
This is very do-able with the current sets in-game. The Q1/A1 proposed changes would also reduce damage efficiency in Heavy Armor builds unless they build for Spell or Weapon Damage to compensate. Under current META, the tank-y builds would be overly efficient. Resistances should be determined by the gear choices of the character. However, placing more coefficient value into Spell or Weapon may provide a stronger characterization on what those two attributes bring to the table, in context to damage. The min-maxing crowd would oppose the proposed change, as it would be more challenging to "double-dip" to maintain DPS. Attribute contributes to Sustain, in conjunction with Attribute Recovery. This would further distinguish the armor type passive advantages yet, have more emphasis on those two attributes in character builds. Q1/A1: This could be done by adjusting the coefficients of the Spell or Weapon Damage attribute by removing the Maximum Attribute coefficient. maybe this is a new direction we could consider? Edited by Scion_of_Yggdrasil on Ma5:38PM Is this something that could happen? Probably not, but since people have ESO 2.0 on the brain lately. I'm just wanting to be able to do what I have always done in Tamriel.

HP pretty much remains the same, since it "negates" both types of dmg.Įlder Scrolls has always allowed you to master it all. Players with opposing attributes would basically even out, dealing "equal" dmg to each other since they are weak to each others types of dmg. Hybrids would be very viable choices, able to negate/deal both types of dmg (the benefit), although they will not be able to do as much physical/magic at one time as someone focused on one attribute (the drawback). Now, balancing revolves around the type of dmg a player can output vs the targets resistance/defense. Of course, someone with high stamina would be able to use more physical skills before running out of stamina, but the other player who has high magicka is still able to do the same dmg with the same weapon/skills, just not as often. Players should be able to hand pick what weapons/skill lines they are efficient with, as opposed to being limited to one side of the fence, magic dmg or physical dmg?Ī player wielding a sword/using a physical skill with low stamina should do the same dmg as a player with high stamina, assuming their sword/skill/player levels are the same, and gear, yada yada. You should shine because you are a good player, not because you, too, made a and spam. Socially, META tends to promote elitist toxicity, anyways. You should have the freedom to be unique. However, it shouldn't boil down to picking one attribute and type of weapon/skill. The more you invest in a skill line, the more dmg the skills in that line do.Ī3: META will always naturally occur. Stamina/Magicka should determine how many times you can atk/cast, but not how powerful your atks/casts are. This adds a value to these stats, without causing such a gap in advantage between a "pure" account, and a hybrid.Ī2: The dmg a skill does should be determined by the skill level, skill-line lvl, and player lvl. This will allow players more freedom to play how they want, promoting unique builds.Ī1.2: Magicka and Stamina should influence physical and spell resistance, but not physical and magical dmg output. Exceptions: skills that specifically state they scale with attributes. Q3: Should META even exist, or is it a sign of imbalance.Ī1: Attribute points should not influence your DPS, outside of providing a larger resource pool so you can cast more often. Q2: Should only weapon lvl, skill line lvl, and the specific skill's lvl determine dmg output? Q1.2: Should Magicka/Stamina determine spell/physical resistance? Q1: Should Magicka/Stamina determine dmg output at all, or should they only determine resource pools/regen? MMO and/or Elder Scrolls Fans, I would be very curious to see how your answers vary: Lore wise, maybe that's not possible in ESO yet: Popular combat styles are being developed still, and they haven't organized the major schools of magic yet either (I'm assuming this is the main reason we have classes, most things haven't been established yet). In the single player RPG's classes would affect stats minimally, to encourage "roles" and "play styles," but not limit the skills and weapons you could learn, nor how well you do with those weapons and skills (everything leveled separately for the most part, and you even had the option to create a custom class and allocate skills/attributes where you saw fit).

But ESO locks you in (as an MMO it makes sense I suppose, just not what I expected from an ES title). Classes and Attributes have been a thing in Elder Scrolls for as long as I can remember (ES3: Morrowind was the title that hooked me).
