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It's time to unlink max attribute from damage

  • I_killed_Vivec
    I_killed_Vivec
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    Solariken wrote: »
    dday3six wrote: »
    Solariken wrote: »
    Kwik1 wrote: »
    Lynx7386 wrote: »
    dday3six wrote: »
    Why are some people so hung up on hamfisting hybrids into a game that’s not designed to support them?

    Let’s rebuild the game.

    Why?

    So hybrids can be a thing.

    This line of thinking just isn’t reasonable.

    probably because every elder scrolls game before ESO prioritized hybrid builds above pure builds.

    From day ONE, ESO has said they are NOT elder scrolls. They have been very clear that this game would be significantly different while trying to keep the lore.

    If you want to play Elder Scrolls, play Skyrim. If you want to play ESO, play ESO.

    Not true, not even close. The early game encouraged hybridization - do you not remember the soft caps?

    Stamina morphs also weren’t a thing with softcaps, so the hybridization came from if you used sns, dw or bow, but even with softcaps pure builds were still better. The term Elder Staves Online came from the soft cap era because focused Magicka builds were better that trying to run Stamina. The only ‘hybrid’ builds, and I use the term very loosely, were DK who used SnS in PVP to take advantage of dynamic ult gen.

    You couldn't even run a pure build with those soft caps without wasting stats. Also it was Elder Staves Online because some genius at ZOS decided it was a good idea to put the best damage amping passive in the Resto Staff skill line.

    I think it was more a consequence of the class skills being magica based. So if you were a hybrid or stam build then you struggled, while magica builds had full access to all their class skills. ZoS realized their mistake, removed the soft cap, introduced some stam variants of class skills and scaled power off max stat.

    This had the (unintended?) consequence of trashing hybrid builds, and started the complaints about sorc shields scaling off max magica, so sorcs can have maximum shielding while not compromising on DP.

    (MagDK had been on top in the early days, but successive nerfs brought them to their knees. Since then shields have been nerfed, blocking has been nerfed, rolling has been nerfed... )
  • idk
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    dday3six wrote: »
    Why are some people so hung up on hamfisting hybrids into a game that’s not designed to support them?

    Let’s rebuild the game.

    Why?

    So hybrids can be a thing.

    This line of thinking just isn’t reasonable.

    You essentially hit the nail in the head so to speak.

    I merely pointed out why OP's idea wouldn't work. In reality, any MMORPG will have specific builds that shine yet still have players that chose to do things differently and basically do less damage. Often time significantly less.

    If it's fun for them then it's really ok since a players damage output only really matters when grouped.

    So, the only way hybrids could actually compete on an equal level would be to eliminate having two base stats for every component. Essentially destroy hybrids completely since hybrids require two different everything.

    So in the end, the game will not be rebuilt that way. Hybrids will still exist and many will have fun builds that perform well in PvP, vMA and whatever they do. Just not top dps build and that's ok.
  • Sentinel
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    The change the OP is proposing is:
    Do not factor max attributes into the damage equation for skills.
    Increase how much weapon/spell damage are factored to make up for the above.

    People are getting hung up over the effects and I sense this comes from a fear that this will nerf damage dealers, go too far to make hybrids equal, or even not go far enough to make hybrids equal.

    So let's think about this in terms of sets.

    Hybrids currently exist by making use of sets that increase weapon and spell damage (or make the highest one equal to the other in the case of Pelinal's set). There are some very good sets for this cause: Alchemist, Pelinal's, etc. There are enough sets that Hybrids can have adequate and in some cases, quite nice weapon and spell damage. But these sets often come with a trade off inherent in building a hybrid that specialized builds do not deal with:

    It is harder to stack both weapon and spell damage overall than just stacking only weapon or only spell damage. Pelinal's set, which allows someone to equalize their weapon/spell damage to the highest value, is still a 5 piece set. It takes up space a specialized build could use to put in more damage. If you're not using Pelinal's, then notice that some of the best rings, agility and willpower would take up too much space to have both at once and be viable.

