GrumpyDuckling wrote: »
That's the kind of attitude ("but nothing is broken") that would have prevented an awesome update like One Tamriel, which was a significant overhaul to central game mechanics that included:
- completely reconstructed enemy level scaling instead of static level-dependent areas
- zones are accessible to every player, regardless of alliance
- set-specific drops in zones
- delves, world bosses, and dolmens contain specific drops and unique named drops
You're entirely ruling out improvement by way of your "nothing is broken" attitude.
GrumpyDuckling wrote: »
Read my comments in this thread and you will see that the only things I argue with you about is 1) your continued denial of and refusal to recognize that the game promotes binary damage builds for end-game, and 2) your insistence that everyone would simply stack health if attribute damage scaling were to be removed.
Waffennacht wrote: »I'd just invest in health and Regen stats - it'd make for Uber tank builds
I have no problem coming up with successful PvP builds of a large variety.
If you just want a pure DMG build, then yeah, it's gonna be all the same, but there's more to the game than that
I'm having a good chuckle at all the naysayers who don't remember that max stat damage scaling wasn't always in the game - it was simply added to make ZOS' four crappy classes SEEM like they were eight crappy classes. You know, to avoid having to design and develop actual new classes and instill more artificial replayability to the game.
On the one hand, removing it now would make ESO stat mechanics even more bland and maybe cause a few problems; however I agree with OP's sentiment that it destroyed a large aspect of what TES fans love about character-building.
GrumpyDuckling wrote: »
The attribute placement choices matter a lot more if attribute damage scaling is removed because you're not simply dumping all attribute points into one resource, but instead making more decisions on how you want your character to play.
Luigi_Vampa wrote: »I'm having a good chuckle at all the naysayers who don't remember that max stat damage scaling wasn't always in the game - it was simply added to make ZOS' four crappy classes SEEM like they were eight crappy classes. You know, to avoid having to design and develop actual new classes and instill more artificial replayability to the game.
On the one hand, removing it now would make ESO stat mechanics even more bland and maybe cause a few problems; however I agree with OP's sentiment that it destroyed a large aspect of what TES fans love about character-building.
Back then we had soft caps which made people spread stuff out more. Everyone still put heavily into health because health had the least diminishing returns. Without soft and hard caps not having damage scaling with max stats would have everyone put all attributes and enchants into health and stack recovery and spell / weapon damage. Nothing would change gameplay wise except everyone running around with 30k health. You would still be better off stacking spell or weapon damage so it doesn't really make hybrids better unless you want to wear Pelinals.
GrumpyDuckling wrote: »
Read my comments in this thread and you will see that the only things I argue with you about is 1) your continued denial of and refusal to recognize that the game promotes binary damage builds for end-game, and 2) your insistence that everyone would simply stack health if attribute damage scaling were to be removed.
Segregating this quote out to spotlight the shuffle and misrepresentation you are consistently engaging in.
Show me where i have denied "that the game promotes binary damage builds for end-game," in this thread? you just made the outright claim that i denied it and/or continued to deny it.
But lets look at some quotes you made which i was responding to...
"Max attribute damage scaling doesn't say, "your choices matter." It says, " here are your two binary choices. Pick one.""
"I don't know why you're calling the current attribute damage scaling system an "alleged" binary, because it is. "
Now @GrumpyDuckling i ask you a straight up question to back up your claim.
Can you provide one clear quote from this thread where i do in fact challenge the notion that " the game promotes binary damage builds for end-game," as opposed top my repeated challenges to your claims that the lionkage between damage and pool size is what does that or that unlinking that tie between pool size and max damage would significantly impact the diversity seen in play (presumably from hybrid builds) in a positive way? You just claimed i have made continued denials of this "the game" aspect... but can you show me one clear one, if you can, without shuffle?
or is this maybe another shuffle where you swap around what you want to defend with what you say others said?
Luigi_Vampa wrote: »GrumpyDuckling wrote: »
The attribute placement choices matter a lot more if attribute damage scaling is removed because you're not simply dumping all attribute points into one resource, but instead making more decisions on how you want your character to play.
This game used to not have attribute damage scaling. It didn't make your choices more important. You put your points into health and stacked recovery and damage or you were stupid. Those were your two choices.
