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.
no battle spirit was 20% at launch but AR assualt line allowed you to negate it almost completely with buff. They also had an option at launch to turn off battle spirit. So if one can turn it off than it was removed right. So lets try thinking down a path that ZOS would be likely to consider.
This balance that you are talking about was accomplished in the old combat with the soft caps. Especially the spell damage wasnt affected by the weapon that you had, it was based on level and the bonuses that you had. On top of that t was capped.
Currently almost all classes can chieve high damage, high sustain and high mitigation except mDKs. Thats why when you start playing your mDK you feel that something should be done. I totally agree but I dont believe that it will happen though @wrobel mentioned in one of the shows that he wants to change the combat and they were in a prototype phase --> https://youtube.com/watch?v=bKu7GnANIO8&feature=youtu.be&t=3654
This balance that you are talking about was accomplished in the old combat with the soft caps. Especially the spell damage wasnt affected by the weapon that you had, it was based on level and the bonuses that you had. On top of that t was capped.
Currently almost all classes can chieve high damage, high sustain and high mitigation except mDKs. Thats why when you start playing your mDK you feel that something should be done. I totally agree but I dont believe that it will happen though @wrobel mentioned in one of the shows that he wants to change the combat and they were in a prototype phase --> https://youtube.com/watch?v=bKu7GnANIO8&feature=youtu.be&t=3654
Thank you so much for linking this. I completely forgot this was mentioned back in February's ESO Live show.
So five months ago or so it was still in prototype phase. Does anyone know how far along that means before it reaches a testing stage for players? Six more months from now? 12 months? 18 months from now? Any guesses?
I'm eager to discuss this more with you guys. Let me know what you think.
I'm basically trying to bring back the effects of soft caps without bringing back the actual soft cap system. Zenimax will not ever bring back softcaps, the game has changed a lot for them to do that. There are other ways to achieve similar results though.
Sandman929 wrote: »IMO the problem is that mitigation and healing are tied to the same attributes as damage output. The effectiveness of healing, CC break cost, block cost, dodge roll cost (and perhaps a chance of successfully dodging) to name a few should be tied to max health.
That would divorce mitigation from damage and players would have to balance.
He said it would be PvP only.This would seriously screw pve rip trials and vet dungeons. That is if you lower ppls damage under any circumstances.
This would seriously screw pve rip trials and vet dungeons. That is if you lower ppls damage under any circumstances.
This would seriously screw pve rip trials and vet dungeons. That is if you lower ppls damage under any circumstances.
This would seriously screw pve rip trials and vet dungeons. That is if you lower ppls damage under any circumstances.
jasonthorpeb14_ESO wrote: »Sypher, the answer to all our issues are soft caps. If they are done right it would make it so we could get ride of battle spirit.
rfennell_ESO wrote: »jasonthorpeb14_ESO wrote: »Sypher, the answer to all our issues are soft caps. If they are done right it would make it so we could get ride of battle spirit.
I liked the soft cap system, I still really don't get why it was scrapped.
The high damage in PvP is balanced by how tanky some builds are capable of being atm. I don't think you can directly nerf damage without making certain builds truly unkillable.
So here's another option:
- Increase health in Cyrodiil by 50 000 (yes, 50 000).
- Balance GDB, Bone Shield, Blazing Shield etc around the new health numbers.
- Remove the 50% damage reduction in PvP.
- Keep the healing/shield strength reduction.
What this accomplishes is the following:
- With 70-80k average health you won't be getting instagibbed anymore, no matter how much someone stacks damage.
- People will be able to outDPS healing/shield spam and kill their targets, even if they play a build not focused on max DPS.
On top of this, I'd also increase the skill costs significantly in Cyrodiil, as currently you're not really punished in any way for running full spell/weapon dmg jewelry & 100% dmg gear.