    There is a difference between weapon and spell critical. Specialized builds only have to choose one. Hybrids must split between both and overall have less critical hits.

    Resource management: While attributes won't affect damage output, they would affect how much you can cast abilities. While there are easier ways for Hybrids to make up for this now, given the tri-stat glyphs, hybrids still have much less of one stat than a pure specialized build. The same often goes for regeneration, where it would often not match the values of a specialized build. In this area, hybrids can actually specialize more than people think, and I've known a few good builds that push for fantastic resource management, but it is always at the expense of damage. Would hybrids need help with resource management? I don't think so. It makes it an interesting part of their playstyle to switch between damage types based on resources, or to sacrifice damage to be able to sustain all resources.

    So overall, hybrids definitely would not be equal with specialized builds as a result of this change, on any of those fronts.
    But they would be more viable to compete, and the inherent trade-offs in damage and resources may manifest in resource management or utility. This would be a good place for them to be in. I do not imagine many high end DPS focused hybrids (though if someone makes one, that would be interesting!) but among tanky players and PvPers, this change allows for more builds to be viable.

    One thing that would need to be addressed, however would be the amount of sets in game whose damage is balanced around the magicka/stamina they provide instead of weapon/spell damage. While players with high end damage builds would have plenty of viable weapon/spell damage focused sets to choose from, the overall amount of sets which are viable may go down as a result of this balancing. Many sets that provide resource bonuses would likely need to be altered from max stamina/max magicka to weapon/spell damage. Perhaps max magicka/stamina could be tied in with regeneration in sets, so that a bonus of 129 regeneration right now may later also provide some amount of resources.

    Would such a change be the end of the world? No. Would Damage Dealers be nerfed? Probably not, as long as sets with max stamina/magicka are dealt with well. Would hybrids be more viable? Yes. Would they be on par with specialized builds? No.

    Would there be better balance?
    I think so.
  • Feidam
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    I think allowing hybrids would be a good thing. Here is the thing though. Nobody really expects hybrids to hit as hard as a one trick pony build. And they shouldn’t. They should however be competitive enough that they are brought to all content.

    The problem here, imo, is that some players “have” to be the best and they don’t like when someone that isn’t exactly what they are and can compete. You start seeing arguments of but he can heal! However, this isn’t as big a deal in eso. Everyone can self heal. Heal mages can be durable dps with shields for crying out loud. Letting someone play a mix of stamina and magicka isn’t the same thing. By forcing the use of a single resource pool they are limiting the builds available. As long as the roles remain the same there is no harm here. A popular one a lot of people seem to want to do is an Arcane Archer. As a dps build there is no way it it’s use of dual resources disminishes a pure resource build.
  • phermitgb
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    several people have suggested that hybrid builds shouldn't be capable of doing as much damage as a specialized dps build, and I would agree with that statement - I feel like there should be a cost/benefit situation with ANY build, and everyone should give up something in order to get something

    the problem isn't making hybrid builds as powerful as dps builds - it's in making hybrid capability AS IMPORTANT as dealing only dps...which isn't the current case in the game

    right now, DPS is a primary skill. Tanks seem to exist primarily to allow dps's to deal damage, and healers more or less exist to keep tanks up (which allows dps's to deal damage) and to keep dps'ers from getting killed (so that they can do damage)

    A *hybrid* is neither tanking quite as well as a specialized tank, nor dps'ing as well as a dps'er, nor healing as well as a specialized healer - and there's really no call for needing to switch between roles

    I remember when ESO first came out, I was really impressed by the 2/bar skill/weapon system - meant I could have a dps weapon setup COMBINED with a self-heal/protection setup, and I could swap between the two at need - and, in early eso, when the scaling was different and I didn't have complete sets and I was still learning the game, being versatile was an advantage, and encouraged hybridization

    but the push to maximize effectiveness by players has forced the endgame dungeon design to further and further extremes, and in extremes, the specialized modes are ideal because dps'ers have no incentive to take care of their own healing, or swap bars to do some off tanking - if the tank and healer aren't enough to keep the dps'ers up, the tank/healer are failures and the group wipes (at least, that seems to be the mentality)

    what we need are encounters designed to force groups to split up, and to force dps'ers to do something other than dps during the entirety of the encounter - several encounters DO have mechanics that are a little bit like this, and it's nice - but it doesn't seem to be enough - rather than rebuild their characters to be more hybridized and versatile, players have instead created strategies and builds that let them bypass the hybridization tactics - or, alternatively, *** and moan about a game mechanic that "forces" them to play a certain way, or "forces" them to use a suboptimal build...

