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Should softcaps be added back?

  • Draxys
    Draxys
    ✭✭✭✭✭
    ✭✭
    Add softcaps to the whole game (and rebalance content to match)
    Jura23 wrote: »
    Draxys wrote: »
    This game desperately needs it. And dynamic ultimate that is non crit based like before.

    I didn't play back then, but I don't understand the request after dynamic ultimate. I think the ultimate is filling quite fast in this game, its not like it takes half hour to charge it. If the dynamic was in place, it would be just too fast in my opinion.

    Speed of gaining ultimate isn't the issue, rewarding good combat is. Part of the reason pvp has swung heavily in favor of numbers win is because of the removal of dynamic ultimate. It allowed smaller groups to compete with larger ones due to having more ultimates.
    2013

    rip decibel
  • Aunatar
    Aunatar
    ✭✭✭
    Add softcaps to the whole game (and rebalance content to match)
    Add them back, but make them actually "soft", let's have a compromise, so people can still min/max in some way.
    @Aunatar
    V16 Sorcerer - Aunatar
    V16 DK - Aunatarans (Currently main)
    V16 DK - Aunatar Evereth
    V16 DK - Aunataran
    V16 NB - Aunatars
    V4 Templar - Lysindel
    Lvl 30 NB - Vile Aunataroni De Pipino
    Free spot, looking for suggestions
  • Jura23
    Jura23
    ✭✭✭✭✭
    Do not add softcaps back
    Draxys wrote: »
    Jura23 wrote: »
    Draxys wrote: »
    This game desperately needs it. And dynamic ultimate that is non crit based like before.

    I didn't play back then, but I don't understand the request after dynamic ultimate. I think the ultimate is filling quite fast in this game, its not like it takes half hour to charge it. If the dynamic was in place, it would be just too fast in my opinion.

    Speed of gaining ultimate isn't the issue, rewarding good combat is. Part of the reason pvp has swung heavily in favor of numbers win is because of the removal of dynamic ultimate. It allowed smaller groups to compete with larger ones due to having more ultimates.

    Yeah, but I think smaller groups should be able to compete because of their better skill, not because more ultimates.

    But what I think they could do is expand the list of actions that generates ultimates, for everybody. And adjust the gains from actions that are already in place.
    Georgion - Bosmer/Templar - PC/EU
  • Draxys
    Draxys
    ✭✭✭✭✭
    ✭✭
    Add softcaps to the whole game (and rebalance content to match)
    Jura23 wrote: »
    Draxys wrote: »
    Jura23 wrote: »
    Draxys wrote: »
    This game desperately needs it. And dynamic ultimate that is non crit based like before.

    I didn't play back then, but I don't understand the request after dynamic ultimate. I think the ultimate is filling quite fast in this game, its not like it takes half hour to charge it. If the dynamic was in place, it would be just too fast in my opinion.

    Speed of gaining ultimate isn't the issue, rewarding good combat is. Part of the reason pvp has swung heavily in favor of numbers win is because of the removal of dynamic ultimate. It allowed smaller groups to compete with larger ones due to having more ultimates.

    Yeah, but I think smaller groups should be able to compete because of their better skill, not because more ultimates.

    But what I think they could do is expand the list of actions that generates ultimates, for everybody. And adjust the gains from actions that are already in place.

    That is also true, but in the current state of the game, it often does not matter at all how skilled your groups players are.
    2013

    rip decibel
  • Septimus_Magna
    Septimus_Magna
    ✭✭✭✭✭
    ✭✭
    Do not add softcaps back
    I dont want any softcaps tbh, just reduce sustain to a point where players actaually have to balance sustain and dmg.

    Right now its too easy to get sustain from racials, mundus and CPs which allows players to spec for dmg and still have decent sustain.
    Edited by Septimus_Magna on December 15, 2015 8:56AM
    PC - EU (AD)
    Septimus Mezar - Altmer Sorcerer
    Septimus Rulanir - Orsimer Templar
    Septimus Desmoru - Khajiit Necromancer
    Septimus Iroh - Dunmer Dragon Knight
    Septimus Thragar - Dunmer Nightblade
    Septimus Jah'zar - Khajiit Nightblade
    Septimus Nerox - Redguard Warden
    Septimus Ozurk - Orsimer Sorcerer
  • DeanTheCat
    DeanTheCat
    ✭✭✭✭✭
    Add softcaps to the whole game (and rebalance content to match)
    Jura23 wrote: »
    Draxys wrote: »
    Jura23 wrote: »
    Draxys wrote: »
    This game desperately needs it. And dynamic ultimate that is non crit based like before.

    I didn't play back then, but I don't understand the request after dynamic ultimate. I think the ultimate is filling quite fast in this game, its not like it takes half hour to charge it. If the dynamic was in place, it would be just too fast in my opinion.

    Speed of gaining ultimate isn't the issue, rewarding good combat is. Part of the reason pvp has swung heavily in favor of numbers win is because of the removal of dynamic ultimate. It allowed smaller groups to compete with larger ones due to having more ultimates.

    Yeah, but I think smaller groups should be able to compete because of their better skill, not because more ultimates.

    But what I think they could do is expand the list of actions that generates ultimates, for everybody. And adjust the gains from actions that are already in place.

    What about gaining ultimate when you perform specific actions (Blocking, dodging, CC, force-miss, purging, buffing allies, healing and damage but no crits) but losing ultimate when you misplay, like getting hit by a bashable attack, failing to block white sparks and standing in red for 5+ seconds?

