GrumpyDuckling wrote: »GrumpyDuckling wrote: »GrumpyDuckling wrote: »Why would we change such a core component of the game that doesn't bring with it any discernible issues.
I never agree with any of your posts man
Game was described as "play how you want" but the max attribute damage scaling design says otherwise. End game content discourages hybrids and encourages a stamina/magicka divide and binary builds.
That's an issue. I don't care if you agree.
Seems like faulty logic derived from an overly broad re-imagining of a core design element.
"play how you want " has been achieved. All the content on normal mode can be completed without optimal biS design structures as long as basic minimal "decent design decisions" are made.
"Play how you want" does not mean your decisions as a player are so meaningless that you cannot sabotage a build. it enever did.
So, yes, it is one of many things that narrows and limits the choices more and more as you set your gaols higher and higher. Your decisions matter and are more than just cosmetic choices that deploy different animations but the same net results.
So, no, max att scaling does not say "dont play how you want" but it is one of many things that says ';your choices matter."
Max attribute damage scaling doesn't say, "your choices matter." It says, " here are your two binary choices. Pick one."
While I do not agree with your unsubstantiated conclusion here, even if you are correct (for sale of argument) you have yet to show that removing it will produce **more than two** options for the same goal constraints -highest end damage output - that you assume for the claimed "binary".
Consider that when proc sets damage rose and was divorced from stat scaling, we did not see tons of hybrid diversity running amok in those builds but instead saw quite a surge in high health proc-for-kills play.
Going from your alleged binary option to a single attspec option is not making play how you want stronger.
Or did I miss the post where you showed your alternative did that?
I don't know why you're calling the current attribute damage scaling system an "alleged" binary, because it is. Stacking attribute points into one of the two damage resources (stamina or magicka) results in a character doing more damage. It's simple fact that any division of those resources lowers damage. It's not "alleged," it's fact.
Now consider the attribute placement options if damage scaling were to be removed from attributes. The possibilities would extend far beyond two binary attribute choices because you could actually (gasp!) make conscious choices on where to place your attributes rather than dump them all into one attribute! Your choices on where to place attributes would also matter more because you may consider allocation of attributes in a variety of different ways to fit your preferred style of game play - health for survival, magicka for skills/shields, and stamina for skills, sneak, dodge roll, sprint, block, and break free.
The attribute placement choices matter a lot more if attribute damage scaling is removed because you're not simply dumping all attribute points into one resource, but instead making more decisions on how you want your character to play.
Zagnut123Zagnut123 wrote: »GrumpyDuckling wrote: »GrumpyDuckling wrote: »GrumpyDuckling wrote: »Why would we change such a core component of the game that doesn't bring with it any discernible issues.
I never agree with any of your posts man
Game was described as "play how you want" but the max attribute damage scaling design says otherwise. End game content discourages hybrids and encourages a stamina/magicka divide and binary builds.
That's an issue. I don't care if you agree.
Seems like faulty logic derived from an overly broad re-imagining of a core design element.
"play how you want " has been achieved. All the content on normal mode can be completed without optimal biS design structures as long as basic minimal "decent design decisions" are made.
"Play how you want" does not mean your decisions as a player are so meaningless that you cannot sabotage a build. it enever did.
So, yes, it is one of many things that narrows and limits the choices more and more as you set your gaols higher and higher. Your decisions matter and are more than just cosmetic choices that deploy different animations but the same net results.
So, no, max att scaling does not say "dont play how you want" but it is one of many things that says ';your choices matter."
Max attribute damage scaling doesn't say, "your choices matter." It says, " here are your two binary choices. Pick one."
While I do not agree with your unsubstantiated conclusion here, even if you are correct (for sale of argument) you have yet to show that removing it will produce **more than two** options for the same goal constraints -highest end damage output - that you assume for the claimed "binary".
Consider that when proc sets damage rose and was divorced from stat scaling, we did not see tons of hybrid diversity running amok in those builds but instead saw quite a surge in high health proc-for-kills play.
Going from your alleged binary option to a single attspec option is not making play how you want stronger.
Or did I miss the post where you showed your alternative did that?
I don't know why you're calling the current attribute damage scaling system an "alleged" binary, because it is. Stacking attribute points into one of the two damage resources (stamina or magicka) results in a character doing more damage. It's simple fact that any division of those resources lowers damage. It's not "alleged," it's fact.
Now consider the attribute placement options if damage scaling were to be removed from attributes. The possibilities would extend far beyond two binary attribute choices because you could actually (gasp!) make conscious choices on where to place your attributes rather than dump them all into one attribute! Your choices on where to place attributes would also matter more because you may consider allocation of attributes in a variety of different ways to fit your preferred style of game play - health for survival, magicka for skills/shields, and stamina for skills, sneak, dodge roll, sprint, block, and break free.
The attribute placement choices matter a lot more if attribute damage scaling is removed because you're not simply dumping all attribute points into one resource, but instead making more decisions on how you want your character to play.
Because heavy attack builds are meta at the moment end game pve players will just figure out how much stam or magika they need to complete there rotation with slight wiggle room and put everything else into health.
Unless you want the devs to nerf heavy attack builds as well.
Seraphayel wrote: »Zagnut123Zagnut123 wrote: »GrumpyDuckling wrote: »GrumpyDuckling wrote: »GrumpyDuckling wrote: »Why would we change such a core component of the game that doesn't bring with it any discernible issues.
I never agree with any of your posts man
Game was described as "play how you want" but the max attribute damage scaling design says otherwise. End game content discourages hybrids and encourages a stamina/magicka divide and binary builds.
That's an issue. I don't care if you agree.
Seems like faulty logic derived from an overly broad re-imagining of a core design element.
"play how you want " has been achieved. All the content on normal mode can be completed without optimal biS design structures as long as basic minimal "decent design decisions" are made.
"Play how you want" does not mean your decisions as a player are so meaningless that you cannot sabotage a build. it enever did.
So, yes, it is one of many things that narrows and limits the choices more and more as you set your gaols higher and higher. Your decisions matter and are more than just cosmetic choices that deploy different animations but the same net results.