GrumpyDuckling wrote: »
That's the kind of attitude ("but nothing is broken") that would have prevented an awesome update like One Tamriel, which was a significant overhaul to central game mechanics that included:
- completely reconstructed enemy level scaling instead of static level-dependent areas
- zones are accessible to every player, regardless of alliance
- set-specific drops in zones
- delves, world bosses, and dolmens contain specific drops and unique named drops
You're entirely ruling out improvement by way of your "nothing is broken" attitude.
What a ridiculous logical fallacy. My point is, its not an improvement just because your unfounded and half baked opinions say so. Damage scaling is deeply ingrained into every single combat system. It would lead to serious balance issues. Damage scaling with max stats regulates builds by requiring them to hit a certain threshold of stats to do good damage. You remove that, the game will be nothing but tanks stacking damage.
You're asking for a huge shake up of the game and allocation of development resources for a very marginal, unwanted, and unnecessary change. Completely reimagine every system and affect all content in the process so you can play your snowflake hybrid? No thanks. If you can't tell from how this thread is going, people don't support your proposal. Just as I have already figured out, the devs should just ignore and dismiss this and pretty much every single post you make.
GrumpyDuckling wrote: »Luigi_Vampa wrote: »GrumpyDuckling wrote: »
The attribute placement choices matter a lot more if attribute damage scaling is removed because you're not simply dumping all attribute points into one resource, but instead making more decisions on how you want your character to play.
This game used to not have attribute damage scaling. It didn't make your choices more important. You put your points into health and stacked recovery and damage or you were stupid. Those were your two choices.
ZOS had the right idea, initially.
Instead of introducing attribute damage-scaling as a solution I wish that they would have tested/tweaked resource management for players who just stacked everything into health.
Luigi_Vampa wrote: »GrumpyDuckling wrote: »Luigi_Vampa wrote: »GrumpyDuckling wrote: »
The attribute placement choices matter a lot more if attribute damage scaling is removed because you're not simply dumping all attribute points into one resource, but instead making more decisions on how you want your character to play.
This game used to not have attribute damage scaling. It didn't make your choices more important. You put your points into health and stacked recovery and damage or you were stupid. Those were your two choices.
ZOS had the right idea, initially.
Instead of introducing attribute damage-scaling as a solution I wish that they would have tested/tweaked resource management for players who just stacked everything into health.
It was soft caps that was the right idea. Attribute damage scaling actually had people finally put things into something other than health. It was crazy back then. Healer? Stack health. Damage Dealer? Stack health and of course Tanks stack health too. Soft caps are what cause people to branch out or live with the diminishing returns if they felt it was worth it.
LOL.
Simple answer: Because choosing a stat needs to have meaning/consequences. If you opt for more health for tankiness, you sacrifice damage. Tradeoff is how we have balance and meaningful choices.
What this thread advocates for is utterly ridiculous.
GrumpyDuckling wrote: »GrumpyDuckling wrote: »
Read my comments in this thread and you will see that the only things I argue with you about is 1) your continued denial of and refusal to recognize that the game promotes binary damage builds for end-game, and 2) your insistence that everyone would simply stack health if attribute damage scaling were to be removed.
Segregating this quote out to spotlight the shuffle and misrepresentation you are consistently engaging in.
Show me where i have denied "that the game promotes binary damage builds for end-game," in this thread? you just made the outright claim that i denied it and/or continued to deny it.
But lets look at some quotes you made which i was responding to...
"Max attribute damage scaling doesn't say, "your choices matter." It says, " here are your two binary choices. Pick one.""
"I don't know why you're calling the current attribute damage scaling system an "alleged" binary, because it is. "
Now @GrumpyDuckling i ask you a straight up question to back up your claim.
Can you provide one clear quote from this thread where i do in fact challenge the notion that " the game promotes binary damage builds for end-game," as opposed top my repeated challenges to your claims that the lionkage between damage and pool size is what does that or that unlinking that tie between pool size and max damage would significantly impact the diversity seen in play (presumably from hybrid builds) in a positive way? You just claimed i have made continued denials of this "the game" aspect... but can you show me one clear one, if you can, without shuffle?
or is this maybe another shuffle where you swap around what you want to defend with what you say others said?
I'll do you one better. I'll provide a quote from the very post in which you asked me for proof.
I say that tying damage into max attributes creates binary damage builds. Example: end-game damage builds put most, if not all, attribute points into a single attribute because damage is increased by pool size. FACT.
