Well you're still as adorable as ever @Sypher
I spent most of the video daydreaming googley eyed but I'm sure what you said was important.
Indeed put out part 2 of this with graphs etc and suggestions how to achieve the goal you are saying needs to be done. I do like the idea of being able to use more variety of setups and gears and still being somewhat effective.
leepalmer95 wrote: »
This is a very simple solution. Remove the damage modifiers from stat pools and replace them with regen modifiers. Tanks will be more tanky, Stam users will be more effective, magic users will be more effective. The fights will be longer the damage will be more consistent. They will not have to change ultimate calculations because class will still be stacking stam, magic and health the same.
ZOS can leave the battle spirit alone and test this gradually.
Its worth a try if ZOS would only listen.
This is a very simple solution. Remove the damage modifiers from stat pools and replace them with regen modifiers. Tanks will be more tanky, Stam users will be more effective, magic users will be more effective. The fights will be longer the damage will be more consistent. They will not have to change ultimate calculations because class will still be stacking stam, magic and health the same.
ZOS can leave the battle spirit alone and test this gradually.
Its worth a try if ZOS would only listen.
But fengrush keeps saying damage is too low. I sense a disturbance in the streamer force.
They removed battle spirit and brought back soft caps? When did they do that?
I can guarantee you since the introduction of battle spirit they have not removed it, not once.
But fengrush keeps saying damage is too low. I sense a disturbance in the streamer force.
Damage isn't low this patch. Also, no one factor can be commented on in isolation.
If you ever came to a real discussion on these issues you'd get torn be peices. Instead you bury yourself with your misery on these forums. You achieve nothing but record setting threads for templars.
Soft caps existed in the game the first 6 months or so after launch. Battle spirit was 20% until they raised it to 50 around the time of ICP. There also was a time when you could turn battle spirit buff off. Yes it cost you the health mod but the damage reduction was not there. So when i say been there done that i mean we have been down that path. To assume ZOS is willing to walk down a path they have already walked is like expecting them to remove AOE caps. Its just not going to happen. They do not want soft caps of any kind in the game. Soft caps are contrary to what ZOS considers play as you like philosophy. If we are going to offer idea's to them we have to be original, we have to lead ZOS to a conclusion that they will embrace because it is not contrary to what they believe. Removing the damage mod from stat pools and adding a regen mod to stat pools would essentially give them something they could would work without trying to change the entire kitchen on them. This would say allow a tank to have 50k health and a 5k health regen (math is example not an actual) with the same damage as before. They would be tanky with a very high sustain but very low damage. I'm just trying to think out of the box on a solution that everyone recognizes. Soft caps and more % reductions are not what this game needs.
Reduce the extent to which damage can be increased, but increase the base damage at the same time. This basically lowers the weight of the damage stat in the stat mix, allowing for others to take it's place and still be viable. I like it.