Your ability to sustain damage is governed by Stam/Mag Recovery (plus other means of regaining resources like heavy attacks), and not max resource.
So there's no need to unhinge it.
clocksstoppe wrote: »Your ability to sustain damage is governed by Stam/Mag Recovery (plus other means of regaining resources like heavy attacks), and not max resource.
No. Your ability to sustain damage is governed by the pools and the regen, not only regen. If you had 1 million magicka you wouldn't give a damn about regen.
clocksstoppe wrote: »Your ability to sustain damage is governed by Stam/Mag Recovery (plus other means of regaining resources like heavy attacks), and not max resource.
No. Your ability to sustain damage is governed by the pools and the regen, not only regen. If you had 1 million magicka you wouldn't give a damn about regen.
That's just theoretical. You'll never have a resource pool large enough to sustain noteworthy fights (in PvE) without making use of recovery / means of resource regain. Let's say with 30k you run out of stam in 10 seconds, 40k in 14 seconds, 50k in 18 seconds and so on. Boss fights last longer than that, so you need recovery.
I'm not talking about overland trash mobs or solo quests.
I think it should, it might take some balance work and thinking to get past the issues and DPS loss it causes but I think it would make a better game and one easier to balance.
It would mean damage comes from damage stat and sustain from sustain stat rather than the current system where you have both.
corrosivechains wrote: »more player choice is always a good thing. Pretty sure the only people who are against this are min-maxer "meta" copycats. They don't want to think for themselves.
a crucial part that has to be considered in the discussion about this Topic:
a high resource pool does not only pimp your damage -output, it advances your defensiv potential too. you get higher shields and heals, can block or roll more. that leads to this weird state of pvp, where u basicly oneshot some1, who isnt actively defending (or wrong defending, in case of unexperienced Players) or simply cant kill them at all.
time to kill is either zero or endless. if you imagine a further and further growing resourcepool that dilemma should become more obvious.
in my opinion a good design would be somthing that involves signifikant choices : damage-sustain-survivability .
with the actual design you simply get it all by stacking more or less 1 stat.
a crucial part that has to be considered in the discussion about this Topic:
a high resource pool does not only pimp your damage -output, it advances your defensiv potential too. you get higher shields and heals, can block or roll more. that leads to this weird state of pvp, where u basicly oneshot some1, who isnt actively defending (or wrong defending, in case of unexperienced Players) or simply cant kill them at all.
time to kill is either zero or endless. if you imagine a further and further growing resourcepool that dilemma should become more obvious.
in my opinion a good design would be somthing that involves signifikant choices : damage-sustain-survivability .
with the actual design you simply get it all by stacking more or less 1 stat.
A choice line between damage, sustain, and survivability already exists. More recovery vs more stat pool for instance. The best pvp builds aren’t going to focus only on one stat. Whether you’re a stamina or magicka build, the other stat is always of important concern because of the utility offered by the off stat.