That combined with some other cosmetic and mechanic changes, like multiplying all the stats by 10 (40,000 health now I guess), eso version 2.0 is moving quite a ways away from elder scrolls and far more into the MMO corner. That has me uneasy.
Ugh. Stat inflation is the last thing I want to see in this game.
Stat inflation will probably cause me to stop playing more than any other issue with the game. One of the things I've always liked about ESO is that the stat pools are small & the damage numbers are reasonable. Making player stats & damage numbers more like WoW or Diablo is not a something I find appealing.
That combined with some other cosmetic and mechanic changes, like multiplying all the stats by 10 (40,000 health now I guess), eso version 2.0 is moving quite a ways away from elder scrolls and far more into the MMO corner. That has me uneasy.
Ugh. Stat inflation is the last thing I want to see in this game.
This they did it with WoW so all the 12 year olds can go "wooo bro just hit 150k" when hitting 3k was enough back in the day. Over kill and not needed.
So far the only unbreakable CC I've encountered in PvP is being fed on by a vamp - that for sure needs to be fixed asap it's completely ridiculous.
It is, though if they do it wrong it will just mean that everyone is running around in heavy armor and light especially will become useless. Survivability is often the top priority for most, and if you can't incentivize oure mages to use light armor, they'll all just wear heavy.
I always thought heavy should be awesome for survival, but a lag on stamina and magicka. Medium neutral, and then light a boon for magicka but bad on survivability. That way it's not just, "heavy armor is always the best and only choice, if you don't chose heavy armor you're stupid."
If they don't think it through in other words, they'll just end up creating an entirely new problem and be back fixing that in 1.7.
This is how it is now actually, heavy makes you take a lot less damage, but its irrelevant because the key to survival in this game is resource management, and therefore armors that do that better are better for living.
That is WHY people are in light - it provides superior resource management.
If medium or heavy were close, people would use them. It isn't the damage, its the increased use of survivability skills and shields and heals enabled by light armor that lets you live longer than taking less damage upfront.
And in doing that they screwed up, I just don't want it to go in the opposite direction, where everyone is wearing heavy armor. They've not found a balance yet and they really need to.
Heavy needs to provide better resource management than it currently does, near to what is given by the others, so that the difference isnt resources but what you are using them for. Med and light also have skills that help dps performance, so dps will go there and tanks to heavy as they need the survivability.
In pvp you'll see all of them depending on exact class and role. Heavy gives no assistance with dealing damage and current tanky pvp builds rely on ultimates for most damage dealt. With ult gen changing, that won't work too and damage dealt by skills will be more necessary.
The ultimate changes, idk. It seems like it will just allow tanks to spam ultimates like everyone else. I mean it isn't exactly a mechanic change that makes them rarer. People will just start weaving more light attacks in with their skill usage, that's about it.
But back on topic, they do need to make it more like that, though now that they've simplified it-- and considering there are so me good magic themed buffs on heavy sets-- it doesn't seem like they're going to manage that. They'd of had better luck if they'd kept the soft caps, I quite liked the idea. If people were hitting them too easily, just raise them somewhat. That way you could've tied some of the armor types to the soft caps as well, like heavy raises your armor and spell resist, but lowers your over all stamina pool, and your magicka regen caps. Light armor the other way around.
The changes seem more putting armors in line with some other MMOs, just without the restrictions on what class can use them. That combined with some other cosmetic and mechanic changes, like multiplying all the stats by 10 (40,000 health now I guess), eso version 2.0 is moving quite a ways away from elder scrolls and far more into the MMO corner. That has me uneasy.
I think you don't understand the ultimate changes. No one will be using ultimates every 15s like happens now: the current things that generate ultimate aren't going to.
I realize the current things people use to do it won't work, but people will just change what they do. It isn't that hard to fire off light attacks, it shouldn't be too hard. I understand it just fine.
It is, though if they do it wrong it will just mean that everyone is running around in heavy armor and light especially will become useless. Survivability is often the top priority for most, and if you can't incentivize oure mages to use light armor, they'll all just wear heavy.
