The new scaling is cool and all. But at the end of the day it's going to be a big step towards homogenization of builds in general I think. We already have an issue with their being a singular meta but with this instead of two distinct styles of Play I think it will gravitate to just one.
That will be stam using mag skills to improve sustain on stam rotations. We've already seen this with some classes where stam builds started using magicka skills for dps (eg nightblade shade) and the rotations started too look similar as a result.
There will be no reason to roll mag if stam can have the same utility from mag damage skills and vice versa
The best mag skills are class abilities so stam doesn't even have to sacrifice opportunity for it. Where as with mag being reliant on destro staff will have an opportunity cost running the best stam skills.
Even more so because basic defense in blocking and roll dodge is stam reliant.
It's not necessarily a bad thing but this is going to push several races into obsolescence and contribute even more to class identity loss. Both are already major issues.
That's my 2 cents
Seraphayel wrote: »Title. While I think the change is great overall, healing on Stamina builds will be way too strong now. They got so much more options - which in itself is great, but their stats are way higher than those of Magicka builds, resulting in overall higher heals, too.
Sure they are limited by their 0 points in Magicka, but most heals don’t cost an excessive amount of Magicka and can still be used 2-4 times with the limited Magicka pool.
So what do you think, will healing skills be the problematic elephant in the room for the scaling change?
Seraphayel wrote: »Yeah I am not really talking about PvE, that doesn't really matter and balance there is an illusion. But in PvP? I mean all Stamina players have now access to class based Magicka heals that are usually very strong. Now they're scaling with Stamian as well. I mean Vigor is already powerful and now imagine players adding class heals on top of that - are people even dying anymore?
This is obviously gonna be a dissaster.
Imagine resto staff HoT + Vigor + Class big heal + class HoT and CP hold block mitigation etc.
Damage will be 0, will need more people to zerg one person to get the kill which add to zerging which adds to lag which adds to even more brain dead 1 bar builds.
Add to this plague breaker and VD + DK corrosive armor will be quite hilerious. I forsee small groups of 4-8 dks running this baiting huge zerg balls unable to kill them until they detonate them all with these sets.
FeedbackOnly wrote: »It's time to separate spell damage and weapon damage from healing power
exeeter702 wrote: »FeedbackOnly wrote: »It's time to separate spell damage and weapon damage from healing power
That is not the solution, and would entail far more to accomplish than the benefits said change would bring.
Seraphayel wrote: »exeeter702 wrote: »FeedbackOnly wrote: »It's time to separate spell damage and weapon damage from healing power
That is not the solution, and would entail far more to accomplish than the benefits said change would bring.
It absolutely is. Healing should never scale with the same stats as damage output. It’s just a dumb decision because this way healing and damage are always 100%. You shouldn’t be top parsing DPS with 100% healing capabilities.
Seraphayel wrote: »Title. While I think the change is great overall, healing on Stamina builds will be way too strong now. They got so much more options - which in itself is great, but their stats are way higher than those of Magicka builds, resulting in overall higher heals, too.
Sure they are limited by their 0 points in Magicka, but most heals don’t cost an excessive amount of Magicka and can still be used 2-4 times with the limited Magicka pool.
So what do you think, will healing skills be the problematic elephant in the room for the scaling change?
Seraphayel wrote: »Title. While I think the change is great overall, healing on Stamina builds will be way too strong now. They got so much more options - which in itself is great, but their stats are way higher than those of Magicka builds, resulting in overall higher heals, too.
Sure they are limited by their 0 points in Magicka, but most heals don’t cost an excessive amount of Magicka and can still be used 2-4 times with the limited Magicka pool.
So what do you think, will healing skills be the problematic elephant in the room for the scaling change?
If they keep the trend like on the sets that w/s damage does NOT scale up heals but only mag/stam/health do, it will actually make all the skills much better and NOT OP. But it would be kind of nice if instead of using the highest stat of stam/mag/health to scale heals they combine those to scale the healing. Right now the biggest problem with healing in PVP especially is having heals scale of damage, removing that would fix a lot. Then also change damage skills to scale off combined w/s dmg to have true hybrid.
They could just nerf healing again. They have done it before. Then gave us an extra 1k weapon and spell damage a couple patches later. Just nerf heals across the board through battle spirit again. Reduce it in small increments until we get to a decent level. And buff wardens a little bit up first, because their heals suck. And make it so RR doesn't stack.
I think a separate healing stat would be good. But probably more a long term solution than a fix right now.
...
They could just nerf healing again. They have done it before. Then gave us an extra 1k weapon and spell damage a couple patches later. Just nerf heals across the board through battle spirit again. Reduce it in small increments until we get to a decent level. And buff wardens a little bit up first, because their heals suck. And make it so RR doesn't stack.
I think a separate healing stat would be good. But probably more a long term solution than a fix right now.
