I think the problem isn't so much that you don't have diminishing marginal returns, so much as there are not really any benefits to running with more health, or with hybrid stats.
The game has an action economy, your stats need to make each action you take to be more effective in some way, or they are a waste.
Let's take an ability like hardened ward.
I'm not saying it shouldn't scale linearly off magika, that should stay.
However, what if it was multiplied by some fraction of your health pool?
In that case, balancing health and magika would make the ability more effective than stacking one or the other.
I think more abilities could benefit from secondary effects - maybe flame whip still scales in damage based on magika, but drains the targets stamina in proportion to your stam pool.
Or maybe make an ability that costs magika, but deals 5% of your current health pool in damage in addition to linear scaling on magika?
I agree, the current stack one stat meta is boring, but reverting to softcaps isn't the way to go.
Yolokin_Swagonborn wrote: »Softcaps and the lack of the champion system made PvP about resource management. Run out of resources, you die. Without softcaps and with enough CP, you don't run out of resources. If you can't run someone out of resources, you have to rely on burst and CC chaining.
Most complaints about PvP currently are complaints about people trying to burst and CC chain. WB spam is the symptom not the cause.
Make the game about resource management again and you won't have to nerf streak, dodge roll, block etc. People will have to use heavy attacks to regain resources and won't be bursted down in 5 seconds trying to use them.
As far as PvE goes, there are too many carrot chasers that like feeling more powerful. They need a high CP number to feel special all the while they pretend ZOS isn't just going to make the bosses tougher to account for what they get in the champion system.
Let them have their carrot on a treadmill but get rid of that crap in PvP.
The only contribution your gear will make to your overall power is through a small modifier based on your average item level. For every point that your average item level increases, your pre-determined PvP stats will increase by 0.1%. That means a 25 item level difference between two players only results in a 2.5% difference in stats, compared to the 25% difference it makes today. There’s still a little incentive to improve your gear – a concept we think is important for World of Warcraft – but the benefits are much less pronounced.
These changes bring a couple of major advantages. First of all, it puts everyone participating in organized PvP on a much more even playing field. Obviously, you'll still want to unlock your Honor Talents to reach your full potential, but you'll be able to hold your own in battle in the meantime.
Yolokin_Swagonborn wrote: »Softcaps and the lack of the champion system made PvP about resource management. Run out of resources, you die. Without softcaps and with enough CP, you don't run out of resources. If you can't run someone out of resources, you have to rely on burst and CC chaining.
Most complaints about PvP currently are complaints about people trying to burst and CC chain. WB spam is the symptom not the cause.
Make the game about resource management again and you won't have to nerf streak, dodge roll, block etc. People will have to use heavy attacks to regain resources and won't be bursted down in 5 seconds trying to use them.
As far as PvE goes, there are too many carrot chasers that like feeling more powerful. They need a high CP number to feel special all the while they pretend ZOS isn't just going to make the bosses tougher to account for what they get in the champion system.
Let them have their carrot on a treadmill but get rid of that crap in PvP.
Yolokin_Swagonborn wrote: »Softcaps and the lack of the champion system made PvP about resource management. Run out of resources, you die. Without softcaps and with enough CP, you don't run out of resources. If you can't run someone out of resources, you have to rely on burst and CC chaining.
Most complaints about PvP currently are complaints about people trying to burst and CC chain. WB spam is the symptom not the cause.
Make the game about resource management again and you won't have to nerf streak, dodge roll, block etc. People will have to use heavy attacks to regain resources and won't be bursted down in 5 seconds trying to use them.
As far as PvE goes, there are too many carrot chasers that like feeling more powerful. They need a high CP number to feel special all the while they pretend ZOS isn't just going to make the bosses tougher to account for what they get in the champion system.
Let them have their carrot on a treadmill but get rid of that crap in PvP.
Interesting what you say: too much resources as being the root cause of the unbalancing in PVP.
Suppose that Health, Magicka and Stamina Regeneration would scale from Health.
Would that remedy what you describe?
Yolokin_Swagonborn wrote: »Softcaps and the lack of the champion system made PvP about resource management. Run out of resources, you die. Without softcaps and with enough CP, you don't run out of resources. If you can't run someone out of resources, you have to rely on burst and CC chaining.
Most complaints about PvP currently are complaints about people trying to burst and CC chain. WB spam is the symptom not the cause.
Make the game about resource management again and you won't have to nerf streak, dodge roll, block etc. People will have to use heavy attacks to regain resources and won't be bursted down in 5 seconds trying to use them.
As far as PvE goes, there are too many carrot chasers that like feeling more powerful. They need a high CP number to feel special all the while they pretend ZOS isn't just going to make the bosses tougher to account for what they get in the champion system.
