WalkingLegacy wrote: »You want the game to be truly kiss, get rid of champion point system and fold those values into the character levels.
Gidorick wrote:The Sub-Attributes would be:With the Sub-Attribute system, players would now increase their Damage, Critical, Resistance, and Recovery attributes one at a time on a more granular level. This progression would allow players to create the exact character they desire. It’s important to note that each sub-attribute point would raise the Sub-Attribute by a very small amount since this progression would be in conjunction with the champion system and would increase the base stats to which the champion system and enchantments provides buffs.
- Magicka
- Intelligence (+ Spell Damage)
- Luck (+ Spell Critical)
- Personality (+ Spell Resistance)
- Health
- Willpower (+Magicka Recovery)
- Constitution (+Health Recovery)
- Endurance (+ Stamina Recovery)
- Stamina
- Strength (+ Weapon Damage)
- Speed (+ Weapon Critical)
- Agility (+ Armor)
Note that there is no means to directly increase Max Magicka, Max health, or Max Stamina using the Sub-Attributes. This is another power mitigation design so that all players, post level 80, would be on an equal playing field when it comes to how much Magicka, Health, and Stamina they have available to them from the leveling system.
I think that would be a good way to allow players to better tailor their characters to their own specific play style. Decoupling damage from Stamina and Magicka would mean adding an attribute point to Stamina or Magicka would mean an increase in that resource ONLY...
I actually have a concept that marries sort of what you are saying Raguna and what @Thevampirenight suggested.
My[url="(http://forums.elderscrollsonline.com/en/discussion/199791/perpetual-independent-end-game-level-progression-concept/p1 ) "] Perpetual Independent End Game Progression concept [/url]suggested that sub-attributes be unlocked after a player reaches level 80. (I STILL think converting Vet Ranks to regular levels would be the best move for the long term health of ESO - http://forums.elderscrollsonline.com/en/discussion/174148/level-50-80-vr-1-16-replacement-a-new-ish-concept/p1)... These sub attributes would be:Gidorick wrote:The Sub-Attributes would be:With the Sub-Attribute system, players would now increase their Damage, Critical, Resistance, and Recovery attributes one at a time on a more granular level. This progression would allow players to create the exact character they desire. It’s important to note that each sub-attribute point would raise the Sub-Attribute by a very small amount since this progression would be in conjunction with the champion system and would increase the base stats to which the champion system and enchantments provides buffs.
- Magicka
- Intelligence (+ Spell Damage)
- Luck (+ Spell Critical)
- Personality (+ Spell Resistance)
- Health
- Willpower (+Magicka Recovery)
- Constitution (+Health Recovery)
- Endurance (+ Stamina Recovery)
- Stamina
- Strength (+ Weapon Damage)
- Speed (+ Weapon Critical)
- Agility (+ Armor)
Note that there is no means to directly increase Max Magicka, Max health, or Max Stamina using the Sub-Attributes. This is another power mitigation design so that all players, post level 80, would be on an equal playing field when it comes to how much Magicka, Health, and Stamina they have available to them from the leveling system.
Taken from here: (http://forums.elderscrollsonline.com/en/discussion/199791/perpetual-independent-end-game-level-progression-concept/p1 )
I could see this type of system being applied from level 1, which I wouldn't be adverse to at all...
Thevampirenight wrote: »Well, maybe they need to change some things, Maybe like giving five attributes, Strength, Intellegince, Agility, luck and willpower. I would like to see the renaming and changes to attributes to something more like oblivion's system.
Strength- improves damage all stamina abilities and weapons.
Agility- to increase speed of attacks and jumping and atheletics as well as increases stamina pool.
Intelligence- increases magical pool.
Willpower- increases health as well as increasing magical attacks with all magical abilites.
Luck- improves chances at finding gold rare items, fishing and hunting maybe a chance for a kill to count as a double kill meaning if you kill a zombie it counts as killing two zombies on achievement. Also increases chance for crit.
Also another mechanic needed for the game flanking damage, taking extra damage by attacking from behind- only armor like medium and heavy can give some ability to reduce flanking damage, flanking damage can't be blocked by a normal round shield, only by abilities that cover from behind. Like dragon shield abilty the dragonknights have that form armor of spikes on the back of your character, that should protect against flanking.