    *sigh* - I miss city of heroes, and even Lord of the Rings online - city of heroes was awesome, and although LOTRO had mind-numbingly boring combat (as far as sound and visuals went), there was quite a bit of strategy, the handful of times anyone brought a crowd control expert along, or a team buffing captain

    encounters, especially dungeon bosses and coh super-villain encounters, could change DRAMATICALLY with someone who know how to use timely team buffing capability or some expertly placed crowd control on enemies that would otherwise have made the encounter a life-or-death affair

    but, dps is easy - it's simple - and it's the go-to factor for everyone that wants to maximize effectiveness, because it's reliable, and easily built on (relatively, at least - compared to strategic crowd control and such)

    anyway - I don't really have a solution, except to put a harder cap on escalating damage and an even stronger emphasis on game design that...futzes...with dps, requiring players to diversify just a little bit. Course, with that, we'd have to scale back on enemy boss health to account with the overall drop in dps so that encounters don't need to take much longer than they already do

    anyway, that's the way I'd go

    "There is no correct resolution; It's a test of character."
    James T. Kirk
  • LordSemaj
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    attributes or stats it doesn't matter, hybrids are never as strong as specialised builds, this is the rule of pretty much any RPG or MMO.

    Then you must have started playing MMOs recently. I don't recognize that rule at all.

    ESO is not unique with its tristat bars. Hybrids have been a thing in every old MMO and even the RPGs they originated from. In fact, hybrids would often outperform the pure builds due to having access to extra buffs, extra skill utilities, or a second resource bar to make use of. Imagine if in ESO instead of heavy attacking for resources you would just spam your stamina skills then spam your magicka skills while your stamina pool regens then switch again. D&D has the Druid, a hybrid caster whose individual spells are not stronger than Cleric or Wizard ones and yet Druids are often complained about as the strongest class in the game. Clerics took that title later in 3rd edition because their spells allowed them to hybrid even better into a self-healing mega warrior tank with magic damage but Druids remained a second place contender.

    Hybrids are often viewed as the ultimate PVP spec because they limit the weakness pure classes have. DAOC, which ESO was based on, was full of specs of all kinds and the purists like the Wizard were just a squishy glass cannon that couldn't do jack in a real fight. Yet hybrids like Soulreaver or Thane could trounce groups of players while Warlock had some of the craziest burst potential you've ever seen while being slower at executing it than others. Every major PVP mmo from Ultima Online to Darkfall to Shadowbane was dominated by hybrids.

    Meanwhile in Raids, hybrids would offer strong unique capabilities. Paladins are a bloody hybrid class that surrender aggro capabilities for healing, the purist tanks are Warriors. Two-hander using tanks have existed like the Champion, the Dark Knight, or the Lancer and people frequently prefer them due to their higher aggro capabilities and high DPS contribution. Many MMOs have had hybrid characters capable of outputting higher DPS than the pure classes due to their ability to utilize exclusionary skills in a manner purists lacked. Shadowbane followed most similarly to ESO with its ability to craft a custom class and spec by mixing various skill trees together and even then the purists were outshone by the hybrids. Playing a purist mage means you depend heavily on external healers and people to carry you while you deal damage that may not even be much greater from the non-purist while he self-heals or utilizes utilities to stay in the fight and keep damaging the boss.

