In my opinion, the following simple change below would give everyone a roll on the battlefield
Scale healing strength and all damage shields on a player's health pool and spell/weapon damage.
I know that the following has been said countless times before.
Problem
Currently, stamina-based heals increase based on max stam and magicka-based heals scale based on max magicka. Damage also scales off those 2 stats. That means that players who invest in maximum damage also gain maximum healing. What? That, in my opinion, is the source of all of the trouble in balancing this game.
Solution
This game needs balance. In simple terms, balance = Rock / Paper / Scissors.
Rock = mitigation
Paper = healing
Scissors = damage
Paper and Scissors currently run on the same stats. The simplest way to make pvp more balanced is to split that up. Players which wish to go maximum into damage burst should be sacrificing on healing and mitigation, meanwhile, the tanky players who sacrifice magicka / stamina to increase their health pools sacrifice both damage and healing.
By scaling healing to a character's health pool:
- healers can go for a maximum health pool and weapon/spell damage. this will make them more effective healers but less effective damage dealers. They will survive longer and provide more benefit to their group but sacrifice their damage as a result.
- dps can go maximum stam / magicka. They will have still high burst damage but they will have less effective heals. They will still have healing but will (ideally) need a health-specced friend to really save them from sticky situations
- tanks can go maximum health and resistances, making them hard to kill because they have mitigation and healing, but, giving them low damage so that their roll is to focus attention but not do damage. In pvp, for example, a taunt could function that when a tank taunts a player, he/she then takes the damage from that player for 10 seconds. This would be epic because it would give the tank a real opportunity to be valuable and save his/her friends in sticky situation.
With these changes, you could then allow stamina regen when tanking again because the tanky player would not also have insane damage. This might mean that a tank can indeed tank a few players. That tank cannot kill those players but those players cannot kill that tank. Balance achieved
Edited by Frawr on September 24, 2018 10:12AM