The shields the sorcerer has like the ward shield ability should protect against flanking. But flanking needs to be a thing so it can balance out the game.
dodgehopper_ESO wrote: »I agree with the idea of removing an attribute from its damage output. Its a big part of the problem they are having with game balance.
DanielMaxwell wrote: »while I do not object to the ideas , I would like to point out that none of the ones put forth actually make things simple . they add a level of complexity that (sadly IMHO) many of the current MMO's are removing .
RAGUNAnoOne wrote: »A basic overhaul idea
step 1 decouple magicka and stamina from damage and with a select few exceptions listed below the moves only scale off SD or WD
step 2 attribute points can be put into SD, WD, or mitigation
step 3 rebalance the content to reflect the DPS loss.
Exceptions: and special mechanics: shields with the exception of sorc shields and LA shield will scale off health. healing moves scale off the resource they use not SD or WD. Ultimates combine both the highest damage and highest resource (health included) for calculation. Some SB skills scale off of or use health in damage calculation. many Bow skills scale of the resource more than WD. destruction staves skills scale more with resources than SD.
What do you think, @Gidorick @tinythinker ?
DanielMaxwell wrote: »while I do not object to the ideas , I would like to point out that none of the ones put forth actually make things simple . they add a level of complexity that (sadly IMHO) many of the current MMO's are removing .
hehe... Yea, I'm totally against the simplification of mechanics @DanielMaxwell . When you simply the tools available you take away player options and agency.
RAGUNAnoOne wrote: »A basic overhaul idea
step 1 decouple magicka and stamina from damage and with a select few exceptions listed below the moves only scale off SD or WD
step 2 attribute points can be put into SD, WD, or mitigation
step 3 rebalance the content to reflect the DPS loss.
Exceptions: and special mechanics: shields with the exception of sorc shields and LA shield will scale off health. healing moves scale off the resource they use not SD or WD. Ultimates combine both the highest damage and highest resource (health included) for calculation. Some SB skills scale off of or use health in damage calculation. many Bow skills scale of the resource more than WD. destruction staves skills scale more with resources than SD.
What do you think, @Gidorick @tinythinker ?
the idea is decent but I don't like the details.
Shields scaling off health except sorcs... Ok.
Ultimates combine the highest damage and resource... Already being done so ok.
S&B scaling off health for some skills... Sure. Much needed buff for real tanks.
Bow scale off resource? Why the f? Stam classes have a much smaller resource pool compared to magicka. My sorc has 45k magicka and my imperial dk has 40k stam... So NO. No more nerfs to stam please. This would hit stam Dps hard. Values for Wp needs to be adjusted for bow.
Destro staves scale off resource more then sp? Again why? Magicka has insane pools while stamina has smaller resource pools due to things like mages guild Passives. Again indirect buff to magicka ranged in comparison with the bow scenario which is utterly not needed.
Healing scales off max resource.... Again buff to magicka while nerf to stamina since any kind of magicka build has innately around 5k more resource then any stamina build. Even the ones running double kena and full spell power have like 45k magicka. Stamina heals would be hit harder then magicka heals. So no.... It's a solid nerf to my kitty kat stam nb who only has 38k stamina.
How about anything that has to do with non-s&b and non-shield, scales off either sp/Wp. Ie: all damage and all healing will scale of Wp/sp. You can have a slight rebalancing of destro staff/bow Wp/sp revising. Max resources only have a part to play in ultimates and resource management? How would u like that?
DanielMaxwell wrote: »while I do not object to the ideas , I would like to point out that none of the ones put forth actually make things simple . they add a level of complexity that (sadly IMHO) many of the current MMO's are removing .
hehe... Yea, I'm totally against the simplification of mechanics @DanielMaxwell . When you simply the tools available you take away player options and agency.
This is kind of an important point to me. In a MMO where players are expected to spend literally HUNDREDS of hours playing one game, simplifying things is simply not needed. It's not like players aren't smart enough to learn the complexities of a real stat-based system when they are playing for such long periods. Adding sophistication and complexity merely gives them more variables with which to play.
Thevampirenight wrote: »Well, maybe they need to change some things, Maybe like giving five attributes, Strength, Intellegince, Agility, luck and willpower. I would like to see the renaming and changes to attributes to something more like oblivion's system.
Strength- improves damage all stamina abilities and weapons.
Agility- to increase speed of attacks and jumping and atheletics as well as increases stamina pool.
Intelligence- increases magical pool.
