wolfdoggie_ESO wrote: »Soon we'll have max HP scale damage too with Warden's Ice attack making it crap for Stamina/Magicka DPS. ;/ I don't like it.
GrumpyDuckling wrote: »This max magicka/stamina scaling system is dull and hurts build variety. With the current system, to get the most out of our damage and healing builds the game strongly encourages us to dump most of, if not all of our resources into one attribute.
How about revamping the damage and healing system to make resources (health, magicka, stamina) simply... ya know, resources?
Weapon and spell damage exists. Healing done exists. Put more emphasis on those and allow resources to determine how often stamina and magicka skills can be used. Why should our damage and healing be so significantly punished for splitting up our attributes? The punishment should simply be less resources for casting abilities.
People keep saying it'd "bring more versatility", but I don't see what that'd achieve beyond everyone dumping everything possible into spell/weapon damage. Now it's at least spell/weapon damage+max magicka/stamina. Is there something I'm missing?
Honestly I think a large part of why you dont see hybrids is just the 'meta'. Each character out there has like 9k of base off resource and 0.5k regen that they dont fully utilize.
I think another big reason is that for fully geared players, between armor skills, food, jewelry, pots, and light attack weaving; managing their main resource isnt an issue, they dont feel like they need that extra 9k base of their off resource for anything but maybe dodging or some minor utility spells.
-This is I think a major reason that ZOS is nerfing the Champion Points associated with resource management, resource management is just brainless right now
A perhaps better reason is that most ultimates in the game scale off of your max resource, be that magicka or stamina. Not the total of those two resources no, the max of the two, so if you hybrid at all your ults will suffer for it.
There is also the fact that the armor skills that give weapon damage, spell crit, and spell pen are gated behind '5 or more' requirements, which weights a character in one direction or the other.
That being said, if you accept that your ults will be 80% as effective, hybridization can be pretty attractive, especially after they nerf regen. If you look at the spell coefficients most spells are buffered not only by your base Stam/Mag values, but also your base weapon/spell damage values. If you run the numbers with the link provided, even if you only have 2/3 of your max potential magicka or stamina, each spell will still do ~80% of the max potential damage. You also take much better advantage of tri/bi food and tri/bi pots. There are also many item sets that specifically support hybridization.
http://esolog.uesp.net/viewSkills.php
Whether or not the OP finds my musings about hybridization useful, that link I provided most certainly is, as it reveals that Magicka/Stamina scaling is not as impactful as many think. This is good because ZOS is unlikely to ever change the fact that spell efficacy scales of your magicka/stamina, people might have to regear their characters. People get suicidally upset at the notion that they might have to regear their characters, just look at the outcry over the incoming nerfs to the Warlord CP etc
Indeed, the system as designed is the antithesis of the "play how you like" philosophy ZOS hyped pre-release.CosmicSoul wrote: »One thing is for sure if they did remove stats scaling it might help bring hybrids back to an extent.
Honestly I think a large part of why you dont see hybrids is just the 'meta'. Each character out there has like 9k of base off resource and 0.5k regen that they dont fully utilize.
I think another big reason is that for fully geared players, between armor skills, food, jewelry, pots, and light attack weaving; managing their main resource isnt an issue, they dont feel like they need that extra 9k base of their off resource for anything but maybe dodging or some minor utility spells.
-This is I think a major reason that ZOS is nerfing the Champion Points associated with resource management, resource management is just brainless right now
A perhaps better reason is that most ultimates in the game scale off of your max resource, be that magicka or stamina. Not the total of those two resources no, the max of the two, so if you hybrid at all your ults will suffer for it.
There is also the fact that the armor skills that give weapon damage, spell crit, and spell pen are gated behind '5 or more' requirements, which weights a character in one direction or the other.
That being said, if you accept that your ults will be 80% as effective, hybridization can be pretty attractive, especially after they nerf regen. If you look at the spell coefficients most spells are buffered not only by your base Stam/Mag values, but also your base weapon/spell damage values. If you run the numbers with the link provided, even if you only have 2/3 of your max potential magicka or stamina, each spell will still do ~80% of the max potential damage. You also take much better advantage of tri/bi food and tri/bi pots. There are also many item sets that specifically support hybridization.
http://esolog.uesp.net/viewSkills.php
Whether or not the OP finds my musings about hybridization useful, that link I provided most certainly is, as it reveals that Magicka/Stamina scaling is not as impactful as many think. This is good because ZOS is unlikely to ever change the fact that spell efficacy scales of your magicka/stamina, people might have to regear their characters. People get suicidally upset at the notion that they might have to regear their characters, just look at the outcry over the incoming nerfs to the Warlord CP etc
GrumpyDuckling wrote: »This max magicka/stamina scaling system is dull and hurts build variety. With the current system, to get the most out of our damage and healing builds the game strongly encourages us to dump most of, if not all of our resources into one attribute.