So, no, max att scaling does not say "dont play how you want" but it is one of many things that says ';your choices matter."
Max attribute damage scaling doesn't say, "your choices matter." It says, " here are your two binary choices. Pick one."
While I do not agree with your unsubstantiated conclusion here, even if you are correct (for sale of argument) you have yet to show that removing it will produce **more than two** options for the same goal constraints -highest end damage output - that you assume for the claimed "binary".
Consider that when proc sets damage rose and was divorced from stat scaling, we did not see tons of hybrid diversity running amok in those builds but instead saw quite a surge in high health proc-for-kills play.
Going from your alleged binary option to a single attspec option is not making play how you want stronger.
Or did I miss the post where you showed your alternative did that?
I don't know why you're calling the current attribute damage scaling system an "alleged" binary, because it is. Stacking attribute points into one of the two damage resources (stamina or magicka) results in a character doing more damage. It's simple fact that any division of those resources lowers damage. It's not "alleged," it's fact.
Now consider the attribute placement options if damage scaling were to be removed from attributes. The possibilities would extend far beyond two binary attribute choices because you could actually (gasp!) make conscious choices on where to place your attributes rather than dump them all into one attribute! Your choices on where to place attributes would also matter more because you may consider allocation of attributes in a variety of different ways to fit your preferred style of game play - health for survival, magicka for skills/shields, and stamina for skills, sneak, dodge roll, sprint, block, and break free.
The attribute placement choices matter a lot more if attribute damage scaling is removed because you're not simply dumping all attribute points into one resource, but instead making more decisions on how you want your character to play.
Because heavy attack builds are meta at the moment end game pve players will just figure out how much stam or magika they need to complete there rotation with slight wiggle room and put everything else into health.
Unless you want the devs to nerf heavy attack builds as well.
The build diversity is much bigger without stat scaling therefore it would become more difficult to find the best build when you can mix stamina and magicka skills instead of being forced to use stamina OR magicka skills. We would have a much bigger variety of possible builds and sets. Right now for DPS there is only one way: max ressources. And that's poor.
Zagnut123Zagnut123 wrote: »Seraphayel wrote: »Zagnut123Zagnut123 wrote: »GrumpyDuckling wrote: »GrumpyDuckling wrote: »GrumpyDuckling wrote: »Why would we change such a core component of the game that doesn't bring with it any discernible issues.
I never agree with any of your posts man
Game was described as "play how you want" but the max attribute damage scaling design says otherwise. End game content discourages hybrids and encourages a stamina/magicka divide and binary builds.
That's an issue. I don't care if you agree.
Seems like faulty logic derived from an overly broad re-imagining of a core design element.
"play how you want " has been achieved. All the content on normal mode can be completed without optimal biS design structures as long as basic minimal "decent design decisions" are made.
"Play how you want" does not mean your decisions as a player are so meaningless that you cannot sabotage a build. it enever did.
So, yes, it is one of many things that narrows and limits the choices more and more as you set your gaols higher and higher. Your decisions matter and are more than just cosmetic choices that deploy different animations but the same net results.
So, no, max att scaling does not say "dont play how you want" but it is one of many things that says ';your choices matter."
Max attribute damage scaling doesn't say, "your choices matter." It says, " here are your two binary choices. Pick one."
While I do not agree with your unsubstantiated conclusion here, even if you are correct (for sale of argument) you have yet to show that removing it will produce **more than two** options for the same goal constraints -highest end damage output - that you assume for the claimed "binary".
Consider that when proc sets damage rose and was divorced from stat scaling, we did not see tons of hybrid diversity running amok in those builds but instead saw quite a surge in high health proc-for-kills play.
Going from your alleged binary option to a single attspec option is not making play how you want stronger.
Or did I miss the post where you showed your alternative did that?
I don't know why you're calling the current attribute damage scaling system an "alleged" binary, because it is. Stacking attribute points into one of the two damage resources (stamina or magicka) results in a character doing more damage. It's simple fact that any division of those resources lowers damage. It's not "alleged," it's fact.
Now consider the attribute placement options if damage scaling were to be removed from attributes. The possibilities would extend far beyond two binary attribute choices because you could actually (gasp!) make conscious choices on where to place your attributes rather than dump them all into one attribute! Your choices on where to place attributes would also matter more because you may consider allocation of attributes in a variety of different ways to fit your preferred style of game play - health for survival, magicka for skills/shields, and stamina for skills, sneak, dodge roll, sprint, block, and break free.
The attribute placement choices matter a lot more if attribute damage scaling is removed because you're not simply dumping all attribute points into one resource, but instead making more decisions on how you want your character to play.
Because heavy attack builds are meta at the moment end game pve players will just figure out how much stam or magika they need to complete there rotation with slight wiggle room and put everything else into health.
Unless you want the devs to nerf heavy attack builds as well.
The build diversity is much bigger without stat scaling therefore it would become more difficult to find the best build when you can mix stamina and magicka skills instead of being forced to use stamina OR magicka skills. We would have a much bigger variety of possible builds and sets. Right now for DPS there is only one way: max ressources. And that's poor.
No it would still be a simple choice either max out wpn dmg or spell dmg and crit. Hybrids only ever worked in pvp from what I recall.
If the ok suggest diminishing returns in attributes I could get behind that idea.
Seraphayel wrote: »Zagnut123Zagnut123 wrote: »Seraphayel wrote: »Zagnut123Zagnut123 wrote: »GrumpyDuckling wrote: »GrumpyDuckling wrote: »GrumpyDuckling wrote: »Why would we change such a core component of the game that doesn't bring with it any discernible issues.
I never agree with any of your posts man
Game was described as "play how you want" but the max attribute damage scaling design says otherwise. End game content discourages hybrids and encourages a stamina/magicka divide and binary builds.
That's an issue. I don't care if you agree.
Seems like faulty logic derived from an overly broad re-imagining of a core design element.
"play how you want " has been achieved. All the content on normal mode can be completed without optimal biS design structures as long as basic minimal "decent design decisions" are made.
