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.
Dw/ice staff build with 35k hp and 20k resources, let’s say 7k spell dmg on front bar and like 5k on back bar (where most people keep their heals).
Without update 29 update it’d be like
26-28k hp, 12-14k resource pools (depending class), and probably around 5.5k spell damage on the front bar and like 2-3k on the back. Personally I don’t think a lot of people can manage a build like that and the back bar heals would be pathetic. Minus 1k damage and 4000 resource is a giant hit on tooltips. That 1k is a lot considering all the scaling. 1k is like two nirnhoned 2h great swords with no scaling
Galeriano2 wrote: »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.
Dw/ice staff build with 35k hp and 20k resources, let’s say 7k spell dmg on front bar and like 5k on back bar (where most people keep their heals).
Without update 29 update it’d be like
26-28k hp, 12-14k resource pools (depending class), and probably around 5.5k spell damage on the front bar and like 2-3k on the back. Personally I don’t think a lot of people can manage a build like that and the back bar heals would be pathetic. Minus 1k damage and 4000 resource is a giant hit on tooltips. That 1k is a lot considering all the scaling. 1k is like two nirnhoned 2h great swords with no scaling
Not entirely correct. Pre update 29 max hp, stam and mag bonuses were still present just located somwhere else. Battle spirit was giving everyone 5k HP and CPs were adding max resources passively for spending them up to a 300 CP treshold. ZOS just moved mentioned max stat bonuses into base game stats so now everyone everywhere have the same base stats. For CP PvP barely anything changed in terms of max stats. The only new thing that was added was 1k wep and spell dmg.
Caps end up doing more harm than good. The crit damage cap is a great example of this. It was done to try to reduce crit damage stacking, and in turn reduce DPS. Instead, players used that new found "freedom" by hitting their crit cap, and then stacking other damage values, overall increasing DPS at the time.
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.
Once you have a cap, you have a target. Which ultimately stifles any kind of freedom of building within the system because you are almost forced to always hit that cap target if it is a reasonable number. And 30-35K is reasonable and pretty much anyone not hitting that cap would be crippling their ability to compete. And overall, it doesn't remove the actual problem of health stacking, because it just shifts the stack somewhere else. And then it is spell damage stack, stam stack, mag stack, impen stack, resistance stack, etc.
TechMaybeHic wrote: »I'm hesitant to battle Spirit blanket changes when there are outliers. I seem to recall putting shields in battle Spirit destroyed something like Templar blazing shield while the shield stacking issue remained until they health capped and limited stacking, as well as made them critable and count armor. All for them to just buff sorc shields again to be strong even after the extra nerfs while something like sun shield is now left double nerfed and dead.
Caps could have worked to begin with rather than stack nerfs
Urzigurumash wrote: »TechMaybeHic wrote: »I'm hesitant to battle Spirit blanket changes when there are outliers. I seem to recall putting shields in battle Spirit destroyed something like Templar blazing shield while the shield stacking issue remained until they health capped and limited stacking, as well as made them critable and count armor. All for them to just buff sorc shields again to be strong even after the extra nerfs while something like sun shield is now left double nerfed and dead.
Caps could have worked to begin with rather than stack nerfs
The Resistance Scaling and Crit Damage Taken on Damage Shields was done in 2018 I think, part of "Nerfmire"?
I recalled Blazing Shield builds got a direct nerf despite the fact that their time in the Sun may have resulted mostly from the briefly overpowered Constitution passive and then-new Varen's Legacy set we got at Dark Brotherhood. So I looked it up on UESP, looks like a direct nerf at Morrowind:
"Blazing Shield: Reduced the amount of damage done by this morph to 33/36/39/42% of the damage absorbed by the shield, down from 50/51/52/53%.
Developer Comments: Blazing Shield builds have proven to be extremely effective due to being able to stack Health to improve both their survivability and damage done. We've reduced the effectiveness of this ability so that there is more of an opportunity cost to having so much Health."
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.
StarOfElyon wrote: »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.
I typically have just around 30k health and I get 100 to 0'd before I can even blink an eye in battlegrounds. Even in Pariah. Maybe if I wore proc healing sets I could give myself a chance to survive getting stunned but I prefer to play without proc sets. Anyway, your proposal would just be the nail in the coffin of stat-based builds. It's already on life support.
Galeriano2 wrote: »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.
Dw/ice staff build with 35k hp and 20k resources, let’s say 7k spell dmg on front bar and like 5k on back bar (where most people keep their heals).