I always thought heavy should be awesome for survival, but a lag on stamina and magicka. Medium neutral, and then light a boon for magicka but bad on survivability. That way it's not just, "heavy armor is always the best and only choice, if you don't chose heavy armor you're stupid."
If they don't think it through in other words, they'll just end up creating an entirely new problem and be back fixing that in 1.7.
This is how it is now actually, heavy makes you take a lot less damage, but its irrelevant because the key to survival in this game is resource management, and therefore armors that do that better are better for living.
That is WHY people are in light - it provides superior resource management.
If medium or heavy were close, people would use them. It isn't the damage, its the increased use of survivability skills and shields and heals enabled by light armor that lets you live longer than taking less damage upfront.
And in doing that they screwed up, I just don't want it to go in the opposite direction, where everyone is wearing heavy armor. They've not found a balance yet and they really need to.
Heavy needs to provide better resource management than it currently does, near to what is given by the others, so that the difference isnt resources but what you are using them for. Med and light also have skills that help dps performance, so dps will go there and tanks to heavy as they need the survivability.
In pvp you'll see all of them depending on exact class and role. Heavy gives no assistance with dealing damage and current tanky pvp builds rely on ultimates for most damage dealt. With ult gen changing, that won't work too and damage dealt by skills will be more necessary.
The ultimate changes, idk. It seems like it will just allow tanks to spam ultimates like everyone else. I mean it isn't exactly a mechanic change that makes them rarer. People will just start weaving more light attacks in with their skill usage, that's about it.
But back on topic, they do need to make it more like that, though now that they've simplified it-- and considering there are so me good magic themed buffs on heavy sets-- it doesn't seem like they're going to manage that. They'd of had better luck if they'd kept the soft caps, I quite liked the idea. If people were hitting them too easily, just raise them somewhat. That way you could've tied some of the armor types to the soft caps as well, like heavy raises your armor and spell resist, but lowers your over all stamina pool, and your magicka regen caps. Light armor the other way around.
The changes seem more putting armors in line with some other MMOs, just without the restrictions on what class can use them. That combined with some other cosmetic and mechanic changes, like multiplying all the stats by 10 (40,000 health now I guess), eso version 2.0 is moving quite a ways away from elder scrolls and far more into the MMO corner. That has me uneasy.
I think you don't understand the ultimate changes. No one will be using ultimates every 15s like happens now: the current things that generate ultimate aren't going to.
I realize the current things people use to do it won't work, but people will just change what they do. It isn't that hard to fire off light attacks, it shouldn't be too hard. I understand it just fine.
Yes, but no one will get 200 ultimate in 15s like they do right now - you can only have one copy of the buff.
It is, though if they do it wrong it will just mean that everyone is running around in heavy armor and light especially will become useless. Survivability is often the top priority for most, and if you can't incentivize oure mages to use light armor, they'll all just wear heavy.
I always thought heavy should be awesome for survival, but a lag on stamina and magicka. Medium neutral, and then light a boon for magicka but bad on survivability. That way it's not just, "heavy armor is always the best and only choice, if you don't chose heavy armor you're stupid."
If they don't think it through in other words, they'll just end up creating an entirely new problem and be back fixing that in 1.7.
This is how it is now actually, heavy makes you take a lot less damage, but its irrelevant because the key to survival in this game is resource management, and therefore armors that do that better are better for living.
That is WHY people are in light - it provides superior resource management.
If medium or heavy were close, people would use them. It isn't the damage, its the increased use of survivability skills and shields and heals enabled by light armor that lets you live longer than taking less damage upfront.
And in doing that they screwed up, I just don't want it to go in the opposite direction, where everyone is wearing heavy armor. They've not found a balance yet and they really need to.
Heavy needs to provide better resource management than it currently does, near to what is given by the others, so that the difference isnt resources but what you are using them for. Med and light also have skills that help dps performance, so dps will go there and tanks to heavy as they need the survivability.
