I've seen other posts that say we should separate resource pools from damage output and I think I agree. This would naturally lower all damage, however, PvE would have to be completely readjusted for balance.
lol it's crazy how crazy you build yourself now. You can literally feel like a god compared to other players if you have the right set up
The title basically explains the point of this post. When I first went into PVP I was level 26 and solo, most people were wearing crafted sets, and Vet ranks were still a thing. Things weren't completely balanced but the damage output wasn't extremely high.
Fast forward quite a bit to Thieves Guild, when Proxy Det and Vicious Death could destroy groups with ease. Although proxy det was pretty strong, people were still in medium and light armor, and the overall damage wasn't as high as it is now, however, this patch marked the beginning of the mess that PVP is now.
Then came Dark Brotherhood, the patch where stamina started becoming extremely powerful, and the heavy armor meta was slowly catching on, making it possible to be tanky and have good damage at the same time.
The next patch, Shadows of the Hist, made stamina builds even stronger, and added the ability to stack proc sets (Viper and Velidreth). This patch also introduced powerful sets to CP 160 players (high damage sets like Necropotence etc.) that were attainable from trials. On top of all of this the CP cap was raised. All this combined significantly increased the overall damage in Cyrodil.
The Next patch, and the most ridiculous BY FAR was One Tamriel. Heavy armor Meta hits full swing, new extremely powerful armor sets were added, a lot of new stackable proc monster helms were introduced, CP cap was raised, and weapon ultimates (specifically destro ult) took cyrodil by storm. This patch created tons of problems with balance and increased the overall damage in cyrodil by A LOT. Most of us agree this patch was just bad..
Finally the current state of the game, Homestead. CP cap was increased and mDK got buffs.. not a terrible patch but still didn't fix many problems.!
As you can see each patch PVP gets more and more out of control. Zenimax keeps over nerfing one thing and overbuffing another. I think that the solution to all these problems would be stat caps. There should be a cap on max stam, mag, and health, as well as weapon and spell damage and a stricter resistance cap that all work together. For example you can't have 32k resist and 4K weapon damage at the same time, or you can't have 50k Magicka and 3k spell damage at the same time. I don't know at what numbers the caps should be, however, I really think that they are needed.
Caps would improve more than just the damage problem in PVP, they would also open up new playstyle and build options. For example, once you've hit the damage cap you could use one of the rarely used sets like the one that gives you a permanent movement speed buff or many other underused sets simply cause there's no need for another damage set. Now this doesn't mean that everyone would be doing the same amount of damage. Despite there being a cap on damage stats you could still do more damage than other people through spell pen or through sets like the sun set which don't show up on stat sheets.
I know this is a lengthy post but I really think that caps should be added. Having the potential to have a character with cap resist, and 4K weapon damage is ridiculous... I really hope to see caps in the future.
CatchMeTrolling wrote: »Caps also had some of the most broken things as well when this game had them. I do think there should be limits but not by the way of caps.
And also it limits builds not create more, the only difference is hybrids worked better.
CatchMeTrolling wrote: »Caps also had some of the most broken things as well when this game had them. I do think there should be limits but not by the way of caps.
And also it limits builds not create more, the only difference is hybrids worked better.
I think caps create more viable builds. There would be no point in trying to push over the cap so once you hit it, you can use sets that suit your specific playstyle. Also what types of limits do you want to see that aren't placed by caps...?
CatchMeTrolling wrote: »CatchMeTrolling wrote: »Caps also had some of the most broken things as well when this game had them. I do think there should be limits but not by the way of caps.
And also it limits builds not create more, the only difference is hybrids worked better.
I think caps create more viable builds. There would be no point in trying to push over the cap so once you hit it, you can use sets that suit your specific playstyle. Also what types of limits do you want to see that aren't placed by caps...?
I'm not too sure but something like not being able to wear multiple damage sets at once, including proc sets. This way you couldn't stack stats so easily but you'll still have a lot of options.
You shouldn't be able to have 40k plus magicka, 3k spell damage, almost 2k recovery and a *** ton of resistance.
THEDKEXPERIENCE wrote: »CatchMeTrolling wrote: »CatchMeTrolling wrote: »Caps also had some of the most broken things as well when this game had them. I do think there should be limits but not by the way of caps.
And also it limits builds not create more, the only difference is hybrids worked better.
I think caps create more viable builds. There would be no point in trying to push over the cap so once you hit it, you can use sets that suit your specific playstyle. Also what types of limits do you want to see that aren't placed by caps...?
I'm not too sure but something like not being able to wear multiple damage sets at once, including proc sets. This way you couldn't stack stats so easily but you'll still have a lot of options.
You shouldn't be able to have 40k plus magicka, 3k spell damage, almost 2k recovery and a *** ton of resistance.
Is 3 out of 4 ok?
DocFrost72 wrote: »I've seen other posts that say we should separate resource pools from damage output and I think I agree. This would naturally lower all damage, however, PvE would have to be completely readjusted for balance.
^^^
Your resource pool should not contribute to damage, but resource management. That, and crit shouldn't be weapon OR spell crit. Just make it Crit Chance by itself. Boom, here come hybrids again.
Yeah I mean the game may work to my advantage a bit but tbh I want eso to be a little les godly again. I'm so tired of people complaining about cheese this and cheese that when they're using heavy reactive with pirate skeleton while they're 18 man deep..
Emmagoldman wrote: »HA needs a slight nerf for sure. I have some ideas at least within cp how that could work.
For proc sets
I've always liked the idea that anything proc related should use a resource. I might even be ok with it still criting......maybe Also, some sets should have big costs, in particular hard hitting proc sets
So for example:
An nb going for proc build with widow, venom, and velidroth could proc all three. However, in one instance would also use stam at the cost of an ability cost, so they would be very low on resources afterward.
What I like about that change is that:
1. Wearing higher dmg sets that require smooth rotations and gameplay would be viable
2. Recognize that proc sets are not skill but do give players the option to glass cannon. Ok, so you do big burst but each proc is equal to a dizzy swing. Resource management becomes a bigger deal for these builds.
3. Some in the middle of the road sets may see some love. ESO has tons of sets that are ok, but just dont make the cut. They might be the middle road. For example, embershield of thunderbug.
Thoughts?