the only good cap is “no cap”. They need to bust a cap in that cap crap. I wanna push it to 11
I hate caps. It’s a desperate way to tune when they can’t figure out the bugged math.
Without caps people would have more ways to tune their build to their playstyle and there would be more diversity.
Not good at avoiding stuff? Give up some dmg and get more armor and dr and health. Like to zoom around, give up some stuff for move speed. Like to attack fast? Give up some stuff for more attack speed.
With caps everyone just caps the stat and moves to the next stat to cap and everyone ends up the same with everything capped.
Armor and resist were capped because executive bonuses are based on player max life so they devalued armor and resist which increased usage of max life.
(Yes, that is a joke but I’ve had the thought more than once.)
DR and health are not capped.
Inside combat, mobility skills and evade are more interesting ways to move quickly than uncapped movement speed, and they also allow the classes to be more diverse because some are more mobile than others. Outside of combat, we have the horse, and having uncapped movement speed runs the risk of people feeling the need to carry around running gear they can swap to.
There are animation-based caps or breakpoints that come into play with uncapped attack speed, it’s already pretty hard to cap attack speed on most builds, and most skills that benefit from attack speed also let you add a chance to cast them twice. Getting both attack speed and those double-cast chances to cap is not really possible on most builds, so this would just be a power increase for builds that rely on specific large sources of attack speed. That said, having some builds with off the charts attack speed is fun; often that can be done by having them throw multiple projectiles or take multiple swings per cast, and there are other interesting iterations on that like having attacks that chain to more enemies or orbit you or spawn other attacks. If you have uncapped attack speed and ways to allow people to make use of it, you limit the ability to multiply projectiles or have projectiles that spawn projectiles, etc.
And without caps, everyone just stacks whichever stat multiplies the best. With diminishing returns, there’s an inflection point that works the same as a cap, it’s just harder to find. The issue with everyone capping everything and therefore ending up the same is an issue with balance between caps and affix sizes, not an issue with caps vs. no caps.