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.
No.
This is what it used to be, and people just stacked health, and good riddance that's gone. It's ridiculous that people yearn for a return to those dark ages.
GrumpyDuckling wrote: »No.
This is what it used to be, and people just stacked health, and good riddance that's gone. It's ridiculous that people yearn for a return to those dark ages.
The issue of stacking health has a simple fix, which is balancing resources in a way that makes resources matter for sustain. So if a player wants to go all health, then their magicka/stamina sustain suffers.
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.
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?
Actually, people who do that may have trouble with DPS sustain...
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
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?
Actually, people who do that may have trouble with DPS sustain...
Max-Stats do not increase your sustain ffs. I used to DPS on my tank when we don't need an offtank and had all attribute-points into HP. Sustainissues? nope...not at all. Your max-Stats cover for the first seconds, but afterwards you need regen or heavy-attacks or whatever, but no max-stats...
And aren't the first few seconds important in a PvP fight...?
GrumpyDuckling wrote: »No.
This is what it used to be, and people just stacked health, and good riddance that's gone. It's ridiculous that people yearn for a return to those dark ages.
The issue of stacking health has a simple fix, which is balancing resources in a way that makes resources matter for sustain. So if a player wants to go all health, then their magicka/stamina sustain suffers.
Not really. The era of the game Code speaks of, sustain was easy to get. I cannot recall having an issue with sustain at all. I would post a SS of my character sheet from back then if it would help though I think regen of less than 100 would not prove the point for most since they may actually think that is low even though it was not.
Besides, again, hybrids would still be the weaker builds.
Yolokin_Swagonborn wrote: »There a way to compromise with this. A way to bring back some of the benefits of softcaps but make them a bit less restrictive.
Instead of completely unlinking attributes and damage, what if we just capped the effect at a given stat amount? This amount could be adjusted until the sweet spot is found.
Stovahkiin wrote: »Agreed. The last hybrid build I worked on was fun, but overall it failed miserably in the dps department compared to my other chars.
As to the topic itself, its true that resource pool size shouldn't have any bearing on maximum damage.
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.
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.
While I agree with your premise, your fix doesnt do anything to address the problem. The real fix would be to remove dmg associated with max resource pools and increase dmg from other sources.
But I also agree with the way it is. Why? Instead of having to focus on dmg, you can up your health, up your crit%, up your dmg mitigation, etc.
If your suggestion was implimented, it would destroy the system causing everyone to have to rebuild every toon. Does there need to be a fix? Probably. But with so many mechanics needing to be adjusted, it wouldnt be an easy one. Which is probably why it will never happen.
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.
While I agree with your premise, your fix doesnt do anything to address the problem. The real fix would be to remove dmg associated with max resource pools and increase dmg from other sources.
But I also agree with the way it is. Why? Instead of having to focus on dmg, you can up your health, up your crit%, up your dmg mitigation, etc.
If your suggestion was implimented, it would destroy the system causing everyone to have to rebuild every toon. Does there need to be a fix? Probably. But with so many mechanics needing to be adjusted, it wouldnt be an easy one. Which is probably why it will never happen.
If the sets are changed to naturally reflect this the retooling of anyone one characters armor won’t be a big deal. Besides that occurs now anyway when the add and nerf stuff.
Why not just have the combined magicka/stamina resource pools contribute to both damage types?
Player-A has:
40k magicka
10k stamina
20k health
Player-B has:
25k magicka
25k stamina
20k health
And they both have the same damage bonuses to stamina/magicka... that would stop people from just boosting health if they needed damage. People would base their resource pool allocation more on what they actually needed to have more resources for.