While I have no idea how OP's proposed solution is supposed to work, they're absolutely right that hp inflation is an issue. There's absolutely no reason to run anything other than 64 hp on the majority of PvP builds. I've been running a 37k hp Sorc DD and a 40k hp Warden DD recently, both are basically glass cannons other than the 64 hp (not unusual for smallscale DD builds), and will win open world 1v1s not just stalemate. I don't know how to feel about this. Usually guilt lol.Joy_Division wrote: »Measures such as this are just addressing the symptoms, not the disease (i.e., why people put attributes into health).
xylena_lazarow wrote: »While I have no idea how OP's proposed solution is supposed to work, they're absolutely right that hp inflation is an issue. There's absolutely no reason to run anything other than 64 hp on the majority of PvP builds. I've been running a 37k hp Sorc DD and a 40k hp Warden DD recently, both are basically glass cannons other than the 64 hp (not unusual for smallscale DD builds), and will win open world 1v1s not just stalemate. I don't know how to feel about this. Usually guilt lol.Joy_Division wrote: »Measures such as this are just addressing the symptoms, not the disease (i.e., why people put attributes into health).
It's the nonstop range spam, u40 to u41 was a horrible step backwards in that regard. It's not just MagSorcs, but also all the proc sets that synergize perfectly with 41m range PvP attacks. Happily ran 64 stam in u40 on my Arc (because their offensive PvP kit sucks and I needed the extra 10% on my tentacle and dbos) but 30k hp doesn't feel as good when you're constantly being chunked for 20k by enemies you literally cannot see and literally cannot engage.Joy_Division wrote: »even with that amount, I still get sometimes get instantly killed
MagSorc and a handful of glass cannon builds are the exceptions, for everyone else you're getting a huge 25% more hp for a manageable 10% damage loss, often less because max pool doesn't even affect your damage procs. There's no obligated threshhold so plenty of players still put some points into mag or stam for easier sustain.Correct me if I'm wrong but isn't attribute points the worst place to get your health from?
Correct me if I'm wrong but isn't attribute points the worst place to get your health from?
Item Set lines, armor enchants, mundus stones, jewelry trait, and food all have a higher health coefficients than magicka or stamina. Where as the attribute points all have equal values.
@xylena_lazarow
I may be a Sorc using Healy shield but at least I run 26-27k health in Cryodiil and if I'm not active with my defenses I get 1 shot. That at least takes SOME effort and skill.
Health scaling abilities need to be removed. I don't know why they pushed so hard for these for the new classes.
Regarding OPs idea, it may effect a handful of players, but ultimately the 40k health Zergling doesn't care if you nerf their damage. High Health and mitigation combined with low damage is okay when you're light attacking people in 30v4s.
Also I think this is secretly a buff Sorc thread, cuz those are the ones who would benefit the most from this.
Funny that another step would be related to your name. Warden's Minor Toughness is a massive buff to hp pools, and they provide it for themselves and their group for free. Why inflate everyone's hp by 10% for free like that?Major_Toughness wrote: »It's a first step into increasing the amount of investment needed if players wanted to build high health.
xylena_lazarow wrote: »Funny that another step would be related to your name. Warden's Minor Toughness is a massive buff to hp pools, and they provide it for themselves and their group for free. Why inflate everyone's hp by 10% for free like that?Major_Toughness wrote: »It's a first step into increasing the amount of investment needed if players wanted to build high health.
The 64 hp meta is another issue, since 64 hp on a PvP build is gonna be around a 25% buff, absolutely huge. Meanwhile 64 stam is about 10% damage and a bigger gas tank, good but too balanced, it pales in comparison.
Yeah I'm on board with that, 10% is just seems like way too much for the hp stat in particular. Minor Vitality was just lowered to 6%, Minor Berserk was lowered to 5% at some point, they have options.Major_Toughness wrote: »I like that every class provides something for "free" as a group buff as it means groups have some class diversity. Now a nerf to Minor Toughness to say 8%, inline with Mending and Vitality would be another small step in the right direction.
Luke_Flamesword wrote: »Actual meta encourages people to put attribute points into health, not stamina/magicka even if they want to build dd build, not typical tank. So what you think about simple solution - bonuses and penalties for using every point in specific attribute? For every point of health you will be have damage reduced per X% in PvP (only PvP, it can't touch PvE), for every point of stamina/magicka you will have damage increased.
I know that people can still take all magicka/stamina and then put all defense sets instead one defense and one damage. But we can go further with giving some more penalties for having too much armor/health in general. Idea is simple - if you want be really tanky tank - you can, but your damage will be pitty not matter what you will use.
We can go even further - some damage reduction while you are healed. Not too big of course and only when you received too much health per second, so too much healing will be crippling people.
There must be this choice - damage or survability. More damage = less survability. More survability = less damage.
huskandhunger wrote: »Better solution: Sorcs and Nightblades have been underperforming for a while now in comparison to the other classes and need more buffs so they can hold their own.
Yeah it's out of control, ESO wasn't meant to be a shooter. Plus now they're designing ranged attacks to be instant and reliable, enabling burst procs from max range, while melee gets stuck with yet more janky cast times (2h Smash is a disgrace). The only things still carrying melee are a few ults and executes, but few players are gonna take the risk.Not only that but I would say 80% of people in Cyrodil are running range builds over melee.
xylena_lazarow wrote: »Do we need to play the gun vs knife game again?
https://esoitem.uesp.net/viewSkillCoef.phpxylena_lazarow wrote: »...
xylena_lazarow wrote: »