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https://forums.elderscrollsonline.com/en/discussion/668861

If you wanted to mitigate the current damage stacking meta...

Asmael
Asmael
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...What would you do?

This is not a surprise to anyone (unless you've been living in a hole for the last 9 months or so) that the current meta is all about who can stack the more damage, while also getting healing / defense on the way.

So, if you want to change the current meta, what would you do?
- Change the health factor back to what it was in 1.5?
- Bring back stamina regen while blocking?
- Prevent max stamina/magicka from increasing damage?
- Nothing
- ...

The possibilities are (almost) limitless, what matters is what you want to see happen in the end. There is no "wrong" answer, at least as long as you explain it.

While it's not possible to edit a poll, I'll try to add relevant choices that haven't been listed in the poll options directly in this post.
Edited by Asmael on 11 March 2016 10:01
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If you wanted to mitigate the current damage stacking meta... 69 votes

Bring back softcaps (possibly tweaked)
36%
milesrodneymcneely2_ESOeventide03b14a_ESOEthoirIruil_ESOAshanneHelluinBashevSC0TY999Draxysvortexman11Lord_HevToRelaxAkgurdItoqMerlightfelinith66AlcastSmalltalkJavaJormasaurusAfkNinja 25 votes
Change Battle Spirit
10%
kojouFrozenAnimalHenryIvanEmma_OverloadSkinzzLucky28EsoRecon 7 votes
Reduce the potency of some widely used offensive abilities / buff existing defensive ones
1%
Sureshawt 1 vote
Buff heavy armor and tanking overall and / or modify health factor
20%
wayfarerxForestd16b14_ESOShareeMinscGuppetOreyn_BearclawSmoltpaulsimonpsOompuhBosovSaint314Louis1985Kr3dothalocooneHeatley2142 14 votes
Separate healing and damage scaling (e.g: max magicka doesn't increase your damage and give access to more +%healing done stat / detail your alternative)
5%
Fellhand_ESOHymzirFizzlewizzleAverageJo3Gam3r 4 votes
Reduce overall sustain, to force people to build around sustain more instead of burst
10%
Septimus_MagnaSimen.askeland89b16_ESOChililianNonamesbutmineub17_ESOStillianRoxyPhoenixVaoh 7 votes
A combination of 2 or more options above (please detail)
5%
HusanRoamingRiverElkFfastylVangy 4 votes
Other (please explain)
5%
TurelusGhost-ShotCogoGreenSoup2HoT 4 votes
I do not want to change the current meta
1%
Spliffo 1 vote
Actually, I want to incentivize this meta a bit more
2%
Bfish22090CyrusArya 2 votes
  • ToRelax
    ToRelax
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    Bring back softcaps (possibly tweaked)
    Also change Battle Spirit, restore the 1.5 health modifier. Revert the nerfs to dodge roll, block, bolt escape, eclipse, negate (tweaked), surge, scales, siphoning attacks etc.
    DAGON - ALTADOON - CHIM - GHARTOK
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  • r.jan_emailb16_ESO
    r.jan_emailb16_ESO
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    I assume that you don't want to remove damage from this game, but allow tanky builds (in pvp) as a secondary option that actually makes sense.
    • remove the battle spirit shield/healing debuff for skills scaling off of health (blazing, igneous, gdb)
    • buff heavy armor
    • maybe re-introduce softcaps
    • revert health stat to the old 1.5:1 scaling
    • maybe tune down battle spirit

    The point is that stacking damage should still be a viable option, if you prefer to do this.

    However, playing tanky should also be viable, but the current game does not favour this at all. Imo, the reason for that is that you sacrifice damage and sustain (and healing) for... what? You can block a bit more (20% reduced cost) - but don't regen enough stamina to keep this up. Your armor/spell resist is slightly higher - but armor is the worst defensive stat; passive defence does not keep you alive, at all. A lot of your resistance is being negated anyway (spell/armor pen being a passive for light armor, destro staves, dw maces, nirnhorned weapon trait, sharpened trait, debuffs).

    You also deal less damage: reduced crit chance; reduced weapon damage (compared to medium); reduced spell pen (compared to light); less sustain from the armor passives, so you have to get it elsewhere.

    There are also NO drawbacks in stacking stat + weapon/spell damage, because every single of your offensive AND defensive skill scales off of them. Plus, you get nice sustain as a side effect.

    So, what to do?

    In my opinion, as a first step you need to shift the sustain from medium/light to heavy armor, and leave only damage increasing passives. This would actually give players that prefer the tanky route an option to outlast their opponents. They could still be bursted down (as it SHOULD be; tankyness != immortality, you still need to put in effort), but actually have a chance to outlast their opponents and wear them down. Additionally, increase the passive damage mitigation from heavy armor slightly in a way that could not be countered with spell/armor pen; for example 1% reduced damage from players per piece of heavy armor (when wearing 5 or more pieces).

