It's been two years since ZOS decided to hybridize the game.
To summarize for those who don't know or aren't sure what that means... Basically, your skills in the game that used to scale by a certain stat like weapon damage now scale by the damage source, which is higher, meaning that for example your weapon skills on the Templar will scale by your spell damage and not your weapon damage because the Templar has the minor sorcery buff that increases your spell damage by 10%.
I'm one of those people who doesn't like these changes ... if you ask me why, there's a simple answer to that ... They took away any kind of build identity ... You no longer have to worry about certain stats. I can just play a Stamplar with 7k spell damage because I know my weapon damage doesn't matter anymore. That makes the game even easier for everyone ... is that a good thing ... for the casual player yes ... for non casual player, not so much ...
To complete this hybridization, the following buffs should/must be changed:
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Sorcery (spell damage buff)
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Prophecy (spell critical buff)
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Brutality (weapon damage buff)
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Savagery (weapon critical buff)
These 4 buffs should be combined into 2 new buffs that increase your damage and criticals by 30%/3.943 (we'll get to the 30%/3.943 in a moment).
It makes no sense to have a Stamplar or Magdk scale by weapon and spell damage, considering most of their skills scale by the highest value anyway and you have to run special skills just for those 2 buffs because it won't work otherwise.
Now for the 30%/3.943 specifically. The whole idea is to unify these buffs into
one damage buff (20% major buff plus 10% minor buff) and
one crit buff (2629 major buff plus 1314 minor buff) and get rid of the Sorcery, Prophecy, Brutality and Savagery buffs to actually have access to hybrid builds.
Templars (Sorcery), Sorcerers (Prophecy), Dragonknights (Brutality), and Nightblades (Savagery) give their groups the minor buffs, but there's no longer a reason to have any of the others in the group specifically for those buffs.
So why not standardize one buff each and change the group buffs we get from those classes to something new?
So here's my suggestion to complete the hybridization without further losing class identities:
Templars are known to be the “original” healers of the game, so how about giving them a unique new group buff that increases the group's
healing received by 10%.
Dragon Knights are known to be the “tanks” of the game. So how about giving them a unique new group buff that increases the group's
damage taken reduction by 10%?
Nightblades are known for being their crit damage, so giving them a group buff that increases their
crit resistance by 1320 would be a nice buff for them and their groups. I know crit resistances don't matter in PvE, so changing it to a 10% crit damage bonus would easily solve the problem in PvE. And yes, they are known for dealing a lot of crit damage, but why should they suffer from their own strength in combat?
Sorcerers are known for their recovery, but why shouldn't they share that with their group? It would be a nice buff for the whole group to get
10% more recovery buffs from a sorcerer.
Necromancers don't have a group buff yet, but a possible group buff for them would be to
increase the
group's resistances by an
additional unique value of 2974 (minor resolve value), in keeping with the theme of harnessing the power of a dead soul.
The reason I'm suggesting utility buffs instead of damage buffs is
because we already have great access to them, so giving everyone utility buffs would be better overall.
Arcanists and Wardens don't need a change when it comes to their group buffs because they are already rare and not everyone has access to them.
So, what do you guys think of these suggestions?