    This will allow good players to gain ultimate for performing good combat decisions and counters while ensuring that bad gameplay will be punished with ultimate loss to dissuade people from poor play. A good player will be able this way to consistently unleash more ultimates then a poor player, while keeping the previous discrepancies between Magicka vs Stamina back in the old ultimate system (Magicka players basically gained ulti at 10x the rate of Stamina players). Maintain the current Major Heroism buff to ensure that all players eventually will be able to unleash an ultimate.
    Dean the Cat
    Somewhat Insane Puddicat
    EU-PC Megaserver; Ebonheart Pact, Alliance Rank 34
    This one hails from far Singapore, excuse this one for his high pings. He also apologizes for any formatting/spelling errors, as he tends to answer using a mobile device.

    Insanity is the price of Knowledge. Herma-Mora and Sheogorath, this one bows before thee.

    This one does not advocate for any class to be nerfed. There are far deeper underlying issues then a simple "Class Imbalance". The Champion System is the problem. Not classes.

    Please read this before creating yet another nerf thread.

    My guides:
  • Flameheart
    Flameheart
    ✭✭✭✭✭
    Do not add softcaps back
    Nope. Reasons already mentioned by posters above.

    I might agree that Zenimax should bring some more balance to the game skillwise, but soft caps is not the answer. I love this game BECAUSE of its freedom concerning roles and builds. If I want to pigeonhole myself in a strict pattern, I could play every other MMO out there and just swap "Jedi Knight Marauder" by "Dualwield Warrior".

    All those ineffective balancing suggestions which want to take my fun for this game for therorycrafting, experimenting and finding builds are in truth another attempt to introduce socialism for PvP at the cost of spoiling my fun in PvE.
    Sometimes the prey turns and nips us... it's a small thing.

    So let the snow flakes and unicorns dance alone until they melt or vanish from existence, we will finish up with those smart enough to stay in the glowing circle of love.

    Selissi - CP 1k+ Redguard Stamina Nightblade (Ebonheart Pact)
    Silmerel - CP 1k+ Breton Magicka Templar (Ebonheart Pact)
    Sunja - CP 1k+ Dunmer Magicka Nightblade (Ebonheart Pact)
    Suldreni - CP 1k+ Dunmer Magicka Dragonknight (Ebonheart Pact)
    Sulhelka - CP 1k+ Altmer Magicka Sorcerer (Ebonheart Pact)
    Sylundine - CP 1k+ Breton Magicka Warden (Ebonheart Pact)







  • Jar_Ek
    Jar_Ek
    ✭✭✭✭✭
    Add softcaps to the whole game (and rebalance content to match)
    Soft caps as in smoothed diminishing returns that are tied to cp total (ie higher cp total means a later start to the diminishing returns) to reduce the gap between hybrids and health builds vs max resource builds.

    However if zos made hybrids builds competitiveand health builds competitive, then that would be fine too.

    Basically make hybrids and health builds viable!! Also I suspect that the removal of soft caps has caused the cost multipliers on bolt escape and dodge roll, as well as the block stamina nerf... and I dislike those changes intensely.
  • Whitebrad25
    Do not add softcaps back
    I vote no, for sure....Not a fan of those soft caps....It is truly a Band-Aid for players to help bring marginal builds toward the level that those who spent million(s) to create have.

    I enjoy the aspect where people can max certain areas of their character and focus certain play styles...with soft caps, there is no playing the way you want. Soft caps force players not into certain builds, but champion points, morphs/abilities, etc.


    I would thoroughly enjoy people to stop protesting to nerf people's builds. There are several examples of every class where players are incredibly effective and each class must have gives and takes....a soft cap (at the very least as low as many of them were), would be detrimental to the game play experience and the point of even trying to obtain some of the content that is BiS or the set pieces that are near the top of the line...

    I want to enjoy the fruits of my hours and HOURS of labor for the gear I have.
  • Rune_Relic
    Rune_Relic
    ✭✭✭✭✭
    Do not add softcaps back
    DeanTheCat wrote: »
    Jura23 wrote: »
    Draxys wrote: »
    Jura23 wrote: »
    Draxys wrote: »
    This game desperately needs it. And dynamic ultimate that is non crit based like before.

    I didn't play back then, but I don't understand the request after dynamic ultimate. I think the ultimate is filling quite fast in this game, its not like it takes half hour to charge it. If the dynamic was in place, it would be just too fast in my opinion.

    Speed of gaining ultimate isn't the issue, rewarding good combat is. Part of the reason pvp has swung heavily in favor of numbers win is because of the removal of dynamic ultimate. It allowed smaller groups to compete with larger ones due to having more ultimates.

    Yeah, but I think smaller groups should be able to compete because of their better skill, not because more ultimates.

    But what I think they could do is expand the list of actions that generates ultimates, for everybody. And adjust the gains from actions that are already in place.

    What about gaining ultimate when you perform specific actions (Blocking, dodging, CC, force-miss, purging, buffing allies, healing and damage but no crits) but losing ultimate when you misplay, like getting hit by a bashable attack, failing to block white sparks and standing in red for 5+ seconds?

    This will allow good players to gain ultimate for performing good combat decisions and counters while ensuring that bad gameplay will be punished with ultimate loss to dissuade people from poor play. A good player will be able this way to consistently unleash more ultimates then a poor player, while keeping the previous discrepancies between Magicka vs Stamina back in the old ultimate system (Magicka players basically gained ulti at 10x the rate of Stamina players). Maintain the current Major Heroism buff to ensure that all players eventually will be able to unleash an ultimate.

