Health needs a buff.
Stamina decides how often you can cast, and at times how powerful the following defensive abilities are:
- Dodgeroll to avoid damage
- Heal trough rally/vigor
- Block damage
- Fuels some mediocre defensive skills.
Magicka decides how often you can cast, and at times how powerful the following defensive abilities are:
- Absorption shields
- Healing (trough resto staff, or class skills)
- Fuels several defensive skills, some of which are amazing. (streak, reflective scale)
Health does not decide how often you can cast something, and it only increases several defensive skills by a very disappointing amount.
- 3 absorption shields or so.
- 2% healing per light attack with leeching strikes, yay?
- increases health regeneration, by a
Health barely offers anything to our defense compared to the other two stats, it does not fuel our defensive abilities. It's simply a buffer for how much damage you take before you need to heal that damage. And investing heavily in this buffer means that you can invest less in the stats that actually do offer good defensive options and healing.
So, let's look purely at a defensive standpoint for a second, health is a really really bad choice, but you need a basic buffer. Aside from having a basic amount of hitpoints, Cyrodiil offers a 5k extra hitpoints. And with the current damage reductions on the PTS I can hardly imagine anyone actually -needing- more.
My conclusion is that health is rather shabby as a defensive stat.
It's a bit stupid that the two other stats outshine health by miles as defensive stats, when they also greatly improve the offensive power of a character.
Also, how can we turn health into something useful?
Add damage reduction based on how much health someone has?
How about giving it some damage dealing benefits as well?