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Health attribute points.

Drdeath20
Drdeath20
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Does anybody else feel that these attribute points need to offer something more than just health to make them a viable choice over Magicka/stamina?

Best Answer

  • Sandman929
    Sandman929
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    Health needs to have a utility to make it attractive to all builds. Reduced CC duration, reduced siege damage, improved damage mitigation, reduced DoT taken....there's a lot that could be done to make the attribute meaningful and necessary, and all those things would make hybrid builds more attractive and PvP tanks more effective (since they'd invest the most in health if mitigations were tied to it).
    I think the game needs classes with abilities that scale with max health as well. Monk, comes to mind.

    *edit If not classes, at least new guilds with active abilities
    Edited by Sandman929 on July 15, 2016 9:24PM
    Answer ✓
  • UltimaJoe777
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    Many people actually, myself included. The popular choice is Physical and Spell Resistance, and Critical Resistance would be nice too. That would actually promote PvP tanks.
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
    Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy
  • Drdeath20
    Drdeath20
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    What if it increased all movement speed?
  • UltimaJoe777
    UltimaJoe777
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    Drdeath20 wrote: »
    What if it increased all movement speed?

    That would make more sense on Stamina.
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
    Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy
  • Drdeath20
    Drdeath20
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    Gotcha
  • Forestd16b14_ESO
    Forestd16b14_ESO
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    Here's how I see it and hope it can be changed too is that remove max resource scaling as it is now and replace it with attribute bonuses...

    Stamina= each point spent into stamina increases weapon damage and weapon crit damage by .5%
    Magicka= each point spent into magicka increases spell damage and spell crit damage by .5%
    Health= each point spent into health reduce over all damage (with out needing to block) by .5%

    That way even pooling all 64 into one you'll be only getting 32% bonus and gives a reason for health cause too squishy ? Add 10 points and get 5% reduced damage and stop this whole min/max stuff that's going on now.
  • Sandman929
    Sandman929
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    Here's how I see it and hope it can be changed too is that remove max resource scaling as it is now and replace it with attribute bonuses...

    Stamina= each point spent into stamina increases weapon damage and weapon crit damage by .5%
    Magicka= each point spent into magicka increases spell damage and spell crit damage by .5%
    Health= each point spent into health reduce over all damage (with out needing to block) by .5%

    That way even pooling all 64 into one you'll be only getting 32% bonus and gives a reason for health cause too squishy ? Add 10 points and get 5% reduced damage and stop this whole min/max stuff that's going on now.

    I haven't put a lot of thought into this approach, but you suggestion gives health utility and doesn't seem overly complicated to implement so I like it. Right now mitigation is tied to the same resource stam/mag builds use for damage and that's just ridiculous and unbalanceable.
  • Lysette
    Lysette
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    I personally would like to see an unarmed and unarmored skill line - martial arts - which scales on health - to have this skill line would not be out of place, those were "weapon/armor" skills in Morrowind for example.
  • Drdeath20
    Drdeath20
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    Lysette wrote: »
    I personally would like to see an unarmed and unarmored skill line - martial arts - which scales on health - to have this skill line would not be out of place, those were "weapon/armor" skills in Morrowind for example.

    How would that work? Like every time you attack you lose health but your Regen is really high?
  • dodgehopper_ESO
    dodgehopper_ESO
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    Lysette wrote: »
    I personally would like to see an unarmed and unarmored skill line - martial arts - which scales on health - to have this skill line would not be out of place, those were "weapon/armor" skills in Morrowind for example.

    I'd like to see this as well @Lysette. Spears would also be another good one as they were based off of Endurance in the past (though I doubt it would be in this game).

    I agree with the @Drdeath20 's point of view, and I've made posts on the topic in the past.

    @Forestd16b14_ESO I think your new approach is a really good one, and I've not seen anyone suggest that before. I like it. I wish people would take the same kind of lenses to the racial passives discussion as well. The developers really need to rethink a lot of things like this now that there are no soft caps involved. A lot of the way the game is built was built in a realm of soft caps, and the removal of that without changing all of the game supporting it is a large reason why balance has been on the ropes for a while.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
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  • Lysette
    Lysette
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    Drdeath20 wrote: »
    Lysette wrote: »
    I personally would like to see an unarmed and unarmored skill line - martial arts - which scales on health - to have this skill line would not be out of place, those were "weapon/armor" skills in Morrowind for example.

    How would that work? Like every time you attack you lose health but your Regen is really high?

    Well, it could be like in Fallout New Vegas - where you have certain special moves - those are your active abilities - those achieve certain things, like take down (fall to ground and be stunned for while), disarm (enemy has to equip his weapon newly) and other active moves, and passive abilities like increased auto-dodge to melee attacks and avoidance chance of gap closer effects, resistance to fear effects and so on. This should scale dependent on what the move is like on health+stamina or health+magicka, whereas health regeneration is solely based on health. Using active abilities drain magicka or stamina - dependent on what the move is based on, health is not drained by it.

    Offensive abilities just work with no weapon attached, defensive skills just with no armor worn. All offensive skills come with some damage effects all defensive skills drain stamina or magicka of the ememy (or in the case of stat-less NPCs they do damage as well). The whole system balanced so, that it has about similar dps to other weapons - because in this case the weapon is the person itself.
    Edited by Lysette on July 17, 2016 7:31AM
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