...
Yeah, separating stats or even different formulas for scaling between damage and healing values is quite the big change that would have huge consequences across different modes within PVE and PVP. It's not the kind of change that's made in a rush. ZOS may very well be building towards that change, but they'll likely want to make sure the groundwork is laid down first so that the experience is more smooth than rough.
Battlespirit would be the first place to source any changes. Pick a reasonable, though not dramatic reduction and then see how it goes. Then do minor tweaks until the sweet spot is reached. PVE isn't touched for now.
Seraphayel wrote: »They could just nerf healing again. They have done it before. Then gave us an extra 1k weapon and spell damage a couple patches later. Just nerf heals across the board through battle spirit again. Reduce it in small increments until we get to a decent level. And buff wardens a little bit up first, because their heals suck. And make it so RR doesn't stack.
I think a separate healing stat would be good. But probably more a long term solution than a fix right now.
...
Yeah, separating stats or even different formulas for scaling between damage and healing values is quite the big change that would have huge consequences across different modes within PVE and PVP. It's not the kind of change that's made in a rush. ZOS may very well be building towards that change, but they'll likely want to make sure the groundwork is laid down first so that the experience is more smooth than rough.
Battlespirit would be the first place to source any changes. Pick a reasonable, though not dramatic reduction and then see how it goes. Then do minor tweaks until the sweet spot is reached. PVE isn't touched for now.
I honestly think PvE has no issues whatsoever with this change. Healing in PvE is already like 10% healing and 90% buffing / dealing damage.
Healing needs to be drastically toned down or adjusted accordingly.
AcadianPaladin wrote: »If spell damage stat doesn't boost both healing and damage, my healer will quit healing and go pure dps. If she wanted to do a support role and have crap damage, she'd play a tank.
PvE: Healers doing good damage doesn't hurt PvE a bit.
PvP: Battle Spirit is for adjusting things in PvP that might need adjusting, right?
Seraphayel wrote: »exeeter702 wrote: »FeedbackOnly wrote: »It's time to separate spell damage and weapon damage from healing power
That is not the solution, and would entail far more to accomplish than the benefits said change would bring.
It absolutely is. Healing should never scale with the same stats as damage output. It’s just a dumb decision because this way healing and damage are always 100%. You shouldn’t be top parsing DPS with 100% healing capabilities.
Seraphayel wrote: »Title. While I think the change is great overall, healing on Stamina builds will be way too strong now. They got so much more options - which in itself is great, but their stats are way higher than those of Magicka builds, resulting in overall higher heals, too.
Sure they are limited by their 0 points in Magicka, but most heals don’t cost an excessive amount of Magicka and can still be used 2-4 times with the limited Magicka pool.
So what do you think, will healing skills be the problematic elephant in the room for the scaling change?
If they keep the trend like on the sets that w/s damage does NOT scale up heals but only mag/stam/health do, it will actually make all the skills much better and NOT OP. But it would be kind of nice if instead of using the highest stat of stam/mag/health to scale heals they combine those to scale the healing. Right now the biggest problem with healing in PVP especially is having heals scale of damage, removing that would fix a lot. Then also change damage skills to scale off combined w/s dmg to have true hybrid.
It is hilarious the exact same people who say you can't be tanky AND do damage or you can't have high mitigation AND do damage or can't be a healer AND do damage, but if THEY can have HIGH DAMAGE and scale healing off that high damage stats so HEALING is also OP. WHAT. NO NO the solution is OBVIOUSLY to NO longer scale any healing off damage stats.
Seraphayel wrote: »They could just nerf healing again. They have done it before. Then gave us an extra 1k weapon and spell damage a couple patches later. Just nerf heals across the board through battle spirit again. Reduce it in small increments until we get to a decent level. And buff wardens a little bit up first, because their heals suck. And make it so RR doesn't stack.
I think a separate healing stat would be good. But probably more a long term solution than a fix right now.
...
Yeah, separating stats or even different formulas for scaling between damage and healing values is quite the big change that would have huge consequences across different modes within PVE and PVP. It's not the kind of change that's made in a rush. ZOS may very well be building towards that change, but they'll likely want to make sure the groundwork is laid down first so that the experience is more smooth than rough.
Battlespirit would be the first place to source any changes. Pick a reasonable, though not dramatic reduction and then see how it goes. Then do minor tweaks until the sweet spot is reached. PVE isn't touched for now.
I honestly think PvE has no issues whatsoever with this change. Healing in PvE is already like 10% healing and 90% buffing / dealing damage.
Healing needs to be drastically toned down or adjusted accordingly.
PvE healing output is fine. The issue is for the vast majority of encounters our damage taken is either too small to care about (just offheal it) or outright oneshots.
Those huge heals are needed for the few situations with healing debuffs... aka vSS HM Ice Tombs, vCR HM execute, etc.