Hey . I remember devs saying something like ''We want to make Health a useful stat and make people want to invest in it.'' for Update 13 . I have been theorycrafting for a long time since PTS is updated to make it work . I really don't see any use for Health except Blazing Shield . I just wanted to ask , is there something I am missing ? I don't see any buffs or changes to Health attribute .
I have been playing with a Health stacking PvE tank for a long time now and was waiting this ''Health attribute'' change . That means , I did find some use for a High Health build like some other players but that was before Update 13 . I just checked Patch Notes to see if I missed something . Seriously , I cannot find anything that is related to Max Health builds . Are you planning something for this ? Please do because Resource Scaling is just makes Max Magicka and Max Stamina giving players both offense and defense . There is no need to give any point in Health other than surviving big burst attacks . Is this all what Max Health will be doing for this patch as well ?
Of course , I will leave some suggestions for you to consider and would like hear other players' opinions on them . Before reading these , I want to remind you that , Max Magicka gives damage bonus , healing bonus , shield size and pet damage bonus for Magicka Sorcerers and Max Stamina gives damage bonus , healing bonus and bigger pool to break free , roll dodge and block . Sacrificing a single point from these stats will reduce your every bonus that I just mentioned .
1- Health gives Healing Taken .
Since boosting Stamina increases Healing done with Stamina based heals (same with Magicka) , reducing the heals and damage dealt from the player itself and boosting the Healing taken from other players can be considered . It shouldn't be a huge number though since it will definitely cause immortal builds to be more active in Cyrodiil which no one wants . My suggestion is 0.2% per point into Health which will result in 12.8% Healing Taken bonus with 64 points into Health .
2- Health gives Health Recovery .
Health Recovery builds are considered weak for a reason . Health Recovery is definitely the most useless stat in the game . Almost no one cares if it is 0 or 1000 . Stacking Health Recovery costs too much Sustain , Max Stats and damage dealt/healing done for it's gain . While being a Health Recovery build completely prevents the player from being a vampire which is a big deal since Vampire passives are really great for both PvE and PvP . If a player is willing to sacrifice that much for a Health Recovery Tank build , they should get much more . My suggestion is 50 Health Recovery per point which will result in 3200 Health Recovery with 64 points into Health .
3- Health gives Damage mitigation to your shields that scale with Health .
While some shields are already being scaled with Health (Bone Shield , Igneous Shield , Sun Shield etc.) they are still underperforming in terms of defense due to no Resistance values of shields . Best proof for that is any fight in PvE . I don't know if you tank as a DK at all but when I cast my Igneous Shield (around 20k) , it just disappears in 1-2 seconds . Resistance values are more important than people think and you can clearly see it if you look at the damage difference you take to your shields . There is a huge difference . My suggestion is 0.5% damage mitigation on shields per point which will result in 32% damage mitigation with 64 points into Health . Again , there are also mitigation values that applies before shield so that 32% will get reduced by diminishing returns , a lot . I find this to be more balanced compared to shield size increase because Blazing Shield builds are dealing enough damage . No need to buff them even further . Not increasing the size of shields will make Blazing Shield as big as now which will not result in a damage increase from explosion .
4- Health boosts food/drink bonuses .
A ''Healthy'' diet is always good for the body . A player that invests in Health should eat properly and get bigger bonuses from their meal . My suggestion is boosting food and drink buffs by 0.5% per point which will be 32% with 64 points into Health . A tri-stat food gives 4.4k Health and 4.1k Stamina and Magicka normally . Buffed version will be 5.8k Health and 5.4k Stamina and Magicka . Seems nice to me .
To sum up , Health is an Attribute stat that almost no one spends points on because it reduces damage done , healing done , shield size for Magicka builds and sustain due to certain passives . Health stat's only job is surviving big hits (which can be done easily without it as well) and increasing the size of weak shields that scale with Health . Spending points into Health makes players lose so much , they just go for other ways to survive like shield stacking and perma-rolling/blocking . My point is , a Magicka Sorcerer with 3 shields or a Magicka Templar with 25k Health can survive much easier than a 50-60k Max Health build . Because the Max Health build sacrifices so much and gets nothing but being able to take few more hits before death .
Thanks for reading . I would like some comments to my suggestions and waiting for your suggestions as well related to this topic .
Cheers ,
Liofa
Hey . I remember devs saying something like ''We want to make Health a useful stat and make people want to invest in it.'' for Update 13 .