Let them have their carrot on a treadmill but get rid of that crap in PvP.
Interesting what you say: too much resources as being the root cause of the unbalancing in PVP.
]It's not just me, here is a great post by DeanTheCat that explains in much more detail why we have been getting so many "nerf this now" threads. Controls have to go somewhere. We used to have controls on attributes, damage and regen. ZOS released those controls and now they are nerfing or adding cooldowns on individual abilites. This is a paradigm shift from a game about resource management to another boring MMO with cooldowns on skills.
Suppose that Health, Magicka and Stamina Regeneration would scale from Health.
Wouldn't that just encourage everyone to stack health? I'm not saying there should be no glass cannons, but if you build for glass cannon, you shouldn't also be able to get 25% damage reduction from the health tree. If you build for a tank, should shouldn't be able to hit 25% harder just because of CP.
Would that remedy what you describe?
Yolokin_Swagonborn wrote: »Yolokin_Swagonborn wrote: »Softcaps and the lack of the champion system made PvP about resource management. Run out of resources, you die. Without softcaps and with enough CP, you don't run out of resources. If you can't run someone out of resources, you have to rely on burst and CC chaining.
Most complaints about PvP currently are complaints about people trying to burst and CC chain. WB spam is the symptom not the cause.
Make the game about resource management again and you won't have to nerf streak, dodge roll, block etc. People will have to use heavy attacks to regain resources and won't be bursted down in 5 seconds trying to use them.
As far as PvE goes, there are too many carrot chasers that like feeling more powerful. They need a high CP number to feel special all the while they pretend ZOS isn't just going to make the bosses tougher to account for what they get in the champion system.
Let them have their carrot on a treadmill but get rid of that crap in PvP.
Interesting what you say: too much resources as being the root cause of the unbalancing in PVP.
]It's not just me, here is a great post by DeanTheCat that explains in much more detail why we have been getting so many "nerf this now" threads. Controls have to go somewhere. We used to have controls on attributes, damage and regen. ZOS released those controls and now they are nerfing or adding cooldowns on individual abilites. This is a paradigm shift from a game about resource management to another boring MMO with cooldowns on skills.
Suppose that Health, Magicka and Stamina Regeneration would scale from Health.
Wouldn't that just encourage everyone to stack health? I'm not saying there should be no glass cannons, but if you build for glass cannon, you shouldn't also be able to get 25% damage reduction from the health tree. If you build for a tank, should shouldn't be able to hit 25% harder just because of CP.
Would that remedy what you describe?
The champion system needs to be disabled for PvP or completely reworked. Champion system benefits are so grossly more influential on your stats and build than armor or set bonuses.
Let me give an example:
With just 300 CP, my ability costs can be 25% cheaper, I can hit 25% harder, and I can be 25% more resistant to certain types of damage. All without sacrificing anything. That is the equivalent to wearing 3 seducer sets, 3 hundings rage sets, and a full set of heavy armor all at the same time.
On top of all those benefits, I can pick any armor I want. Medium armor gives you a 12% damage boost with 5 pieces. Champion system gives you up to 25% damage boost with any armor you want. So why worry about what type of armor you are wearing? Just stack weapon damage and make up for anything you lack in regen or survivability with the champion system. See how cookie cutter that makes all the builds in PvP?
Lets take a trip back to patch 1.6 on the PTS
When we were testing the champion system on the PTS, we asked ZOS to unlock all 3600 champion points just to see how endgame progression would look like. They obliged. You should have seen the ridiculous builds people were running.
Everyone just maxed out their mitigation (either block, shields, or dodge roll) and went toe to toe whacking each other with the hardest hitting ability they could find until someone dropped. No one ran out of regen or stamina because you could block, roll, or spam shields indefinitely. Oh wait, you have seen that. BECAUSE IT WENT LIVE LIKE THAT. We warned ZOS back then that this would happen and it did.
A good buff system is all about gear and tradeoffs, If you want to max damage, you should suffer in both regen and armor. If you want to face tank, you should suffer in damage. This is much better controlled by armor type and softcaps than by the champion system.
If you don't control it by softcaps, or armor, then you get a "Nerf X ability" thread on the forums every five minutes because someone with high CP and infinite regen can spam that skill indefinitely.
NewBlacksmurf wrote: »I do not want soft caps back.
The issue isn't soft cape or champion points(*)
The issue is that the game has VR.
The game keeps giving stat and skill points past level 50 but the rest of the skill lines stop.
(*)Champion points don't need a reduction. They need an increase so that you don't need 10-20-40 PTS in a passive but rather just 1-5
The game doesn't need a lot of rebalancing but adjustments are needed. This OP and the other thread isn't the answer sorry