- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
JackDaniell wrote: »[...]
So what would make more hybrids viable?
I think brids are strong, but not quite compedative yet. To unlock a hybrids full potential without making them op i think thier is one simple fix.
Add a gold +max stam/mag + stam/mag regen food. Hybrids dont need the hp from food and this would provide the brid with huge regen and damage support. With this food my hybrids stats would be
23k hp (pvp)
26k mag/stam
1300 mag/stam regen (this is allot for a brid)
4900 wep/spell damage
32% wep/spell crit
Not bad eh?
Personally i would find it interesting if the damage type would scale of the max resource. e.g. surprise attack would still cost stam but deal magic damage, flame lash would cost mag but would do poison damage(maybe also a name change for some of the abilities)
At least the ultimate damage type should really scale of your max resource. It would would give so much more choice between ultimates.
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.
You comment ignores what I said..."...with so many mechanics needing to be adjusted, it wouldnt be an easy one. Which is probably why it will never happen." You're talking about retooling the whole thing. It is what it is.
Im constantly amazed how people never complain about single player game mechanics but shred MMO mechanics. There's no difference. You buy a game for what it is and you play it or you send it to the $5 bin at gamestop. Unless some thing is so broke it's killing the game, it's not going to happen. By your statements Im pretty sure I can safely say you know nothing about coding. It's not like doing a google search where you can type in Attributes and those lines of code appear along with several other suggestions. If you knew how many lines of code are in a game like this... the DL is several gigs. A letter on a text document is what? 10-20 Kilobytes? 1024 kilobytes = a megabyte. 1024 megabytes = a gigabyte. Do the math and see how huge that file is and then tell me again how you want some one running thru all of that code and possibly getting the wrong one(s) and maybe breaking the game. Cuz it happens.
I would rather see a split between damage and healing scaling from the same resources first.
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.
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.
But usually people need more of what they do the most - and so in the above mixes since most sets focus on stam or mag (and the ones that split give less to either) these would still under-perform vs a build more 50-0 (or mostly very little b if they happen to need some b) for off-task.
As atated already so many times, the 10%-ish off maxstat to damage is just one piece of the "focus on one stat" pressure and changing just that one piece wont make hybrids able to match-up.
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.
NewBlacksmurf wrote: »I’d much rather they go back to the original stat design at PC launch. Makes much more sense and then you don’t have to “balance” or mess up stuff every 60-90 days
NewBlacksmurf wrote: »I’d much rather they go back to the original stat design at PC launch. Makes much more sense and then you don’t have to “balance” or mess up stuff every 60-90 days