universal_wrath wrote: »Tanks well not be able to do much damage in both PvE abd PvP and will have low healing outpot, DD while suppered in damage in PvP ir PvE, they will not be able to survive without proper healer to keep them alive, tanks shouldn't be able to to kill in PvP and even if they did, they will not n able to healibg much. In PvE, tanks would still be essantial to maintain buffs/debuffs while they beed a healer to survive.
WhyMustItBe wrote: »The current trend towards hybridization is great and will open up a lot of new build options that will keep the game engaging and fun to explore. However, the hard limiting factor will still be sustain: specifically that you will need to split points into stamina and magicka to use both types of skills consistently in a rotation, and that doing so will inevitably lower your overall effectiveness as everything still scales off your max resource pool.
I mean, just looking at it how does it affect food and the max resource / health / regen balance? If max stat doesn't matter, then only regen matters. DD would run 30 points in health and run a stam and mag regen drink. How does it affect trials when everyone can have more than 30k max health with no downside? How does this affect sets that max a stat like necropotence or bone pirate?
LeonAkando wrote: »To address the OP, I disagree. There should be some downside to playing hybrid, when there are an overwhelming amount of benefits. The downside in the current iteration is lower but still respectable damage. That's a good system.
Everybody is talking about how to make hybridization work.
My question is how to make pure physical build work?
In all the previous scrolls we were able to create a mage, a rogue, and a warrior. And warrior didn't need to be a spellcaster.
Every class in ESO is basically a magic school.
Every competitive stamina build uses hella lot of magic.
Where are physical technique schools? How to make a warrior?
LeonAkando wrote: »To address the OP, I disagree. There should be some downside to playing hybrid, when there are an overwhelming amount of benefits. The downside in the current iteration is lower but still respectable damage. That's a good system.universal_wrath wrote: »Tanks well not be able to do much damage in both PvE abd PvP and will have low healing outpot, DD while suppered in damage in PvP ir PvE, they will not be able to survive without proper healer to keep them alive, tanks shouldn't be able to to kill in PvP and even if they did, they will not n able to healibg much. In PvE, tanks would still be essantial to maintain buffs/debuffs while they beed a healer to survive.
You can tell this suggestion is entirely based on PVP perspective, and yet another piece of evidence to the ever mounting list of reasons why PVP and PVE need to be separated.
No, tanks should not be "debuff sticks" as their only role in a game. Not only is the game designed around tanks having strong self heals, it's part of the durability that makes them a tank. But also they already do absolutely pitiful damage, much lower than any other tanking role in other MMOs, and the very last thing they need is to have it reduced further.
If anything, the tanking role could use a buff so that people are willing to play it again. I don't blame people for abandoning it, why play a tank and spend 20 seconds slowly whittling down an overland mob when you can play damage and literally kill it in a single ability without any set up.
EntropicLynx wrote: »In any case, I'm glad @Tannus15 told us what Rich said, because I love hearing that they're still working on it.
WhyMustItBe wrote: »In terms of the overall damage boost potential however, combining the bars would result in zero change from a current pure magicka or stamina minmax build.
WhyMustItBe wrote: »EntropicLynx wrote: »In any case, I'm glad @Tannus15 told us what Rich said, because I love hearing that they're still working on it.
This has me more excited than almost anything else going on with the game right now TBH.
With regard to your concerns, it really isn't an issue if you run the numbers. It helps to visualize the bonus damage as the part of your offense bar that is added by attributes and gear above baseline. The only difference is you are adding EITHER magicka or stamina, rather than stacking just one, but the total damage bonus available from increasing total offensive resources through stat buffs and itemization would remain the same as it is now.
Since you only have 64 total attribute points, it wouldn't matter if you put all into one stat, or half into each. If the blue and green bars were counted as one offensive pool, the added power would be the same regardless. All that would matter in terms of power would be how much you added to health, as this would take away from what you had to put in offense, just like now.
The same goes for stats from sets. There would be no difference between adding a total of 4000 more magicka strictly from sets or 2000 magicka and 2000 stamina, and since you have a fixed number of set slots there is no difference in how much is available.
The only outlier would be wearing stats like Draugr Hulk and Bright-Throat's Boast or Necropotence together. However even this is not really any different than now as 1) you can already wear Bright Throat and Necropotence together to boost magicka (and the damage bonus from magicka) super high, and 2) you still have to sacrifice other offensive stats to get the resource pool that high, just like it is now.
In terms of the overall damage boost potential however, combining the bars would result in zero change from a current pure magicka or stamina minmax build.
TheEndBringer wrote: »If you do this you just got rid of any advantage of playing a straight build. We continue to learn with these threads that people just want to be able to make giant cheese balls not having "build diversity."