In pvp you'll see all of them depending on exact class and role. Heavy gives no assistance with dealing damage and current tanky pvp builds rely on ultimates for most damage dealt. With ult gen changing, that won't work too and damage dealt by skills will be more necessary.
The ultimate changes, idk. It seems like it will just allow tanks to spam ultimates like everyone else. I mean it isn't exactly a mechanic change that makes them rarer. People will just start weaving more light attacks in with their skill usage, that's about it.
But back on topic, they do need to make it more like that, though now that they've simplified it-- and considering there are so me good magic themed buffs on heavy sets-- it doesn't seem like they're going to manage that. They'd of had better luck if they'd kept the soft caps, I quite liked the idea. If people were hitting them too easily, just raise them somewhat. That way you could've tied some of the armor types to the soft caps as well, like heavy raises your armor and spell resist, but lowers your over all stamina pool, and your magicka regen caps. Light armor the other way around.
The changes seem more putting armors in line with some other MMOs, just without the restrictions on what class can use them. That combined with some other cosmetic and mechanic changes, like multiplying all the stats by 10 (40,000 health now I guess), eso version 2.0 is moving quite a ways away from elder scrolls and far more into the MMO corner. That has me uneasy.
I think you don't understand the ultimate changes. No one will be using ultimates every 15s like happens now: the current things that generate ultimate aren't going to.
I realize the current things people use to do it won't work, but people will just change what they do. It isn't that hard to fire off light attacks, it shouldn't be too hard. I understand it just fine.
Yes, but no one will get 200 ultimate in 15s like they do right now - you can only have one copy of the buff.
And bonus, they're multiplying all the stats by 10, but what about the costs? If they raise the pools without adjusting the costs along with them, then get ready for ESO version 2.0: the year everyone just stopped giving a crap about resource management...
And bonus, they're multiplying all the stats by 10, but what about the costs? If they raise the pools without adjusting the costs along with them, then get ready for ESO version 2.0: the year everyone just stopped giving a crap about resource management...
So much flame whip spam.....
And bonus, they're multiplying all the stats by 10, but what about the costs? If they raise the pools without adjusting the costs along with them, then get ready for ESO version 2.0: the year everyone just stopped giving a crap about resource management...
So much flame whip spam.....
KaneK899ub17_ESO wrote: »And bonus, they're multiplying all the stats by 10, but what about the costs? If they raise the pools without adjusting the costs along with them, then get ready for ESO version 2.0: the year everyone just stopped giving a crap about resource management...
So much flame whip spam.....
Why on earth would this be a thing? No one would die. Ever. Green dragon blood and BoL would keep you alive for 20 minutes straight. Never mind other things. You really see this happening?
Meant to quote Miahq and respond to that, but oh well.
Stat inflation will probably cause me to stop playing more than any other issue with the game. One of the things I've always liked about ESO is that the stat pools are small & the damage numbers are reasonable. Making player stats & damage numbers more like WoW or Diablo is not a something I find appealing.
This...That combined with some other cosmetic and mechanic changes, like multiplying all the stats by 10 (40,000 health now I guess), eso version 2.0 is moving quite a ways away from elder scrolls and far more into the MMO corner. That has me uneasy.
Ugh. Stat inflation is the last thing I want to see in this game.
This they did it with WoW so all the 12 year olds can go "wooo bro just hit 150k" when hitting 3k was enough back in the day. Over kill and not needed.
And also this. I mean seriously, every stat is being buffed. You've got 10x health but they're also doing 10x damage... It makes literally no difference, other than one number looks bigger. How big of a moron do you have to be to think a 0.6% buff now sucks, but multiply everything times ten and it's suddenly awesome? No one can be that stupid...
Stat inflation will probably cause me to stop playing more than any other issue with the game. One of the things I've always liked about ESO is that the stat pools are small & the damage numbers are reasonable. Making player stats & damage numbers more like WoW or Diablo is not a something I find appealing.
