Resilience does need a pve boost to make it worthwhile.
However its relevance in pvp shouldnt be changed. Making people super tanky based on resilience would be a shit show with ttks fluctuating by a massive amount and people losing duels not because their shots were bad but because their stat wasnt as good as someone else.
Think back on the days of ram or even now with controverse hold. While not as bad considering everyone can alter the resilience stat, it would still be a issue as you'd be forced to use higher resilience if the differences are too great
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No it doesn't there's literally resist mods if you can't stay alive
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So Hunters get to be super fast but Titans get the same resistance as everyone else? That is absolutely biased
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technically all the classes can spec for max mobility, hunters just have it easier to do their jumps work better in respect to high mobility and their class ability is tied to it
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And that gives them advantage
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Edited by JazzyPaladin477: 2/25/2020 11:21:39 PMTitans should be Tanky. They can’t be Tanky if they are the same as everyone else. Let hunters achieve 15% more mobility, let warlocks achieve 15% more recovery, let titans absorb 15% more damage.
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Sure in pve. In pvp no. Destiny has always treaded on a fine line of diversity between classes yet kept them close enough to keep pvp balanced...for the most part (excluding like ram, botton tree striker, nova warp etc). Adding more elements that'll essentially ruin the flow of pvp just isnt a smart move. Sure push diversity in pve for roles and such but keep any extreme changes out of pvp
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you do realise that for quite some time it has been a mobility/hunter meta right
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So, an online game with RPG elements should not use the implemented RPG elements? Dafuq?
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When did i say that.....
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[quote]However its relevance in pvp shouldnt be changed. Making people super tanky based on resilience would be a shit show with ttks fluctuating by a massive amount and people losing duels not because their shots were bad but because their stat wasnt as good as someone else.[/quote]
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I also said [quote]Resilience does need a pve boost to make it worthwhile.[/quote] Implying rpg elements should be a thing. But in pve. Not pvp. Two different expectations and mindset for the modes. Nice selective reading there buddy.
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Edited by Talia Sendua: 2/25/2020 8:49:21 PMYou can't say "pve stats shouldn't be as same as in pvp". Because if that is the case I ask for: * Seperate gun balance making guns stale and fair in pvp. * No scavenger perks working in crucible * Exotic perks disabled in competitive. Stuff like that. And if Bungie would do that, they would kill any diversity. The same goes for stats. In MMO's I also don't complain as the healer when I get smacked by DD's. They are DD's. I am the healer. I am supposed to be weak because I can heal like a god. We could argue about making resilience cutting momentum and speed in pvp for the classes the higher their resilience is. As a Titan I would prefer more HP/armor over mobility. But still I have 80 Mobility and 70 Resilience. And Mobility is, compared to my other stats, broken.
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Edited by Combo164: 2/25/2020 9:34:49 PM[quote]You can't say "pve stats shouldn't be as same as in pvp". Because if that is the case I ask for: * Seperate gun balance making guns stale and fair in pvp. * No scavenger perks working in crucible * Exotic perks disabled in competitive. [/quote] Then ask for it. Im simply saying adding more value to the resilience stat spells trouble in pvp to where a person loses a fight solely because they need 4 headshots to kill someone but it only takes 3 for them to die. Op reference at max 215 hp? If a person with max resilience had 215 while someone else had 204 or less, then the 215 person will need 4 crits from a high impact scouts to die, while others with need 3. Expand that upon other weapon classes and archytype and the crucible will be heavily focused on the resilience stat, altering the ttk values across the board. Its fine to give emphasis to build diversity in pve but pvp still has expectations that need to be met to keep things leveled for the most part.
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[quote]Then ask for it. [/quote] I do. But fact is, noone agrees with me there. I am just a number out of thousand. [quote]Im simply saying adding more value to the resilience stat spells trouble in pvp to where a person loses a fight solely because they need 4 headshots to kill someone but it only takes 3 for them to die.[/quote] That's literally the same what power advantages can do rn. [quote]Expand that upon other weapon classes and archytype and the crucible will be heavily focused on the resilience stat, altering the ttk values across the board.[/quote] Then simply put a disadvantage to the stat. Like I said, the more resilience, the slower your movement. If you want to be tanky, Yeah, be tanky. But you won't get anywhere.
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Make other stats meaningful as well then. Titans should be tanky and slow. Hunter should be fast and warlocks somewhere in the middle
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So throw pvp entirely out of wack? I figured just have separate multipliers so resilience can carry more weight specifically in pve and leave it that.
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yeah i agree that increasing it by to much would make the game very different however. i believe a 5%-6% increase wouldn't shatter the game (warlocks get 15% with floaty exotic chest plate)