    Just to make sure: removing burst specs is NOT the solution. But if you decide to be bursty, you MUST face a trade-off, and sustain seems to be the most logical route. Players would still deal great damage, but won't be able to keep this damage output up indefinitely.
    Lairgren | DC Dragonknight - August Palatine
    playing for eXile


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  • Bashev
    Bashev
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    Bring back softcaps (possibly tweaked)
    I voted for the soft caps. Of course they should be reworked not like they used to be.
    But there is another solution - change Wrobel's team with a competent one or ZoS should create another team who is responsible for combat PvP skills and leave Wrobel's team for PvE.
    Because I can!
  • phillyboy7897
    phillyboy7897
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    Mag temp can tank on ps4 live right now. Just Need the right build. Not sure about other classes, but mag temp can opt out of this
  • Docmandu
    Docmandu
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    Introduce a no-CP campaign... oh wait... nvm..
  • Kas
    Kas
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    i disagree with your premise. if you look at most great players, they are rather survivable and achieve their damage by combining many abilities for bursts. damage stacking is either cheese (actually valid but also somewhat situational, e.g. heavy attack dk's etc, full deto NBs) or done by those sitting in a huge zerg (not talking about group blobs here but also ungrouped players sticking around their own alliance - don't get me wrong, it's a valid thing to do. I'd just say that peopel overestimate their strength. There are countless 1vX videos where enemies are busy with something that isen't exactly the "1" from "1vX"...).

    At blob-scale the best thing that could have been done was nerfing barrier. It was the number one source of survivability for high offence blobs.

    the typical palyer who immediately mentions a spell/weapon damage stat when talking about a pvp build is usually a free kil for someone competent.
    @bbu - AD/EU
    Kasiia - Templar (AR46)
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  • Turelus
    Turelus
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    Other (please explain)
    Stacking Penalties.

    The more of the same bonus you stack, the more diminished the returns become.

    So if you run multiple sets with x spell damage you slowly devalue the bonus you receive from spell damage additions. As such it becomes more beneficial to look for new bonuses to add to your gear or go for more full sets than stacking multiple part sets for the damage stats.

    Remove damage bonus from attributes.

    They could also remove the additional damage granted from resource pool size, this would make damage the simple calculation of; Skill Base, Damage Stat, Weapon Damage.

    This would be easier for new players to understand as well as making resources more about how much you can use the ability rather than how powerful it is. Builds which current spec all points into Mag/Stam would have some freedom to move points to alternate attributes if their sustain is fine and they don't need such a large pool.
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • GreenSoup2HoT
    GreenSoup2HoT
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    Other (please explain)
    Bring back fkin roll dodge with no cost. Magicka classes can heal without a care in the world.

    Stamina either has to roll or block to heal since we only have vigor and rally. these are not enough in most situations.

    give stamina back roll dodge. no stam regen isnt that bad but roll dodge is stupid. this is not bolt escape.
    PS4 NA DC
  • Morozov
    Morozov
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    Turelus wrote: »
    Stacking Penalties.

    The more of the same bonus you stack, the more diminished the returns become.

    So if you run multiple sets with x spell damage you slowly devalue the bonus you receive from spell damage additions. As such it becomes more beneficial to look for new bonuses to add to your gear or go for more full sets than stacking multiple part sets for the damage stats.

    Remove damage bonus from attributes.

    They could also remove the additional damage granted from resource pool size, this would make damage the simple calculation of; Skill Base, Damage Stat, Weapon Damage.

    This would be easier for new players to understand as well as making resources more about how much you can use the ability rather than how powerful it is. Builds which current spec all points into Mag/Stam would have some freedom to move points to alternate attributes if their sustain is fine and they don't need such a large pool.

    so....soft/hard caps?
    AD
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  • FrozenAnimal
    FrozenAnimal
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    Change Battle Spirit
    Removes the additional 5,000 hit points to force the player to itself to invest more in life. This ensures that these have less stamina points and magic points. This reduced the Damage. And constitutes damage reduction and healing reduction back to 20 % or equal to 0 %.


    Sorry for my bad english but battle spirit sucks.
    Vollmond Rudel - Deutschsprachige Werwolfgilde, Plattform: PC/Mac
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  • Moglijuana
    Moglijuana
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    Soft caps would be sweet since that would allow hybrid builds to be viable again. But if implemented... they should be done by another team...not ZOS...
    Ps4 - PSN:jdmaya
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  • AfkNinja
    AfkNinja
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    Bring back softcaps (possibly tweaked)
    I assume that you don't want to remove damage from this game, but allow tanky builds (in pvp) as a secondary option that actually makes sense.
    • remove the battle spirit shield/healing debuff for skills scaling off of health (blazing, igneous, gdb)
    • buff heavy armor
    • maybe re-introduce softcaps or separate resources from damage.
    • revert health stat to the old 1.5:1 scaling
    • maybe tune down battle spirit
    • Reverse nerfs to blocking, streaking and dodging. Lets get back to reactive defense being viable.

    THIS. My addition in bold.
    Edited by AfkNinja on 11 March 2016 22:58
  • Zanen
    Zanen
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    Softcaps should never have been removed from the game, they just should have been adjusted into a smoother diminishing return curve. Properly implemented, softcaps aren't a number where it suddenly gets more expensive, but the point in the DR curve where something else becomes more valuable for a particular build.

    The game needs softcaps.