Willpower- increases health as well as increasing magical attacks with all magical abilites.
Luck- improves chances at finding gold rare items, fishing and hunting maybe a chance for a kill to count as a double kill meaning if you kill a zombie it counts as killing two zombies on achievement. Also increases chance for crit.
Also another mechanic needed for the game flanking damage, taking extra damage by attacking from behind- only armor like medium and heavy can give some ability to reduce flanking damage, flanking damage can't be blocked by a normal round shield, only by abilities that cover from behind. Like dragon shield abilty the dragonknights have that form armor of spikes on the back of your character, that should protect against flanking.
The shields the sorcerer has like the ward shield ability should protect against flanking. But flanking needs to be a thing so it can balance out the game.
please for the love of everything holy no luck stat, they tried this in UO and it was pointless and gimmicky,im fine with other stats though.
Thevampirenight wrote: »WalkingLegacy wrote: »You want the game to be truly kiss, get rid of champion point system and fold those values into the character levels.
Well having the champion system is nice but they also need to do something with attributes what I posted up above is what I think they should do, not only to make it feel more like elder scrolls but also give more choices and balance, I would like to see them change the attributes, Also having a luck attribute would be nice as well.
RAGUNAnoOne wrote: »RAGUNAnoOne wrote: »A basic overhaul idea
step 1 decouple magicka and stamina from damage and with a select few exceptions listed below the moves only scale off SD or WD
step 2 attribute points can be put into SD, WD, or mitigation
step 3 rebalance the content to reflect the DPS loss.
Exceptions: and special mechanics: shields with the exception of sorc shields and LA shield will scale off health. healing moves scale off the resource they use not SD or WD. Ultimates combine both the highest damage and highest resource (health included) for calculation. Some SB skills scale off of or use health in damage calculation. many Bow skills scale of the resource more than WD. destruction staves skills scale more with resources than SD.
What do you think, @Gidorick @tinythinker ?
the idea is decent but I don't like the details.
Shields scaling off health except sorcs... Ok.
Ultimates combine the highest damage and resource... Already being done so ok.
S&B scaling off health for some skills... Sure. Much needed buff for real tanks.
Bow scale off resource? Why the f? Stam classes have a much smaller resource pool compared to magicka. My sorc has 45k magicka and my imperial dk has 40k stam... So NO. No more nerfs to stam please. This would hit stam Dps hard. Values for Wp needs to be adjusted for bow.
Destro staves scale off resource more then sp? Again why? Magicka has insane pools while stamina has smaller resource pools due to things like mages guild Passives. Again indirect buff to magicka ranged in comparison with the bow scenario which is utterly not needed.
Healing scales off max resource.... Again buff to magicka while nerf to stamina since any kind of magicka build has innately around 5k more resource then any stamina build. Even the ones running double kena and full spell power have like 45k magicka. Stamina heals would be hit harder then magicka heals. So no.... It's a solid nerf to my kitty kat stam nb who only has 38k stamina.
How about anything that has to do with non-s&b and non-shield, scales off either sp/Wp. Ie: all damage and all healing will scale of Wp/sp. You can have a slight rebalancing of destro staff/bow Wp/sp revising. Max resources only have a part to play in ultimates and resource management? How would u like that?
It's just destruction staff the most subpar weapon ever for burst compared to other weapons even 1HS has more potential and you have flawless dawnbreaker. the class and mages guild skills will be reduced because resources will no longer provide more damage because it is so easy to get up without these being involved in those calculations the only way to buff mages is to increase SD and mages will only aid in resource or the staff and will create more synergy. Plus bow deal more burst than staff as is if anything it will make bows better. I guess stamina heals should have half WD in the calculation but we do need resources involved in some moves to avoid a FOTM build of pure burst and heals ect. my main goal is to eventually separate the builds into a classic role system.
DanielMaxwell wrote: »while I do not object to the ideas , I would like to point out that none of the ones put forth actually make things simple . they add a level of complexity that (sadly IMHO) many of the current MMO's are removing .
hehe... Yea, I'm totally against the simplification of mechanics @DanielMaxwell . When you simply the tools available you take away player options and agency.
DanielMaxwell wrote: »while I do not object to the ideas , I would like to point out that none of the ones put forth actually make things simple . they add a level of complexity that (sadly IMHO) many of the current MMO's are removing .
hehe... Yea, I'm totally against the simplification of mechanics @DanielMaxwell . When you simply the tools available you take away player options and agency.
