I think damage skills should scale off weapon/spell damage and nothing else. We need to get rid of this "resources also give damage" mechanic that destroys balance.
The amount of healing, shielding, and damage you get from your attribute pools should be capped at a set value in PvP.
For example, 25k for magicka and stamina and 35k for health. You can still stack your magicka to the roof and run around with 50k but you wouldn't get god tier shields from it.
If they did that, they could completely remove battle spirit from PvP in its current form AND they could pretty much unnerf all the things they nerfed in this patch. That would be so good for gear diversity. The game would run a lot like it did in 1.5 and this would be a form of softcap but much better.
But if they just cap things without removing battle spirit or unnerfing, then it would just be miserable.
Edited by Yolokin_Swagonborn on April 19, 2017 4:51AM
I'll agree with ZOS basic premise that high amounts of Resources should not equate high management of that Resource. I agree that there should be some choice between raw power and sustain.
Giving everyone exactly the same returns on their Resource Management abilities doesn't even kind of get us there. Not even a little bit.
I don't know what the correct solution is, but I do know that giving everyone who's level 50 exactly the same return on using these abilities ain't it.
"A probable impossibility is preferable to an improbable possibility." - Aristotle
"It is a buff if your health is less than 1HP and a nerf if above."
LOL. Its silly that ZOS removed softcaps from the game, allowed people to stack resource pools, and is now punishing people for stacking resource pools.