Starlight_Whisper wrote: »I wouldn't like it.
Starlight_Whisper wrote: »I wouldn't like it.
What about it wouldn't you like?
How would making healing abilities choose your highest combat stat negatively effect your game experience? I'm genuinely curious, not just asking to be argumentative.
Starlight_Whisper wrote: »I wouldn't like it.
What about it wouldn't you like?
How would making healing abilities choose your highest combat stat negatively effect your game experience? I'm genuinely curious, not just asking to be argumentative.
BejaProphet wrote: »No.
Games like this reach a point to where they are almost hopelessly complex. What this means is that every time the developers change something there are the consequences they desired and at least twice as many they didn’t see coming.
This is why they don’t just do a patch to fix/balance and then it is done for all time. They have to keep adjusting.
Anyways the big point: you don’t just pull a major lever and say, “I think this could be cool.” If it isn’t broke, don’t fix it.
Starlight_Whisper wrote: »I wouldn't like it.
What about it wouldn't you like?
How would making healing abilities choose your highest combat stat negatively effect your game experience? I'm genuinely curious, not just asking to be argumentative.
BejaProphet wrote: »@Sealish I hear you. And though it might have come across as dismissive, I was not meaning to be so. It would just be a big change, when the intent might could accomplished simply by revisiting the Stam tool kit.
heals should be the same as how sorcerer shields are done. Max stat governed by health.
heals should be the same as how sorcerer shields are done. Max stat governed by health.
Although interesting, I don't think that that would be a good idea. It would work nicely if the only job a healer was expected to do was heal but it's not. A healer is expected to contribute to party damage as well in PvE, and having them have a HUGE health pool in PvP with abilities that scale off of it could make them next to unkillable. It is by design that a tank built character can't be a full power healer. That would be way too much survivability.
sorc shields still scale with max stat. The health govenor limits power it doesnt give any unless you have the max stat. Tanks will never hit the caps and their heals will be the same as they are now since they lack the max stat stam or mag. Heals that are based on health would be no change because the cap and the stat are the same thing. This does change two things though:
1) reduction of healing potential for pure dps making 3 dps/tank more challenging.
2) takes the healer out of poor mans dps land and puts them uniquely in the middle of tank and dps. This makes possibilities for healers to do dps or off tank depending on how they build their characters.
so we end up with our frost staff frontbar healer offtank support dps.....
Far more successful games have made healer damage stat also the healing stat. I fully support it. There should be no spell power, healing power, physical attack. there should be just "Power"
this would solve so many false choice issues forcing people into cookie cutter all magicka or all stamina builds. Total stats+Power should be what calculates base damage.
Far more successful games have made healer damage stat also the healing stat. I fully support it. There should be no spell power, healing power, physical attack. there should be just "Power"
this would solve so many false choice issues forcing people into cookie cutter all magicka or all stamina builds. Total stats+Power should be what calculates base damage.
This is how the game pretty much works right now. You have one power attribute that effects your skills be it Spell Power or Weapon Power. Magicka/Stamina basically translate into Spell/Weapon Power at a rate of 10.5:1.
DPS is too high on dps built characters. not support or tank.