stevepdodson_ESO888 wrote: »if this "constitution" that you suggest might also have some bearing on "protection" (i.e. spell/phys resistance), improve effectiveness of any shields you use and improve healing received along with the suggested healing done then it could become something useful for all types of builds
Ferrofluid wrote: »Interesting idea, but implementing it would destroy healers. They'd have to put so much into health to get decent heals that they wouldn't have enough magicka to cast them.
Giles.floydub17_ESO wrote: »@sly007
No. There is no reason to tie a players healing effectiveness or damage and such to health or another mystery stat. It works just fine being based on max mag/spell or max stam/weapon.
The current system of using max mag/stam and weapon/spell damage works fine.
Currently tanks can choose to self heal and csn choose a myriad of builds. Dps can choose to be more defensive of offensive. Granted, for challenging trials focused builds works best.
Giles.floydub17_ESO wrote: »@sly007
No. There is no reason to tie a players healing effectiveness or damage and such to health or another mystery stat. It works just fine being based on max mag/spell or max stam/weapon.
The current system of using max mag/stam and weapon/spell damage works fine.
Currently tanks can choose to self heal and csn choose a myriad of builds. Dps can choose to be more defensive of offensive. Granted, for challenging trials focused builds works best.
Wrong. It doesn't work fine. Even wroble recently said that focusing 100% in magicka or stamina, for simultaneous benefits in both offense and defensive capability, isn't what ESO should be about.
There needs to be a significant to reason focus on health/recovery, and more importantly, to make hybrid builds more competitive (I think soft-caps should come back - even better would be general diminishing returns instead of a specific wall).
While I'm not necessarily completely in agreement with the OP's idea of adding a healing-type stat, I will say that something is needed to change the stat system, and that you're completely wrong for saying the current system is fine.
Giles.floydub17_ESO wrote: »Giles.floydub17_ESO wrote: »@sly007
No. There is no reason to tie a players healing effectiveness or damage and such to health or another mystery stat. It works just fine being based on max mag/spell or max stam/weapon.
The current system of using max mag/stam and weapon/spell damage works fine.
Currently tanks can choose to self heal and csn choose a myriad of builds. Dps can choose to be more defensive of offensive. Granted, for challenging trials focused builds works best.
Wrong. It doesn't work fine. Even wroble recently said that focusing 100% in magicka or stamina, for simultaneous benefits in both offense and defensive capability, isn't what ESO should be about.
There needs to be a significant to reason focus on health/recovery, and more importantly, to make hybrid builds more competitive (I think soft-caps should come back - even better would be general diminishing returns instead of a specific wall).
While I'm not necessarily completely in agreement with the OP's idea of adding a healing-type stat, I will say that something is needed to change the stat system, and that you're completely wrong for saying the current system is fine.
@tnanever maybe you should pay more attention to what wrobel actually said.
He certainly didn't mean adding some absurdly complicated system to entice us to put points into health. It'll happen through a much simpler means.
Drummerx04 wrote: »Guys... he is not trying to entice people to put attribute points into health. He is trying to add another stat for healing
- magicka -> spell damage
- stamina -> weapon damage
- health -> "constitution" or healing power
This would mean there could be jewelry enchants and sets for healing power over spell damage. The heals can still scale off of magicka pool, but would no longer scale with spell damage. The idea is obviously to push for role selection. Whether this accomplishes that in a reasonable way was the discussion the OP was trying to start.
Giles.floydub17_ESO wrote: »Drummerx04 wrote: »Guys... he is not trying to entice people to put attribute points into health. He is trying to add another stat for healing
- magicka -> spell damage
- stamina -> weapon damage
- health -> "constitution" or healing power
This would mean there could be jewelry enchants and sets for healing power over spell damage. The heals can still scale off of magicka pool, but would no longer scale with spell damage. The idea is obviously to push for role selection. Whether this accomplishes that in a reasonable way was the discussion the OP was trying to start.
@Drummerx04
Sooo, rip apart the new system and make it moe chsllenging for a healer to also be a damage dealer.
Restrict the usage of our characters even more then the Chsmpion system already did.
Extreemly horrible idea all around. Short sighted and completely not needed or wanted. An idea of "let's gimp our support people" is really bad.
I'd rather see a 4th resource pool for things like block/dodge/sprint etc.
Right now, you can make a pure stamina build that will never use any magicka at all but you can't make a magicka build that will never use any stamina.
This is the main reason why ZOS has not been able to balance classes in the 3 years i have been playing this game ...
I'd rather see a 4th resource pool for things like block/dodge/sprint etc.
Right now, you can make a pure stamina build that will never use any magicka at all but you can't make a magicka build that will never use any stamina.
This is the main reason why ZOS has not been able to balance classes in the 3 years i have been playing this game ...
An issue being faced by the devs is the strong correlation between resources, damage, and healing. Magicka builds with high maximum magicka and spell damage not only do great damage but can also heal themselves very well. The same is true about stamina builds. With high enough resource pools and damage, a player can become a mighty foe with high survivability without speccing into defences or health due to great heals.
This brings me to the missing stat I am referring to. We have stamina, weapon damage, and stamina recovery. They each contribute to being a stamina based character; and magicka based uses magicka, spell damage, and magicka recovery. But the same isn't true for health. There is health and heath recovery. There is a missing stat for health based characters. Now, what if this missing, let's call it constitution, was placed into the game.
This new stat can work just like every other stat in the game. Currently, increasing your weapon damage increases your damage done and healing done. Instead, let's introduce constitution which will increase your healing. Therefore, the two stats, spell damage and weapon damage will not increase your healing done. If a player wants increased healing done, he/she will have to increase his/her constitution and health. Vigor, breath of life, healing ward, dragon blood, rally, healing spring, etc., will all scale with maximum health and constitution.
Albeit I haven't given this much detailed thought but consider it. Tanks roam with a variety of resources pools with health usually being the highest. Tanks though, do not use weapon and spell damage much, nor well they use the new constitution stat because just like weapon and spell damage, it will not benefit their role. Damage dealers currently do not spec into health. Most put every resource available into weapon damage/spell damage and stamina/magicka. They as well, will not spec into the new constitution stat. Healers, on the other hand, will. Healers will have to reduce their weapon/spell damage stat and increase their constitution state as well as their health in order to heal effectively.
Now, if this was applied to cyrodiil, players will have to create builds with a very specific damage dealing role or dance between decent damage and reliable self heals by speccing into both weapon damage/spell damage and constitution. Tanks can increase either their constitution, sacrificing damage to self heal or rely completely on a healer who has great heals but mininal damage.
This might fix a few problems while contributing to the player diversity we all crave. Or, it might very well destroy the game we have come to enjoy. What are your opinion?