LOL!InBedWithMySelf wrote: »@milesrodneymcneely2_ESO i'm having a hard time following what you said, except for the first and last sentence xD
Sort of the same situation with health based heals like dragonblood. While both blessing of restoration and dragonblood suffer the same percentage nerf, the mechanics of the skill combined with changes to cyrodiil make DB useless. In the past it was okay to let your health drop to 30% because dragonblood would heal it up and we had soft caps. Now, thanks to radiant destruction spam you are dead at 50%, so you need a heal that can keep you above that, which dragonblood can sadly no longer do. And it's not just RD that has done this, the power creep from every skill, 12k Wrecking blows, 20k heavy attacks all of it make health based heals like dragonblood worthless.
The game has gotten so ridiculous that we no longer even have a purpose to the lower half of our healthbar.
Sort of the same situation with health based heals like dragonblood. While both blessing of restoration and dragonblood suffer the same percentage nerf, the mechanics of the skill combined with changes to cyrodiil make DB useless. In the past it was okay to let your health drop to 30% because dragonblood would heal it up and we had soft caps. Now, thanks to radiant destruction spam you are dead at 50%, so you need a heal that can keep you above that, which dragonblood can sadly no longer do. And it's not just RD that has done this, the power creep from every skill, 12k Wrecking blows, 20k heavy attacks all of it make health based heals like dragonblood worthless.
The game has gotten so ridiculous that we no longer even have a purpose to the lower half of our healthbar.
I use it on my mag DK on a 30k health backbar. When i can already see the light at the end of the tunnel and are about to die i can get almost get a 5k heal from it! With major mending it goes up to almost a 6.5k heal! The anti excecute skill that cant even get you out of execute range! AWESOME
milesrodneymcneely2_ESO wrote: »I am all FOR the return of soft caps. I can't help but feel that the buff-nerf yo-yo would stabilize a bit.
Oh, and racial choice would be a nice addition to a build, as opposed to the foundation upon which it has to be constructed.
InBedWithMySelf wrote: »And @Derra about soft caps. I had this idea for a while. You know how some classes suffered because of no CP and softcaps? how about each class will have different soft caps. for example: Sorcs will have a soft cap of lets say... 1500 spell damage, and 28K magicka instead of 1300 and 24K, like in 1.5, and nightblades will have similar stats, except on stamina and magicka, to achieve their bursty playstyle, while dragonknights and templars will have the old softcaps. They're the tankier classes of the 4, I think they would do fine with the old softcaps. Then you can just get rid of battle spirit and... walla, problem of softcaps solved. Does it get any easier?...
If you feel that the health aspect should stay, then the flat heal from db could be based off of health. It needs some flat value instead of just percentage of missing HP. I still believe that db in particular scaling off of magicka wouldn't hurt the tank aspect of dragonknight. All classes of methods of tanking and mitigation. Dragonknight just has some nice utility, like chains, that others don't. There is no true "tank class" however.InBedWithMySelf wrote: »@BlackMadara about the last thing you said about dragon's blood. You know how DK is kind of "The Tanky Class"?
if you take one of the most unique thing about them, which is health based abilities and passives, they will lose most of that tanky aspect. Battle roar heal, Dragon's blood and Igneous shield are all health based. Make them Magicka based and dragonknights will lose their tanky aspect almost completely
I do not agree with softcaps...every character back in the day was a hybrid, yeah there were minor differences in health/stam/magicka
milesrodneymcneely2_ESO wrote: »I am all FOR the return of soft caps. I can't help but feel that the buff-nerf yo-yo would stabilize a bit.
Oh, and racial choice would be a nice addition to a build, as opposed to the foundation upon which it has to be constructed.
Problem with softcaps is things like "winperial" would make a comeback eventually.
If softcaps are set too low we would see homogenisation of builds again like we did in 1.5 - there was not much specialisation going on as people could get everything near the softcap anyways.