How about revamping the damage and healing system to make resources (health, magicka, stamina) simply... ya know, resources?
Weapon and spell damage exists. Healing done exists. Put more emphasis on those and allow resources to determine how often stamina and magicka skills can be used. Why should our damage and healing be so significantly punished for splitting up our attributes? The punishment should simply be less resources for casting abilities.
wolfdoggie_ESO wrote: »Soon we'll have max HP scale damage too with Warden's Ice attack making it crap for Stamina/Magicka DPS. ;/ I don't like it.
Was this true then we had soft caps?Giles.floydub17_ESO wrote: »It is common that resources related to the skills contribute to the amount of damage and healing a skill does. This is in game that have equivalents of weapon and spell damage.
Further, the suggestion provided seems to be directed at making hybrids viable. However, hybrids designed to be hybrids would still be weaker. The better sets are directed towards pure builds and there are other stats are specific to weapon or spell damage. This does not even take into account CP.
Even when there was a low soft cap on max stats builds designed as a real hybrid were not as strong as pure builds as a result of the base game design that is not addressed by OP.
Chilly-McFreeze wrote: »Honestly I think a large part of why you dont see hybrids is just the 'meta'. Each character out there has like 9k of base off resource and 0.5k regen that they dont fully utilize.
I think another big reason is that for fully geared players, between armor skills, food, jewelry, pots, and light attack weaving; managing their main resource isnt an issue, they dont feel like they need that extra 9k base of their off resource for anything but maybe dodging or some minor utility spells.
-This is I think a major reason that ZOS is nerfing the Champion Points associated with resource management, resource management is just brainless right now
A perhaps better reason is that most ultimates in the game scale off of your max resource, be that magicka or stamina. Not the total of those two resources no, the max of the two, so if you hybrid at all your ults will suffer for it.
There is also the fact that the armor skills that give weapon damage, spell crit, and spell pen are gated behind '5 or more' requirements, which weights a character in one direction or the other.
That being said, if you accept that your ults will be 80% as effective, hybridization can be pretty attractive, especially after they nerf regen. If you look at the spell coefficients most spells are buffered not only by your base Stam/Mag values, but also your base weapon/spell damage values. If you run the numbers with the link provided, even if you only have 2/3 of your max potential magicka or stamina, each spell will still do ~80% of the max potential damage. You also take much better advantage of tri/bi food and tri/bi pots. There are also many item sets that specifically support hybridization.
http://esolog.uesp.net/viewSkills.php
Whether or not the OP finds my musings about hybridization useful, that link I provided most certainly is, as it reveals that Magicka/Stamina scaling is not as impactful as many think. This is good because ZOS is unlikely to ever change the fact that spell efficacy scales of your magicka/stamina, people might have to regear their characters. People get suicidally upset at the notion that they might have to regear their characters, just look at the outcry over the incoming nerfs to the Warlord CP etc
As someone who plays a hybrid myself I may can add to that.
Firstoff it isn't only the Meta dmg-output wise but also the distinct picture of how the game has to be played/ of the meta in people's mind. If they see you puggin even a simple vet dungeon as a dps-hybrid you probably get kicked right away, regardless wether or not you pull that 20k+ dps. Just because you COULD be more effective with a pure build. (Not everyone does that, but it's just as common as kicking players because they aren't in higher cp regions. Stupid.)
Second, you have to really know what you are doing. It's easier to have good dps with a common meta build, even if you are clueless why you do stuff, than to have good dps as a hybrid. Reason is the stated scaling of dmg from max resources. Also, you can't compensate for anything because there is no cap as to what a pure build could bring. You "could" have more of this or that as a pure build than you can have on a mixed build. With soft caps there is something to work towards to, e.g. "my stam attacks are 5% under the ordinary stam values at the soft cap but therefore my magicka stuff does 50% more dmg than from a pure stam char."
As for the resource management a hybrid doesn't need a high amount of stam/mag regen because you split your used resources. That's a positive thing about hybrids. But it doesn't mean they never run out of resources. With the removal of cost reduction cp that will happen faster. Pure builds might compenstate for that with changing one of the three wpn/spell dmg glyphs to the respective cost reduction glyph. While a hybrid probably has to use two cost red. glyphs because they either reduce stam costs OR mag costs to get back to the current level, leaving them with even less dmg.