Without update 29 update it’d be like
26-28k hp, 12-14k resource pools (depending class), and probably around 5.5k spell damage on the front bar and like 2-3k on the back. Personally I don’t think a lot of people can manage a build like that and the back bar heals would be pathetic. Minus 1k damage and 4000 resource is a giant hit on tooltips. That 1k is a lot considering all the scaling. 1k is like two nirnhoned 2h great swords with no scaling
Not entirely correct. Pre update 29 max hp, stam and mag bonuses were still present just located somwhere else. Battle spirit was giving everyone 5k HP and CPs were adding max resources passively for spending them up to a 300 CP treshold. ZOS just moved mentioned max stat bonuses into base game stats so now everyone everywhere have the same base stats. For CP PvP barely anything changed in terms of max stats. The only new thing that was added was 1k wep and spell dmg.
I don’t remember any CP giving flat resources or percentage increases to stamina/magicka/health like we have in the current one, and the only I can think of was the lover tree that increased recovery by a percentage. I do remember the CP battle spirit health increase though.
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.
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.
Or you could Cap Total Health Plus Ward to the mentioned 35k. This would hurt the proactive side of the skill while not really effecting the current reactive capabilities of the ability. And it would be more in line with Templar passives and DragonBlood etc.
@StaticWave @xylena_lazarow
That might actually be a fair balance to the shield as currently it's really strong Proactively AND Reactively.
Also 100% on board with a Max Health Cap of 35k. Also fix HoT stacking from multiple sources.
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.
I like my defensive options to be active and require skill. Roll, block, heal, LoS, positioning, etc.I like my defensive options to be strong, but yours are a bit too much. Maybe they could make it so that I can burst you regardless
Urzigurumash wrote: »Interesting, I think that may have been the very first patch post-Launch for Xbox. 1 trick pony stacking HP with Varens. That's how I recall Blazeplar for sure and also Sap Tank.
So @TechMaybeHic you say HP Cap better than Battlespirit Modification to help lessen the Tank Meta?
StaticWave wrote: »I personally run a 40k HP stamsorc with 25k stam, 18k pen before Balorgh, 6.4k WD, 110% crit dmg, 36% crit rate, 3.7k crit resist, and 27k resist back bar.
Thank you. Make HP cap at 30 k plz so I will have more targets. NB main here
Thank you. Make HP cap at 30 k plz so I will have more targets. NB main here
1. Increase to TTK: A player wants his eHP to exceed the average burst spike that is to be expected from gankers or multiple weaker players to give himself enough of wiggle room to actually be able to play the game. Nobody is running around in a state of maximum alertness 24/7 because "not holding block and getting hit from stealth is a git gud issue". If a player dies without meaningful participation in the fight he might as well have stayed in the base. For certain people this kind of shooter-game feel to PvP might be appealing, but it invalidates many playstyles, whereas the narrowed pallette of options might not appeal to many other players. Players are not leaving the base for others to have their "streamer-moments".
2.Opportunity and min-maxed Builds: As mentioned before by Static, for some players it is simply efficient or opportune to invest in HP after hitting other thresholds. But then what is really the issue? The most meta builds that are able to hit all thresholds on one ass cheek while allowing for branching into HP, or the max HP builds itself? ESO's main appeal to me is the build crafting and character customization and I get incredibly bored fighting against the same overloaded garbage over and over. People building single target optimized semi-tanky bruisers with disengage option can not realistically believe they deserve a monopoly on having a decent time in PvP. If a player builds tanky and meets another player, whos entire kill plan is based on an ult-dump burst, it is 100% legitimate that they would reach a stalemate. The PvP build simply doesn't deserve to beat everyone all the time. There is no cosmic rule that everyone has to die to a balorgh dawnbreaker. Just move on.
3.Synergy: Reducing max. HP while keeping everything else the same is a onesided buff to burst and nerf to all HP synergies. Burst is not the remedy, it is the reason for building high HP in the first place. This would make the game annyoing, nothing else. All classes with abilities that scale with health or give % increases to HP would be scammed out of their returns. Wardens get 10 % from minor toughness and a HP scaling heal. Why wouldn't they build for HP in that case? How can building for a burst-and-turtle-run-of-the-mill 30k HP 6k WD etc. build be acceptable while another class with built-in HP mods has to justifiy their meta loadouts? I think you might see now where this is going. Some of you have a subjective idea of what makes the game fun and what makes it good. But every playstyle deserves a counter, even yours. The same frustration you feel when stalemating for the 3rd time in a row is what the people, who are refusing to run your builds, feel after getting one-tapped for the 3rd time in a row.
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