The abilities were designed for a range of numbers currently long surpassed. Taking into account the ~10x multiplier on numbers from Update 6, the average competitive player has twice the stats of such players a year ago. ~200 weapon damage was endgame in 1.5, or ~2000 now. A DPS currently has ~4000 weapon damage either with or without the aid of buffs. There is also an inherent flaw in the current system that arose with the power creep: damage and healing derived from the same stats.
What would I do?
Add progressive soft caps to all stats and adjust how two stats in particular interact with the game at large (spell and weapon damage).
Spell and Weapon Damage
Since I mentioned spell and weapon damage explicitly first, let's cover them first. Spell damage should be changed to the stat that all healing is derived from and weapon damage the stat all damage is derived from, max resources maintaining the same influence on ability power as now. The stats will likely be renamed to fit their new roles (i.e. Heal Power and Attack Power), but it will divide damage from healing.
This change assists hybrid resource builds as only one stat need be invested in for either damage or healing. Someone who wants to be a jack of all trades will still need Pelinal's Aptitude to have both decent healing and damage, but a spellsword can equip Hunding's Rage and have both potent steel and magic, while Law of Julianos will enhance all healing. Max stamina and magicka will still be important for ability strength, so pure warriors and mages can still be stronger than hybrids in their respective fields.
There is an overlooked issue to this approach: siphoning attacks. There are multiple attacks which heal based on damage done such as Puncturing Sweeps, Strife, Burning Embers and Bloodlust. There are two ways to address siphoning attacks: they are governed by an average of spell and weapon damage or they are governed 50-50, spell damage determining healing and weapon damage the damage. In the both cases siphoning abilities will heal similarly for both offensive and healing focused builds, but shine strongest for users of Pelinal's Aptitude. However in the latter solution, the percentage of damage converted to healing will be variable and potentially under or overpowered depending on the user's stats. Calculating siphoning ability strength on an average will make them perform more consistently.
Progressive Soft Caps
ESO was originally designed and balanced with soft caps. For most stats, there was point where a 40% soft cap was incurred. For weapon damage, this was 207; for health recovery, 95; etc. To many it felt like a hard cap, even though several builds went far beyond it. I pushed health recovery to 218 while maintaining physical and spell resistance and weapon damage at their soft caps and pushed stamina recovery to its cap with a single buff. There were also blind spots, like critical chance and cost reduction. The premise of progressive soft caps is to implement a cap that gradually gets harder as stats go higher. I toyed around with a few numbers
in another thread and the three tier 20-40-80 contained power creep the most effectively while maintaining fluidity at lower numbers.
Soft cap test numbers:
First Cap: 2000 - 20%
Second Cap: 3000 - 40%
Third Cap: 4000 - 80%
Actual vs Capped
1000 => 1000
2000 => 2000 (First Cap)
3000 => 2800
3250 => 3000 (Second Cap)
4000 => 3450
4917 => 4000 (Third Cap)
5000 => 4017
9917 => 5000
The 20-40-80 tiered caps makes attaining a serviceable number (such as 2000 weapon damage) easy, a high number (such as 3654) difficult and obscene numbers (such as 5000) nigh impossible to reach.
Power creep has done more than reveal the flaw of linking damage and healing: it has removed the resource game from the resource driven combat. The removal of soft caps lessened the strain on resources but the Champion System alleviated the pressure almost entirely from a player's primary resource. Soft caps have the influence to return this lost aspect of combat and the following draft is aiming to return this, increasing TTK and lowering the likelihood of stalemate between similarly skilled/specced combatants.
*The numbers are for a level 50 player and should not be interpreted for lower levels.
Max Stamina
Cap 1: 17000
Cap 2: 21000
Cap 3: 25000
Max Health
Cap 1: 20000
Cap 2: 23000
Cap 4: 26000
(Battle Spirit will ignore the soft cap(s).)