"Play how you want" does not mean your decisions as a player are so meaningless that you cannot sabotage a build. it enever did.
So, yes, it is one of many things that narrows and limits the choices more and more as you set your gaols higher and higher. Your decisions matter and are more than just cosmetic choices that deploy different animations but the same net results.
So, no, max att scaling does not say "dont play how you want" but it is one of many things that says ';your choices matter."
Max attribute damage scaling doesn't say, "your choices matter." It says, " here are your two binary choices. Pick one."
While I do not agree with your unsubstantiated conclusion here, even if you are correct (for sale of argument) you have yet to show that removing it will produce **more than two** options for the same goal constraints -highest end damage output - that you assume for the claimed "binary".
Consider that when proc sets damage rose and was divorced from stat scaling, we did not see tons of hybrid diversity running amok in those builds but instead saw quite a surge in high health proc-for-kills play.
Going from your alleged binary option to a single attspec option is not making play how you want stronger.
Or did I miss the post where you showed your alternative did that?
I don't know why you're calling the current attribute damage scaling system an "alleged" binary, because it is. Stacking attribute points into one of the two damage resources (stamina or magicka) results in a character doing more damage. It's simple fact that any division of those resources lowers damage. It's not "alleged," it's fact.
Now consider the attribute placement options if damage scaling were to be removed from attributes. The possibilities would extend far beyond two binary attribute choices because you could actually (gasp!) make conscious choices on where to place your attributes rather than dump them all into one attribute! Your choices on where to place attributes would also matter more because you may consider allocation of attributes in a variety of different ways to fit your preferred style of game play - health for survival, magicka for skills/shields, and stamina for skills, sneak, dodge roll, sprint, block, and break free.
The attribute placement choices matter a lot more if attribute damage scaling is removed because you're not simply dumping all attribute points into one resource, but instead making more decisions on how you want your character to play.
Because heavy attack builds are meta at the moment end game pve players will just figure out how much stam or magika they need to complete there rotation with slight wiggle room and put everything else into health.
Unless you want the devs to nerf heavy attack builds as well.
The build diversity is much bigger without stat scaling therefore it would become more difficult to find the best build when you can mix stamina and magicka skills instead of being forced to use stamina OR magicka skills. We would have a much bigger variety of possible builds and sets. Right now for DPS there is only one way: max ressources. And that's poor.
No it would still be a simple choice either max out wpn dmg or spell dmg and crit. Hybrids only ever worked in pvp from what I recall.
If the ok suggest diminishing returns in attributes I could get behind that idea.
But the scaling for weapon and spell damage is different. And we don't need four stats that increase skill damage. Two are more than enough.
GrumpyDuckling wrote: »GrumpyDuckling wrote: »GrumpyDuckling wrote: »Why would we change such a core component of the game that doesn't bring with it any discernible issues.
I never agree with any of your posts man
Game was described as "play how you want" but the max attribute damage scaling design says otherwise. End game content discourages hybrids and encourages a stamina/magicka divide and binary builds.
That's an issue. I don't care if you agree.
Seems like faulty logic derived from an overly broad re-imagining of a core design element.
"play how you want " has been achieved. All the content on normal mode can be completed without optimal biS design structures as long as basic minimal "decent design decisions" are made.
"Play how you want" does not mean your decisions as a player are so meaningless that you cannot sabotage a build. it enever did.
So, yes, it is one of many things that narrows and limits the choices more and more as you set your gaols higher and higher. Your decisions matter and are more than just cosmetic choices that deploy different animations but the same net results.
So, no, max att scaling does not say "dont play how you want" but it is one of many things that says ';your choices matter."
Max attribute damage scaling doesn't say, "your choices matter." It says, " here are your two binary choices. Pick one."
While I do not agree with your unsubstantiated conclusion here, even if you are correct (for sale of argument) you have yet to show that removing it will produce **more than two** options for the same goal constraints -highest end damage output - that you assume for the claimed "binary".
Consider that when proc sets damage rose and was divorced from stat scaling, we did not see tons of hybrid diversity running amok in those builds but instead saw quite a surge in high health proc-for-kills play.
Going from your alleged binary option to a single attspec option is not making play how you want stronger.
Or did I miss the post where you showed your alternative did that?
I don't know why you're calling the current attribute damage scaling system an "alleged" binary, because it is. Stacking attribute points into one of the two damage resources (stamina or magicka) results in a character doing more damage. It's simple fact that any division of those resources lowers damage. It's not "alleged," it's fact.
Now consider the attribute placement options if damage scaling were to be removed from attributes. The possibilities would extend far beyond two binary attribute choices because you could actually (gasp!) make conscious choices on where to place your attributes rather than dump them all into one attribute! Your choices on where to place attributes would also matter more because you may consider allocation of attributes in a variety of different ways to fit your preferred style of game play - health for survival, magicka for skills/shields, and stamina for skills, sneak, dodge roll, sprint, block, and break free.
The attribute placement choices matter a lot more if attribute damage scaling is removed because you're not simply dumping all attribute points into one resource, but instead making more decisions on how you want your character to play.
Bobby_V_Rockit wrote: »Seraphayel wrote: »Zagnut123Zagnut123 wrote: »Seraphayel wrote: »Zagnut123Zagnut123 wrote: »GrumpyDuckling wrote: »GrumpyDuckling wrote: »GrumpyDuckling wrote: »Why would we change such a core component of the game that doesn't bring with it any discernible issues.
I never agree with any of your posts man
Game was described as "play how you want" but the max attribute damage scaling design says otherwise. End game content discourages hybrids and encourages a stamina/magicka divide and binary builds.
That's an issue. I don't care if you agree.
Seems like faulty logic derived from an overly broad re-imagining of a core design element.
"play how you want " has been achieved. All the content on normal mode can be completed without optimal biS design structures as long as basic minimal "decent design decisions" are made.
"Play how you want" does not mean your decisions as a player are so meaningless that you cannot sabotage a build. it enever did.