    So what if that zerg ball carpet bombs a massive area so that the only thing you can do is dodgeroll out of one red circle straight into another ?
    The zerg ball gets all the ultimate and you get none.

    In principal I agree in good play should win.
    But using rewards and penalties the more extreme builds become power wise rather than skill wise
    If you are truly a more skilful player you will beat your opponent anyway without any other help required.
    You don't need more power if you are better than your opponent anyway.

    The only argument for ultimate is in outnumbered situation or 1vX.
    People cant deal with being outnumbered so demand a godmode button so they don't have to die.
    Giving people god mode buttons just creates a power creep situation where some classes synergise better than others.
    DKs being a prime example back in the day.

    The only way to prevent power creep is to not give people more power.
    The only option left in 1vX is to reduce effectiveness by group size.

    That's the only way I see it anyway.
    Anything that can be exploited will be exploited
  • Personofsecrets
    Personofsecrets
    ✭✭✭✭✭
    ✭✭✭
    Add softcaps to the whole game (and rebalance content to match)
    Soft caps on player power have essentially already been added back to PVP via the battle spirit debuff
  • DeanTheCat
    DeanTheCat
    ✭✭✭✭✭
    Add softcaps to the whole game (and rebalance content to match)
    Rune_Relic wrote: »
    DeanTheCat wrote: »
    Jura23 wrote: »
    Draxys wrote: »
    Jura23 wrote: »
    Draxys wrote: »
    This game desperately needs it. And dynamic ultimate that is non crit based like before.

    I didn't play back then, but I don't understand the request after dynamic ultimate. I think the ultimate is filling quite fast in this game, its not like it takes half hour to charge it. If the dynamic was in place, it would be just too fast in my opinion.

    Speed of gaining ultimate isn't the issue, rewarding good combat is. Part of the reason pvp has swung heavily in favor of numbers win is because of the removal of dynamic ultimate. It allowed smaller groups to compete with larger ones due to having more ultimates.

    Yeah, but I think smaller groups should be able to compete because of their better skill, not because more ultimates.

    But what I think they could do is expand the list of actions that generates ultimates, for everybody. And adjust the gains from actions that are already in place.

    What about gaining ultimate when you perform specific actions (Blocking, dodging, CC, force-miss, purging, buffing allies, healing and damage but no crits) but losing ultimate when you misplay, like getting hit by a bashable attack, failing to block white sparks and standing in red for 5+ seconds?

    This will allow good players to gain ultimate for performing good combat decisions and counters while ensuring that bad gameplay will be punished with ultimate loss to dissuade people from poor play. A good player will be able this way to consistently unleash more ultimates then a poor player, while keeping the previous discrepancies between Magicka vs Stamina back in the old ultimate system (Magicka players basically gained ulti at 10x the rate of Stamina players). Maintain the current Major Heroism buff to ensure that all players eventually will be able to unleash an ultimate.

    So what if that zerg ball carpet bombs a massive area so that the only thing you can do is dodgeroll out of one red circle straight into another ?
    The zerg ball gets all the ultimate and you get none.

    In principal I agree in good play should win.
    But using rewards and penalties the more extreme builds become power wise rather than skill wise
    If you are truly a more skilful player you will beat your opponent anyway without any other help required.
    You don't need more power if you are better than your opponent anyway.

    The only argument for ultimate is in outnumbered situation or 1vX.
    People cant deal with being outnumbered so demand a godmode button so they don't have to die.
    Giving people god mode buttons just creates a power creep situation where some classes synergise better than others.
    DKs being a prime example back in the day.

    The only way to prevent power creep is to not give people more power.
    The only option left in 1vX is to reduce effectiveness by group size.

    That's the only way I see it anyway.

    @Rune_Relic

    Touche.

    Didn't think about that. I concede :smile:
    Dean the Cat
    Somewhat Insane Puddicat
    EU-PC Megaserver; Ebonheart Pact, Alliance Rank 34
    This one hails from far Singapore, excuse this one for his high pings. He also apologizes for any formatting/spelling errors, as he tends to answer using a mobile device.

    Insanity is the price of Knowledge. Herma-Mora and Sheogorath, this one bows before thee.

    This one does not advocate for any class to be nerfed. There are far deeper underlying issues then a simple "Class Imbalance". The Champion System is the problem. Not classes.

    Please read this before creating yet another nerf thread.

    My guides:
  • Rune_Relic
    Rune_Relic
    ✭✭✭✭✭
    Do not add softcaps back
    DeanTheCat wrote: »
    Rune_Relic wrote: »
    DeanTheCat wrote: »
    Jura23 wrote: »
    Draxys wrote: »
    Jura23 wrote: »
    Draxys wrote: »
    This game desperately needs it. And dynamic ultimate that is non crit based like before.

    I didn't play back then, but I don't understand the request after dynamic ultimate. I think the ultimate is filling quite fast in this game, its not like it takes half hour to charge it. If the dynamic was in place, it would be just too fast in my opinion.

    Speed of gaining ultimate isn't the issue, rewarding good combat is. Part of the reason pvp has swung heavily in favor of numbers win is because of the removal of dynamic ultimate. It allowed smaller groups to compete with larger ones due to having more ultimates.

