Yes, I approve of a health hard cap of 22k HP in no cp Cyrodiil.
relentless_turnip wrote: »I can't see people running high health outside of the current meta. It is only possible at the moment because you don't need to invest in offensive stats. I think all of my characters have at least 25k health in cp PvP, but none have even 30k health... I refuse to run proc sets and as such have to actually invest in offensive stats to kill those that do. I would like to see proc sets scale with offensive stats and then see how it plays out. I suspect high health wouldn't be an issue anymore.
relentless_turnip wrote: »I can't see people running high health outside of the current meta. It is only possible at the moment because you don't need to invest in offensive stats.
Yes, I approve of a health hard cap of 22k HP in no cp Cyrodiil.
22k seems quite low tbh.
I think about 25k - 28k would be better as a health cap for noncp since otherwise everyone is just going to die in a few seconds because you if you cant get tankier anyways everyone is just going to run around with a 22k hp cap and as much damage as possible on top of it.
@Dracane
First I'd like to say I'm an advocate for health hard cap.
That being said...
I do like @Dracane 's analysis of this issue. Previously 40k health meant it would just take longer to kill them, not that it would be impossible. And removing a playstyle from players is never something I want specifically to pursue...
However, I feel as if, in order to protect the PvE side of high health tanks, having a battle spirit health card cap would be the lesser of two evils. At least in my eyes... We will never get a separation of PvP/PvE skills I've come to term with that. So nerfing health based heals or healing sets would directly destroy both sides of tanking.
As far as being a band aid fix... Its very possible. The community always find a way. 35k health and 30k resists may change to 25k health and 40k resists. Then that 25k health may feel like 35k still, and we'll still see the same problem (I know there is a hard cap on resistance, but resistances over hard cap still apply after attackers penetration has been calculated).
But I think it's worth a shot. Console PvP isn't the most populated thing out there, but a hardcore PvP server with a health cap I think would be the best of all worlds, and a good test at minimum.
I would also like to bring this tidbit up since it's very much relevant.
As a Mag Sorcerer I am capable of running with 23k health because I can hide behind 30k in wards. Of course I'm wearing light armor underneath, and if you get past my shields I go down very easily. But it has been brought up to me that I hold a bias for a health cap because of this (it doesn't change my playstyle).
I'd like other opinions on the balance/over tuned reality of damage shields in a PvP with health caps.
Yes, I approve of a health hard cap of 22k HP in no cp Cyrodiil.
22k seems quite low tbh.
I think about 25k - 28k would be better as a health cap for noncp since otherwise everyone is just going to die in a few seconds because you if you cant get tankier anyways everyone is just going to run around with a 22k hp cap and as much damage as possible on top of it.
The only reason I suggested 22k HP is that I'm running around with 21.8somthing k HP and I'm to lazy to change my build ;-)
relentless_turnip wrote: »I really don't think capping health is the answer. It limits support roles even further in PvP. I have a guy in my guild that has a functional PvP tank and he does no damage, he just absorbs it for everyone else.
High health isn't the core problem anyway it is a side effect of damage scaling. Proc sets especially allow the user to have no offensive stats, but have crazy survivability with high damage too. In a high stat meta you couldn't stack much health and still kill competent players.
@Waffennacht
They changed it to 60% of your max health, which mine as well been reverting it. I run about 24k health so .6 is 14.4k damage shield which is about where I'm sitting at for my hardened ward.
Don't get me wrong I appreciate the revert to increase their strength. Makes my setup stronger.
Edit: Missed part of your post. That's not how it gets calculated. The halving doesn't account for your max health. So it takes your theoretical shield size 29k before health %, then it halves that. To 14.5k, then if your health isn't high enough it'll drop that value down accordingly.
Honestly if it was the way you posted I'd have quit Mag Sorc instantly 6k shield is unplayable, and I certainly will never be slotting twilight on both bars.
@jaws343
I play on console, and that's not how it currently is.
I've been away from the game for probably 2 years so I'm not sure what changes have and haven't happened.
But from experience, and looking at tooltips on console is currently calculated as I described in my post. And the way the damage shield covers my health bar is consistent with the tooltip.
Yes, I approve of a health hard cap of 22k HP in no cp Cyrodiil.
22k seems quite low tbh.
I think about 25k - 28k would be better as a health cap for noncp since otherwise everyone is just going to die in a few seconds because you if you cant get tankier anyways everyone is just going to run around with a 22k hp cap and as much damage as possible on top of it.
The only reason I suggested 22k HP is that I'm running around with 21.8somthing k HP and I'm to lazy to change my build ;-)
Youre playing magsorc right? ^^
I run about 24k health so .6 is 14.4k damage shield which is about where I'm sitting at for my hardened ward.