Hello,
I've already noticed some interesting thoughts about health stat and decided to open a thread where we can collect ideas concerning this resource. Health is usually taken for granted - we need certain amount of it. I find this situation boring as in all other games.
What I have noticed (sorry, guys, can't remember nicknames):Would be glad to read your ideas.
- Health can increase all regeneration: stamina, magicka and health
- Health can influence on diffrent aspects of the game, for example, increase efficiency of potions.
DannyLV702 wrote: »
DannyLV702 wrote: »
Bite me? I'll go there if I want to?
Because allowing damage, heal and shield share the same stats causing problems. Meaning glass cannon builds becoming more tankier than actual tanks without the limits of softcaps.
Seperating them would create more viable build options and a choice to going more offensive or more defensive rather than getting all in a package.
Simpliest sollution would be adding more base health and make all shields(and maybe heals too) scale from it.
- Health can increase all regeneration: stamina, magicka and health
Because allowing damage, heal and shield share the same stats causing problems. Meaning glass cannon builds becoming more tankier than actual tanks without the limits of softcaps.
Seperating them would create more viable build options and a choice to going more offensive or more defensive rather than getting all in a package.
Simpliest sollution would be adding more base health and make all shields(and maybe heals too) scale from it.
Wards Scaling of Magicka makes Logical sense. wards scaling off health makes zero sense.
At any rate. it wouldn't do anything other than make more skills worthless. I mean did it do anything for Blazing shield or Obsidian?, no it didn't. I barely ever see anyone use those skills, they prefer harness or Shuffle over their class shields and i don't think that's a very good situation nor is it something we should want repeated for other classes and their skills.