I don't think this is a good idea. Specific caps can make sense. For example, mitigation should have a limit, because you don't want literally invulnerable players. A limit on speed buffs can prevent exploits and improve performance. And a critical damage cap can steer players towards alternative stats instead of just stacking a single one.
But a general cap on DPS as a whole has tons of issues: First, it goes against the most basic tenet in gaming that skill and progression should yield a reward. Second, there is no single, overall damage number per character. It's composed of many individual damage ticks calculated at whatever the server tick rate of ESO is, so how would ZOS even cap overall damage output? Third, it's another layer of calculation on top of everything else, which can't be good for performance or bug fixing.
valenwood_vegan wrote: »A damage cap? Yikes. They might as well just do vengeance mode for the whole game.
Ignoring the "how exactly would that work with all the variables involved" issue for the moment, if the cap was easy to reach then everyone would just be playing at max damage and people would get bored. I can see a trial chat now: "Hey man, what's your build's dps? 100k, how about you? 100k, how bout you? 100k." Lol.
If the cap is difficult to reach, then good players would reach it and casual / inexperienced / less skilled players would still be left behind. Groups would favor people who can hit the cap. There would be specific builds that reach the cap and those would be used for group content. If everyone is hitting the cap and it's intended to be difficult to do so, there would be nerfs to whatever the easy mode build or set or skill is. It's not solving anything.
The solution is to spend more time and thought on subclassing and do it right, not restrict and diminish the whole game like this.
BretonMage wrote: »They could apply the same approach they did with thr Daedric summoning line: buffs only apply to damage from the original skill line.
The problem, as I see it, is that there are three basic means of dealing with the problem that have come up so far:
GloatingSwine wrote: »The problem, as I see it, is that there are three basic means of dealing with the problem that have come up so far:
There's a fourth, which is probably the best.
Restrict subclassing to one skill line. That would greatly restrict the number of broken combos and make them much easier to identify why ones have become broken and, for instance, move their broken components across different parts of their classes.