I also support the idea. I think it should effect burst heals too though. We don't need to completely flip the ratio we just need to move the slider over a little until we find the right proportion.
As a bonus to this change it'd help PvP magsorcs a lot. Its basically just a great idea.
One of the early videos I saw, just before launch, the devs where showing off the game and demonstrated how a player could dps and heal.
The devs do not need to rely on a simplistic tool to manage healing in eso. As such there is no reason for the suggested change other than to try to make eso like other games.
OnGodiDoDis wrote: »One of the early videos I saw, just before launch, the devs where showing off the game and demonstrated how a player could dps and heal.
The devs do not need to rely on a simplistic tool to manage healing in eso. As such there is no reason for the suggested change other than to try to make eso like other games.
The only thing this change brings forth is ending the stacking of high damage and healing in one build. How is that making it the same as other games? Damage skills still scale off max resources as well, so it's not like investing in resources for healing will make anyone unable to do damage.
Sure people will try to change gear and have both but obviously they can't or they already would.
Sure people will try to change gear and have both but obviously they can't or they already would.
Currently, there is no need to stack max stat so it is an assumption that "they can't or they already would". Also, we are really only talking PvP where players' stats do not have to be optimal so it will be very easy for players to stack max stat and still do well with healing and damage.
Since the pet sorc used to benefit pretty much from magicka they looked for every means to increase their magicka and some hit some really absurd numbers, mostly due to non-sorc buffs. Clearly, the sorc buff to max stats can only account for so much.
The history of this game has proven that players will find a way when aspects of the game change. This is why the change would be fruitless.
OnGodiDoDis wrote: »Sure people will try to change gear and have both but obviously they can't or they already would.
Currently, there is no need to stack max stat so it is an assumption that "they can't or they already would". Also, we are really only talking PvP where players' stats do not have to be optimal so it will be very easy for players to stack max stat and still do well with healing and damage.
Since the pet sorc used to benefit pretty much from magicka they looked for every means to increase their magicka and some hit some really absurd numbers, mostly due to non-sorc buffs. Clearly, the sorc buff to max stats can only account for so much.
The history of this game has proven that players will find a way when aspects of the game change. This is why the change would be fruitless.
Or just make damage scale more with spell and weapon damage than with resources. Now there's no need to worry about max resources dps.
aurelius_fx wrote: »stop making possible to stack radiating regens/vigors
Sure people will try to change gear and have both but obviously they can't or they already would.
Currently, there is no need to stack max stat so it is an assumption that "they can't or they already would". Also, we are really only talking PvP where players' stats do not have to be optimal so it will be very easy for players to stack max stat and still do well with healing and damage.
Sorry. I am 100% against this. Both dmg and resources should be important for both dmg and healing. The reason players stack dmg right now and not resources is because it is so much easier to get dmg up high ( major/minor sorcery, spc, powerful assault, bonus from taking resources, etc.) than it is for resources. This happened when they took cp pts from giving 20% bonus to resources. (granted we did receive flat boosts to all 3 resources as compensation at the time, though).
If anything, they should lower the amount of max resource necessary to reach similar numbers with max dmg. And personally, I would prefer to see regen and sustain become more important to the total equation. Having to make a choice between having enough resources from regen or total to begin with should be more of a thing than it is now.
Sure people will try to change gear and have both but obviously they can't or they already would.
Currently, there is no need to stack max stat so it is an assumption that "they can't or they already would". Also, we are really only talking PvP where players' stats do not have to be optimal so it will be very easy for players to stack max stat and still do well with healing and damage.
It is not an assumption that there is a finite amount of gear bonuses you can wear and you can only build so high. Nor is it an assumption that adding more max stat bonuses to an existing character requires you to lose something else you had.
Also, most pvpers do actually try to be optimal. Due to lack of gold or time I will admit that my characters fall short of optimal sometimes... But that's just me being honest. The assertion that PvP players don't try to get the maximum combination of damage, protection, max stat, and recovery is kinda... Ridiculous.
OnGodiDoDis wrote: »One of the early videos I saw, just before launch, the devs where showing off the game and demonstrated how a player could dps and heal.