Max Magicka
Cap 1: 17000
Cap 2: 21000
Cap 3: 25000
Stamina Recovery
Cap 1: 1200
Cap 2: 1600
Cap 3: 2000
Health Recovery
Cap 1: 900
Cap 2: 1200
Cap 3: 1500
Magicka Recovery
Cap 1: 1200
Cap 2: 1600
Cap 3: 2000
Spell Damage
Cap 1: 1900
Cap 2: 2800
Cap 3: 3700
Weapon Damage
Cap 1: 1900
Cap 2: 2800
Cap 3: 3700
Spell Critical
Cap 1: 15%
Cap 2: 30%
Cap 3: 45%
Weapon Critical
Cap 1: 15%
Cap 2: 30%
Cap 3: 45%
(Critical modifier has few enough increasers that it can be uncapped.)
Spell Resistance
Cap 1: 16250
Cap 2: 24375
Cap 3: 32500
(Hard cap is replaced by soft cap.)
(Penetration will be applied prior to soft cap.)
Physical Resistance
Cap 1: 16250
Cap 2: 24375
Cap 3: 32500
(Hard cap is replaced by soft cap.)
(Penetration will be applied prior to soft cap.)
Cost reduction:
Cap 1: -20% ability cost
Cap 2: -30% ability cost
Cap 3: -40% ability cost
(Cost reduction mileage will vary by ability cost.)
The Champion System will not bypass these soft caps, and to ensure the calculations are more straightforward, how healing and damage increasing stars work will be changed. They will increase the spell/weapon damage by a percentage when using a relevant ability rather than the tooltip value, so the Champion System is also checked by the soft caps. There is an example of this in the Flame Whip morph, Molten Whip: "While slotted, your Spell and Weapon Damage is increased by 70 for Ardent Flame abilities." Defensive counter stars such as Hardy can work similarly, increasing Spell/Physical Resistance prior to soft caps when struck by a relevant damage type. Extreme defense builds should be as hard to attain as extreme offense and extreme healing builds.
To give a sense of how today's numbers may translate:
Actual => Capped
Max Stamina
40000 => 25000 + (40000 - 17000 - 4000/.8 - 4000/.6)*.2 = 27267
30000 => 25267
20000 => 19400
10000 => 10000
Max Health
60000 => 26000 + (60000 - 20000 - 3000/.8 - 3000/.6)*.2 = 32250
50000 => 30250
30000 => 26250
25000 => 23750
20000 => 20000
15000 => 15000
Max Magicka
40000 => 25000 + (40000 - 17000 - 4000/.8 - 4000/.6)*.2 = 27267
30000 => 25267
20000 => 19400
10000 => 10000
Stamina Recovery
3000 => 2000 + (3000 - 1200 - 400/.8 - 400/.6)*.2 = 2127
2000 => 1600 + (2000 - 1200 - 400/.8)*.6 = 1780
1000 => 1000
Health Recovery
3000 => 1500 + (3000 - 900 - 300/.8 - 300/.6)*.2 = 1745
2000 => 1545
1300 => 1215
1000 => 980
Magicka Recovery
3000 => 2000 + (3000 - 1200 - 400/.8 - 400/.6)*.2 = 2127
2000 => 1600 + (2000 - 1200 - 400/.8)*.6 = 1780
1000 => 1000
Spell Damage
5000 => 3700 + (5000 - 1900 - 900/.8 - 900/.6)*.2 = 3795
4000 => 2800 + (4000 - 1900 - 900/.8)*.6 = 3385
3000 => 2780
2000 => 1980
1500 => 1500
Weapon Damage
5000 => 3700 + (5000 - 1900 - 900/.8 - 900/.6)*.2 = 3795
4000 => 2800 + (4000 - 1900 - 900/.8)*.6 = 3385
3000 => 2780
2000 => 1980
1500 => 1500
Spell Critical
100% => 45 + (100 - 15 - 15/.8 - 15/.6)*.2 = 53.25%
60% => 45.25%
50% => 39.75%
40% => 33.75%
30% => 27%
22% => 20.6%
20% => 19%
10% => 10%
Weapon Critical
100% => 45 + (100 - 15 - 15/.8 - 15/.6)*.2 = 53.25%
60% => 45.25%
50% => 39.75%
40% => 33.75%
30% => 27%
22% => 20.6%
20% => 19%
10% => 10%
Spell Resistance
40000 => 32500 + (40000 - 16250 - 8125/.8 - 8125/.6)*.2 = 32510
32500 => 28031
25000 => 23250
20000 => 19250
17160 => 16978
10560 => 10560
Physical Resistance
40000 => 32500 + (40000 - 16250 - 8125/.8 - 8125/.6)*.2 = 32510
32500 => 28031
25000 => 23250
20000 => 19250
17160 => 16978
10560 => 10560
Additional Math
Can stamina recovery while blocking be allowed under soft caps?
