I think you messed up in the moment you did that damage and abilities scales with max stamina and Magicka.
And I believe here lies the reason of many broken things.
I my opinion you should separate them. One thing should be weapon and spell power and another Max Magicka and stamina.
Max Resources should be to spam more abilities while weapon and spell power to increment the damage. It sounds even logic for me and I don't understand why it has not been designed like that from the beginning. For me it sounds like you wanted to do it the easiest way.
I think it would balance many things and make people to have to choose between more sustain, damage or a combination of both.
I know it will required the rework of many sets and skills but I believe it would be the right thing to do.
Max Resources should be to spam more abilities while weapon and spell power to increment the damage. It sounds even logic for me and I don't understand why it has not been designed like that from the beginning. For me it sounds like you wanted to do it the easiest way.
I think it would balance many things and make people to have to choose between more sustain, damage or a combination of both.
AgaTheGreat wrote: »I think you messed up in the moment you did that damage and abilities scales with max stamina and Magicka.
And I believe here lies the reason of many broken things.
I my opinion you should separate them. One thing should be weapon and spell power and another Max Magicka and stamina.
Max Resources should be to spam more abilities while weapon and spell power to increment the damage. It sounds even logic for me and I don't understand why it has not been designed like that from the beginning. For me it sounds like you wanted to do it the easiest way.
I think it would balance many things and make people to have to choose between more sustain, damage or a combination of both.
I know it will required the rework of many sets and skills but I believe it would be the right thing to do.
I don't understand your reasoning.
What are the broken things you talk about?
IMHO, what you talk about is a l2p issue.
The only thing they need to separate is weapon/spell power and healing power...
The more damage your character does, the more tanky it becomes because of heals, its so stupid.
Sure, let's change fundamental mechanisms of the game 5+ years in because that will sure turn out great........
The idea to separate damage from your primary resource is probably one of the stupidest ideas I've heard and it will destroy anything that has to do with solo/small group PvP.
Unified_Gaming wrote: »The only thing they need to separate is weapon/spell power and healing power...
The more damage your character does, the more tanky it becomes because of heals, its so stupid.
Someone who gets it! The dilemma is that self healing would be destoryed and so solo content pve and pve would become unplayable and thus magicka shields would be at a massive advantage.
AgaTheGreat wrote: »I think you messed up in the moment you did that damage and abilities scales with max stamina and Magicka.
And I believe here lies the reason of many broken things.
I my opinion you should separate them. One thing should be weapon and spell power and another Max Magicka and stamina.
Max Resources should be to spam more abilities while weapon and spell power to increment the damage. It sounds even logic for me and I don't understand why it has not been designed like that from the beginning. For me it sounds like you wanted to do it the easiest way.
I think it would balance many things and make people to have to choose between more sustain, damage or a combination of both.
I know it will required the rework of many sets and skills but I believe it would be the right thing to do.
I don't understand your reasoning.
What are the broken things you talk about?
IMHO, what you talk about is a l2p issue.
One Tamriel was a literal redesign of the leveling system, and it was one of the most successful changes the game's made since launch.
Magicka builds, such as Magblade, are locked completely out of using melee weapons like daggers that would be far more fitting to the playstyle and theme of the class, simply because LAs are so important and they scale with max resources.
Similarly, any sort of hybrid build is immediately gimped from the start because they lose damage the second they choose to put an attribute point into a second resource.
This right here is a big part of the reason Stam builds suffer so much in the class identity department, because they're only allowed to use at most 4-5 of their 15 class skills.
It's also why so many sets, especially crafted ones, are F-tier, because who cares about getting both weapon and spell damage on a set when you can only benefit from one anyway?
Hey, everyone always says they want Overland to be harder.Besides, maybe then healers will actually have a use outside of Vet-DLC and Trials.
Sure, let's change fundamental mechanisms of the game 5+ years in because that will sure turn out great........
The idea to separate damage from your primary resource is probably one of the stupidest ideas I've heard and it will destroy anything that has to do with solo/small group PvP.
One Tamriel was a literal redesign of the leveling system, and it was one of the most successful changes the game's made since launch.
But how does this ruin PvP? As someone who doesn't play a lot of PvP, I'm genuinely curious.
Personally, I'd love to see max resource scaling be removed. Magicka builds, such as Magblade, are locked completely out of using melee weapons like daggers that would be far more fitting to the playstyle and theme of the class, simply because LAs are so important and they scale with max resources. Similarly, any sort of hybrid build is immediately gimped from the start because they lose damage the second they choose to put an attribute point into a second resource. This right here is a big part of the reason Stam builds suffer so much in the class identity department, because they're only allowed to use at most 4-5 of their 15 class skills. It's also why so many sets, especially crafted ones, are F-tier, because who cares about getting both weapon and spell damage on a set when you can only benefit from one anyway?
The fact that resources impact damage was by far the most unintuitive and nonsensical element of the combat system I ran into as a new player years ago. I finished the entire storyline on my first character utterly unaware that’s how it worked. And how could I have known? Nowhere was this explained to the player, and given the stats system was based on Skyrim, I naturally assumed it worked like it did in Skyrim - resources don’t impact damage in any way whatsoever. I only learned that they did through third party resources, and even there how it actually scales is about as transparent as mud.