So, yes, it is one of many things that narrows and limits the choices more and more as you set your gaols higher and higher. Your decisions matter and are more than just cosmetic choices that deploy different animations but the same net results.
So, no, max att scaling does not say "dont play how you want" but it is one of many things that says ';your choices matter."
Max attribute damage scaling doesn't say, "your choices matter." It says, " here are your two binary choices. Pick one."
While I do not agree with your unsubstantiated conclusion here, even if you are correct (for sale of argument) you have yet to show that removing it will produce **more than two** options for the same goal constraints -highest end damage output - that you assume for the claimed "binary".
Consider that when proc sets damage rose and was divorced from stat scaling, we did not see tons of hybrid diversity running amok in those builds but instead saw quite a surge in high health proc-for-kills play.
Going from your alleged binary option to a single attspec option is not making play how you want stronger.
Or did I miss the post where you showed your alternative did that?
I don't know why you're calling the current attribute damage scaling system an "alleged" binary, because it is. Stacking attribute points into one of the two damage resources (stamina or magicka) results in a character doing more damage. It's simple fact that any division of those resources lowers damage. It's not "alleged," it's fact.
Now consider the attribute placement options if damage scaling were to be removed from attributes. The possibilities would extend far beyond two binary attribute choices because you could actually (gasp!) make conscious choices on where to place your attributes rather than dump them all into one attribute! Your choices on where to place attributes would also matter more because you may consider allocation of attributes in a variety of different ways to fit your preferred style of game play - health for survival, magicka for skills/shields, and stamina for skills, sneak, dodge roll, sprint, block, and break free.
The attribute placement choices matter a lot more if attribute damage scaling is removed because you're not simply dumping all attribute points into one resource, but instead making more decisions on how you want your character to play.
Because heavy attack builds are meta at the moment end game pve players will just figure out how much stam or magika they need to complete there rotation with slight wiggle room and put everything else into health.
Unless you want the devs to nerf heavy attack builds as well.
The build diversity is much bigger without stat scaling therefore it would become more difficult to find the best build when you can mix stamina and magicka skills instead of being forced to use stamina OR magicka skills. We would have a much bigger variety of possible builds and sets. Right now for DPS there is only one way: max ressources. And that's poor.
No it would still be a simple choice either max out wpn dmg or spell dmg and crit. Hybrids only ever worked in pvp from what I recall.
If the ok suggest diminishing returns in attributes I could get behind that idea.
But the scaling for weapon and spell damage is different. And we don't need four stats that increase skill damage. Two are more than enough.
So everyone will just stack attributes jnto health then stack either weapon or spell damage. The current system allows more freedom.
Seraphayel wrote: »Bobby_V_Rockit wrote: »Seraphayel wrote: »Zagnut123Zagnut123 wrote: »Seraphayel wrote: »Zagnut123Zagnut123 wrote: »GrumpyDuckling wrote: »GrumpyDuckling wrote: »GrumpyDuckling wrote: »Why would we change such a core component of the game that doesn't bring with it any discernible issues.
I never agree with any of your posts man
Game was described as "play how you want" but the max attribute damage scaling design says otherwise. End game content discourages hybrids and encourages a stamina/magicka divide and binary builds.
That's an issue. I don't care if you agree.
Seems like faulty logic derived from an overly broad re-imagining of a core design element.
"play how you want " has been achieved. All the content on normal mode can be completed without optimal biS design structures as long as basic minimal "decent design decisions" are made.
"Play how you want" does not mean your decisions as a player are so meaningless that you cannot sabotage a build. it enever did.
So, yes, it is one of many things that narrows and limits the choices more and more as you set your gaols higher and higher. Your decisions matter and are more than just cosmetic choices that deploy different animations but the same net results.
So, no, max att scaling does not say "dont play how you want" but it is one of many things that says ';your choices matter."
Max attribute damage scaling doesn't say, "your choices matter." It says, " here are your two binary choices. Pick one."
While I do not agree with your unsubstantiated conclusion here, even if you are correct (for sale of argument) you have yet to show that removing it will produce **more than two** options for the same goal constraints -highest end damage output - that you assume for the claimed "binary".
Consider that when proc sets damage rose and was divorced from stat scaling, we did not see tons of hybrid diversity running amok in those builds but instead saw quite a surge in high health proc-for-kills play.
Going from your alleged binary option to a single attspec option is not making play how you want stronger.
Or did I miss the post where you showed your alternative did that?
I don't know why you're calling the current attribute damage scaling system an "alleged" binary, because it is. Stacking attribute points into one of the two damage resources (stamina or magicka) results in a character doing more damage. It's simple fact that any division of those resources lowers damage. It's not "alleged," it's fact.
Now consider the attribute placement options if damage scaling were to be removed from attributes. The possibilities would extend far beyond two binary attribute choices because you could actually (gasp!) make conscious choices on where to place your attributes rather than dump them all into one attribute! Your choices on where to place attributes would also matter more because you may consider allocation of attributes in a variety of different ways to fit your preferred style of game play - health for survival, magicka for skills/shields, and stamina for skills, sneak, dodge roll, sprint, block, and break free.
The attribute placement choices matter a lot more if attribute damage scaling is removed because you're not simply dumping all attribute points into one resource, but instead making more decisions on how you want your character to play.
Because heavy attack builds are meta at the moment end game pve players will just figure out how much stam or magika they need to complete there rotation with slight wiggle room and put everything else into health.
Unless you want the devs to nerf heavy attack builds as well.
The build diversity is much bigger without stat scaling therefore it would become more difficult to find the best build when you can mix stamina and magicka skills instead of being forced to use stamina OR magicka skills. We would have a much bigger variety of possible builds and sets. Right now for DPS there is only one way: max ressources. And that's poor.
No it would still be a simple choice either max out wpn dmg or spell dmg and crit. Hybrids only ever worked in pvp from what I recall.
If the ok suggest diminishing returns in attributes I could get behind that idea.
But the scaling for weapon and spell damage is different. And we don't need four stats that increase skill damage. Two are more than enough.
So everyone will just stack attributes jnto health then stack either weapon or spell damage. The current system allows more freedom.