This would definetly keep pvp dmg in check - with the downside of complete pve rebalancing. I don´t think that´s an option for zenimax at this point in time at all. Also it screws over classes/builds reliant on burst dmg more than sustain dmg ones which isn´t desireable imo.
On the positive side this would enable the possiblity of vaible hybrid setups again.
On the other hand if they implemented softcaps and set them relatively high things would not change thaaat much compared to now.
It would eliminate a hand full of really extreme builds in terms of dmg or regeneration but basically any balanced build would be untouched imo.
The problem is this would still require pve rebalancing as those are mostly completely unbalanced pure dmg setups while not having the desired effect of balancing pvp.
I don´t really think softcaps are an option for ZOS at all in the current development phase of the game.
I do not agree with softcaps...every character back in the day was a hybrid, yeah there were minor differences in health/stam/magicka
milesrodneymcneely2_ESO wrote: »I am all FOR the return of soft caps. I can't help but feel that the buff-nerf yo-yo would stabilize a bit.
Oh, and racial choice would be a nice addition to a build, as opposed to the foundation upon which it has to be constructed.
Problem with softcaps is things like "winperial" would make a comeback eventually.
If softcaps are set too low we would see homogenisation of builds again like we did in 1.5 - there was not much specialisation going on as people could get everything near the softcap anyways.
This would definetly keep pvp dmg in check - with the downside of complete pve rebalancing. I don´t think that´s an option for zenimax at this point in time at all. Also it screws over classes/builds reliant on burst dmg more than sustain dmg ones which isn´t desireable imo.
On the positive side this would enable the possiblity of vaible hybrid setups again.
On the other hand if they implemented softcaps and set them relatively high things would not change thaaat much compared to now.
It would eliminate a hand full of really extreme builds in terms of dmg or regeneration but basically any balanced build would be untouched imo.
The problem is this would still require pve rebalancing as those are mostly completely unbalanced pure dmg setups while not having the desired effect of balancing pvp.
I don´t really think softcaps are an option for ZOS at all in the current development phase of the game.
@Derra
What do you think about more continous diminishing returns then, starting as a small malus somewhere under 20k and increasing as you invest more into a stat. I would think that would allow a player to invest as much in a stat to get a malus he is still comfortable with, as opposed to softcaps, which just punish further investments at a certain point very hard.I do not agree with softcaps...every character back in the day was a hybrid, yeah there were minor differences in health/stam/magicka
Uhm, just no, hybrids were a minority even then and stat pools varied quite a lot even with softcaps. Yuu had anything from 1k - 2.7k magicka/stamina and like 2.2k-4k health.
BlackMadara wrote: »It needs some flat value instead of just percentage of missing HP. I still believe that db in particular scaling off of magicka wouldn't hurt the tank aspect of dragonknight. All classes of methods of tanking and mitigation. Dragonknight just has some nice utility, like chains, that others don't. There is no true "tank class" however.InBedWithMySelf wrote: »@BlackMadara about the last thing you said about dragon's blood. You know how DK is kind of "The Tanky Class"?
if you take one of the most unique thing about them, which is health based abilities and passives, they will lose most of that tanky aspect. Battle roar heal, Dragon's blood and Igneous shield are all health based. Make them Magicka based and dragonknights will lose their tanky aspect almost completely
Sort of the same situation with health based heals like dragonblood. While both blessing of restoration and dragonblood suffer the same percentage nerf, the mechanics of the skill combined with changes to cyrodiil make DB useless. In the past it was okay to let your health drop to 30% because dragonblood would heal it up and we had soft caps. Now, thanks to radiant destruction spam you are dead at 50%, so you need a heal that can keep you above that, which dragonblood can sadly no longer do. And it's not just RD that has done this, the power creep from every skill, 12k Wrecking blows, 20k heavy attacks all of it make health based heals like dragonblood worthless.
The game has gotten so ridiculous that we no longer even have a purpose to the lower half of our healthbar.