    Yeah, but I think smaller groups should be able to compete because of their better skill, not because more ultimates.

    But what I think they could do is expand the list of actions that generates ultimates, for everybody. And adjust the gains from actions that are already in place.

    What about gaining ultimate when you perform specific actions (Blocking, dodging, CC, force-miss, purging, buffing allies, healing and damage but no crits) but losing ultimate when you misplay, like getting hit by a bashable attack, failing to block white sparks and standing in red for 5+ seconds?

    This will allow good players to gain ultimate for performing good combat decisions and counters while ensuring that bad gameplay will be punished with ultimate loss to dissuade people from poor play. A good player will be able this way to consistently unleash more ultimates then a poor player, while keeping the previous discrepancies between Magicka vs Stamina back in the old ultimate system (Magicka players basically gained ulti at 10x the rate of Stamina players). Maintain the current Major Heroism buff to ensure that all players eventually will be able to unleash an ultimate.

    So what if that zerg ball carpet bombs a massive area so that the only thing you can do is dodgeroll out of one red circle straight into another ?
    The zerg ball gets all the ultimate and you get none.

    In principal I agree in good play should win.
    But using rewards and penalties the more extreme builds become power wise rather than skill wise
    If you are truly a more skilful player you will beat your opponent anyway without any other help required.
    You don't need more power if you are better than your opponent anyway.

    The only argument for ultimate is in outnumbered situation or 1vX.
    People cant deal with being outnumbered so demand a godmode button so they don't have to die.
    Giving people god mode buttons just creates a power creep situation where some classes synergise better than others.
    DKs being a prime example back in the day.

    The only way to prevent power creep is to not give people more power.
    The only option left in 1vX is to reduce effectiveness by group size.

    That's the only way I see it anyway.

    @Rune_Relic

    Touche.

    Didn't think about that. I concede :smile:

    Damn it man ! You're not supposed to concede ever...or at least 20 pages later.
    hehe!

    Hell I love ultimate.....who doesn't get moist nuking stuff.
    I just don't see how the results were good for the game in the end.
    Anything that can be exploited will be exploited
  • willymchilybily
    willymchilybily
    ✭✭✭✭
    Do not add softcaps back
    i think softcaps is a blanket fix to balance by limiting maximums, and to re-introduce them with the champion system and the gear sets now available would be disastrous.

    we are moving away from that model. There will need to be tweaks to do so, and more buffs/nerfs (and whining) to come,, but i think the final destination we will reach will be far superior to what was left behind.
    PSN - WarpPigeon - Guild: TheSyndicate - EU, Ebonheart Pact
    Dragon Knight [Magicka] - 720 - Stormproof
    Night Blade [Magicka] - 720 - Stormproof
    Sorcerer [Magicka] - 720 - Flawless Conqueror
    Templar [Magicka] - 720 - Stormproof
    Dragon Knight [Stamina] - 720 - Stormproof
    Night Blade [Stamina] - 720 - Stormproof
    Sorcerer [Stamina] - 720
  • kevlarto_ESO
    kevlarto_ESO
    ✭✭✭✭✭
    Add softcaps to the whole game (and rebalance content to match)
    Why do think we get crazy damage numbers, and why were sorcs able to bolt travel, nightblades able to roll to the moon and back, because of no soft caps, almost every game on the market uses them and for a reason, balance, balance, balance.
  • Junkogen
    Junkogen
    ✭✭✭✭✭
    Add softcaps to the whole game (and rebalance content to match)
    Soft caps were horrible and made it difficult to create "edge case" builds that pushed the limits of theorycrafting. They were also hell on solo players who didn't have the benefit of group synergies to help them manage resources.

    Other evils of soft caps included:

    1) Expensive tri-stat potions were REQUIRED to complete some content. Hope you enjoy picking flowers in Coldharbour for six hours a day, because that's what you'll be doing if soft caps come back!

    2) Spell Symmetry, one of the dumbest spells in the game, was actually FOTM standard for mages for a long time because of magicka management issues due to - you guessed it - soft caps. Enjoy using a spell that could double as a suicide pill if they bring back soft caps!

    I'm an Argonian, ZOS already seems to expect us to pick flowers all day to utilize our passive.
    Edited by Junkogen on December 15, 2015 2:20PM
  • RAGUNAnoOne
    RAGUNAnoOne
    ✭✭✭✭✭
    Add softcaps to the whole game (and rebalance content to match)
    Junkogen wrote: »
    Soft caps were horrible and made it difficult to create "edge case" builds that pushed the limits of theorycrafting. They were also hell on solo players who didn't have the benefit of group synergies to help them manage resources.

    Other evils of soft caps included:

    1) Expensive tri-stat potions were REQUIRED to complete some content. Hope you enjoy picking flowers in Coldharbour for six hours a day, because that's what you'll be doing if soft caps come back!

    2) Spell Symmetry, one of the dumbest spells in the game, was actually FOTM standard for mages for a long time because of magicka management issues due to - you guessed it - soft caps. Enjoy using a spell that could double as a suicide pill if they bring back soft caps!

    I'm an Argonian, ZOS already seems to expect us to pick flowers all day to utilize our passive.

