Yolokin_Swagonborn wrote: »The main problem is there is no happy middle with @Wrobel he either nerfs things into uselessness or buffs them to being extremely overpowered.
it would be nice if they would do minor balance changes maybe once every 1 - 2 weeks.Yolokin_Swagonborn wrote: »
ZOS does listen..
Unchained used to last like 10 seconds, but was reduced to 3 seconds due input from the community.
Soft caps were removed due to the community asking for it; same with Veteran Ranks.
We asked for a Malubeth fix and rebalance; we got it.
We asked for a way to handle the massive burst meta; we got it via heavy armor buffs.
There are a lot more examples.
I never asked for the removal of softcaps. Fun fact: Soft caps are STILL IN THE GAME.
Anyone remember what softcaps did? They halved your stats after a certain level. You could have 130 regen but if you had 132, it became 131.
Anyone know what battle spirit does? It halves your damage, heals and shields at ANY level.
Battle spirit is a soft cap!!!1!
Mind = Blown
But instead of intelligent, tweak-able, balance-able softcaps on individual inputs, we get one huge hatchet job softcap on outputs. This effectively makes only the most powerful skills usable.
So this game needs soft-caps, and still has soft-caps, they are just less visible but more impactful now.
I understood your post, but I just want to make it clear to people that BS is not a soft cap. It's not a cap at all. A cap stops something from going above a certain point, and a soft cap makes it so anything above that point has diminishing returns. BS is simply a balance tool that does not work.
Without asking Crown to define the word softcap for us, battle spirit essentially functions as a soft cap with a very low cap threshold. That threshold being zero. The main difference between BS and the previous softcaps is that BS gives diminishing returns to ALL values instead of only halving values after a certain point. It still functions the exact same way softcaps functioned, except it is on output damage and not input values.
The point I wanted to make is people seem to think all damage caps are removed. ZOS tried that and people were getting one-shot. The controls have to go somewhere. If you remove controls on attributes then you have to control total damage. Our damage is still getting capped but is a much more clunky way that really reduces build, gear and skill diversity in PvP because it halves BASE VALUES and not just additional boosted damage.
So people only use skills/heals/shields that can be boosted by CP or damage/attribute stacking so they overcome the reduction. Unique utility and damage sets (such as whitestrakes) that have a base value are no longer used because BS renders them ineffective and they cant be boosted enough to be viable.