No it doesn't. You still need ressources, don't you? That's what Magicka and Stamina should be for.
There is absolutely no reason to have 4 different stats determine your damage / healing.
I don't understand how someone can think we have more freedom now when it's exactly the opposite and the game is locking you into either Stamina or Magicka. The way it is now it is preventing mixed/Hybrid builds.
You can go full Stamina but you can't use half of your skills because they scale with Magicka. You go full Magicka but you can't use half of your skills because they scale with Stamina. If they would remove this barrier we would end up with 50% more skills you could use (effectively). Weapon and spell damage should determine the strength of a skill, it is just useless to have skills that either scale with Magicka/Stamina, Weapon/Spell damage or both.
GrumpyDuckling wrote: »GrumpyDuckling wrote: »GrumpyDuckling wrote: »Why would we change such a core component of the game that doesn't bring with it any discernible issues.
I never agree with any of your posts man
Game was described as "play how you want" but the max attribute damage scaling design says otherwise. End game content discourages hybrids and encourages a stamina/magicka divide and binary builds.
That's an issue. I don't care if you agree.
Seems like faulty logic derived from an overly broad re-imagining of a core design element.
"play how you want " has been achieved. All the content on normal mode can be completed without optimal biS design structures as long as basic minimal "decent design decisions" are made.
"Play how you want" does not mean your decisions as a player are so meaningless that you cannot sabotage a build. it enever did.
So, yes, it is one of many things that narrows and limits the choices more and more as you set your gaols higher and higher. Your decisions matter and are more than just cosmetic choices that deploy different animations but the same net results.
So, no, max att scaling does not say "dont play how you want" but it is one of many things that says ';your choices matter."
Max attribute damage scaling doesn't say, "your choices matter." It says, " here are your two binary choices. Pick one."
While I do not agree with your unsubstantiated conclusion here, even if you are correct (for sale of argument) you have yet to show that removing it will produce **more than two** options for the same goal constraints -highest end damage output - that you assume for the claimed "binary".
Consider that when proc sets damage rose and was divorced from stat scaling, we did not see tons of hybrid diversity running amok in those builds but instead saw quite a surge in high health proc-for-kills play.
Going from your alleged binary option to a single attspec option is not making play how you want stronger.
Or did I miss the post where you showed your alternative did that?
I don't know why you're calling the current attribute damage scaling system an "alleged" binary, because it is. Stacking attribute points into one of the two damage resources (stamina or magicka) results in a character doing more damage. It's simple fact that any division of those resources lowers damage. It's not "alleged," it's fact.
Now consider the attribute placement options if damage scaling were to be removed from attributes. The possibilities would extend far beyond two binary attribute choices because you could actually (gasp!) make conscious choices on where to place your attributes rather than dump them all into one attribute! Your choices on where to place attributes would also matter more because you may consider allocation of attributes in a variety of different ways to fit your preferred style of game play - health for survival, magicka for skills/shields, and stamina for skills, sneak, dodge roll, sprint, block, and break free.
The attribute placement choices matter a lot more if attribute damage scaling is removed because you're not simply dumping all attribute points into one resource, but instead making more decisions on how you want your character to play.
First bold - the fact that stacking atts into one results in more damage does not make it binary unless you consider tooltip damage the one thing of value. Since the game is a lot more complicated than just your tooltip damage values, i stick to the term "alleged."
First italics - you also make conscious choices now, though to you it seems the answers are too obvious. You imagine all these new options, but the same options exist now. The question still comes down to "is there a better than others" solution to the question of "where to spend att points" and there is some significant evidence from early play and from the more recent proc-olution that having damage divorced from attributes will tend to make "dump all into health" the "one solution". if that proves true, as others have suggested, then your "proposal" would take us from a "binary choice" to a "singular choice" for "best" and that is a step in the wrong direction.
look back at more recent changes.
changes to sustain led to adaptation to move towards more heavy attack and light attack metas.
Seems that removing the damage boost from attributes would favor the "dump into health for survival" and an even further shift to the DOT and heavy-to-sustain models, because while more magica or stamina wont help you hit things harder, more health definitely helps you survive things more. Given the light/heavy already have a bad "max pool to damage gain" ratio, it seems not too far a stretch to see those polls all but vanish if the ratio went to zero.
Going from two options in your imagined binary to a single option just means more options are ignored, not more are used.
If we suddenly added jewel crafting ti ashens grip set, that gives you more options on how to wear it, but since it is well below par, that just increases the number of "unused option" not the "used options."
this proposal seems to be that way.
in no small part because so many many many other factors in the game also are structured for the more "either/or but not both optimal" approach. The structure of CP points of most of the "top end sets" and so one all play their roles in working against the "utility" of hybrid stam-mag builds and IMo do so much more than the attributes do.
But as long as health pays out benefits against both damage sources (stam or mag) and so many other factors apply to "either/or" i still see no way it being clear that this change would not just drive the "optimal" answer from "stam or mag" to "only health".
other than your wishes for that to be true, do you have any evidence to support it?
case in point, the recent surge in light/heavy attack metas - those benefit less from the "pool-size damage element" than the prior metas were - but did that change result in a rise in hybrid builds due to the lesser impact of the damage boost from maxpool?
or did all the other aspects (cp, sustain, sets, etc) still keep maxpool builds the mainstay at the top-end?
I get that you want hybrids for whatever reason, or claim to, just not that this proposal makes them work in any meaningful way. Seems to reduce the optimal options.
GrumpyDuckling wrote: »GrumpyDuckling wrote: »GrumpyDuckling wrote: »GrumpyDuckling wrote: »Why would we change such a core component of the game that doesn't bring with it any discernible issues.
I never agree with any of your posts man
Game was described as "play how you want" but the max attribute damage scaling design says otherwise. End game content discourages hybrids and encourages a stamina/magicka divide and binary builds.
That's an issue. I don't care if you agree.
Seems like faulty logic derived from an overly broad re-imagining of a core design element.
"play how you want " has been achieved. All the content on normal mode can be completed without optimal biS design structures as long as basic minimal "decent design decisions" are made.