    Heck, even the game that started this modern MMO craze by proving to investors that the money was there has hybrid complaints about them being too strong over the purists. https://us.battle.net/forums/en/wow/topic/20752677269

    Simply removing the damage links with stats isn't going to solve all hybrid problems or make them top dps contenders. But it would be a step in the right direction if the goal is making them as viable as they are in ... how did you put?
    pretty much any RPG or MMO.
  • klowdy1
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    Solariken wrote: »
    Yep. But they won't because they want their 5 crappy classes to artificially behave like 10 crappy classes.

    With the fact you don't use many class skills at all, and most are from a guild or weapon line, it feels more like two crappy classes with a few variations. Everything is so homogenized. My stam templar uses two abilities every other class cannot use, the rest are DW and bow skill lines, fighters guild, and PvP skill line.
  • MakoFore
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    yeah they wont though because the amount of thinking and time it would take would make thier minds explode- they wont want to deal with such an upheaval- thought thats what the PTS is for- for testing . they re timid approach to tweaking and balance means this game wont ever change much from its iteration and fulfill its potentail
  • Myyth
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    besides damage, I also hate the lack of choice that the current system has. If I create a DPS character, then all my attribute points must get dumped into either stamina or magicka without a second thought or I will be penalized with lower dps. There is no point to plan, think or get creative with attribute points. Just dump all points into one stat. Very boring with no variety.
    Edited by Myyth on February 3, 2018 11:06PM
  • ValkynSketha
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    The problem is the separation between pvp and pve balancing, i don't get why they don't implement the changes aimed into pvp into battle spirit, your suggestion will break pvp as you will see tanks or builds running high health and one shotting peoble.
  • Ajaxduo
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    I'm all for this, it opens up the idea of speccing for more things rather than just purely stacking max magicka etc.
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  • Feidam
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    they could balance it so that the resources pools contribute equally to damage though and adjust numbers from there. There will still be differences. Choosing a role ie tank, healer, or dps would still dictate the play style. It's doable. If you choose to be hybrid tank/dps then you could become and
    The problem is the separation between pvp and pve balancing, i don't get why they don't implement the changes aimed into pvp into battle spirit, your suggestion will break pvp as you will see tanks or builds running high health and one shotting peoble.

    If the didn’t do any further balancing then yes. However they could tune the numbers so you cna’t Run around in heavy armor as a tank being a full on dps. Just one way they could balance.
  • DoctorESO
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    .
    Edited by DoctorESO on September 23, 2018 1:58AM
  • Aliyavana
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    Kwik1 wrote: »
    Lynx7386 wrote: »
    dday3six wrote: »
    Why are some people so hung up on hamfisting hybrids into a game that’s not designed to support them?

    Let’s rebuild the game.

    Why?

    So hybrids can be a thing.

    This line of thinking just isn’t reasonable.

    probably because every elder scrolls game before ESO prioritized hybrid builds above pure builds.

    From day ONE, ESO has said they are NOT elder scrolls. They have been very clear that this game would be significantly different while trying to keep the lore.

    If you want to play Elder Scrolls, play Skyrim. If you want to play ESO, play ESO.

    No, if you want to play skyrim you play skyrim, eso is more of an elder scroll game than skyrim will be.
    Edited by Aliyavana on February 4, 2018 2:33AM
  • Gothren
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    Lynx7386 wrote: »
    This needs to be done. Dumping your points into magicka or stamina should not result in a direct increase to your weapon and spell damage. This system is the bane of hybrid builds, it's the bane of tanks for overland content, and it's an archaic system that makes absolutely no sense with the modern state of the game.

    Fix it via the following:

    -Attributes no longer effect actual damage.
    -Increase the resource pool gain of attributes, enchants, gear, and sets that increase magicka or stamina.
    -Work the lost damage from the above changes into base weapon and spell damage, and into set bonuses.