Now, see that part of your quote in the bold above? The fact that you're challenging "[linkage] between damage and pool size" as it relates to attribute choice diversity shows me how ridiculous you are being. Removing damage from resources allows players to allocate attribute points as they wish instead of forcing them to stack into one attribute. AUTOMATICALLY we get more diversity of options. I'm really sorry that you can't see that.
GrumpyDuckling wrote: »LOL.
Simple answer: Because choosing a stat needs to have meaning/consequences. If you opt for more health for tankiness, you sacrifice damage. Tradeoff is how we have balance and meaningful choices.
What this thread advocates for is utterly ridiculous.
If we make that choice only about resource management (by removing damage from resources), then we can mix/diversify attributes for builds instead of having to choose either 64 into stamina or magicka.
Zagnut123Zagnut123 wrote: »Could you please explain a way they would prevent stacking all attributes into health. I have no issues with changes like the one you suggested but it appears to me that ask for a change with out detailing a clear path to get there that won't brake the game. Saying the devs will figure it out with testing doesn't make anyone feel easy about your suggestion. The devs have done a poor job in the past with listening to player feedback (I know that's subjective but I assume we're talking about end game pve) so simply requesting the change with no solution makes us question how zos would implement your idea.
GrumpyDuckling wrote: »GrumpyDuckling wrote: »
Read my comments in this thread and you will see that the only things I argue with you about is 1) your continued denial of and refusal to recognize that the game promotes binary damage builds for end-game, and 2) your insistence that everyone would simply stack health if attribute damage scaling were to be removed.
Segregating this quote out to spotlight the shuffle and misrepresentation you are consistently engaging in.
Show me where i have denied "that the game promotes binary damage builds for end-game," in this thread? you just made the outright claim that i denied it and/or continued to deny it.
But lets look at some quotes you made which i was responding to...
"Max attribute damage scaling doesn't say, "your choices matter." It says, " here are your two binary choices. Pick one.""
"I don't know why you're calling the current attribute damage scaling system an "alleged" binary, because it is. "
Now @GrumpyDuckling i ask you a straight up question to back up your claim.
Can you provide one clear quote from this thread where i do in fact challenge the notion that " the game promotes binary damage builds for end-game," as opposed top my repeated challenges to your claims that the lionkage between damage and pool size is what does that or that unlinking that tie between pool size and max damage would significantly impact the diversity seen in play (presumably from hybrid builds) in a positive way? You just claimed i have made continued denials of this "the game" aspect... but can you show me one clear one, if you can, without shuffle?
or is this maybe another shuffle where you swap around what you want to defend with what you say others said?
I'll do you one better. I'll provide a quote from the very post in which you asked me for proof.
I say that tying damage into max attributes creates binary damage builds. Example: end-game damage builds put most, if not all, attribute points into a single attribute because damage is increased by pool size. FACT.
Now, see that part of your quote in the bold above? The fact that you're challenging "[linkage] between damage and pool size" as it relates to attribute choice diversity shows me how ridiculous you are being. Removing damage from resources allows players to allocate attribute points as they wish instead of forcing them to stack into one attribute. AUTOMATICALLY we get more diversity of options. I'm really sorry that you can't see that.
And there we have it... you choose to responmd to a request for proof that i challnge the "game" pushes nbinary as opposed to my challenge that the binary is driven by pool size link and the removal etc... with a quote about pool size...
net result, you are again shuffling what others say who disagree with your conclusions into what you want to defend even if what you defend is not what they said.
In short, you are arguing with stuff you made up.
Its the Grumpy Shuffle.
Thanks for the best example there could be.
GrumpyDuckling wrote: »LOL.
Simple answer: Because choosing a stat needs to have meaning/consequences. If you opt for more health for tankiness, you sacrifice damage. Tradeoff is how we have balance and meaningful choices.
What this thread advocates for is utterly ridiculous.
If we make that choice only about resource management (by removing damage from resources), then we can mix/diversify attributes for builds instead of having to choose either 64 into stamina or magicka.
Not true as long as the rest of the game drives the magica or stamina option.
There is no way that depowering 64 mag and 64 stamina helps split hybrid stam-mag builds get any stronger... it just weakens them and leaves health based builds just fine.