"Play how you want" does not mean your decisions as a player are so meaningless that you cannot sabotage a build. it enever did.
So, yes, it is one of many things that narrows and limits the choices more and more as you set your gaols higher and higher. Your decisions matter and are more than just cosmetic choices that deploy different animations but the same net results.
So, no, max att scaling does not say "dont play how you want" but it is one of many things that says ';your choices matter."
Max attribute damage scaling doesn't say, "your choices matter." It says, " here are your two binary choices. Pick one."
While I do not agree with your unsubstantiated conclusion here, even if you are correct (for sale of argument) you have yet to show that removing it will produce **more than two** options for the same goal constraints -highest end damage output - that you assume for the claimed "binary".
Consider that when proc sets damage rose and was divorced from stat scaling, we did not see tons of hybrid diversity running amok in those builds but instead saw quite a surge in high health proc-for-kills play.
Going from your alleged binary option to a single attspec option is not making play how you want stronger.
Or did I miss the post where you showed your alternative did that?
I don't know why you're calling the current attribute damage scaling system an "alleged" binary, because it is. Stacking attribute points into one of the two damage resources (stamina or magicka) results in a character doing more damage. It's simple fact that any division of those resources lowers damage. It's not "alleged," it's fact.
Now consider the attribute placement options if damage scaling were to be removed from attributes. The possibilities would extend far beyond two binary attribute choices because you could actually (gasp!) make conscious choices on where to place your attributes rather than dump them all into one attribute! Your choices on where to place attributes would also matter more because you may consider allocation of attributes in a variety of different ways to fit your preferred style of game play - health for survival, magicka for skills/shields, and stamina for skills, sneak, dodge roll, sprint, block, and break free.
The attribute placement choices matter a lot more if attribute damage scaling is removed because you're not simply dumping all attribute points into one resource, but instead making more decisions on how you want your character to play.
First bold - the fact that stacking atts into one results in more damage does not make it binary unless you consider tooltip damage the one thing of value. Since the game is a lot more complicated than just your tooltip damage values, i stick to the term "alleged."
First italics - you also make conscious choices now, though to you it seems the answers are too obvious. You imagine all these new options, but the same options exist now. The question still comes down to "is there a better than others" solution to the question of "where to spend att points" and there is some significant evidence from early play and from the more recent proc-olution that having damage divorced from attributes will tend to make "dump all into health" the "one solution". if that proves true, as others have suggested, then your "proposal" would take us from a "binary choice" to a "singular choice" for "best" and that is a step in the wrong direction.
look back at more recent changes.
changes to sustain led to adaptation to move towards more heavy attack and light attack metas.
Seems that removing the damage boost from attributes would favor the "dump into health for survival" and an even further shift to the DOT and heavy-to-sustain models, because while more magica or stamina wont help you hit things harder, more health definitely helps you survive things more. Given the light/heavy already have a bad "max pool to damage gain" ratio, it seems not too far a stretch to see those polls all but vanish if the ratio went to zero.
Going from two options in your imagined binary to a single option just means more options are ignored, not more are used.
If we suddenly added jewel crafting ti ashens grip set, that gives you more options on how to wear it, but since it is well below par, that just increases the number of "unused option" not the "used options."
this proposal seems to be that way.
in no small part because so many many many other factors in the game also are structured for the more "either/or but not both optimal" approach. The structure of CP points of most of the "top end sets" and so one all play their roles in working against the "utility" of hybrid stam-mag builds and IMo do so much more than the attributes do.
But as long as health pays out benefits against both damage sources (stam or mag) and so many other factors apply to "either/or" i still see no way it being clear that this change would not just drive the "optimal" answer from "stam or mag" to "only health".
other than your wishes for that to be true, do you have any evidence to support it?
case in point, the recent surge in light/heavy attack metas - those benefit less from the "pool-size damage element" than the prior metas were - but did that change result in a rise in hybrid builds due to the lesser impact of the damage boost from maxpool?
or did all the other aspects (cp, sustain, sets, etc) still keep maxpool builds the mainstay at the top-end?
I get that you want hybrids for whatever reason, or claim to, just not that this proposal makes them work in any meaningful way. Seems to reduce the optimal options.
1) We are discussing damage. It's a fact that stacking one of the two existing damage-tied attributes results in more damage. I don't know how to make that more clear for you. It is proven in the game. Just because you call this an "imaginary" or "alleged" binary doesn't make this fact go away.
2) Dumping all points into health results in a lack of magicka and stamina resources for:
- casting skills
- shielding
- blocking
- dodge rolling
- breaking free
- sprinting
So a player could absolutely dump all points into health if attribute damage scaling was removed, but then that player would be sacrificing sustain and the ability to perform necessities on the aforementioned list.
I hate the design as well; however, no way it is going to change.
To prevent max health allocations for everyone, they'd need to completely rework all aspects of sustain (HA, sustain stats, passives and abilities that directly give resources). And likely rework all ability costs.
The system would need to be built to essentially make it impossible to reach 100% sustain (or even high percentage sustain; essentially guaranteeing with no allocations in magicka or stamina, OOM or OOS will eventually hit, regardless of build into sustain; spend must be always greater than return), no matter rotation, forcing players to allocate into non health to extend combat abilities. Players would need to decide how much magicka, stamina and health they need to win an engagement then, forcing them to allocate points in all 3 branches. This would be a major undertaking and just not feasible at this point.
Also, as stated, ZOS would need to address weapon/spell damage and crit; simce those will still drive players towards favoriting magic or stamina abilities; with the off stat being reserved for support abilities (same as ot is now).
I'd love if hybrids were feasible (in all content), but the game has been designed into a hole, where this is likely never going to happen.
Finally, we'd see a decrease in BiS builds actually, if it were ever pulled off. Right now, magicka and stamina each have BiS builds for each class. If this sytem were in place, each class would get 1/2 the BiS builds. Don't know if I'm explaining properly.
RPGplayer13579 wrote: »Does max stamina/magicka strengthen class skills as well as weapon skills?
