xblackroxe wrote: »I don´t like that idea. Its just another cheap way to try and fix stuff instead of actually adressing the problems. Also I don´t get why people always say tanks and healers are underappreciated. I really don´t. It makes runs so much smoother to have someone taunt and another one heal. For every dungeon 2 dps can kill everything easily and for trials like vMOL you need more than 1 tank and probably a 2nd healer is a good idea too.
khele23eb17_ESO wrote: »
25k per DD? So stam builds without vMA weapons need not apply?
I will say this... in almost ALL MMOs the MAJORITY of players ONLY want to DPS... that's ALL they enjoy doing. Trying to FORCE players away from DPSing would only force more players to LEAVE the game. Right now the min/maxers are all about damage increase... put a cap on it and they would walk away, not 'become a tank' and keep playing. So instead of being all about damage stacking, you'd turn the game into being about defense stacking... but stacking is stacking. Next you'd be saying, "put a cap on damage stacking"... so what's after that OP? What next would you limit because players aren't playing YOUR WAY?!?
DPS roles are always more popular, it's like that in most MMO's. The problem is that ESO is a singleplayer game with light MMO elements. Barely any mechanics require dedicated Tanks and Healers. Nothing in the campaign teaches players any notion of what a Tank or Healer does in a group setting. Then group content can be completely skipped so there is little reason for players to learn to work together. That's the issue. ESO has one side of the MMO coin with the trinity, but barely any of the other side that gives Tanks and Healers a reason to be needed, thus more desirable to be played.
Capping burst damage will only serve to force players who otherwise ignored a rotation to adopt one in order to have reasonable DPS. That will make the game a lot more complex than the average player is use to, or has any experience with. Which will not help in the slightest.
@UltimaJoe777 You say no one actually gives mathematical answers w/logic to your initial idea. I will.
Let's say we put a damage cap on single tick. What's the single highest hit a StamDK or StamSorc will do in a trials setting? Probably 25K from an vMA weapon empowered Poison Injection DoT tick w/full buffs including Major Force. Alright, what's the highest single tick a magicka class will do? Overload, Spectral Bow, Shooting Star, and Radiant Oppression all tick for 40K+ and a few of those can break 55K+.
So, I'll ask you, if a damage cap of say, 20K per tick was put in place, which classes would suffer the most? Magicka Templars, MageBlades, and Magicka Sorcs; none of the leading DPS classes.
DPS in this game is about smaller DoTs not large damage ticks. A single hit damage cap mechanic will only imbalance the game further.
redspecter23 wrote: »
Couldn't have said it any better.
Ep1kMalware wrote: »
+10. OP does not play the game apperantly.
kills are the only progression you get in any aspect of this game. OP needs to go play hello kitty island adventure.
UltimaJoe777 wrote: »So nowadays it's mostly DPS this, DPS that, and as a result everyone invests as much as they can into DPS to get it as high as possible. Well what if there was a limit to how much damage you could do in a single hit? Would that be more beneficial across the board or would it bring more problems? Feel free to discuss.
By the way, this cap would apply to heals too.
Is this a joke?
UltimaJoe777 wrote: »
He's right; DPS is the "easy road" because all you have to do is just do a bunch of damage to get by and anything else is oft times what people consider too much work to pull off. It need not be that way but to each their own... All this thread proposes is they cap the damage a single attack can do or healing a single skill can do at, well... let's say 20k? Nothing unreasonable but enough to stop the constant power creeps that turn people more and more toward the Dark Power Side.
The number of skills that can do over 20k consistantly in one hit is quite small. So what would be the point? If your motive is to actually stop players from focusing on DPS only then the bar would need to be low enough that either there is no gain, or so little gain that it's better to strengthen other areas.
Further you know the only time a DPS can actually focus solely on DPS? As in slot no defensive/utility skills, and only slot abilities that directly or indirectly contribute to their damage output. When they're grouped with a competent Tank and Healer. Solo you run heals and possibly CC. In PVP you'll definiately run CC along with heals.
UltimaJoe777 wrote: »
The motive behind this thread is to see an increase in variety, not see people with high DPS and less than 20k health, even food buffed, all over the place. Of course I'm not saying Damage Caps are the perfect solution, but it's a concept worth exploring, hence this discussion. I've played games with damage caps and I can see it working if it happens. PC Players would know better than I how good or bad soft caps were, and if they were bad then this angle would not work out but is still worth exploring.
UltimaJoe777 wrote: »
There are factors involved that would beg to differ. I wonder how many people here miss soft caps? I sure know a lot of people want AoE caps. You say it's "my way" yet never anywhere did I say I was against DPS. I have both 1 Magicka and 1 Stamina DPS character myself as well as a healer and a tank. I do a bit of everything and they are all perfectly viable. However, the enticement of DPS is what makes the "majority" you speak of turn their backs on healing and/or tanking, tanking moreso since as I've said before healing feeds from the same fuel DPS does: power. Proof of my point lies in this post here:
He's right; DPS is the "easy road" because all you have to do is just do a bunch of damage to get by and anything else is oft times what people consider too much work to pull off. It need not be that way but to each their own... All this thread proposes is they cap the damage a single attack can do or healing a single skill can do at, well... let's say 20k? Nothing unreasonable but enough to stop the constant power creeps that turn people more and more toward the Dark Power Side.
lolo_01b16_ESO wrote: »How should that work? If you limit it to lets say 10 -15k per hit stam dks will barly notice it and still pull their 40k+ dps but other classes will be much weaker when skills like overload, assassins will, impale or radiant opression only hit for 15k max.
A better way do reduce dps would be to add reasons for people to get more defense and design fights in a way that mechanics don't get easier the shorter the fight lasts. Most mechanics are time based so in a short fight you can just ignore them. This should be changed. I remember in the past you could die to Bogdan easiely if your dps was too high because then he did multiple mechanics within a very short time frame.
Additionally in the past we used to have hp and resistance requirements when doing SO or AA hardmode. Nowerdays thanks to cp I can survive the serpent hardmode with 16k hp and 7 piece light armour.
I like how you quote another person and then call that PROOF... that's not proof, that's just another OPINION. Furthermore, CASUAL PLAYERS tend to usually prefer DPS and not other roles, because other roles require more time investment and dedication. I played DCUO for over two years and that was always the complaint, that virtually no one wanted to run roles as most players preferred to run DPS... so even content that required roles was difficult to group for because most players were DPS; so in the end they tended to make content viable for more DPS and didn't require roles.
Also, how many here miss soft caps? Hate to tell you but many players here don't even remember soft caps... including console players. So it's tough to miss something we never experienced. Furthermore, FORCING diversity is never a good thing and I've never seen good results come from it. Like I said, most players want to DPS, and as Matt Firor has stated this game is more 'casual based' and therefore trying to force players to 'diversify' would not be good for the casual player base.
imnotanother wrote: »I don't see the point in gimping players.
Stam builds with vMA weapons are topping at around 45k right now, its not a 20k difference without. That being said 25k per dd is the minimum needed and as always that can flux a bit depending on the team. take for instance a healer able to use jesusbeam efficiently and that will lower each dps requirement. There are many ways to bend this with the right coordination.
DocFrost72 wrote: »I've been saying it for a while now, DPS is out of control. If all that matters is stacking WD, crit, and crit modifier and DPSing past mechanics, then we need to reel it in. Hard cap isn't the -Best- way (would prefer return of softcaps), but dang it I'll give the idea a +1 OP.
Let's go back to the days of resource management, varied builds, and long, fun fights over this "Lazer beam 100k damage output in a party of four" nonsense we're dealing with now.