    The other big mistake made was eliminating dynamic ultimate generation. That's what made it possible to win against a larger group. It was too strong of course, especially for DK, but the DK class has never recovered from its removal and really can't in any balanced way without a complete redesign.

    The game needs builds that can stand their ground too. DUG made people stronger the more enemies they faced, that completely changes the zerg equation.

    QQ is what derailed ESO's PVP combat systems, or the lack of a coherent vision for the combat systems that made the devs overly susceptible to it.
    Edited by Zanen on 12 March 2016 01:43
  • Vangy
    Vangy
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    A combination of 2 or more options above (please detail)
    Id rather they decouple offensive and defensive stats. People should be able to go full burst dps builds if they want to, but at the same time they must pay the trade off of not being able to get huge shields or heal well. Soft caps kind of forces everyone to build balanced builds and I dont want that. You should be able to play however you want as long as each and every build has a trade off.

    Also heavy armor needs a buff =( to help with the mitigation and actually do more in PvP. Right now its only any use in small scale or solo builds. Even there, the benefit is marginal.
    (2)V16 Dk- stam dps/stam tank/mag dps
    (2)V16 Sorc- mag dps/stam dps
    (2)V16 nb- stam dps/mag dps
    (1)v16 temp- mag tank/mag dps
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  • GreenSoup2HoT
    GreenSoup2HoT
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    Other (please explain)
    Removes the additional 5,000 hit points to force the player to itself to invest more in life. This ensures that these have less stamina points and magic points. This reduced the Damage. And constitutes damage reduction and healing reduction back to 20 % or equal to 0 %.


    Sorry for my bad english but battle spirit sucks.

    A Sorc would not need to do this though.
    PS4 NA DC
  • Lava_Croft
    Lava_Croft
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    Some form of soft caps please.
    Edited by Lava_Croft on 18 March 2016 12:25
  • Wreuntzylla
    Wreuntzylla
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    There are sets for this. Whitestrake is still popular with some people.
  • milesrodneymcneely2_ESO
    milesrodneymcneely2_ESO
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    Bring back softcaps (possibly tweaked)
    Not only would restoring soft caps get the damage-mitigation-buff-nerf yo-yo under control, but people could actually play the race they wanted to play without knowing full well they'll be gimping themselves if they do so.
  • Fizzlewizzle
    Fizzlewizzle
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    Separate healing and damage scaling (e.g: max magicka doesn't increase your damage and give access to more +%healing done stat / detail your alternative)
    - Remove Battle Spirit (as a buff)

    - Lower Damage, healing, and shields by 50% BY DEFAULT (even outside PvP).
    - Make Light medium and heavy armor protect the same amounts (Light armor Value)

    Turn Health, Magicka and Stamina in Resource pools (will no longer boost damage values).

    - Weapon damage will determine your melee damage.
    - Spell damage will determine your Magic Damage.
    - Magic + Physical Resistance will determine your Shield Strength.
    - Health Recovery will determine your healing done.

    - Light Armor won't give any Spell resistance any more (can be replaced for a spell crit percentages)
    - Medium armor won't give any Physical resistance any more (can be replaced for a weapon crit percentages)
    - Heavy armor won't give both resistances any more (will be replaced with block cost reduction percentages)

    - While wearing 5X Light Armor: Increase magic damage to normal value (100%).
    - While wearing 5X Medium Armor: Increase melee damage to normal Value (100%).
    - While wearing 5X Heavy armor: Increase Defense Values by to 400% (4X Light Armor Value).
    Mending-The-Wounded, Aldmeri Dominion, Templar.
  • THEDKEXPERIENCE
    THEDKEXPERIENCE
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    I didn't vote for any of them because I like to think out of the box. Lately I've been combating high damage with charging maneuvers and mist form. No one ever expects a VR16 to pull out spells given to people on the first week they play.

    Of course my second bar is set up so I can do 40k magic and 3000 spell damage so I'm just as guilty.
  • Emma_Overload
    Emma_Overload
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    Change Battle Spirit
    Changing Battle Spirit is the simplest thing to do. They NEVER should have reduced healing or shields in the first place! All they need to do is keep the 50% damage reduction while getting rid of the heal and shield nerf.

    Then we can have some fights that last longer than 2 seconds!
    #CAREBEARMASTERRACE
  • Ffastyl
    Ffastyl
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    A combination of 2 or more options above (please detail)
    Reduce the potency of offensive abilities and separate healing and damage scaling.

    Even without softcaps, the game is balanced with lower numbers. Passive defense has not changed since the sweetspot found in 1.5, offense (and healing by scaling with the same resource) has gone off the charts. This stacking meta has also created a gaping power gap, making hybrid builds unviable. Reducing the increases over base character and gear stats achievable by sets and enchantments will reduce the power gap. The Champion System will need as many passives as feasible converted to flat values or low percentages to eliminate the power creep from this system. Separating healing from damage will resolve the long standing issue of mitigation (armor) being the only focus requiring sacrifice.

    That's the gist of what balancing needs to be done.
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  • Ghost-Shot
    Ghost-Shot
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    Other (please explain)
    Roll servers back to 1.5
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