Wouldn't capping DPS just cause players to build towards survivability, once they reach the caps?
We would end up with lots of sturdy DPS who could survive much better without needing tanks or healers to the same extent, assuming its a damage cap of per player instead of group, could end up with groups of 4 DPS to maximize group damage while not bothering with tanks or healers at all.
Agenericname wrote: »Question is: do the cats find it more appealing as well?MakeMeUhSamich wrote: »I'm afraid that you've set the bar really low with "replace such frequent and radical buff/nerf cycles." I find bathing cats more appealing.
Judging by the scars, I'd say "no, mine does not."
I showed my cat the patch notes as well. It did not seem impressed with them either.
MakeMeUhSamich wrote: »El_Borracho wrote: »But.... why? Why is someone else's high DPS a problem in PVE? If you are solo, who cares? If you are in a group, don't you want high DPS?
This all comes back to the dead-horse beating party of "I want veteran overland content." You want lower DPS? Then lower your DPS. Nobody is stopping you
One problem is that, currently, how many MagBlades are welcome in Vet Trials? Exactly zero...since there are other classes which out perform them significantly. If a DPS cap were in place (which was attainable by a skilled player on any class) suddenly each class has a consistent seat at the table.
MakeMeUhSamich wrote: »El_Borracho wrote: »But.... why? Why is someone else's high DPS a problem in PVE? If you are solo, who cares? If you are in a group, don't you want high DPS?
This all comes back to the dead-horse beating party of "I want veteran overland content." You want lower DPS? Then lower your DPS. Nobody is stopping you
One problem is that, currently, how many MagBlades are welcome in Vet Trials? Exactly zero...since there are other classes which out perform them significantly. If a DPS cap were in place (which was attainable by a skilled player on any class) suddenly each class has a consistent seat at the table.
MakeMeUhSamich wrote: »Then, pretty much any build would be viable in PVE Endgame and open up more welcomed use of utility/support skills amongst DDs.
It also seems this could reduce such frequent and radical buff/nerf cycles.
Thoughts?
ATreeGnome wrote: »MakeMeUhSamich wrote: »Then, pretty much any build would be viable in PVE Endgame and open up more welcomed use of utility/support skills amongst DDs.
It also seems this could reduce such frequent and radical buff/nerf cycles.
Thoughts?
I think that you're overestimating how simple such a system would be.
How does the system determine if a player is over the DPS cap? Does it use the player's average DPS over the course of the fight? Does it use the instantaneous value of the player's DPS? Both methods would have huge and very different impacts on the game and would still favor particular builds, classes, and races.
If DPS is capped and each class can potentially hit that cap, then the best class is whichever can offer the most group utility while still hitting the cap. Why would I bring a stam DK when I can hit the same DPS cap with a magplar but also get extra group healing from Ritual? Why would anyone run an Orc if they can hit the DPS cap on a Nord and have extra defensive stats for with no trade off? Why would anyone run Relequen if they can run Brands of Imperium and still hit the DPS cap?
A cap would just shift the meta to favor whatever race/class/gear combo can bring the most utility while still hitting the DPS cap.
"You want to bring your Orc stamcro with Relequen and Lokkestiiz? Too bad, we only allow DPS in our guild who run Nord magblades with Hallow fang and Lunar Bastion and can still hit the DPS cap."
That the sort of situation it would create.
MakeMeUhSamich wrote: »MakeMeUhSamich wrote: »Then, pretty much any build would be viable in PVE Endgame and open up more welcomed use of utility/support skills amongst DDs.
It also seems this could reduce such frequent and radical buff/nerf cycles.
Thoughts?
That's basically what they are doing by nerfing damage. They are lowering the ceiling for damage and in effect placing a new cap on it.
I prefer this method because it still enables players to focus entirely on offense if they wish instead of building around some arbitrary cap. The more freedom players are given to build their character as they like the better in my estimation.
I agree that nerfing everyone lowers the ceiling, but it doesn’t solve the 8 StamCros coordinating their ultimates meta.
Elwendryll wrote: »With a dps cap it would probably just be useless to slot an execute. You would just have to continue your usual rotation.
Elwendryll wrote: »With a dps cap it would probably just be useless to slot an execute. You would just have to continue your usual rotation.
Dusk_Coven wrote: »Lol....hardcap DPS and people will invest into HP/defense instead of offense. This would make trials even easier.
I don't know why always people think about this idea...it's one of the worst ever seen on this forum.
Except insta-kill mechanics are still insta-kill. So IF dps were capped, fights take longer and dps (plus everyone else) has to dance mechanics properly. Can't kill nMOL boss before the running phases, for example.