The Resilience stat is a third of Recovery and Mobility.
60 Recovery = 17%
60 Mobility = 24%
60 Resilience = 6%
Really, 6%? This is drastically out of line with the other stats. Considering Titans are geared towards Resilience, this is making the class weaker than it should be. We are supposed to be the tank class right?
The Resilience stat needs to be be tripled so it is in line with the other stats.
Edit: Bungie, don’t you dare Monkey Paw this and nerf Recovery and Mobility.
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137 RepliesI'll share this feedback. As someone pointed out below this would a huge change to survivability and would pretty much require players to max out resilience to compete in any PvP activities. Interested to hear what others think about this. Thanks for sharing your thoughts.
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Yeah no kidding I hate how a max resilience titan can’t compete a max mobile hunter and somehow recovery mods cost more ... 🤔
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4 RepliesPersonally I think the resilience stat should be retired, set everyone to "4" balance weapons to that, and replace it with a paragon stat for class ability regen, and set each classes ability Regen to the same baseline. This balances the class abilities, gets a useless stat off the table, and makes weapon balancing significantly simpler.
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this has to be PvE only; a buff like that can make things spiral out of control, such as, maybe, rapid-fire snipers not even being able to one-hit headshot in PvP
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25 RepliesWell, with Armor 2.0, [i]anyone[/i] can have high resilience. It is not Titan specific. Maybe part of the Titan fantasy, sure. But a Titan can very easily run max mobility and recovery if they wanted. And do we [i]really[/i] want a resilience meta in PvP? Right now, 100 resilience is a 13% increase, giving a health+ shield total of 201. You want that to give a 39% increase for close to 230 points? Think about that for a minute. Bungie would have to do a massive overhaul of the sandbox if this happened. That would significantly increase the TTK across the board. The bonuses from resilience are small for a reason. Outright health benefits are significant advantages. If the advantages are so significant that they drastically change the TTK of a weapon, like making a hand cannon require 4 shots to kill instead of 3 within its intended range, it will become a requirement for competitive play. Bungie would be forced to increase the lethality of everything across the board. Right now neither mobility or recovery provide benefits that actually change the TTK of a weapon. High resilience now forces your opponents to hit more crits when they've experienced damage falloff than before, which is actually a big advantage for someone who chooses their engagements correctly.
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3 RepliesIt doesn't work like that. resilience is different because of the way damage works. 6% doesn't sound a lot but its the difference needed to survive an extra shot, increasing enemy ttk. It can't scale the same way the others do and it shouldnt.
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New ttk value. 11 minutes. 🤪👍🏼👍🏼
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So your saying you want vanilla D2 time to kill or slower.
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only for pve =)
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I feel like for PvE, titans need to be actual fùcking tanks. Theyre like used toilet paper rolls right now. For PvP, reslience should make a difference, but not too much of a difference that they can tank a few extra shots compared to other classes.
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7 RepliesTitan being a tank should be because of their abilities
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Yeah, they desperately need to buff that stat. Why is that stat underperforming right now? Because we’re in a freaking mobility meta. That’s why hunters are so good in crucible. They can just spam dodge and double jump(which are two of the best things in the game for crucible) and completely break all aim assist, delete all tracking, and practically teleport off the edge of your screen as if it’s an ability in their arsenal. Bungie, if you’re going to turn that class into a pilot from Titanfall, at least give the rest of us the opportunity to get more time to react(more health).
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10 RepliesBut but: in the official help tips while flying it states that resilience helps you survive at Crucible. /S
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Edited by Cole Wolf25: 4/9/2020 3:18:07 AMResilience is a joke in this game, I have around 60 something resilience on my Titan and I'm still dying way to easily to a group of 2-3 RED BAR enemies.
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This makes sense to me, it could make a difference between 140s and 150s Make 600 autos take one more shot to kill And so on.. This is great cuz now you have ppl choosing guns more thoughtfuly not just following the meta blindly
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19 RepliesAgreed the titan was made to be a tank. But bungie only worships hunters crying in the forums. Hunters have huge pvp advantages And titans had 1 exotic that gave them an edge on those invisible bouncing inta reload Dodgers and hunters cried cuz they couldn't hide behind invisibility 100%. Warlocks seemed pretty balanced. The best time I had playing destiny 2 was the entire forsaken era. When all supers were powerful! And you felt like a God amongst ants in pvp and pve. And supers were feared like they should be! But now with nerd 2.0 supers are boring and makes the game boring. I wouldn't even call them supers. They're more 10sec abilities. Also Tired of this game forcing me to play broken pvp where you die faster than when playing cod. Probably one of the many reasons trials is a failure. And before you say anything I play all 3 classes. I main the titan these days cuz literally everyone else mains hunter class
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Actually bungie DID notice this idea... And exactly THIS is the way how the community destroys the balancing themselves. I already see the post in three months "Nobody told you to make sniper headshots survivable!!!!11" The community always finds a way to destroy their own game. Good job.
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The last thing Titans need is anything geared to a buff.
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All you'd really be doing in PvP is making Primaries in general and secondaries that aren't already consistent OHKs weaker. Not a fan of that in concept, but we'd need to see exactly how TTKs would be effected before I'd outright refuse a change like this. In PvE I'm not sure either. There's already several features that reduce damage between mods and matching armor/subclass elemental types. Don'r know if content really needs to be made easier in that respect.
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Working as intended.
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3 Replies[b]WILL SOMEONE PLEASE EXPLAIN WHY THE LIVING F ALL THINGS HAVE TO BE PVP ORIENTED?!?!?![/b] If PvP players still have not learned to adapt please shoot your feet with a rocket launcher!
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Edited by SIERRA - 117: 4/8/2020 10:35:38 PMThrowing this out there. First, nobody should be able to max out more than one stat. Second, there should be specific pro's and con's for maxing a particular stat. For example maxing out resilience should grant extra damage resistance when standing still or hovering. But when you start moving you are no better off than the next person. This would be great for both PvP and PVE. Boss phases and/or securing a control point in crucible. Maxing mobility should make you harder to shoot while sprinting, jumping, gliding, or flying. (Does not include strafing or just moving in general). Even weapons that have very high aim assistance would struggle to hit you. Maxing recovery should grant a unique ability where if you are one hit away from dying then you ignore the damage from the next incoming shot only (does not ignore damage from supers, heavy weapons, stomps, etc. Max Rexovery should also grant better health recovery in general. These are just a few example
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That just means rebalancing the ttk and damage of literally every weapon, ability, and super in the game. It would mean reevaluating Health for pvp and the health of raid bosses and such in PvE. The game wouldn't have any fun to it because you tank almost anything it throws at you. I don't think Bungie is willing to do a complete overhaul on that scale for the game .Just shouting out the facts here for everyones convenience.
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Edited by sum12mezzwith: 4/8/2020 7:48:15 PM
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Resilience doesn't need to be tripled to be as important a stat as the others. That resilience saves lives. Titans get their class ability and that damage reduction. Hunters and Warlocks have to sacrifice resilience if they want to build for their class abilities.
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Resilience for the Titan could be tied to how fast the barricade is deployed. 1 to 7 resilience the gains are minimal. 8 to 10 the gains are much greater.