He didn't mean health regen, and he was right. If all resources did was increase your pool, there would be no need for them. Put all attribute points into health and gear for stamina/magicka regeneration. That's it.
He didn't mean health regen, and he was right. If all resources did was increase your pool, there would be no need for them. Put all attribute points into health and gear for stamina/magicka regeneration. That's it.
I disagree. The size of your resource pool determines how much burst damage you can do - even if it does not scale up your skill damage. So there will always be an advantage to having a larger pool.
He didn't mean health regen, and he was right. If all resources did was increase your pool, there would be no need for them. Put all attribute points into health and gear for stamina/magicka regeneration. That's it.
I disagree. The size of your resource pool determines how much burst damage you can do - even if it does not scale up your skill damage. So there will always be an advantage to having a larger pool.
Not if you can stack more regen than you need. If I can only use X magicka/stamina per 2 seconds and my regen is at least X, I have no need for any more magicka/stamina than X.
He didn't mean health regen, and he was right. If all resources did was increase your pool, there would be no need for them. Put all attribute points into health and gear for stamina/magicka regeneration. That's it.
I disagree. The size of your resource pool determines how much burst damage you can do - even if it does not scale up your skill damage. So there will always be an advantage to having a larger pool.
Not if you can stack more regen than you need. If I can only use X magicka/stamina per 2 seconds and my regen is at least X, I have no need for any more magicka/stamina than X.
Yes, but that depends on how you balance skill cost, pool increase and regen.
As stated above, I am not asking this from a pure ESO perspective, as in "what would happen if we decoupled damage and max pool size with the current balancing?" I am asking this from a more abstract game developer's perspective.
What is the motivation for a game designer to make this decision when creating an MMO such as this?
Maybe @ZOS_EricWrobel
I am not complaining here, I am asking this question from a developer's perspective.
- Why would a developer make the decision to scale skill damage with spell/weapon damage AND magicka/stamina?
- What does it serve?
- Why not scale damage with the damage attributes and leave the max stats for the cast pool?
I just don't see the benefits, I only see negative effects.
- It widens the gap between low damage players and high damage players, allowing for too powerful players in comparison to casuals, which hurts the community.
- It helps to prevent the usefulness of hybrid magicka/stamina builds. This I don't understand in particular, since the developers and the games' marketing have repeatedly advertised hybrid builds as something they had envisioned for this game.
Joy_Division wrote: »I am not complaining here, I am asking this question from a developer's perspective.
- Why would a developer make the decision to scale skill damage with spell/weapon damage AND magicka/stamina?
- What does it serve?
- Why not scale damage with the damage attributes and leave the max stats for the cast pool?
I just don't see the benefits, I only see negative effects.
- It widens the gap between low damage players and high damage players, allowing for too powerful players in comparison to casuals, which hurts the community.
- It helps to prevent the usefulness of hybrid magicka/stamina builds. This I don't understand in particular, since the developers and the games' marketing have repeatedly advertised hybrid builds as something they had envisioned for this game.
Yes. In fact it is quite easy and would be more puzzling if they did not.
- Precedent. In most RPGs, characters got bonus damage for having a high attribute score.
- Logic. It is intuitive the a character who has a more physical strength would do more damage with a melee weapon.
- Theorycrafting. If damage is scaled off one things only, then players do not have to think very much about their characters to be very good, they just invest all their resources into that one thing.
- Build diversity. In general, it is preferable for RPGs to have a wide diversity of builds and playmates to be effective. Having only say spellpower be the sole determinant for damage means we'd all be carbon copies of each other with no viable alternatives.
- Rewards. A player who has thought hard about her build and invested the time and resources to achieve a high weapon damage AND stamina pool deserves to be more effective than a person who has done neither and has a high weapon damage and medicore stamina pool.
As far as the negative effects you list, the first one is positive. Why bother theorycrafting a build or taking the time to run a dungeon and get an exciting set of gear if I am going to the same level of effectiveness as someone who puts zero thought into their character progression?
As for the hybrid builds, what is limiting their effectiveness is the elimination of softcaps and the fact that the majority of spell/weapon damage is gained through gear. I can have 4k weapon damage or 1.5K spell / 2k weapon damage, guess which build is still going to do more damage? Also, there is a danger in allow hybrid or jack-of-all-trade builds to become too effective. Classes and builds are designed so they are strong at X while weak at Y. If I can make a build that is strong at X and Y with no weaknesses, then balance goes down the toilet. Ask anyone who has played Baldur's Gate and played a "fighter/mage" how quickly that run was compared to just 'fighter" or "mage."