I hate the design as well; however, no way it is going to change.
To prevent max health allocations for everyone, they'd need to completely rework all aspects of sustain (HA, sustain stats, passives and abilities that directly give resources). And likely rework all ability costs.
The system would need to be built to essentially make it impossible to reach 100% sustain (or even high percentage sustain; essentially guaranteeing with no allocations in magicka or stamina, OOM or OOS will eventually hit, regardless of build into sustain; spend must be always greater than return), no matter rotation, forcing players to allocate into non health to extend combat abilities. Players would need to decide how much magicka, stamina and health they need to win an engagement then, forcing them to allocate points in all 3 branches. This would be a major undertaking and just not feasible at this point.
Also, as stated, ZOS would need to address weapon/spell damage and crit; simce those will still drive players towards favoriting magic or stamina abilities; with the off stat being reserved for support abilities (same as ot is now).
I'd love if hybrids were feasible (in all content), but the game has been designed into a hole, where this is likely never going to happen.
Finally, we'd see a decrease in BiS builds actually, if it were ever pulled off. Right now, magicka and stamina each have BiS builds for each class. If this sytem were in place, each class would get 1/2 the BiS builds. Don't know if I'm explaining properly.
There is no evidence to suggest a new paradigm of balance between stam and mag and hybrids would lead to less biS top-options. Every bit of evidence suggest it would just change what the toip abc sets and builds were, not make more of them.
if you want to get rid of the BiS you have to make a more fundamental change and make BiS more highly almost totally focused on "vs a given opposition" so that the best set to wear into "undead city" is very very different from what youn wear into "fire elemental city" and very very very different from what you wear into "spider city" or "constructs city" or "tempest island".
Right now, 99%+ of build is about getting "your numbers" up. With top numbers you can go anywhere pretty much the same and just learn a few local mechanics. That is because the vast majority of your gains apply anywhere against any foe, outside the local special gimmicks for some boss fights.
So, it is easy enough for a short order math-out and playtest period to flesh out what the top options are etc.
on the other hand, consider an alternative where within each role traits and choices were far more focused along the lines of three tiers:
For each type of adversary/threat ONE trait was tops, by a significant margin.
For **all** types of adversary content ONE trait was second best, by a significant margin.(i imagine norn as the mid-everywhere option myself)
For **all** types of adversary/content all the other traits/choices was third place by a significant margin.
Now instead of one BiS you have one BiS per type of adversary/content... a lot more different builds/combos are needed across the variety of content.
But just changing how the internal numbers are figured wount increase or decrese the number of "top choices" only change which choices fill those slots.
Integral1900 wrote: »Well as usual the conversation has wandered away...
I would read it all but I have a limited tolerance for over important types talking cobblers...
As has been stated maxstats dictating the builds is just artificial content inflation. It wasn't in the game at launch. Builds were meant to be a mix of stamina and magic, balancing them according to your needs. Why do you thing most class skills are magic and the weapons are more stamina oriented? The original intent was that you would use both to a greater or lesser degree. Now on one hand you should never take the word of anyone who says it was all sunshine and rainbows back then, the game was a generic mess with a list of issues as long as your arm. I barely recognise the game it's become and that's a good thing, but I do miss play as you want being there...
I would run round with spells and great swords flying, the whole hybrid thing was a solid choice, it gave up in some areas and gained in others. Now however that time is dead. It's no longer play as you want, especially in vet content, I've spent millions of gold and tens of thousands of mats trying to make an end game hybrid and it's just not going to work! It's a shame as these days it seems every stamina build is all but identical, that isn't going to change any time soon but unlocking damage from max stats would create an explosion of build diversity. If you can't see that then I'm sorry but that's your problem not ours. Personally I would have a hell of a time choosing where to put stat points, these days it's not a decision at all... oh I'm a stamina build, guess that's where it's all going... that's not choice! That's a bloody pigeon hole!
GrumpyDuckling wrote: »Integral1900 wrote: »Well as usual the conversation has wandered away...
I would read it all but I have a limited tolerance for over important types talking cobblers...
As has been stated maxstats dictating the builds is just artificial content inflation. It wasn't in the game at launch. Builds were meant to be a mix of stamina and magic, balancing them according to your needs. Why do you thing most class skills are magic and the weapons are more stamina oriented? The original intent was that you would use both to a greater or lesser degree. Now on one hand you should never take the word of anyone who says it was all sunshine and rainbows back then, the game was a generic mess with a list of issues as long as your arm. I barely recognise the game it's become and that's a good thing, but I do miss play as you want being there...
I would run round with spells and great swords flying, the whole hybrid thing was a solid choice, it gave up in some areas and gained in others. Now however that time is dead. It's no longer play as you want, especially in vet content, I've spent millions of gold and tens of thousands of mats trying to make an end game hybrid and it's just not going to work! It's a shame as these days it seems every stamina build is all but identical, that isn't going to change any time soon but unlocking damage from max stats would create an explosion of build diversity. If you can't see that then I'm sorry but that's your problem not ours. Personally I would have a hell of a time choosing where to put stat points, these days it's not a decision at all... oh I'm a stamina build, guess that's where it's all going... that's not choice! That's a bloody pigeon hole!
"...unlocking damage from max stats would create an explosion of build diversity. If you can't see that then I'm sorry but that's your problem not ours."
Well said, because you'll have others who refuse to recognize fact and instead call it imaginary. It's a simple, proven fact that the current system rewards damage output for players who stack points into a single attribute.
GrumpyDuckling wrote: »Integral1900 wrote: »Well as usual the conversation has wandered away...
I would read it all but I have a limited tolerance for over important types talking cobblers...
As has been stated maxstats dictating the builds is just artificial content inflation. It wasn't in the game at launch. Builds were meant to be a mix of stamina and magic, balancing them according to your needs. Why do you thing most class skills are magic and the weapons are more stamina oriented? The original intent was that you would use both to a greater or lesser degree. Now on one hand you should never take the word of anyone who says it was all sunshine and rainbows back then, the game was a generic mess with a list of issues as long as your arm. I barely recognise the game it's become and that's a good thing, but I do miss play as you want being there...