    A player can now put points into attributes, or use attribute focused sets, for the sole purpose of having a larger resource pool to utilize for damage, healing, or utility. Tanks will have slightly more resources and slightly better damage potential when soloing, hybrids will no longer suffer from splitting their attributes between two pools and having drastically less damage than others, and we can finally stop pushing pure stat sets as the only viable means of increasing damage output.

    well i don't want them to change it. future content would be sacrificed and put on hold since they have to balance everything yet again. so no that is my vote.
    Edited by Gothren on February 4, 2018 2:40AM
  • Sevn
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    Kwik1 wrote: »
    Lynx7386 wrote: »
    dday3six wrote: »
    Why are some people so hung up on hamfisting hybrids into a game that’s not designed to support them?

    Let’s rebuild the game.

    Why?

    So hybrids can be a thing.

    This line of thinking just isn’t reasonable.

    probably because every elder scrolls game before ESO prioritized hybrid builds above pure builds.

    From day ONE, ESO has said they are NOT elder scrolls. They have been very clear that this game would be significantly different while trying to keep the lore.

    If you want to play Elder Scrolls, play Skyrim. If you want to play ESO, play ESO.

    They've also been extremely clear this is NOT a traditional MMO.
    There is nothing noble in being superior to your fellow man, true nobility is being superior to your former self
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  • cabbageub17_ESO
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    As crazy as it sounds you could create a 4th attribute, Will. Damage from all weapons could be based on that. You could choose to put skill points into Mag, Stam, Health or Will. Put everything in Will and you better kill in 1 or 2 shots. Obviously you'd have to rebalance the entire game.
  • Twenty0zTsunami
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    All my yes. I can't even recount all the times I was stymied or pidgeon-holed into playing something or some way I didn't care to play by the current system. I usually just play it my way anyway, damn the meta and damn DPS charts.

    It really screws over stam users in a big, yet subtle way. I main dark elf stam builds primarily (running NB, Warden, DK) and when you really get down to the nitty gritty, when considering all the advantages disadvantages of playing a Dark elf Dragon Knight, you realize that the way they've split the abilities into mag and stam, and based their damage off core stats.. it really screws people over.

    I got to level 20 on my intended stam tank dk w/dw backbar, before I really realized I screwed myself over. all those fire bonus perks for playing a dark elf? irrelevant because stam converts DK dmg to poison? interesting idea but they lack flexibility in their implementation.
    Edited by Twenty0zTsunami on February 4, 2018 3:54AM
  • Rungar
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    they could put in "utility" skill lines that utilize mag & stam at the same time. More utility for hybrids and tanks in lieu of their dmg deficit.
  • Goshua
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    idk wrote: »
    3. Having attribute not affecting actual damage would work in favor of hard to kill builds in PvP. Who in their right mind would stack magika when one could simply stack health since max stats would become meaningless. That would be a hoot in Cyrodiil and BGs.

    Templars would rejoice! they can finally use their class shield.

  • Elwendryll
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    I'd like to start my comment by saying that I don't want to play hybrid builds because it is possible in other TES games. I want to play hybrid builds because this is something very common in this very game... Look at the NPC, there are tons of them using melee weapons with spells. Some innocents citizens are even able to conjure swords while casting spells.

    In my opinion, the current system limitation prevents hybrid builds from being viable, as it also prevents the efficient use of some races for some builds.

    Frontloaded stats and diminishing returns? Stacking a single stat shouldn't be more efficient than splitting into several resources. Playing an hybrid build should be an overall more efficient choice, because of the additional utilities.

    The enemies shouldn't even have the same physical and magical resistances. And being a pure magic build should only be useful on foes heavily resistant against physical damages. Being an hybrid should be overall more efficient, while specialized builds should be... well, more efficient in specific situations.

    Look at the fresh new players, they play hybrid builds, some of them for months before someone kind enough tells them that max stats increase the associated damages.

    Well, I didn't want to compare with any other MMO or game, that's just something in the TES universe, just look at the cinematics, Ayrenn waving a sword while casting spells, for instance. Have a nice day.

    PC - EU - France - AD
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  • Vostorn
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    attributes or stats it doesn't matter, hybrids are never as strong as specialised builds, this is the rule of pretty much any RPG or MMO.
    Yeah, hybrid builds like DD+Healer.