I think they scaled it that way to make it more diverse and customizable and to ditch the cookie cutter metas which alot of games are infamous for such as GW2. If they made it so only spell damage/weapon damage scaled with skills, then everyone would ditch having more Magicka or Stamina in gear and just shoot for the most Spell Damage/Weapon Damage, thus making it more cookie cutter in terms of viable builds.
Joy_Division wrote: »I am not complaining here, I am asking this question from a developer's perspective.
- Why would a developer make the decision to scale skill damage with spell/weapon damage AND magicka/stamina?
- What does it serve?
- Why not scale damage with the damage attributes and leave the max stats for the cast pool?
I just don't see the benefits, I only see negative effects.
- It widens the gap between low damage players and high damage players, allowing for too powerful players in comparison to casuals, which hurts the community.
- It helps to prevent the usefulness of hybrid magicka/stamina builds. This I don't understand in particular, since the developers and the games' marketing have repeatedly advertised hybrid builds as something they had envisioned for this game.
Yes. In fact it is quite easy and would be more puzzling if they did not.
- Precedent. In most RPGs, characters got bonus damage for having a high attribute score.
- Logic. It is intuitive the a character who has a more physical strength would do more damage with a melee weapon.
- Theorycrafting. If damage is scaled off one things only, then players do not have to think very much about their characters to be very good, they just invest all their resources into that one thing.
- Build diversity. In general, it is preferable for RPGs to have a wide diversity of builds and playmates to be effective. Having only say spellpower be the sole determinant for damage means we'd all be carbon copies of each other with no viable alternatives.
- Rewards. A player who has thought hard about her build and invested the time and resources to achieve a high weapon damage AND stamina pool deserves to be more effective than a person who has done neither and has a high weapon damage and medicore stamina pool.
As far as the negative effects you list, the first one is positive. Why bother theorycrafting a build or taking the time to run a dungeon and get an exciting set of gear if I am going to the same level of effectiveness as someone who puts zero thought into their character progression?
As for the hybrid builds, what is limiting their effectiveness is the elimination of softcaps and the fact that the majority of spell/weapon damage is gained through gear. I can have 4k weapon damage or 1.5K spell / 2k weapon damage, guess which build is still going to do more damage? Also, there is a danger in allow hybrid or jack-of-all-trade builds to become too effective. Classes and builds are designed so they are strong at X while weak at Y. If I can make a build that is strong at X and Y with no weaknesses, then balance goes down the toilet. Ask anyone who has played Baldur's Gate and played a "fighter/mage" how quickly that run was compared to just 'fighter" or "mage."
Hmmh. It looks like we disagree on a few accounts.
- Precedent -- You're probably right, but I don't think this is a good reason. You're right for mentioning it though.
- Logic -- I disagree. Physical strength is already abstracted into weapon damage. You already get the weapon's damage on top of it. Max stamina represents your endurance, that is how often you can hit without having to catch your breath. It's equivalent for the magicka attributes.
- Theorycrafting -- A good and balanced character progression system allows for plenty of ways for rewarding theorycrafting. Picking the right armor sets, the best skills with the right synergies, the right mix of resource pool, regen and cost reduction, all that leaves plenty of room for theorycrafting. But knowing that both the resource pool and the damage attribute increase skill damage, players just end up maximizing both (especially since there is a de-facto upper limit to weapon/spell damage). Maximizing two attributes is hardly less trivial than maximizing one.
- Build diversity -- See point above. If anything, decoupling resource pool and damage should lead to more build diversity. But to cut this part of the discussion short, good build diversity should come from an extensive horizontal progression system - many and well balanced gear sets and many and well balanced skills.
- Rewards -- I agree with you that it should be rewarding to optimize your build. But let's look at the current status of the game. If you run a v14 with a build that is not optimized in any way, or a tank, you might do up to 5k damage. Optimizing your gear sets (Martial Knowledge/Ravager/etc), will get you up to 7-8k, then you can hone your skill execution, maximize your DoT uptimes, upgrade everything to gold, etc. you will get up to 10k and 12k (which is fine for trials), then you can improve it further to over 15k and more. If you are playing the optimal class/race/skills synergies (imp/stam/temp or dun/dk/vamp) you can get up to 20k or even 25k. Now add in the CP grind and you get to the point where @xMovingTarget posts a video of his group killing the Valkyn before he even destroys the first platform. So disregarding the CP issue, you're still left with a damage disparity of 5k min and 20k max. That's a factor 4! For God's sake, that's just ridiculous. Now I am not going to start a debate here on how much it should be precisely, but it is my opinion that a factor 4 (or even more) is too much at any rate. I would feel good about a maximum dps of 8k. That's already 1.5 to 2 times as much as your un-optimized regular joe build. And don't forget that if two players both do 8k in PvE, one might still wipe the floor with the other in PvP because of his player skill. Think about it, this huge damage gap creates so many problems: It discourages casual players, it gives more serious players a false sense of achievement, it trivialises PvE content and most importantly it unbalances PvP to a point of frustration.