How many different folks have to point out that when we used to have no pool damage boosts health builds all 64 were in vogue or that if this change were made that they would swap to health builds or provides recent references to results when non-pool damage was high and we saw proc-health builds rise before you choose to stop ignoring that weakening stam and mag based builds does not help hybrid builds become stronger?!?!?
your proposed change wont produce the results you seek, any more than the recent sustain nerfs gave rise to all those expected sustain-set builds or recovery ring glyphs did.
GrumpyDuckling wrote: »Zagnut123Zagnut123 wrote: »Could you please explain a way they would prevent stacking all attributes into health. I have no issues with changes like the one you suggested but it appears to me that ask for a change with out detailing a clear path to get there that won't brake the game. Saying the devs will figure it out with testing doesn't make anyone feel easy about your suggestion. The devs have done a poor job in the past with listening to player feedback (I know that's subjective but I assume we're talking about end game pve) so simply requesting the change with no solution makes us question how zos would implement your idea.
@Zagnut123Zagnut123
The issue of stacking everything into health would come down to resource management. If a player has less magicka and stamina then they have less access to skills, block, dodge, sneak, and break free. If health overperforms in testing, then resource management for pure health builds would be examined. ZOS has a precedent for resource/sustain balancing (Morrowind).
GrumpyDuckling wrote: »Zagnut123Zagnut123 wrote: »Could you please explain a way they would prevent stacking all attributes into health. I have no issues with changes like the one you suggested but it appears to me that ask for a change with out detailing a clear path to get there that won't brake the game. Saying the devs will figure it out with testing doesn't make anyone feel easy about your suggestion. The devs have done a poor job in the past with listening to player feedback (I know that's subjective but I assume we're talking about end game pve) so simply requesting the change with no solution makes us question how zos would implement your idea.
@Zagnut123Zagnut123
The issue of stacking everything into health would come down to resource management. If a player has less magicka and stamina then they have less access to skills, block, dodge, sneak, and break free. If health overperforms in testing, then resource management for pure health builds would be examined. ZOS has a precedent for resource/sustain balancing (Morrowind).
GrumpyDuckling wrote: »GrumpyDuckling wrote: »GrumpyDuckling wrote: »
Read my comments in this thread and you will see that the only things I argue with you about is 1) your continued denial of and refusal to recognize that the game promotes binary damage builds for end-game, and 2) your insistence that everyone would simply stack health if attribute damage scaling were to be removed.
Segregating this quote out to spotlight the shuffle and misrepresentation you are consistently engaging in.
Show me where i have denied "that the game promotes binary damage builds for end-game," in this thread? you just made the outright claim that i denied it and/or continued to deny it.
But lets look at some quotes you made which i was responding to...
"Max attribute damage scaling doesn't say, "your choices matter." It says, " here are your two binary choices. Pick one.""
"I don't know why you're calling the current attribute damage scaling system an "alleged" binary, because it is. "
Now @GrumpyDuckling i ask you a straight up question to back up your claim.
Can you provide one clear quote from this thread where i do in fact challenge the notion that " the game promotes binary damage builds for end-game," as opposed top my repeated challenges to your claims that the lionkage between damage and pool size is what does that or that unlinking that tie between pool size and max damage would significantly impact the diversity seen in play (presumably from hybrid builds) in a positive way? You just claimed i have made continued denials of this "the game" aspect... but can you show me one clear one, if you can, without shuffle?
or is this maybe another shuffle where you swap around what you want to defend with what you say others said?
I'll do you one better. I'll provide a quote from the very post in which you asked me for proof.
I say that tying damage into max attributes creates binary damage builds. Example: end-game damage builds put most, if not all, attribute points into a single attribute because damage is increased by pool size. FACT.
Now, see that part of your quote in the bold above? The fact that you're challenging "[linkage] between damage and pool size" as it relates to attribute choice diversity shows me how ridiculous you are being. Removing damage from resources allows players to allocate attribute points as they wish instead of forcing them to stack into one attribute. AUTOMATICALLY we get more diversity of options. I'm really sorry that you can't see that.
And there we have it... you choose to responmd to a request for proof that i challnge the "game" pushes nbinary as opposed to my challenge that the binary is driven by pool size link and the removal etc... with a quote about pool size...
net result, you are again shuffling what others say who disagree with your conclusions into what you want to defend even if what you defend is not what they said.
In short, you are arguing with stuff you made up.
Its the Grumpy Shuffle.
