Maybe you could instead ask for something more sensible, like increasing the max stam/mag scaling coefficient of skills to something more than ~ 1/10.5 of the weapon/spell damage coefficient.
This would cause PVE players dealing even more damage and people are already complaining about that.
I mainly see dizzy/executioner in my death cap. Sometimes some snipes, but I usually get my head smashed by a bunch of stams spamming dizzy and executioner.
So what do you suggest to give PVP more variety without having unkillable high health damage dealers or any heavy nerfs in PVE?
And why do you think a damage penalty depending on health would be so bad?
Sanguinor2 wrote: »
Thanks for the input, this was exactly the information I was looking for since I have admittedly zero experience myself when it comes to vet trial tanking. So, this would mean reworking health-based heals into max stat scaling ones would be a big no go then, unless damage in certain trials also gets adjusted or smart targeting gets reworked.
A shame, really, at least when it comes to PvP imo. Not sure how ZOS could tackle this issue then without screwing PvE.
Well the easiest way would be to do something to health scaling heals with battle spirit. Or if Zos would decide to do sepparate skills in PvE and PvP but atleast the 2nd one is never gonna happen. Alternatively nerfing all the damage tools of the 40k health wardens to only be efficiently usable by max stat builds would also make everything but troll tanks go away.
In older content you would probably get by without health scaling heals in most cases simply because high dps groups nuke everything before it does too much damage and most things dont do very much damage compared to newer content. You might even be able to make it work in newer content but it could always easily go wrong if there is one unlucky high damage window with a burst heal going onto the wrong person. Another case where you would really feel the missing health scaled healing is vCR execute. In there the maintank gets reduced to I think 10% health and then a debuff on them that is like 85% or 90% healing reduction that only goes away if you hit 100% HP. Without the tanks healing healing 30k+ health when working against 85% or 90% reduction really takes a while, and if the debuff is on you for too long you just die.
I think it would be doable but only if healing gets changes so that you can actually make sure you heal your tank and it would require some changes in builds too I guess. Or if it were possible some tanking specific passives that only work in PvE and increase your healing done on yourself.
With full raidbuffs for example a tank can achieve pretty high weapon and spell damage (admittedly I cheesed a bit with being dunmer and having an infused weapon dmg enchant) so depending on the scaling it might be workable, you wouldnt be able to reach the values of the health scaling heals but in the build editor atleast you can hit a 10k coag TT and 18k Vigor TT fully buffed with a bit of cheesing involved. The downside is that to reach those tooltips you´d need: major mending, minor vitality minor and major brutality/sorcery/courage on your tank at all times, while also being a dunmer and having an infused weapon dmg enchant on your backbar instead of crusher and being a more tankyish race (not that race matters too much in tanking since you can tank on pretty much any race).