A pve buff to recovery and mobility is definitely needed after the changes to resil.
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No, they just need to put resilience back the way it was, nothing wrong with mobility
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[quote]No, they just need to put resilience back the way it was, nothing wrong with mobility[/quote] Resilience was useless in pve prior to the haunted update. Mobility and recovery are useless in pve currently and need their own update. Stats should have purpose.
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The difference in mobility in all three is you can actually feel it while running, a hunter feels loose and somehow faster the only way the other 2 feel the same is dunemarchers for the titans and transverse steps warlock. Without that, in pve titans feel like they have rocks for boots lol its subtle but you can tell
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[quote]The difference in mobility in all three is you can actually feel it while running, a hunter feels loose and somehow faster the only way the other 2 feel the same is dunemarchers for the titans and transverse steps warlock. Without that, in pve titans feel like they have rocks for boots lol its subtle but you can tell[/quote] Mobility has no effect on sprint.
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Resilience has its purpose in pve, it got nerfed so that even 100 is only as strong as 80 . It does make the difference. The only place mobility has is pvp, that's why Hunters put there mob up to 100 there, Hunters are already the most agile, 100 has em bouncing like a rubber ball
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[quote]Resilience has its purpose in pve, it got nerfed so that even 100 is only as strong as 80 . It does make the difference. The only place mobility has is pvp, that's why Hunters put there mob up to 100 there, Hunters are already the most agile, 100 has em bouncing like a rubber ball[/quote] Yes, resilience has a purpose in pve. The other two don’t. Hunter is incentivized to run mobility due to it being tied to the dodge cooldown. Outside of that, it affects all classes the same. Base jump height and walk/strafe speed. This is also a thread about pve. All 3 stats are fine in PvP.
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Recov could use a slight flinch recovery bonus and faster revive. But imo it doesn't need too much, unlike how mobility needs a full rework.
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[quote]Recov could use a slight flinch recovery bonus and faster revive. But imo it doesn't need too much, unlike how mobility needs a full rework.[/quote] The faster revive is a good idea. The flinch recovery just sounds like a worse version of the flinch reduction granted by resilience and wouldn’t be very useful in pve.
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Maybe the faster revives would apply to both the timer before availability and how long it takes for an ally to revive you.
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Bearbeitet von Bore: 8/2/2023 12:22:23 AM[quote]Maybe the faster revives would apply to both the timer before availability and how long it takes for an ally to revive you.[/quote] That would help, but I still wouldn’t see myself choosing that in any situation over damage resistance. That’s the dilemma here. It is pups have to be something as equally valuable as permanent 30% dr and outside of damage dealt and ability uptime, I can’t think of anything on par with that.
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Well, in pvp specifically, it creates a reason to worry about an opponent having high recov. Currently, the only thing to worry about is high resil. Buffing rec with revive timer makes you worry about who will get a revive sooner and in pve gms reviving a tm8 feels long and risky sometimes. Idk how many times if only the revive took a second shorter i would been able to revive my tm8. It comes up way more than expected. But this is only my half thought buff idea for recov. Perhaps there is a better, more balanced buff option
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[quote]Well, in pvp specifically, it creates a reason to worry about an opponent having high recov. Currently, the only thing to worry about is high resil. Buffing rec with revive timer makes you worry about who will get a revive sooner and in pve gms reviving a tm8 feels long and risky sometimes. Idk how many times if only the revive took a second shorter i would been able to revive my tm8. It comes up way more than expected. But this is only my half thought buff idea for recov. Perhaps there is a better, more balanced buff option[/quote] The damage resistance buff to resilience was pve only. The stats feel pretty well balanced inside of PvP. There’s a huge disparity in Pve though.
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Well, technically, the difference is just eating 4 hive bombs instead of 2 or 3. Which doesnt sound like much, but is the difference between instant death and almost reactable. High recov difference is how long you need to hide for. High mobility means jumping puzzles are easier. The parameters of a good buff rework is to make certain things more forgiving without being a get out of jail free card. High recov shouldnt mean something like the second you stop taking damage your sheild stun is over. Recov isnt as high priority in pve because when players hide, they hide for a long time anyway. the few second differences from being max health or half health isnt noticed as much. Mobility isnt a priority because it doesnt help you in fights at all.
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Bearbeitet von Bore: 8/2/2023 12:48:59 AM[quote]Well, technically, the difference is just eating 4 hive bombs instead of 2 or 3. Which doesnt sound like much, but is the difference between instant death and almost reactable. High recov difference is how long you need to hide for. High mobility means jumping puzzles are easier. The parameters of a good buff rework is to make certain things more forgiving without being a get out of jail free card. High recov shouldnt mean something like the second you stop taking damage your sheild stun is over. Recov isnt as high priority in pve because when players hide, they hide for a long time anyway. the few second differences from being max health or half health isnt noticed as much. Mobility isnt a priority because it doesnt help you in fights at all.[/quote] It’s a massive difference in survivability in end game content. Both recovery and mobility are essentially useless in pve. Healing is taken care of by mods and abilities. Running low recovery can have no effects on your gameplay since those sources of healing are better than recovery. Mobility is just pointless outside of dodge cooldown on hunter. An additional effect on both stats similar to the dmg resistance granted by resil is needed to balance them out inside of pve.
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Bearbeitet von Otae.chr: 8/2/2023 12:53:34 AMI agree. Base healing sources need to be tuned down and scale increase with recovery. Many dmg resist sources stacks with resil. Idk why recov doesnt stack or scale healing abilities.
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[quote]I agree. Base healing sources need to be tuned down and scale increase with recovery[/quote] While that would be a bad idea if the game was starting from fresh, hanging it function as it does now and then essentially needing it would only anger players. Ideally enemies would be able to apply stasis effects to you, which recovery would decrease the duration with each tier. Not exactly sure how that would work in the current game though.
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Oh actually resil alreadt affects freeze duration iirc
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Bearbeitet von Bore: 8/2/2023 1:09:11 AM[quote]Oh actually resil alreadt affects freeze duration iirc[/quote] It affects the damage you take when you manually break free. It was a lot more impactful when stasis first released. Now it pretty much only does a bring when frozen by another player’s super. Debuffs aren’t a huge deal in pve, which is why I’m not exactly sure how reflective having recovery shorten their durations in pve would be. Likely would be too weak. Maybe just having it add a small multiplier to ability recharge rates. As for mobility, a possible route could be tied to the ammo economy? Maybe increased ammo drops based on mobility? How much ammo you can hold? Not sure exactly where that would put it. There are mods that increase your resilience, so it could fit in with other ammo based mods. Something is definitely needed to incentivize choosing between the 3 main stats.