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9/6/2021 3:22:46 PM
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Why Is Resilience So Weak?

Why can’t it be more useful like recovery? Maybe not much of a buff in PvP but in PvE it should provide a lot more of a damage resistance, and not feel like a wasted stat.
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  • It’s an unfortunate case of; it’s either too little, but the moment it becomes truly meaningful, it would be too powerful.

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    • Would be cool if we get passives for having certain amount of points in stats

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    • In certain GMs the difference between a few res can save you from being one shot from a sniper. I call that reason enough IMO

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      • Yeah i masterworked some high resilience armour and with stasis sitting at 105. Still get one shot by things. Makes little sense. Might just go to recovery mods.

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        • Resiliency as a stat sucks because armor 2.0 was poorly implemented and Bungie under estimated the player base. Now the only three stats that really matter are recovery, intellect, and mobility. Mobility, recovery, and Resilience should have had hard caps per to differentiate between the classes and make players lean into a particular play style. The only reason I wear so much resiliency is so I can f&*K around with Crest of Alpha Lupi and Citan's Ramparts. There's only three stats I should be farming on armor: If I wanna punch a thing add more strength If I wanna grenade a thing add more discipline If I wanna space magic a thing add more intellect Those are the only three farmable stats that should have been on armor. If players wanted to break the hard caps on recovery, mobility, and resilience than it should have been done through the mod system for a significant cost. If players want faster access to class abilities it should have been done through the mod system only and not directly tied to Resiliency, Recovery, and Mobility. All the stats would have been more meaningful this way. Titans can tank, Warlocks could focus on health recovery, and Hunters can be fast and cheetah flip all over the place.

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          • Titans get the short end of the stick since our class ability cooldown decreases via res. Granted yes at 10 res most weapons would take one more shot to kill..... but that is honestly nothing when noobcannons 3 tap no matter what and they are stupidly easy to get headshots with even without targeting mods. Seriously mobility is clealy the bias for pvp since why try and tank the damage with res when you can just jerk back and forth with a stick or A&D with 10 mobility and avoid the damage all together. As some others said maybe buff res to decreases damage in pve and remove the unflinching mods and have reduce flinch in both game modes with 10 res negating all flinch. I would say maybe even have res decrease damage while in your super in both game modes or at 10 res it decreases crit damage received just enough that players would need one more headshot to kill with snipers being the exception.

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            • It can save you from a extra shot which is mainly pvp focused and helpful as most guns require a extra shot (with no buff) with 8+ resilience

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            • I really hate the change of Well of Radiance now needing resilience. A WOR warlock already needed high intellect for lints of Supers, high discipline to throw lots of healing orbs, high recovery for lots of healing rifts, and now needs high resistance so everyone doesn’t die in the Well of Radiance. This after they already nerfed Empowerment of the WOR so they didn’t have to buff Titan’s Weapons of Light from Ward of Dawn. What is Bungie doing to that class? Do they even want support class characters any more? I’m surprised they don’t also require Warlocks to have high strength or the Empowerment buff will be like 5%. And then need high mobility or we’ll be stationary in the WOR, barely able to even change what we’re aiming at.

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              • I usually run high resilience in pvp and PvE (roughly 80+) and I honestly can't tell the difference. Everything in pvp still drops you just as fast Everything in PvE still drops you dead in no time. Still getting 3 tapped by Handcannons, still get instant bodied by shotguns even if they are outside of their normal 1hk range. Still get 1 banged by special weapons in IB when the enemy is nearly -40 so 🤷 Apparently the only thing good about having high resil in pvp is the chance someone misses all crits and only lands body shots you can tank 1 extra hit. Or maybe you can survive thorn burn with like 1hp left. I honestly think Bungie balances PvE damage with the assumption everyone runs double resistant mods and protective light because that's the only time I actually feel like I can tank something without using a super like Well or Bubble. Because even with 80+ resilience, Taken Knights fire spray still melts you. The Wizards/Ogres in Gambit downright insta kill you, heck even now the Scorn little void grenade destroy you like that old Insta kill Witherhoard bug in pvp. It's all just a big ol 😖