Thanks for the best example there could be.
Everything I've said has been consistent (see past posts in this thread) because I'm consistently defending the same points. If anyone is spamming shuffle it's you, in 7/7 medium armor. You even created an ice cream parable
GrumpyDuckling wrote: »Zagnut123Zagnut123 wrote: »Could you please explain a way they would prevent stacking all attributes into health. I have no issues with changes like the one you suggested but it appears to me that ask for a change with out detailing a clear path to get there that won't brake the game. Saying the devs will figure it out with testing doesn't make anyone feel easy about your suggestion. The devs have done a poor job in the past with listening to player feedback (I know that's subjective but I assume we're talking about end game pve) so simply requesting the change with no solution makes us question how zos would implement your idea.
@Zagnut123Zagnut123
The issue of stacking everything into health would come down to resource management. If a player has less magicka and stamina then they have less access to skills, block, dodge, sneak, and break free. If health overperforms in testing, then resource management for pure health builds would be examined. ZOS has a precedent for resource/sustain balancing (Morrowind).
GrumpyDuckling wrote: »Zagnut123Zagnut123 wrote: »Could you please explain a way they would prevent stacking all attributes into health. I have no issues with changes like the one you suggested but it appears to me that ask for a change with out detailing a clear path to get there that won't brake the game. Saying the devs will figure it out with testing doesn't make anyone feel easy about your suggestion. The devs have done a poor job in the past with listening to player feedback (I know that's subjective but I assume we're talking about end game pve) so simply requesting the change with no solution makes us question how zos would implement your idea.
@Zagnut123Zagnut123
The issue of stacking everything into health would come down to resource management. If a player has less magicka and stamina then they have less access to skills, block, dodge, sneak, and break free. If health overperforms in testing, then resource management for pure health builds would be examined. ZOS has a precedent for resource/sustain balancing (Morrowind).
Luigi_Vampa wrote: »GrumpyDuckling wrote: »Zagnut123Zagnut123 wrote: »Could you please explain a way they would prevent stacking all attributes into health. I have no issues with changes like the one you suggested but it appears to me that ask for a change with out detailing a clear path to get there that won't brake the game. Saying the devs will figure it out with testing doesn't make anyone feel easy about your suggestion. The devs have done a poor job in the past with listening to player feedback (I know that's subjective but I assume we're talking about end game pve) so simply requesting the change with no solution makes us question how zos would implement your idea.
@Zagnut123Zagnut123
The issue of stacking everything into health would come down to resource management. If a player has less magicka and stamina then they have less access to skills, block, dodge, sneak, and break free. If health overperforms in testing, then resource management for pure health builds would be examined. ZOS has a precedent for resource/sustain balancing (Morrowind).
You don't need a ton of max stats to boost recovery. DK Tanks have been using high mag recovery, low max magicka builds for a long time. Enough mag regen to use their magicka utility spells and spam Igneous when needed.
Max stats are only used because they add damage. Otherwise you just build recovery and you don't need high attribute stats. If we go back away from attribute scaled damage you will see a lot of high health, high recovery, high damage builds. The only thing that would change is max stat sets would be useless and everyone would have a lot of health.
If you have ZOS tie attribute scaling to recovery you would be in the same exact position as now. All in one stat.
Only soft caps and significant diminishing returns has a chance of evening things. And even then, someone will figure out what is the best allocation and nearly everyone will do that.
GrumpyDuckling wrote: »Zagnut123Zagnut123 wrote: »Could you please explain a way they would prevent stacking all attributes into health. I have no issues with changes like the one you suggested but it appears to me that ask for a change with out detailing a clear path to get there that won't brake the game. Saying the devs will figure it out with testing doesn't make anyone feel easy about your suggestion. The devs have done a poor job in the past with listening to player feedback (I know that's subjective but I assume we're talking about end game pve) so simply requesting the change with no solution makes us question how zos would implement your idea.
@Zagnut123Zagnut123
The issue of stacking everything into health would come down to resource management. If a player has less magicka and stamina then they have less access to skills, block, dodge, sneak, and break free. If health overperforms in testing, then resource management for pure health builds would be examined. ZOS has a precedent for resource/sustain balancing (Morrowind).
This is so wrong....tanks atm don't skill anything into stamina/magicka and have more or less unlimited sustain. Your regen determine your sustain...not your max-stat...