Current Day:
Base Block Cost: 2160
25% Champion Cost Reduction: 2160 * .75 = 1620
3x gold block cost enchantments: 1620 – 203x3 = 1620 – 609 = 1011
Fortress and Defensive Stance: 1011 * .56 = 566
Sturdy x8: 566 * .68 = 385
Constitution 1 second: 385 – 326 =
59
Under the proposed soft caps...
Max Recovery:
2127 / 4 = 531 stamina per 0.5 seconds
Max percentage reduction:
.75*.56*.68 = .2856 = 71.44%
Under soft caps:
40 + (71.44 - 20 - 10/.8 - 10/.6)*.2 = 44.45 => 0.5555
Block cost enchantments under max soft caps:
609*.2 = 121.8
Minimum Block cost:
2160 * .5555 - 121.8 - 326 =
752
Max Stamina: 27267
Seconds until stamina depleted (1 hit/sec): 27267 / 752 = 36.25 ~=
33 Yes!
Seconds until stamina depleted (2+/sec): 27267 / (2156 - 163) = 27267 / 1993 = 13.68 ~=
14 Yes!
Can we remove the Roll Dodge Fatigue increasing cost mechanic?
Current Day:
Base Roll Cost: 3654
15% Champion Cost Reduction: 3654 * .75 = 2740
Athletics x7: 2740 * .72 = 1973
Well-Fitted x8: 1973 * .6 =
1184
Under the proposed soft caps...
Max Recovery:
2127 / 2 = 1062 stamina per 1 second
Max percentage reduction:
.75*.72*.6 = .324 = 67.6%
Under soft caps:
40 + (67.6 - 20 - 10/.8 - 10/.6)*.2 = 43.7 => 0.563
Roll Dodge cost under soft caps:
3654*.563 =
2057
Max Stamina: 27267
Number of Roll Dodges: 27267 / (2057 - 1062) = 27267 / 995 =
27 No...
Can we remove the increasing cost to Bolt Escape?
Base Bolt Escape Cost: 3780
16% Champion Cost Reduction: 3780 * .84 = 3175
3x gold reduce spell cost glyphs: 3175 - 203 * 3 = 3175 - 609 = 2566
Seducer set: 2566 * 0.92 = 2361
Evocation x7: 2361 * 0.79 = 1865
Breton cost reduction: 1865 * 0.97 =
1809
Under the proposed soft caps...
Max Recovery:
2127 / 2 = 1062 magicka per 1 second
Max percentage reduction:
.84*.92*.79*.97 = .5922 = 40.78%
Under soft caps:
30 + (40.78 - 20 - 10/.8)*.6 = 34.97 => 0.6503
Bolt Escape cost under soft caps:
3780 * .6503 = 2458
2458 - (203*.6) = 2458 - 121.8 = 2336
( 2336 - (3780*.6) ) /.6 = (2336 - 2268)/.6 = 68/.6 = 113
2268 - (406 - 113)*.2 = 2268 - 293*.2 =
2209
Max Magicka: 27267
Number of Bolt Escapes: 27267 / (2209 - 1062) = 27267 / 1147 =
23 No...
I am considering dropping the cost reduction soft caps to 10%, 20% and 30% an ability's cost, but do not want rework that math right now.
There is one final part to my rebalancing: empowering active defenses. In 1.5 and prior, passive defenses were worse than they are now. As a heavily armored player today, you can see 3 to 5k damage on your death recap from unblocked attacks. In the past they were 500 to 800, or 5k to 8k. So, how is TTK so much lower now? It came from active defenses, such as blocking, rolling, damage shields and healing. To empower most active defenses, Battle Spirit's reduction needs to be removed. With soft caps, we can stop balancing around edge cases and the extremes of power -- Dragon Blood and Sun Shield will be useful to the average Dragonknight and Templar once again. Stamina recovery while blocking can also be allowed, as with the soft caps on both stamina recovery and cost reduction, it is impossible to out recover block cost.