Health is a stat we invest the minimum resources into so we are not instantly killed and leave it at that. There is no reason to invest in it further as healing undoes all non-fatal damage. Currently Health offers no innate advantages beyond having more Health, where Stamina and Magicka increase damage and healing for investing in them.
So let's make Health something worth investing in.
Increasing regeneration in proportion to Health is one route. Having more Health becomes akin to having more Vitality, allowing quicker recovery and resilience to injury and fatigue. Increasing all regeneration by 1% for every 1000 Health is a starting point. Tanks, who possess 20000 to 23000 Health on average would gain 20% to 23% additional regeneration. The multiplier can be higher for Health Recovery so investing in more Health equates to recovering Health faster, perhaps x1.5, the old Health to Stamina/Magicka multiplier. Then Tanks will have 30% to 34% additional Health Recovery.
However DPSs, who possess 15000 Health on average, would gain from this change as well, empowering the glass cannon spec. And while easy to think about, the percentage modifiers need to go as well. It was percentages that broke damage, so the bonuses need to be fixed values for balance's sake.
Providing regeneration bonuses for each Attribute Point spent in Health resolves the issue of making imbalanced glass cannons even stronger. Glass cannons invest normally 0 points into Health while Tanks can invest up to all 64 points. The question remains how much regeneration should be increased per Attribute Point invested in Health.

At 20 Recovery per point the maximum value begins to become unbalanced so the chart stops there.
I have invested either 20 or 40 points into Health at differing times of my tanking carrier, so I will be using those values to show additional Recovery below the maximum investment to get a gist of the "average" bonus.


The issue with this improvement to Health is Health enchantments and Health bonuses on sets will be not provide Recovery bonuses. Unfortunately, applying a Recovery bonus to Health enchantments and bonuses would get out of hand quickly as each enchant/bonus can offer 10 times the value of an attribute point (Purple VR16 Health Enchantment on Purple Infused Cuirass is 1116 Health). To help prevent these enchantments and bonuses from becoming dead weight, more abilities can scale with Health or a secondary innate bonus to Health investment can be introduced.
Increasing Armor in proportion to Health is one suggestion seen in
Heavy armor needs buffed already but this suggestion is better suited to a passive, otherwise, like the original draft of the Recovery suggestion above, it grants the bonus to everyone, increasing overall player power level when we need defense to catch up to offense (or offense brought down to defense).
One innate issue I have noticed with increasing Health across almost all games is while it takes more hits to be killed, it also takes more healing to be recovered. Changing healing abilities to restore percentages of missing Health, like Dragon Blood, or of Max Health will resolve the issue of requiring more healing to reach 100% and remove healing from scaling with the same stat as damage does (one cause of the glass cannon meta). Rapid Regeneration could restore 4% per tick (84% over 20 seconds), Breath of Life 30% to the main target and 20% to secondary targets, and Grand Healing 6% per tick (24% over 3 seconds), for example. This is an overhaul to healing abilities so it may not be feasible, or more likely, too big a change at present. So another way to tie healing to Health is provide a Healing Received bonus based on Max Health. 0.5% per 1000 Health, for 10% at 20000 Health and 7.5% at 15000 Health, or 1.0% per 1000 Health, though that is 15% increased healing received for the average DPS spec.
Having Health provide an innate bonus to damage, like Stamina and Magicka, while making them equal in that specific regard, perpetuates the offense centered imbalance we have currently.
Health is associated with defense and having it provide bonuses to it is how Health can be made equal to Stamina and Magicka investment.
Damage shields scaling with Health...
Healing scaling with Health...
Recovery scaling with Health...
Armor scaling with Health...
These are possible ways Health can be made a worthwhile investment.
What do you think will make Health something worth investing in?
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