This is kind of an important point to me. In a MMO where players are expected to spend literally HUNDREDS of hours playing one game, simplifying things is simply not needed. It's not like players aren't smart enough to learn the complexities of a real stat-based system when they are playing for such long periods. Adding sophistication and complexity merely gives them more variables with which to play.
I call it the iEffect @Speely , as in how apple products simplify tasks to the point of removing user freedom.
DanielMaxwell wrote: »while I do not object to the ideas , I would like to point out that none of the ones put forth actually make things simple . they add a level of complexity that (sadly IMHO) many of the current MMO's are removing .
hehe... Yea, I'm totally against the simplification of mechanics @DanielMaxwell . When you simply the tools available you take away player options and agency.
This is kind of an important point to me. In a MMO where players are expected to spend literally HUNDREDS of hours playing one game, simplifying things is simply not needed. It's not like players aren't smart enough to learn the complexities of a real stat-based system when they are playing for such long periods. Adding sophistication and complexity merely gives them more variables with which to play.
I call it the iEffect @Speely , as in how apple products simplify tasks to the point of removing user freedom.
Additionally the only thing I feel needs to happen is all healing/shields/resistances should scale off health. It would stop the mindless stacking of stamina/magicka with Wp/sp dmg to get huge vigo/rally heals and 15k hardened wards/healing wards while still putting out *** tons of damage.
Much simpler and much more realistic and fully within the capabilities of zos.... I hope.

WalkingLegacy wrote: »... get rid of champion point system ...
I think that would be a good way to allow players to better tailor their characters to their own specific play style. Decoupling damage from Stamina and Magicka would mean adding an attribute point to Stamina or Magicka would mean an increase in that resource ONLY...
I actually have a concept that marries sort of what you are saying Raguna and what @Thevampirenight suggested.
My[url="(http://forums.elderscrollsonline.com/en/discussion/199791/perpetual-independent-end-game-level-progression-concept/p1 ) "] Perpetual Independent End Game Progression concept [/url]suggested that sub-attributes be unlocked after a player reaches level 80. (I STILL think converting Vet Ranks to regular levels would be the best move for the long term health of ESO - http://forums.elderscrollsonline.com/en/discussion/174148/level-50-80-vr-1-16-replacement-a-new-ish-concept/p1)... These sub attributes would be:Gidorick wrote:The Sub-Attributes would be:With the Sub-Attribute system, players would now increase their Damage, Critical, Resistance, and Recovery attributes one at a time on a more granular level. This progression would allow players to create the exact character they desire. It’s important to note that each sub-attribute point would raise the Sub-Attribute by a very small amount since this progression would be in conjunction with the champion system and would increase the base stats to which the champion system and enchantments provides buffs.
- Magicka
- Intelligence (+ Spell Damage)
- Luck (+ Spell Critical)
- Personality (+ Spell Resistance)
- Health
- Willpower (+Magicka Recovery)
- Constitution (+Health Recovery)
- Endurance (+ Stamina Recovery)
- Stamina
- Strength (+ Weapon Damage)
- Speed (+ Weapon Critical)
- Agility (+ Armor)
Note that there is no means to directly increase Max Magicka, Max health, or Max Stamina using the Sub-Attributes. This is another power mitigation design so that all players, post level 80, would be on an equal playing field when it comes to how much Magicka, Health, and Stamina they have available to them from the leveling system.
Taken from here: (http://forums.elderscrollsonline.com/en/discussion/199791/perpetual-independent-end-game-level-progression-concept/p1 )
I could see this type of system being applied from level 1, which I wouldn't be adverse to at all...
DanielMaxwell wrote: »while I do not object to the ideas , I would like to point out that none of the ones put forth actually make things simple . they add a level of complexity that (sadly IMHO) many of the current MMO's are removing .
hehe... Yea, I'm totally against the simplification of mechanics @DanielMaxwell . When you simply the tools available you take away player options and agency.
This is kind of an important point to me. In a MMO where players are expected to spend literally HUNDREDS of hours playing one game, simplifying things is simply not needed. It's not like players aren't smart enough to learn the complexities of a real stat-based system when they are playing for such long periods. Adding sophistication and complexity merely gives them more variables with which to play.
I call it the iEffect @Speely , as in how apple products simplify tasks to the point of removing user freedom.