No it doesn't, EHP only refers to HP and DR, and nobody is having trouble healing on high hp builds.JerBearESO wrote: »EHP refers also to the fact that healing... So for non HP scaling builds, that 10% healing
That's fine, that's the whole point, when you have degenerately tanky 40k+ builds that also heal allies, you need a degenerately high amount of damage to kill them, now your meta becomes "broken checking broken" where casual builds have absolutely no chance against broken minmax builds, they're getting trolled on the roof for an hour, or immediately annihilated. Cap hp and nobody is tanky unless they give something up.JustLovely wrote: »would allow people to stack their resources in other ways and be just as annoying in other ways
That's fine, PvP needs fewer defensive ults, more Dawnbreakers and Colossussesses. Necro needs a rework anyway.Necrotech_Master wrote: »the funniest thing is that capping hp to 35k would also be another necro nerf for those few necro tanks running goliath form (+30k max hp) lol
This is all from UPDATE 29:
Characters now also take 10% reduced damage at base, to reduce the loss of the mitigation from the Champion Point system.
Characters now also start with 1000 Weapon and Spell Damage regardless of your level.
All characters have had their base Health increased to 16,000, up from 8744 and their Magicka and Stamina has increased to 12,000, up from 7958.
Also factor in the changes to armor passives during this update. This was really the patch that laid the ground work for all tank metas, as well the tank meta into what we have now. Update 29 was when they reworked CP.
xylena_lazarow wrote: »With power creep as it is, putting 64 points into hp gives you around 25% more EHP in exchange for losing around 10% damage and healing.
xylena_lazarow wrote: »This is the #1 tank meta balance problem, stacking hp is simply too easy and efficient. If we cap hp you can still be super tanky, you'll just have to give up significantly more damage and healing in your build for armor and block mitigation, pure troll tanks that don't heal or do damage are fine.
What exactly do 40k hp damage dealers and 55k hp healers bring to the meta that's worth preserving?Only significant result is a drop in build options, further reducing diversity.
Fewer stalemates without nerfing skills, no effect on PvE. Yes, make burst defense something you aren't getting passively without sacrificing a lot of power, or something you must develop the necessary active defense skills for. I chose the latter and haven't regretted it. Not sure exactly where you're going with the 2x dps thing but maybe the concept of stat squish would help explain where I'm going.Force me to 64 into stamina, no problem, what will you achieve ? I'll get the same burst defense from somewhere else in the build and I'll be left with lightly less damage than before... So why would a player with X DPS and Y eHPS be healthier for the game than a player with 2X DPS and Y eHPS ?
SkaraMinoc wrote: »If we're capping max health at 35k then the scaling on Hardened Ward needs to be capped at 35k max magicka as well.
Yes that's the point. None of those are as efficient as a low opportunity cost 25% buff to passively face tanking damage, most other tools are more reasonable numbers and attached to some sort of active skill like blocking, dodging, or healing.The same would happen here. 30K health cap, would free CP slots or gear traits, or other values that players are relying on to increase health, and instead allow them to stack other defensive or offensive stats
xylena_lazarow wrote: »What exactly do 40k hp damage dealers and 55k hp healers bring to the meta that's worth preserving?
xylena_lazarow wrote: »Yes that's the point. None of those are as efficient as a low opportunity cost 25% buff to passively face tanking damage, most other tools are more reasonable numbers and attached to some sort of active skill like blocking, dodging, or healing.The same would happen here. 30K health cap, would free CP slots or gear traits, or other values that players are relying on to increase health, and instead allow them to stack other defensive or offensive stats
This is all from UPDATE 29:
Characters now also take 10% reduced damage at base, to reduce the loss of the mitigation from the Champion Point system.
Characters now also start with 1000 Weapon and Spell Damage regardless of your level.
All characters have had their base Health increased to 16,000, up from 8744 and their Magicka and Stamina has increased to 12,000, up from 7958.
Also factor in the changes to armor passives during this update. This was really the patch that laid the ground work for all tank metas, as well the tank meta into what we have now. Update 29 was when they reworked CP.
ZOS could easily tweak this just tuning battle spirit - reduce the damage reduction, increase the healing reduction.
That said, 40 health + 7000 spell damage + 20K mag/stam is easily done and offers zero tradeoffs. Regen and passive sustain is so high now, tiny resource pools are never an issue.
xylena_lazarow wrote: »
...until building how I want involves running damage procs ; )Urzigurumash wrote: »Because for sure being able to build your character however you want is a popular ideal...