    LOL same here and use healing spells despite the fact they only work better on us.
    PS4 NA
    Argonian Master Race

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

    Support Tail armor and tail ribbons: http://forums.elderscrollsonline.com/en/discussion/236333/concept-tail-armor-for-beast-races#latest
    http://forums.elderscrollsonline.com/en/discussion/246134/request-dyeable-tail-ribbons
  • DeanTheCat
    DeanTheCat
    ✭✭✭✭✭
    Add softcaps to the whole game (and rebalance content to match)
    Rune_Relic wrote: »
    DeanTheCat wrote: »
    Rune_Relic wrote: »
    DeanTheCat wrote: »
    Jura23 wrote: »
    Draxys wrote: »
    Jura23 wrote: »
    Draxys wrote: »
    This game desperately needs it. And dynamic ultimate that is non crit based like before.

    I didn't play back then, but I don't understand the request after dynamic ultimate. I think the ultimate is filling quite fast in this game, its not like it takes half hour to charge it. If the dynamic was in place, it would be just too fast in my opinion.

    Speed of gaining ultimate isn't the issue, rewarding good combat is. Part of the reason pvp has swung heavily in favor of numbers win is because of the removal of dynamic ultimate. It allowed smaller groups to compete with larger ones due to having more ultimates.

    Yeah, but I think smaller groups should be able to compete because of their better skill, not because more ultimates.

    But what I think they could do is expand the list of actions that generates ultimates, for everybody. And adjust the gains from actions that are already in place.

    What about gaining ultimate when you perform specific actions (Blocking, dodging, CC, force-miss, purging, buffing allies, healing and damage but no crits) but losing ultimate when you misplay, like getting hit by a bashable attack, failing to block white sparks and standing in red for 5+ seconds?

    This will allow good players to gain ultimate for performing good combat decisions and counters while ensuring that bad gameplay will be punished with ultimate loss to dissuade people from poor play. A good player will be able this way to consistently unleash more ultimates then a poor player, while keeping the previous discrepancies between Magicka vs Stamina back in the old ultimate system (Magicka players basically gained ulti at 10x the rate of Stamina players). Maintain the current Major Heroism buff to ensure that all players eventually will be able to unleash an ultimate.

    So what if that zerg ball carpet bombs a massive area so that the only thing you can do is dodgeroll out of one red circle straight into another ?
    The zerg ball gets all the ultimate and you get none.

    In principal I agree in good play should win.
    But using rewards and penalties the more extreme builds become power wise rather than skill wise
    If you are truly a more skilful player you will beat your opponent anyway without any other help required.
    You don't need more power if you are better than your opponent anyway.

    The only argument for ultimate is in outnumbered situation or 1vX.
    People cant deal with being outnumbered so demand a godmode button so they don't have to die.
    Giving people god mode buttons just creates a power creep situation where some classes synergise better than others.
    DKs being a prime example back in the day.

    The only way to prevent power creep is to not give people more power.
    The only option left in 1vX is to reduce effectiveness by group size.

    That's the only way I see it anyway.

    @Rune_Relic

    Touche.

    Didn't think about that. I concede :smile:

    Damn it man ! You're not supposed to concede ever...or at least 20 pages later.
    hehe!

    Hell I love ultimate.....who doesn't get moist nuking stuff.
    I just don't see how the results were good for the game in the end.

    I'm not the kind who will just argue for the sake of arguing. I know when I have lost. And in this case, it's a matter of not thinking a suggestion through before posting.
    Dean the Cat
    Somewhat Insane Puddicat
    EU-PC Megaserver; Ebonheart Pact, Alliance Rank 34
    This one hails from far Singapore, excuse this one for his high pings. He also apologizes for any formatting/spelling errors, as he tends to answer using a mobile device.

    Insanity is the price of Knowledge. Herma-Mora and Sheogorath, this one bows before thee.

    This one does not advocate for any class to be nerfed. There are far deeper underlying issues then a simple "Class Imbalance". The Champion System is the problem. Not classes.

    Please read this before creating yet another nerf thread.

    My guides:
  • Junkogen
    Junkogen
    ✭✭✭✭✭
    Add softcaps to the whole game (and rebalance content to match)
    Junkogen wrote: »
    Soft caps were horrible and made it difficult to create "edge case" builds that pushed the limits of theorycrafting. They were also hell on solo players who didn't have the benefit of group synergies to help them manage resources.

    Other evils of soft caps included:

    1) Expensive tri-stat potions were REQUIRED to complete some content. Hope you enjoy picking flowers in Coldharbour for six hours a day, because that's what you'll be doing if soft caps come back!

    2) Spell Symmetry, one of the dumbest spells in the game, was actually FOTM standard for mages for a long time because of magicka management issues due to - you guessed it - soft caps. Enjoy using a spell that could double as a suicide pill if they bring back soft caps!

    I'm an Argonian, ZOS already seems to expect us to pick flowers all day to utilize our passive.

    LOL same here and use healing spells despite the fact they only work better on us.

    Their passives are so incredibly bad it makes me wonder what the developers are thinking. I honestly think that they just don't care. They'd rather spend their time on moneymakers like DLC and Crown Store than redesign passives that are actually fair and balanced. Hence, Argonians will always be the last choice for any playstyle.
  • RAGUNAnoOne
    RAGUNAnoOne
    ✭✭✭✭✭
    Add softcaps to the whole game (and rebalance content to match)
    Junkogen wrote: »
    Junkogen wrote: »
    Soft caps were horrible and made it difficult to create "edge case" builds that pushed the limits of theorycrafting. They were also hell on solo players who didn't have the benefit of group synergies to help them manage resources.

