So I wanted to comment on a thread, (about excluding Damage Increase from Stat Pool Size), and I guess I ended up with a Reply, which Length is worth a own Thread lol, so here it is:
STEP 1: ATTRIBUTE POINTS
Currently, we have simple, fixed values for Attributes like these:
1 Health = 122 Health
1 Stamina = 111 Stamina
1 Magicka = 111 Magicka
But what if we change that,
forcing those to be
spread out more by setting Focal Points, based on the kind of chosen Attribute Point?
We can do so with a Distribution similar to this:
1 Health: 102 Health,10 stamina, 10 magicka
1 Stamina: 71 Stamina, 31 Magicka, 10 Health
1 Magicka: 71 Magicka, 31 Stamina, 10 Health
STEP 2: GLYPHS
Instead of 938 Stamina on a big Piece in infused, a regular V16 purple Glyphs gives Stats with a focal Point, at the same ratio as my suggestion for Attribute points, which, with infused on a big piece, results in this:
~590 Stamina
~260 Magicka
~84 Health
Some Comparisons:Current System:
66 Points into Health = 8052
66 Points into Stamina = 7326
24* Health + 40* Stamina =
2928 Health 4440 Stamina
New System:
66 Points into Health =
- 6732 Health
- 660 Magicka
- 660 Stamina
66 Points into Stamina =
- 660 Health
- 2046 Magicka
- 4686 Stamina
24* Health + 40* Stamina =
- 2848 Health (2448 + 400)
- 3080 Stamina (240 + 2840)
- 1480 Magicka (240 + 1240)
Now, comparing Glyph Changes with V16 purple pieces in mind (3* big pieces infused + 4* small pieces divines)
Old System, stacking Attribute Points + Glyphs, all into Stamina:
Stamina: 11436
Magicka: 0
Health: 0
New System, stacking Attribute Points + Glyphs with Stamina as Focal Point:
Stamina: ~7284 (about 37% less)
Magicka: ~3186
Health: ~1027
Instead of Stats from Live, like this
29k Stamina
19k Health
11k Magicka
It could look more like this:
(Just estimated values, I didnt take Passives into consideration!)
25k Stamina
20,5k Health
14,5k Magicka
STEP 3: EXCLUDING DAMAGE FROM STAT POOL'S SIZES
Now we exclude Damage increase from Stat Pool Size and also make healing Scale ONLY from stat Pool size and everyone can decide How much Max Stat Is enough to Support his/her playstyle.
The Choice, how you want to play now, is even more dependent on Chosen Item Sets.
These Changes will remove Max Dmg from being a Ressource for everything(Damage AND heals).
A ) So as example going for a Glass cannon:
Focusing on high Crit+Dmg boosts from Item Sets makes your stat Pool smaller than before, making that Kind of gameplay more risky, because you still can do Great Damage for a Short Time, but on the other Hand your healing isnt awesome anymore. The healer becomes more Important.
B ) Going for a healer, Maybe in pvp:
This will Ask you to have a higher stat Pool instead, because its The only way to improve your heals, next to Crits, and allows more uses. In Return, you will give up Dmg Bonus Item Sets for Max Stat ones to Stack your Max magicka and you will take a closer Look at healing improving Sets(unique 5pc sets) , too, since there Is nothing Else to increase it. In Return your Damage isnt awesome anymore aswell and you shouldnt walk around alone either.
C )Now for People who dont like these extremes or specializing on one way (too much healing OR too much Damage), those can go for Allrounder Builds, with a healthy balance of Max Stat and Weapon/Spelldmg, having Something of both Sides, but Never again a Damage creep Meta as Solution for healing and Damage at once. Since These Allrounder Builds will be around way more than "Max Damage OR Max stat" now, (everyone wants some survivability and Damage Output at the same time Right?).
D ) This will be the moment, Hybrids could become much more interesting, because(except A)Glasscannons and B ) fulltime healers) very few players will stack Stats too high now, which was a problem for Hybrids, who couldnt keep up. Now, Hybrids basically turn into a second version of "C )Allrounder" who have pretty even Ressource Pools but slightly lower Spelldmg/Weapondmg. The Ressource pools make up for the lower Damage by granting access to more often and more effectively used Utility (Stam AND Magicka Abilities). Stacking one kind of Damage, combined with the new Pelinals Aptitude set, both kinds of Damage can be effective now aswell.
So, to summarize that Wall of Text:
- Meaningful Attribute Point Distribution with focal Points instead of single Stats, deactivating the damage creep + stacking meta)
- Damage only increased by Weapon/Spelldmg and fitting Crit Value
- Healing only increased by Max Stats (Health/Stamina/Magicka) and fitting crit value
- More defined Roles and People can decide how to Play those Roles.
- Build diversity will increase.
- BiS Builds wont be so much ahead of Creative Builds/Strategies anymore, to a Point which makes them absolutely useless in comparison(to BiS Builds).
- Hybrids
Thanks for reading all trough this!
Now, how do you like this idea, did I forget something? Any suggestions?
Tell me what you think