They could adjust those number though. Give less bonuses to regen.
He didn't mean health regen, and he was right. If all resources did was increase your pool, there would be no need for them. Put all attribute points into health and gear for stamina/magicka regeneration. That's it.
I disagree. The size of your resource pool determines how much burst damage you can do - even if it does not scale up your skill damage. So there will always be an advantage to having a larger pool.
Not if you can stack more regen than you need. If I can only use X magicka/stamina per 2 seconds and my regen is at least X, I have no need for any more magicka/stamina than X.
I think they scaled it that way to make it more diverse and customizable and to ditch the cookie cutter metas which alot of games are infamous for such as GW2. If they made it so only spell damage/weapon damage scaled with skills, then everyone would ditch having more Magicka or Stamina in gear and just shoot for the most Spell Damage/Weapon Damage, thus making it more cookie cutter in terms of viable builds.
But weapon and spell damage are pseudo capped. People already max it out and then they put everything else into mag/stam. It seems like decoupling the two would actually lead to more choice, rather than fewer.
Softcaps have been removed from the game(which actually leads to less diversity imo, but that's another story), not sure what you mean with that?
Also, may be too sleepy but I don't see how removing skills' scaling with resource pool would actually change much for the game as it is now - resource pool is already a much weaker dps buff than spell/wep damage and much worse for sustain than high regeneration. So basically most dps hardcore stack spell/wep damage, if they have any magicka/stamina buffs in there that's because they come with the sets, if we could we'd go spell damage for all 5 set bonuses:P Tanks and healers have a bit more versatility, tanks mainly figuring something between resource pool/regeneration(favoring regeneration I think), healers having a possible use for all three. Nothing would change for dps in your scenario, nothing would really change for tanks(I don't see a tank stacking spell/wep damage because it'd be losing on sustain which tanks imo need a lot more than dps or whatever) and healers would just slightly reconsider their builds to stack more regeneration instead of resource pool(which some already do anyway).
If you're just looking to decrease the gap in between what worst and best player can do I don't think you're going in the right direction. I'd try the CP one=P
Also lack of information. There're some things which are counter intuitive and not listed anywhere, giving people who have somehow obtained that secret information a nice advantage over others. Like dual wielding increasing spelldamage more than a staff(though guess this one is pretty known by now).
@Magdalina, What I meant by pseudo capped is that you can only get extra spell/weapon damage through set bonuses and this is highly constricted.
Maybe you're right, and it wouldn't change too much about the game. But again, I'm also interested in this from a more abstract/academic perspective.
At any rate it feels wrong that experienced players can do 4 or 5 times as much dps as the casual gamer. In most real world examples you invest 20% of the time to get 80% of the results, while you'd have to invest 80% of time to get the remaining 20% in terms of results. Applied to ESO that would mean that 80% of the players should be able to do 10k dps, while 20% of the players should be able to do 12k dps. No one should be able to do 40k dps. I think it's unhealthy for the game that way, but maybe that's just me. Reducing the pool/damage coupling would at least be one step in that direction.
Oreyn_Bearclaw wrote: »It creates a trade off this way. It allows people to make a choice between health and their primary resource. If you want to hit harder, you will be more squishy as a result. I personally think it makes a ton of sense.
Personofsecrets wrote: »yea, id prefer if the resource pools didn't.
I play a tank and will never be able to dps with the character because dpsing is super dependent on magic/stam resource pool, but tanking requires hp attributes/enchants, and switching attributes every times I want to do something new would be a nightmare.
GreenSoup2HoT wrote: »So every single person in the game would use weapon damage set's? No thank you.