    Other evils of soft caps included:

    1) Expensive tri-stat potions were REQUIRED to complete some content. Hope you enjoy picking flowers in Coldharbour for six hours a day, because that's what you'll be doing if soft caps come back!

    2) Spell Symmetry, one of the dumbest spells in the game, was actually FOTM standard for mages for a long time because of magicka management issues due to - you guessed it - soft caps. Enjoy using a spell that could double as a suicide pill if they bring back soft caps!

    I'm an Argonian, ZOS already seems to expect us to pick flowers all day to utilize our passive.

    LOL same here and use healing spells despite the fact they only work better on us.

    Their passives are so incredibly bad it makes me wonder what the developers are thinking. I honestly think that they just don't care. They'd rather spend their time on moneymakers like DLC and Crown Store than redesign passives that are actually fair and balanced. Hence, Argonians will always be the last choice for any playstyle.

    They want argonians to constantly be whipped to death by DK slavers that is what they are thinking. NPC practically spam that move on me...
    PS4 NA
    Argonian Master Race

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

    Support Tail armor and tail ribbons: http://forums.elderscrollsonline.com/en/discussion/236333/concept-tail-armor-for-beast-races#latest
    http://forums.elderscrollsonline.com/en/discussion/246134/request-dyeable-tail-ribbons
  • Jura23
    Jura23
    ✭✭✭✭✭
    Do not add softcaps back
    Junkogen wrote: »
    Junkogen wrote: »
    Soft caps were horrible and made it difficult to create "edge case" builds that pushed the limits of theorycrafting. They were also hell on solo players who didn't have the benefit of group synergies to help them manage resources.

    Other evils of soft caps included:

    1) Expensive tri-stat potions were REQUIRED to complete some content. Hope you enjoy picking flowers in Coldharbour for six hours a day, because that's what you'll be doing if soft caps come back!

    2) Spell Symmetry, one of the dumbest spells in the game, was actually FOTM standard for mages for a long time because of magicka management issues due to - you guessed it - soft caps. Enjoy using a spell that could double as a suicide pill if they bring back soft caps!

    I'm an Argonian, ZOS already seems to expect us to pick flowers all day to utilize our passive.

    LOL same here and use healing spells despite the fact they only work better on us.

    Their passives are so incredibly bad it makes me wonder what the developers are thinking. I honestly think that they just don't care. They'd rather spend their time on moneymakers like DLC and Crown Store than redesign passives that are actually fair and balanced. Hence, Argonians will always be the last choice for any playstyle.

    You have tails. Others don't (except Khajiit).
    Georgion - Bosmer/Templar - PC/EU
  • SirCritical
    SirCritical
    ✭✭✭✭✭
    Add softcaps to the whole game (and rebalance content to match)
    Let us create hybrid builds again, and replace some of the 2-4 plain attribute-based set bonuses with other, interesting and useful effects.
  • Zerok
    Zerok
    ✭✭✭✭
    Add softcaps to PvP zones only
    I understand the need for softcaps in PvP. However, why is there a need for it in PvE?

    Can someone explain this to me?
    Zeerok (the sneaky ruffian) - LV50 Bosmer stamblade DPS (AD)
    Gontrand de Bourbon (the greedy aristocrat) - LV50 Breton magsorc tank (DC)
    Augustus Aquilarios (the imperial claimant) - LV50 Imperial stamDK PvP (EP)
    Zeerokk (the AD zealot) - LV50 Altmer magblade PvP (AD)
    Lianna Storm (the inferno maiden) - LV50 Dunmer magDK DPS (EP)
    Fights-With-Khajiit (the gullible faithful) - LV5 Argonian templar (EP)
    Miner'va (the skooma addict) - LV3 Khajiit sorcerer (AD) - chaotic neutral
    Siggy Thorvaldsson (the charismatic baroness) - LV50 Nord stamwarden tank (DC)
  • dodgehopper_ESO
    dodgehopper_ESO
    ✭✭✭✭✭
    ✭✭✭
    Jar_Ek wrote: »
    Soft caps as in smoothed diminishing returns that are tied to cp total (ie higher cp total means a later start to the diminishing returns) to reduce the gap between hybrids and health builds vs max resource builds.

    However if zos made hybrids builds competitiveand health builds competitive, then that would be fine too.

    Basically make hybrids and health builds viable!! Also I suspect that the removal of soft caps has caused the cost multipliers on bolt escape and dodge roll, as well as the block stamina nerf... and I dislike those changes intensely.

    I concur. As someone who has tanked (and healed) with every single class I really don't like the bolt/dodge/block nerfs. Blocking in particularly I find really annoying, because I now find it more risky to block than not most times. Throw things like major lag in cyrodiil and they've basically killed blocking, which has plenty of counters already (Fear being one of the nastiest). I can't even imagine what Block + Guard would look like, who has that much stamina?
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • dodgehopper_ESO
    dodgehopper_ESO
    ✭✭✭✭✭
    ✭✭✭
    Rune_Relic wrote: »
    DeanTheCat wrote: »
    Jura23 wrote: »
    Draxys wrote: »
    Jura23 wrote: »
    Draxys wrote: »
    This game desperately needs it. And dynamic ultimate that is non crit based like before.

    I didn't play back then, but I don't understand the request after dynamic ultimate. I think the ultimate is filling quite fast in this game, its not like it takes half hour to charge it. If the dynamic was in place, it would be just too fast in my opinion.