This...That combined with some other cosmetic and mechanic changes, like multiplying all the stats by 10 (40,000 health now I guess), eso version 2.0 is moving quite a ways away from elder scrolls and far more into the MMO corner. That has me uneasy.
Ugh. Stat inflation is the last thing I want to see in this game.
This they did it with WoW so all the 12 year olds can go "wooo bro just hit 150k" when hitting 3k was enough back in the day. Over kill and not needed.
And also this. I mean seriously, every stat is being buffed. You've got 10x health but they're also doing 10x damage... It makes literally no difference, other than one number looks bigger. How big of a moron do you have to be to think a 0.6% buff now sucks, but multiply everything times ten and it's suddenly awesome? No one can be that stupid...
It's a matter of proportionality. If you have say 2000 Magicka, The smallest buff they can really give you is...1. If you have 20,000 Magicka, they can give you a little prize for Champion Points that gives you 50 or 75 Magicka. This is not even enough to really be noticeable, but they could let you buy it over and over until you started making meaningful progress in that stat. It elongates the time period over which they can stretch out character growth for one single toon.
The same reason every game does it really. Why give someone 1000 HP when you could give them 10? Think about it. No attack could do less than 1 damage or more than like 5...
Stat inflation will probably cause me to stop playing more than any other issue with the game. One of the things I've always liked about ESO is that the stat pools are small & the damage numbers are reasonable. Making player stats & damage numbers more like WoW or Diablo is not a something I find appealing.
This...That combined with some other cosmetic and mechanic changes, like multiplying all the stats by 10 (40,000 health now I guess), eso version 2.0 is moving quite a ways away from elder scrolls and far more into the MMO corner. That has me uneasy.
Ugh. Stat inflation is the last thing I want to see in this game.
This they did it with WoW so all the 12 year olds can go "wooo bro just hit 150k" when hitting 3k was enough back in the day. Over kill and not needed.
And also this. I mean seriously, every stat is being buffed. You've got 10x health but they're also doing 10x damage... It makes literally no difference, other than one number looks bigger. How big of a moron do you have to be to think a 0.6% buff now sucks, but multiply everything times ten and it's suddenly awesome? No one can be that stupid...
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Stat inflation will probably cause me to stop playing more than any other issue with the game. One of the things I've always liked about ESO is that the stat pools are small & the damage numbers are reasonable. Making player stats & damage numbers more like WoW or Diablo is not a something I find appealing.
This...That combined with some other cosmetic and mechanic changes, like multiplying all the stats by 10 (40,000 health now I guess), eso version 2.0 is moving quite a ways away from elder scrolls and far more into the MMO corner. That has me uneasy.
Ugh. Stat inflation is the last thing I want to see in this game.
This they did it with WoW so all the 12 year olds can go "wooo bro just hit 150k" when hitting 3k was enough back in the day. Over kill and not needed.
And also this. I mean seriously, every stat is being buffed. You've got 10x health but they're also doing 10x damage... It makes literally no difference, other than one number looks bigger. How big of a moron do you have to be to think a 0.6% buff now sucks, but multiply everything times ten and it's suddenly awesome? No one can be that stupid...
even though i can absolutly understand you - the inflation is needed to make the changes done in 1.6 recognizable. i guess you have seen the pictures on tamrielfoundry regarding the constelations if not so clickey
69 CPs invested for a 5.4% stamina cost reduction of bash, that 0.078% per point. to have this small amount of change visable the affected value has to be rather large, as a digit change in the 5 post decimal place isnt obvious...
Thejollygreenone wrote: »Pretty sure stats aren't being multiplied by 10, if I remember correctly it's more like 3 or 4 that they're being multiplied by.
This is a pretty baseless claim though, I just vaguely remember some discussion about this and someone confidently asserting a number much lower than 10. If I can find what I was thinking of I'll come back here and post of course.
Regardless, I hope it's not a flat 10:
A. Numbers would be too high for my liking
B. It's a much more boring change; Just moving a decimal point over on stats rather than dealing with completely different scaling for them and therefore different numbers to work with.