The devs do not need to rely on a simplistic tool to manage healing in eso. As such there is no reason for the suggested change other than to try to make eso like other games.
The only thing this change brings forth is ending the stacking of high damage and healing in one build. How is that making it the same as other games? Damage skills still scale off max resources as well, so it's not like investing in resources for healing will make anyone unable to do damage.
FYI, DPS scales pretty well off max stats as well.
Sure people will try to change gear and have both but obviously they can't or they already would.
Currently, there is no need to stack max stat so it is an assumption that "they can't or they already would". Also, we are really only talking PvP where players' stats do not have to be optimal so it will be very easy for players to stack max stat and still do well with healing and damage.
It is not an assumption that there is a finite amount of gear bonuses you can wear and you can only build so high. Nor is it an assumption that adding more max stat bonuses to an existing character requires you to lose something else you had.
Also, most pvpers do actually try to be optimal. Due to lack of gold or time I will admit that my characters fall short of optimal sometimes... But that's just me being honest. The assertion that PvP players don't try to get the maximum combination of damage, protection, max stat, and recovery is kinda... Ridiculous.
Optimal build means optimal for doing what the player wants to do in PvP.
Sure people will try to change gear and have both but obviously they can't or they already would.
Currently, there is no need to stack max stat so it is an assumption that "they can't or they already would". Also, we are really only talking PvP where players' stats do not have to be optimal so it will be very easy for players to stack max stat and still do well with healing and damage.
It is not an assumption that there is a finite amount of gear bonuses you can wear and you can only build so high. Nor is it an assumption that adding more max stat bonuses to an existing character requires you to lose something else you had.
Also, most pvpers do actually try to be optimal. Due to lack of gold or time I will admit that my characters fall short of optimal sometimes... But that's just me being honest. The assertion that PvP players don't try to get the maximum combination of damage, protection, max stat, and recovery is kinda... Ridiculous.
Optimal build means optimal for doing what the player wants to do in PvP.
I'm trying to convince you it doesn't
Isn't it the same now?
43k magicka pool. Radiant regen tooltip: 17268
35k magicka pool. Radiant regen tooltip: 15150
Also, we are really only talking PvP where players' stats do not have to be optimal so it will be very easy for players to stack max stat and still do well with healing and damage.
This is only true of low MMR in BGs.
In mid-to-high MMR in BGs, people are optimizing heavily, and it's noticeable.
JerBearESO wrote: »i agree we need a slight seperation of scaling for damage and healing, but this is a bad way.... for pvp, where it matters, we would simply see a max resource meta.
my necro already builds 35k stam. i have 23k hp and 23k armor. i am tanky.... this is because my healing from HoTs is so high and rapid that only insta burst can cut through, for the most part. and yes, i still have plenty of damage with my 20k stalking blastbones.
so we see, the idea would not solve anything, it would just refocus the meta into high resource builds.
we need a full trade off here. damage scales best with wep/spell damage, and healing scales best with resources. likely +/- 50% of current rates. so we would have:
Damage scaling from wep/spell damage = 150% what we have on live.
Damage scaling from resources = 50% what we have on live.
Healing/Shielding scaling from wep/spell damage = 50% what we have on live.
Healing/Shielding scaling from resources = 150% what we have on live.
JerBearESO wrote: »i agree we need a slight seperation of scaling for damage and healing, but this is a bad way.... for pvp, where it matters, we would simply see a max resource meta.
my necro already builds 35k stam. i have 23k hp and 23k armor. i am tanky.... this is because my healing from HoTs is so high and rapid that only insta burst can cut through, for the most part. and yes, i still have plenty of damage with my 20k stalking blastbones.
so we see, the idea would not solve anything, it would just refocus the meta into high resource builds.
we need a full trade off here. damage scales best with wep/spell damage, and healing scales best with resources. likely +/- 50% of current rates. so we would have:
Damage scaling from wep/spell damage = 150% what we have on live.
Damage scaling from resources = 50% what we have on live.
Healing/Shielding scaling from wep/spell damage = 50% what we have on live.
Healing/Shielding scaling from resources = 150% what we have on live.