    Speed of gaining ultimate isn't the issue, rewarding good combat is. Part of the reason pvp has swung heavily in favor of numbers win is because of the removal of dynamic ultimate. It allowed smaller groups to compete with larger ones due to having more ultimates.

    Yeah, but I think smaller groups should be able to compete because of their better skill, not because more ultimates.

    But what I think they could do is expand the list of actions that generates ultimates, for everybody. And adjust the gains from actions that are already in place.

    What about gaining ultimate when you perform specific actions (Blocking, dodging, CC, force-miss, purging, buffing allies, healing and damage but no crits) but losing ultimate when you misplay, like getting hit by a bashable attack, failing to block white sparks and standing in red for 5+ seconds?

    This will allow good players to gain ultimate for performing good combat decisions and counters while ensuring that bad gameplay will be punished with ultimate loss to dissuade people from poor play. A good player will be able this way to consistently unleash more ultimates then a poor player, while keeping the previous discrepancies between Magicka vs Stamina back in the old ultimate system (Magicka players basically gained ulti at 10x the rate of Stamina players). Maintain the current Major Heroism buff to ensure that all players eventually will be able to unleash an ultimate.

    So what if that zerg ball carpet bombs a massive area so that the only thing you can do is dodgeroll out of one red circle straight into another ?
    The zerg ball gets all the ultimate and you get none.

    In principal I agree in good play should win.
    But using rewards and penalties the more extreme builds become power wise rather than skill wise
    If you are truly a more skilful player you will beat your opponent anyway without any other help required.
    You don't need more power if you are better than your opponent anyway.

    The only argument for ultimate is in outnumbered situation or 1vX.
    People cant deal with being outnumbered so demand a godmode button so they don't have to die.
    Giving people god mode buttons just creates a power creep situation where some classes synergise better than others.
    DKs being a prime example back in the day.

    The only way to prevent power creep is to not give people more power.
    The only option left in 1vX is to reduce effectiveness by group size.

    That's the only way I see it anyway.

    All things being equal (quality of strategy, skill/experience of players/good communication) I think the team with more players should win. Its a nice warm fuzzy feeling to say you beat 20 other guys, but it should not be because of crappy handicap systems or because some classes are just better than others. I don't have a problem losing to a smaller party if we were outplayed, good on them, but I don't really understand how people do not understand the advantage that should exist if one side has more players. I'm sorry but that's real life, and sometimes real life is tough. Conversely, I'm a proponent of things most people would not like: Friendly Fire, No Aoe Caps, Player Collision, etc. I already know a lot of what I want wouldn't happen because their servers can't handle it, and partly because MMO's culturally have a problem with friendly fire. I do think it would mean that aoe skills would be less favorable in pvp when you know for a fact your impulse/steel tornado could be as detrimental to the team as theirs. It would change the entire dynamic of team play if aoe's were actually tactical in nature (Like they would be in real life). If I drop a wall of elements, caltrops, etc down the question is simply why am I able to walk through all those spikes comfortably and you aren't? Because I dropped it? Well that's still fire burning on the ground and spikes poking up from it. Plenty of shooters have friendly fire, and I played shooters long before I played MMORPG's, so that's probably why I feel the way I do, but I suggest that pvp could be a lot more balanced if MMO's copied some Shooter mechanics in their games.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • dodgehopper_ESO
    dodgehopper_ESO
    ✭✭✭✭✭
    ✭✭✭
    Junkogen wrote: »
    Soft caps were horrible and made it difficult to create "edge case" builds that pushed the limits of theorycrafting. They were also hell on solo players who didn't have the benefit of group synergies to help them manage resources.

    Other evils of soft caps included:

    1) Expensive tri-stat potions were REQUIRED to complete some content. Hope you enjoy picking flowers in Coldharbour for six hours a day, because that's what you'll be doing if soft caps come back!

    2) Spell Symmetry, one of the dumbest spells in the game, was actually FOTM standard for mages for a long time because of magicka management issues due to - you guessed it - soft caps. Enjoy using a spell that could double as a suicide pill if they bring back soft caps!

    I'm an Argonian, ZOS already seems to expect us to pick flowers all day to utilize our passive.

    LOL same here and use healing spells despite the fact they only work better on us.

    The sad truth is that the battle spirit debuffs to healing also directly effect the benefit of Argonian healing received, but do not directly effect other traits like Nord damage resistance or Redguard Adrenaline Rush or Bosmer Stamina Regen. I'm not sure if anyone has ever mentioned that, but I don't even find the Argonian healing received boost all that beneficial even when I'm in PVE land, at least not more so than any other character without it.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • Rune_Relic
    Rune_Relic
    ✭✭✭✭✭
    Do not add softcaps back
    Rune_Relic wrote: »
    DeanTheCat wrote: »
    Jura23 wrote: »
    Draxys wrote: »
    Jura23 wrote: »
    Draxys wrote: »
    This game desperately needs it. And dynamic ultimate that is non crit based like before.

    I didn't play back then, but I don't understand the request after dynamic ultimate. I think the ultimate is filling quite fast in this game, its not like it takes half hour to charge it. If the dynamic was in place, it would be just too fast in my opinion.

    Speed of gaining ultimate isn't the issue, rewarding good combat is. Part of the reason pvp has swung heavily in favor of numbers win is because of the removal of dynamic ultimate. It allowed smaller groups to compete with larger ones due to having more ultimates.

    Yeah, but I think smaller groups should be able to compete because of their better skill, not because more ultimates.