If you invest time and thought in the game and as a reward the game allows you take on 2 or 3 players by yourself, that's one thing. But if the game allows a player who is not even the emperor to take on 20 others and survive, then the game has a balancing problem.
So no, a wide damage gap is NOT a positive thing.
As to hybrid builds: Of course nobody wants to create a game in which warrior-mages are more powerful than mages per se. The hybrid builds I am thinking of areI listed at least 3 builds that are simply not viable at the moment. So this is a good indicator that the decoupling will lead to more build diversity, not less. One thing I miss in particular in this game, is the option to run a 4 player group without healer and tank, simply with 4 self-sustained fighters. The need for this becomes obvious on console, where there are far fewer healers and tanks than necessary because console players are not used to the classical MMO concept and thus don't see the need for it.
- a templar tank who takes more damage but can heal himself and the group. This is directly hindered by the pool/damage coupling. A tank could afford to trade some physical resistance for spell damage, but he can never get his magicka high enough to make this build viable, while maximizing stam and health.
- a dps who sacrifices some damage for group utility (a stamina templar for example).
- a warrior/mage dps who maximizes both wpn and spell damage, but sacrifices pool size and regen, so that he will have lower burst and sustain in either resource, but can switch from one resource to the other as it runs out. This is interesting if you want to mix your stamina dps with magicka skills so you have something to fall back to when you run/roll dodge too much, or if you want to mix a greatsword with a resto staff or a destro staff, so that you are not locked in with your bow as the only viable range option. Decoupling pools and damage may have been the better fix for stamina builds than the introduction of the stamina morphs. And yes, I am a fan of soft caps.
So, to sum up: Your answer did not convince me in the least.
Personofsecrets wrote: »yea, id prefer if the resource pools didn't.
I play a tank and will never be able to dps with the character because dpsing is super dependent on magic/stam resource pool, but tanking requires hp attributes/enchants, and switching attributes every times I want to do something new would be a nightmare.
I think they scaled it that way to make it more diverse and customizable and to ditch the cookie cutter metas which alot of games are infamous for such as GW2. If they made it so only spell damage/weapon damage scaled with skills, then everyone would ditch having more Magicka or Stamina in gear and just shoot for the most Spell Damage/Weapon Damage, thus making it more cookie cutter in terms of viable builds.
But weapon and spell damage are pseudo capped. People already max it out and then they put everything else into mag/stam. It seems like decoupling the two would actually lead to more choice, rather than fewer.
I think they scaled it that way to make it more diverse and customizable and to ditch the cookie cutter metas which alot of games are infamous for such as GW2. If they made it so only spell damage/weapon damage scaled with skills, then everyone would ditch having more Magicka or Stamina in gear and just shoot for the most Spell Damage/Weapon Damage, thus making it more cookie cutter in terms of viable builds.
But weapon and spell damage are pseudo capped. People already max it out and then they put everything else into mag/stam. It seems like decoupling the two would actually lead to more choice, rather than fewer.
Softcaps have been removed from the game(which actually leads to less diversity imo, but that's another story), not sure what you mean with that?
Also, may be too sleepy but I don't see how removing skills' scaling with resource pool would actually change much for the game as it is now - resource pool is already a much weaker dps buff than spell/wep damage and much worse for sustain than high regeneration. So basically most dps hardcore stack spell/wep damage, if they have any magicka/stamina buffs in there that's because they come with the sets, if we could we'd go spell damage for all 5 set bonuses:P Tanks and healers have a bit more versatility, tanks mainly figuring something between resource pool/regeneration(favoring regeneration I think), healers having a possible use for all three. Nothing would change for dps in your scenario, nothing would really change for tanks(I don't see a tank stacking spell/wep damage because it'd be losing on sustain which tanks imo need a lot more than dps or whatever) and healers would just slightly reconsider their builds to stack more regeneration instead of resource pool(which some already do anyway).
If you're just looking to decrease the gap in between what worst and best player can do I don't think you're going in the right direction. I'd try the CP one=P
Also lack of information. There're some things which are counter intuitive and not listed anywhere, giving people who have somehow obtained that secret information a nice advantage over others. Like dual wielding increasing spelldamage more than a staff(though guess this one is pretty known by now).