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              • Edited by X EARTH W0LF X: 9/6/2021 9:19:57 PM
                Because bungie is afraid to make it have a significant effect in PvP. Making it so with the right Resilience, a player can survive, lets say, 3 headshots from a 140 handcannon, would upend the meta to such a degree that hey do not want to even think about the ways they'd have to rebalance literally everything. I am 100% in favor of allowing resilience to give you upwards of 100% more health in PvE based on your stats.

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                • I think it’s more of a compounding issue regarding shields vs health, weapon damage values and rounding, etc Would be nice tho

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                • It seems like an easy stat to spiral out of control. With that being said, a little buff to what Res does would be nice. Bungie talked about wanting the stats to play a bigger part in defining our roles. Resilience needs a buff to the amount of shield % you get per tier of Res.

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                • Titans should be tanks Not cars.

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                • I’ve done GM’s with 20 resilience before. The only reason I could though was because I chose the correct mods for my chest and used Protective Light. I think if resilience actually counted for something in PVE then I’d end up being a tank which would trivialise end game content. It’s funny though because for my PVP armour I actually invest in Resilience.

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                • It’s big for true PVp endgame. And it’s big because Titan shields are very useful. But it will never be big for endgame PVE because if you can go toe to toe with majors and bosses in endgame you will absolutely melt them

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                • Because Hunters would complain if resilience actually made a difference

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                  • From a shooter perspective resilience is completely fine and balanced. From a pure RPG perspective it could be stronger, but normally you'd have to work for it with a learned rotation and all the aggro on you like in MMORPGs. a free card for MMORPG like resilience will break games like Destiny who are 90% shooter and NOT RPG.

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                  • Because speed and recovery are useful when giving incremental benefits without breaking the game. Resilience is the stat that has the most bearing on sheer survivability so it’s the only one that will break difficulty balance the fastest. That’s why we can’t all run around like tanks and stand around while everyone shoots at you. It’ll never be as effective as we want it to be because we want it to keep us from dying, and fear of dying is the most effective way to control difficulty balance.

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                    • Probably because speccing into the stat alone isn't very difficult to do. If you could just become really tanky it would cause imbalance issues for both pve and pvp. Like imagine if having max resil gave you 50% DR right off the bat in pve? Imagine stacking that with overshields and things that give you even more damage resistance? Pretty much any significant tankyness comes from either building around it and/or giving an exotic slot or 2 for it. Recovery is much easier to balance around because damage values frequently fluctuate. So the devs do not have to worry about someone having insane recovery usually. I think there should be some sort of secondary effect to give value to Resil but I struggle to think of one that wouldn't potentially cause problems.

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                      • +1 on this one. Should really be fixed.

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                      • There isnt a real reason tbh other then bungie not buffing the stat i dont think it would be unbalanced if buffed a bit tbh cos every playstyle comes with drawbacks so being a tank role would honestly find its balance in the way of being slower with movement and having less recovery an easy target basically plus the way enemies work in this game i dont think being a tank would make much difference in harder content u would get spammed by attacks soo much there isnt much benefit it wont replace good movement but i think making the stat stronger wouldn't hurt

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                      • the strenght too it will be nice

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                      • 👁👄👁

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                      • From what i’ve seen, 6 Resilience atleast helps with Snipers not one shot you without extra protection in GM without extra damage modifier. 7 would be a safe bet but higher is pretty much a waste since it only increase your Shields.

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                        • I feel like resilience should also affect Titan’s barrier health. Nothing too extreme, maybe like up to a maximum of 50 in increments of 5 or something, but reminder that it’s the only ability that is affected by a champion mod for some reason

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                        • (Laughs in Dark Souls)

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