    But what I think they could do is expand the list of actions that generates ultimates, for everybody. And adjust the gains from actions that are already in place.

    What about gaining ultimate when you perform specific actions (Blocking, dodging, CC, force-miss, purging, buffing allies, healing and damage but no crits) but losing ultimate when you misplay, like getting hit by a bashable attack, failing to block white sparks and standing in red for 5+ seconds?

    This will allow good players to gain ultimate for performing good combat decisions and counters while ensuring that bad gameplay will be punished with ultimate loss to dissuade people from poor play. A good player will be able this way to consistently unleash more ultimates then a poor player, while keeping the previous discrepancies between Magicka vs Stamina back in the old ultimate system (Magicka players basically gained ulti at 10x the rate of Stamina players). Maintain the current Major Heroism buff to ensure that all players eventually will be able to unleash an ultimate.

    So what if that zerg ball carpet bombs a massive area so that the only thing you can do is dodgeroll out of one red circle straight into another ?
    The zerg ball gets all the ultimate and you get none.

    In principal I agree in good play should win.
    But using rewards and penalties the more extreme builds become power wise rather than skill wise
    If you are truly a more skilful player you will beat your opponent anyway without any other help required.
    You don't need more power if you are better than your opponent anyway.

    The only argument for ultimate is in outnumbered situation or 1vX.
    People cant deal with being outnumbered so demand a godmode button so they don't have to die.
    Giving people god mode buttons just creates a power creep situation where some classes synergise better than others.
    DKs being a prime example back in the day.

    The only way to prevent power creep is to not give people more power.
    The only option left in 1vX is to reduce effectiveness by group size.

    That's the only way I see it anyway.

    All things being equal (quality of strategy, skill/experience of players/good communication) I think the team with more players should win. Its a nice warm fuzzy feeling to say you beat 20 other guys, but it should not be because of crappy handicap systems or because some classes are just better than others. I don't have a problem losing to a smaller party if we were outplayed, good on them, but I don't really understand how people do not understand the advantage that should exist if one side has more players. I'm sorry but that's real life, and sometimes real life is tough. Conversely, I'm a proponent of things most people would not like: Friendly Fire, No Aoe Caps, Player Collision, etc. I already know a lot of what I want wouldn't happen because their servers can't handle it, and partly because MMO's culturally have a problem with friendly fire. I do think it would mean that aoe skills would be less favorable in pvp when you know for a fact your impulse/steel tornado could be as detrimental to the team as theirs. It would change the entire dynamic of team play if aoe's were actually tactical in nature (Like they would be in real life). If I drop a wall of elements, caltrops, etc down the question is simply why am I able to walk through all those spikes comfortably and you aren't? Because I dropped it? Well that's still fire burning on the ground and spikes poking up from it. Plenty of shooters have friendly fire, and I played shooters long before I played MMORPG's, so that's probably why I feel the way I do, but I suggest that pvp could be a lot more balanced if MMO's copied some Shooter mechanics in their games.

    I wouldn't have a problem with friendly fire except for ...troll traitor players griefing at the most opportune moment.
    ZOS are removing the traitor barriers.
    Same reason people didnt want CD...not just physics load....but troll griefing in pinch points.
    The trolling and griefing will be real next patch.
    Edited by Rune_Relic on December 15, 2015 8:35PM
    Anything that can be exploited will be exploited
  • cavakthestampede
    cavakthestampede
    ✭✭✭
    Add softcaps to the whole game (and rebalance content to match)
    jrkhan wrote: »
    I think the problem isn't so much that you don't have diminishing marginal returns, so much as there are not really any benefits to running with more health, or with hybrid stats.

    The game has an action economy, your stats need to make each action you take to be more effective in some way, or they are a waste.

    Let's take an ability like hardened ward.
    I'm not saying it shouldn't scale linearly off magika, that should stay.
    However, what if it was multiplied by some fraction of your health pool?
    In that case, balancing health and magika would make the ability more effective than stacking one or the other.

    I think more abilities could benefit from secondary effects - maybe flame whip still scales in damage based on magika, but drains the targets stamina in proportion to your stam pool.


    Or maybe make an ability that costs magika, but deals 5% of your current health pool in damage in addition to linear scaling on magika?


    I agree, the current stack one stat meta is boring, but reverting to softcaps isn't the way to go.

    This is a great and interesting idea. I personally would love the ability to build hybrid classes, or switch them to a pure later. A nightblade that can deal good magic damage, but still make reasonable use of a DW ability since im using two swords to max magicka anyway.

    Or a templar mage that can use a bow for light attacks instead of a staff. Having dual contributive stats would help with this, with perhaps a bonus for leveraging two.
  • Wolfchild07
    Wolfchild07
    ✭✭✭✭✭
    Do not add softcaps back
    Mag/stam pools should not affect the amount of damage you do, unless it's diminishing returns like with CP's. Bigger pools should just mean you can cast more times. You can get more damage from gear/CP's.
  • mousekime111rwb17_ESO
    Add softcaps to the whole game (and rebalance content to match)
    This is a pretty tight vote, but on a whole I really think bringing back soft caps is a fantastic idea as currently some stats are so ridiculously more valuable than others it's near game breaking (I'm looking at you weapon/spell damage and magicka/stamina regen). I figure that it would add a lot more variety to build paths and somewhat address other issues (10k+damage wrecking blows and frags) maybe even slow down PVE content for the elite.
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