I would run round with spells and great swords flying, the whole hybrid thing was a solid choice, it gave up in some areas and gained in others. Now however that time is dead. It's no longer play as you want, especially in vet content, I've spent millions of gold and tens of thousands of mats trying to make an end game hybrid and it's just not going to work! It's a shame as these days it seems every stamina build is all but identical, that isn't going to change any time soon but unlocking damage from max stats would create an explosion of build diversity. If you can't see that then I'm sorry but that's your problem not ours. Personally I would have a hell of a time choosing where to put stat points, these days it's not a decision at all... oh I'm a stamina build, guess that's where it's all going... that's not choice! That's a bloody pigeon hole!
"...unlocking damage from max stats would create an explosion of build diversity. If you can't see that then I'm sorry but that's your problem not ours."
Well said, because you'll have others who refuse to recognize fact and instead call it imaginary. It's a simple, proven fact that the current system rewards damage output for players who stack points into a single attribute.
As stated before, that is not in dispute at all.
What is being called imaginary and unproven and challenges are the conclusions that that leads to only binary choices (it doesn't) or that removing that would result in a rise in diversity from split hybrid stamina/magica builds instead of more focus on health only one-stat builds of a different flavor.
you keep intentionally (it now seems obvious) dodging that with your redirections.
your proposal seems much more pro-health-centirc builds than pro-hybrid-stam-mag builds by a long shot (and based off some extrapolations based off recent evidence in changes) and the onoy counter to that from you seems to be some form of ""see no evil."
You gotta look beyond "one thing" in a system this complex to achieve a significant change. if you refuse to see that, its on you.
But you can cloak your pro-health-build proposal wrapped in a pro-hybrid's pelt as long as you want but that wont make it a workable solution for hybrids.
Because scaling off both stat and damage is a central game mechanic at this point, that is reflected in all aspects of balance from itemization, to skills, to racial passives etc. Absolutely no reason to waste time fixing what's ain't broke and then spend another 3 patches rebalancing after the fact.
Stop asking for unnecessary changes.
GrumpyDuckling wrote: »GrumpyDuckling wrote: »Integral1900 wrote: »Well as usual the conversation has wandered away...
I would read it all but I have a limited tolerance for over important types talking cobblers...
As has been stated maxstats dictating the builds is just artificial content inflation. It wasn't in the game at launch. Builds were meant to be a mix of stamina and magic, balancing them according to your needs. Why do you thing most class skills are magic and the weapons are more stamina oriented? The original intent was that you would use both to a greater or lesser degree. Now on one hand you should never take the word of anyone who says it was all sunshine and rainbows back then, the game was a generic mess with a list of issues as long as your arm. I barely recognise the game it's become and that's a good thing, but I do miss play as you want being there...
I would run round with spells and great swords flying, the whole hybrid thing was a solid choice, it gave up in some areas and gained in others. Now however that time is dead. It's no longer play as you want, especially in vet content, I've spent millions of gold and tens of thousands of mats trying to make an end game hybrid and it's just not going to work! It's a shame as these days it seems every stamina build is all but identical, that isn't going to change any time soon but unlocking damage from max stats would create an explosion of build diversity. If you can't see that then I'm sorry but that's your problem not ours. Personally I would have a hell of a time choosing where to put stat points, these days it's not a decision at all... oh I'm a stamina build, guess that's where it's all going... that's not choice! That's a bloody pigeon hole!
"...unlocking damage from max stats would create an explosion of build diversity. If you can't see that then I'm sorry but that's your problem not ours."
Well said, because you'll have others who refuse to recognize fact and instead call it imaginary. It's a simple, proven fact that the current system rewards damage output for players who stack points into a single attribute.
As stated before, that is not in dispute at all.
What is being called imaginary and unproven and challenges are the conclusions that that leads to only binary choices (it doesn't) or that removing that would result in a rise in diversity from split hybrid stamina/magica builds instead of more focus on health only one-stat builds of a different flavor.
you keep intentionally (it now seems obvious) dodging that with your redirections.
your proposal seems much more pro-health-centirc builds than pro-hybrid-stam-mag builds by a long shot (and based off some extrapolations based off recent evidence in changes) and the onoy counter to that from you seems to be some form of ""see no evil."
You gotta look beyond "one thing" in a system this complex to achieve a significant change. if you refuse to see that, its on you.
But you can cloak your pro-health-build proposal wrapped in a pro-hybrid's pelt as long as you want but that wont make it a workable solution for hybrids.
You wrote, "What is being called imaginary and unproven and challenges are the conclusions that that leads to only binary choices (it doesn't)."
If you really think that, then go make a damage build (which is the type of build that we've been talking about all along) that isn't binary (stamina or magicka) and split your attributes up evenly. Then join a trial or do some VMA and let me know how you do compared to those using binary builds. The simple fact is that the game promotes binary damage builds for end-game content. You can't deny that and expect anyone to take you seriously.
Concerning your comments on health, I don't know how many times I have to keep reminding you of this, but if the removal of attribute damage scaling were to happen, then putting points into health would mean less resources for skill usage, shielding, roll dodge, break free, block, and sneak.
You can wrongly call this a "pro-health build proposal" all you want, but until you realize that an all-health build significantly lowers your sustained use of skills and your ability to perform the aforementioned actions, then you'll just keep arguing in vain. You seem to have this idea in mind that my stance promotes removal of damage scaling from max attributes without any other balance being conducted. Of course tweaks and adjustments would be made when testing is conducted. No one is arguing against that.
Read my comments in this thread and you will see that the only things I argue with you about is 1) your continued denial of and refusal to recognize that the game promotes binary damage builds for end-game, and 2) your insistence that everyone would simply stack health if attribute damage scaling were to be removed.
#1 just doesn't make sense (see my comment above about splitting attributes for your damage build and doing trials or VMA, and #2 your concern about stacking of health, if it were to even be a problem at all, would be handled during balance testing. I can't be any more clear about these two topics.