A reiteration on my previous topic,
Improving Health (feel free to post in the old one).
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. My original spitball was to change healing to be percentage based, similar to Dragonblood, healing based on Max Health or missing Health. But
@Sentinel came up with a much better idea, quoted below.
There are a few small ways that come to mind when Healing and Health are taken in mind. Considering Healers have their own playstyle and ability to improve themselves, it is best that the healing is dependant upon the quality of the healer, meaning that it is best to leave the way outgoing healing is calculated and theorycrafted, the same (not converting to % health).
I do have 2 suggestions however.
1. More max health= Gives a modifier for healing received, such as having 20k health gives 10% healing received, but perhaps 30k gives 30% healing received. (would have to look at emperor bonuses for imbalance..)
2. In the calculations for healing, health is given an equal role as stamina/magicka and simply added to the equation. (the actual math itself would have to balance so that healing itself isn't massively buffed up front). What this would mean is, perhaps for using rally, someone with 40k health and 15k stamina would get the same values as someone with 20k health and 35k stamina. If this were used in conjunction with improving the modifier for health back to 1.5x, then health will be a stat that provides more statistical improvement to healing (since it could be raised higher than the other stats), but you do not lose out on all healing by investing in one stat. You would just have less than ideal.
@Sentinel 's #2 suggestion partially decouples healing from damage, placing that power with Health. Stacking damage becomes less favorable as it grants less survivability.
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?
I highly recommend reading the original thread as there are more good posts not quoted here!
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