ZoS has this motto on "raising the floor and lowering the ceiling", so far they have come a long way with a lot of hits and misses but this concept occurred to me and I would like to hear feedback on what this change might look like if it were to be implemented.
Currently damage/healing output from normal attacks and abilities scales to spell/weapon damage and/or max stamina/magicka.
What if instead for the applicable skills in the game were to be stronger based on current stamina/magicka rather than maximum static values?
So say someone has 3k spell damage and 40k max magic.
Let's also say some ability is composed of 50% of the player's spell damage and another 50% came from current magic, the latter 50% would fluctuate between 0-50% based on the respective depleted resource while the spell damage would be the assured minimal value the skill performs regardless.
Skills would still benefit from max resources in terms of being stronger as they already do, but the addition of this change would also make the range from 0-50% fluctuation in this example less apparent in a single spell cast for a player who has 55k max magic, because it would be percent based off of 0-55k (assuming the cost of the skill would be same for both players).
This would promote use of sustain where damage can be moderate and maintained while min/maxing values offers burst and more potent initial spells.
Changing the equations of every ability in the game would be a lot of work as this would be in-fact a new mechanic, so I doubt this is reasonable to implement, however, what do you guys think?
Edited by SirMewser on May 23, 2017 3:26AM