Hey . I remember devs saying something like ''We want to make Health a useful stat and make people want to invest in it.'' for Update 13 . I have been theorycrafting for a long time since PTS is updated to make it work . I really don't see any use for Health except Blazing Shield . I just wanted to ask , is there something I am missing ? I don't see any buffs or changes to Health attribute .
I have been playing with a Health stacking PvE tank for a long time now and was waiting this ''Health attribute'' change . That means , I did find some use for a High Health build like some other players but that was before Update 13 . I just checked Patch Notes to see if I missed something . Seriously , I cannot find anything that is related to Max Health builds . Are you planning something for this ? Please do because Resource Scaling is just makes Max Magicka and Max Stamina giving players both offense and defense . There is no need to give any point in Health other than surviving big burst attacks . Is this all what Max Health will be doing for this patch as well ?
Of course , I will leave some suggestions for you to consider and would like hear other players' opinions on them . Before reading these , I want to remind you that , Max Magicka gives damage bonus , healing bonus , shield size and pet damage bonus for Magicka Sorcerers and Max Stamina gives damage bonus , healing bonus and bigger pool to break free , roll dodge and block . Sacrificing a single point from these stats will reduce your every bonus that I just mentioned .
1- Health gives Healing Taken .
Since boosting Stamina increases Healing done with Stamina based heals (same with Magicka) , reducing the heals and damage dealt from the player itself and boosting the Healing taken from other players can be considered . It shouldn't be a huge number though since it will definitely cause immortal builds to be more active in Cyrodiil which no one wants . My suggestion is 0.2% per point into Health which will result in 12.8% Healing Taken bonus with 64 points into Health .
2- Health gives Health Recovery .
Health Recovery builds are considered weak for a reason . Health Recovery is definitely the most useless stat in the game . Almost no one cares if it is 0 or 1000 . Stacking Health Recovery costs too much Sustain , Max Stats and damage dealt/healing done for it's gain . While being a Health Recovery build completely prevents the player from being a vampire which is a big deal since Vampire passives are really great for both PvE and PvP . If a player is willing to sacrifice that much for a Health Recovery Tank build , they should get much more . My suggestion is 50 Health Recovery per point which will result in 3200 Health Recovery with 64 points into Health .
3- Health gives Damage mitigation to your shields that scale with Health .
While some shields are already being scaled with Health (Bone Shield , Igneous Shield , Sun Shield etc.) they are still underperforming in terms of defense due to no Resistance values of shields . Best proof for that is any fight in PvE . I don't know if you tank as a DK at all but when I cast my Igneous Shield (around 20k) , it just disappears in 1-2 seconds . Resistance values are more important than people think and you can clearly see it if you look at the damage difference you take to your shields . There is a huge difference . My suggestion is 0.5% damage mitigation on shields per point which will result in 32% damage mitigation with 64 points into Health . Again , there are also mitigation values that applies before shield so that 32% will get reduced by diminishing returns , a lot . I find this to be more balanced compared to shield size increase because Blazing Shield builds are dealing enough damage . No need to buff them even further . Not increasing the size of shields will make Blazing Shield as big as now which will not result in a damage increase from explosion .
4- Health boosts food/drink bonuses .
A ''Healthy'' diet is always good for the body . A player that invests in Health should eat properly and get bigger bonuses from their meal . My suggestion is boosting food and drink buffs by 0.5% per point which will be 32% with 64 points into Health . A tri-stat food gives 4.4k Health and 4.1k Stamina and Magicka normally . Buffed version will be 5.8k Health and 5.4k Stamina and Magicka . Seems nice to me .
To sum up , Health is an Attribute stat that almost no one spends points on because it reduces damage done , healing done , shield size for Magicka builds and sustain due to certain passives . Health stat's only job is surviving big hits (which can be done easily without it as well) and increasing the size of weak shields that scale with Health . Spending points into Health makes players lose so much , they just go for other ways to survive like shield stacking and perma-rolling/blocking . My point is , a Magicka Sorcerer with 3 shields or a Magicka Templar with 25k Health can survive much easier than a 50-60k Max Health build . Because the Max Health build sacrifices so much and gets nothing but being able to take few more hits before death .
Thanks for reading . I would like some comments to my suggestions and waiting for your suggestions as well related to this topic .
Cheers ,
Liofa