fir the lack of actual resist provided by armour.
I will try not to put so much into my posts but battle grounds which are non CP are literally stamina fests, Ive seen 4 yes I counted them templars all but 1 was stamina biting jabs builds. If we dont want to change the rest of the game just rebalance pvp battle grounds especially and do something about the cost, damage and buff coverage difference.