On the other side, if they remove dmg scaling on max resources, the meta would only shift from "max stam + max wpn dmg" to "max wpn dmg" (I know, there is crit and regen as well, but you've got the idea). There will always be a meta because stuff is 0,05% more efficient than everything else.
Indeed, the system as designed is the antithesis of the "play how you like" philosophy ZOS hyped pre-release.CosmicSoul wrote: »One thing is for sure if they did remove stats scaling it might help bring hybrids back to an extent.
GrumpyDuckling wrote: »Honestly I think a large part of why you dont see hybrids is just the 'meta'. Each character out there has like 9k of base off resource and 0.5k regen that they dont fully utilize.
I think another big reason is that for fully geared players, between armor skills, food, jewelry, pots, and light attack weaving; managing their main resource isnt an issue, they dont feel like they need that extra 9k base of their off resource for anything but maybe dodging or some minor utility spells.
-This is I think a major reason that ZOS is nerfing the Champion Points associated with resource management, resource management is just brainless right now
A perhaps better reason is that most ultimates in the game scale off of your max resource, be that magicka or stamina. Not the total of those two resources no, the max of the two, so if you hybrid at all your ults will suffer for it.
There is also the fact that the armor skills that give weapon damage, spell crit, and spell pen are gated behind '5 or more' requirements, which weights a character in one direction or the other.
That being said, if you accept that your ults will be 80% as effective, hybridization can be pretty attractive, especially after they nerf regen. If you look at the spell coefficients most spells are buffered not only by your base Stam/Mag values, but also your base weapon/spell damage values. If you run the numbers with the link provided, even if you only have 2/3 of your max potential magicka or stamina, each spell will still do ~80% of the max potential damage. You also take much better advantage of tri/bi food and tri/bi pots. There are also many item sets that specifically support hybridization.
http://esolog.uesp.net/viewSkills.php
Whether or not the OP finds my musings about hybridization useful, that link I provided most certainly is, as it reveals that Magicka/Stamina scaling is not as impactful as many think. This is good because ZOS is unlikely to ever change the fact that spell efficacy scales of your magicka/stamina, people might have to regear their characters. People get suicidally upset at the notion that they might have to regear their characters, just look at the outcry over the incoming nerfs to the Warlord CP etc
Because I'm stubborn at times and like going against the "most effective way to play," I have 2 devoted hybrid characters. Both of them are okay and fine to use if:
- I'm doing dungeons with a good group who doesn't care that it'll take us an extra 30-120 seconds to down a boss.
- I'm following a large group in PVP.
- I'm questing by myself.
But the following instances are more frustrating to use a hybrid for:
- VMA, because the longer enemies stay alive, the more likely I am to die. It's a damage race, and that ~20% less damage and healing is a game changer.
- Fighting against good PVP players and solo play in PVP. If my enemies have ~20% stronger burst damage and healing than I do, then I'm really hurting myself in those battles.
- Trials (unless tanking).
How is this dull? It allows you to perform several rolls and do them reasonably well. Out of all the things I would ever want them to change this would not be on the top 1000. Build diversity is code for inefficient and ineffective. I have been playing mass effect when not playing ESO took me about 4 days to find the most effective build. Guess what in multiplayer mode everyone else was running it too.
How is this dull? It allows you to perform several rolls and do them reasonably well. Out of all the things I would ever want them to change this would not be on the top 1000. Build diversity is code for inefficient and ineffective. I have been playing mass effect when not playing ESO took me about 4 days to find the most effective build. Guess what in multiplayer mode everyone else was running it too.
GrumpyDuckling wrote: »
It's a bit dull (from my perspective) when, for example, a magsorc with all attribute points into magicka can perform every single role in a dungeon without switching gear or CP. Why use a tank build when I can slot the Twilight Matriarch (burst healing), shield stack to my heart's content (tanking), and drop insane DPS AOE numbers (damage) all at the same time?
In PVP, some of the hardest hitting damage builds can also drop high self healing numbers. Why build anything other than a high-level DPS build when you can still self-heal effectively? There's too little trade off.
Imagine if the max attribute scaling was removed. Then, you'd have to choose between dividing your damage and healing. Want to hit really hard? Okay, but you're giving up your ability to heal yourself well enough. Want to heal really well? Okay, but you're giving up damage. Want to do both at an average rate? Okay, split between them or do anything in-between.
WalksonGraves wrote: »I enjoy the few skills that scale with hp and ignore other base stats.
I strongly agree with the OP from a design standpoint. But I'm here to tell you that the only reason ZOS added damage scaling to max resources was to artificially convert their existing four (only four!? What a joke...) classes into eight. This makes it seem, to the casual gamer at least, that ZOS' class/game design isn't complete garbage and lacking all over the place.