    In TESO, hybrid magicka DD+Healers deals way more damage than a pure DD using hybrid mag+stam.
  • Calboy
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    And also combine weapon and spell damage into one, please and thank you
  • Kolzki
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    Alternatively they could adjust magika damage skills to scale with say 75% magika 25% stamina. Similarly scale stamina skill damage with 75% stamina 25% magika.

    Dedicated builds would still be stronger than hybrids, but hybrids would be more viable.
    Edited by Kolzki on February 4, 2018 10:19AM
  • Ep1kMalware
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    Lynx7386 wrote: »
    This needs to be done. Dumping your points into magicka or stamina should not result in a direct increase to your weapon and spell damage. This system is the bane of hybrid builds, it's the bane of tanks for overland content, and it's an archaic system that makes absolutely no sense with the modern state of the game.

    Fix it via the following:

    -Attributes no longer effect actual damage.
    -Increase the resource pool gain of attributes, enchants, gear, and sets that increase magicka or stamina.
    -Work the lost damage from the above changes into base weapon and spell damage, and into set bonuses.

    A player can now put points into attributes, or use attribute focused sets, for the sole purpose of having a larger resource pool to utilize for damage, healing, or utility. Tanks will have slightly more resources and slightly better damage potential when soloing, hybrids will no longer suffer from splitting their attributes between two pools and having drastically less damage than others, and we can finally stop pushing pure stat sets as the only viable means of increasing damage output.

    It's not that you're wrong, but for magica it's a huge source of their over all spell power (as they have more max resources than stam, but generally less crit/spell damage). It would take sooooo much rebalancing at this point that it's just not worth it in the end.
  • Destruent
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    DoctorESO wrote: »
    I agree with this. I made a poll about it a few weeks ago (https://forums.elderscrollsonline.com/en/discussion/390260/should-damage-dealing-be-unhinged-from-max-magicka-stamina/p1).

    52% agreed with unhinging resource pools from damage dealing.

    The community hath spoken :)

    This just shows, that atleast 50% of the forum-community does not have an in-depht understanding of esos game mechanics. Unlinking dmg from ressources would just cause one thing: everyone ran around with 40k+ HP.
    Does it really sound good to have tankbuilds with the DPS-output of actual DPS_builds?

    And it won't solve the main-issues of hybrid-builds at all. Main issue will still be CP, Wep/Spelldmg and crit (and to an extend sustain/regen).
    Noobplar
  • Kolzki
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    Absolutely true above. Base skill damage values are roughly half and half made up of weapon/spell damage and max resources. After that comes crit, penetration and cp.

    Ultimately this is the reason that I’ve never bothered with the pelenials set. It only buffs a single part of the damage calculation. That part is also the easiest to increase simultaneously for both weapon and spell damage through weapon and jewellery enchants.
  • FakeFox
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    First you need to understand what resources currently do. They give you damage and that's pretty much it as their influence on sustain has been removed with Morrowind. Sustain is mainly based on regeneration, cost reduction, synergies and heavy attacks and not maximum resources. So if you take away the damage part, there is no reason left to even invest into Magicka or Stamina. As was stated before, everyone would stack health and if you add in your suggestion to increase overall damage to counteract that problems would be even worse. On top of that build diversity would decrease drastically, with every set that gives Magicka or Stamina being useless. And would it make hybrids viable? No, because there is still a minimum of five stats left that they can't properly get.
    EU/PC (GER) - Healermain since 2014 - 50305 Achievement Points - Youtube (PvE Healing Guides, Builds & Gameplay)
  • Radinyn
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    gib
  • STEVIL
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    Right now the game is set to have basically three types of "core builds" for the various roles and classes etc... stam, mag and health.

    A great many things make this so and attributes adding their 105 to damage pool is only one of many. Divorcing that would not change the viability of split builds.

    it would likely however raise the stock on health based builds.

    it would also likely shift from three to one the "top" So, less diversity but different diversity.

    so... general... very not weel though tthru idea and so... no.
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