So, with the upcoming changes, flinch resistance is getting tied to resilience. This makes plenty of sense and ups the value of the worst of the 3 primary stats.
Resilience now has both Stasis resist and flinch resist tied to it.
Recovery and Mobility have no extras as of now.
Recovery is the strongest stat baseline due to health regen being so important. Changes to resilience won't cause anyone to spec out of recovery to gain more.
Mobility is only spec'd into by hunters. Warlocks and titans often spec out of it to lower jump height for better skating.
Two ideas here:
The first seems the easiest to implement but will also receive the most backlash.
1. The new Airborne stat should be tied into mobility. That makes just as much sense and flinch being tied to resilience, thematically.
Now before everyone gets up in arms, here's suggestion 2.
2. Allow any class to choose which stat will be their main stat. That way you can spec how you want without sacrificing class ability. Almost no one will choose mobility.
Tl;Dr
Resilience is now more important regardless of class than before.
Recovery has always been important regardless of class
Mobility provides little to no incentive for Warlocks or Titans to build into.
Buff mobility with the new Airborne stat or just allow any class to choose their main stat.
Lastly, before everyone flips, I am a hunter main.
I play all 3. Have been flawless on 2, raid on all 3. Haven't had time to level the lock this season.
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I think the in air one could be fine. Should make it a +10 at 100 as that isn’t a massive change anyway.
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1 ReplyMobility needs to be reworked. How? Simple, you want to sprint faster spec into mobility... Walk speed, straffe speed and 1 jump height isn't enough when the difference between 1 and 10 are not so noticeable. Also Titans and Warlocks can run 2 mobility and no movement exotic and are still faster in a foot race than a hunter with 10 mobility and stompees, what? Yup.. Um yeah, Hunters HAVE to spec into mobility to get their class cool down leaving fewer points for resilience, now resilience is tied to flinch another screw job to hunters to go with stompee in air aim assist nerf smh, Bungie really is holding warlocks and titans hands. Bungie needs to stop listening to firing lines pvp opinions.
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1 ReplyI tend to run max mobility on my warlock, that strafe speed is no joke.
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Because HC's are the most common for me, this is what I'll be using for the examples. I think mobility in PvP is is better then you give credit for, at least, from my experience, having higher mobility is better then resilience because with enough strafe speed, if you dodge an HC bullet, one of the most common weapons I've gone up against, you send the enemy's TTK soaring to the sky, it's all chance for both stats, but IF it pays off, it's much better then what resilience has to offer, even at 100 points, resilience only effects 1 bullet of an HC, not in HOW many you can take, but WHERE it needs to be placed, the most common form of the HC 3 tap comes in 2 flavors, 2 head 1 body, 1 head 2 body, 100 into resilience changes this into: 3 head, 2 head 1 body, all this shows is that you're banking on them not being a crack shot, sounds even at first, but resilience on its own is not as good as mobility, unless you're running BOTH 100, the less mobility you have, the easier you are to track mid fight and nail in the head, so if you have low mobility but high resilience, it might not perform as well as having high mobility but low resilience. As a Titan main, I don't know if flinch reduction is the right way to up this forsaken stat, I think it might just be better to let players who spec into resilience actually be able to eat more bullets then just changing the placement of one, rather then being anti-flinch machines.
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I don't think stasis breakout damage is worth building resilience into. The only types of freeze to break out of are supers now. I think this flinch resist change is to incentivize resilience over mobility and recovery, because contrary to what you may think peoppe build into those far more often.
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3 RepliesEdited by reenry: 4/24/2022 9:54:28 PMI think this debate over “class advantage yada yada” is going to be incredibly dumb. Resilience is already one of the worst stats in the game and give minuscule results, so unless you wanna spec into max resilience for only 10% flinch res unless you wanna get screwed in other stats… I think res is fine. Nothing will majorly change. Airborne is fine as an invisible stat like aim assist. Not to give Bungie the suck suck but one of the better balancing changes for stats while keeping things not to overpowered on all fronts
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3 RepliesHunters benefit over any class from lightweight weapons Warlocks are the only class that doesn't gain an additional benefit
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4 RepliesNo, it would only benefit Hunters.
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4 RepliesEdited by Zer0Warri0r: 4/24/2022 4:04:35 PMThey just had to give stompees a -50 airborne penalty theres no way they are tying airborne effectiveness to mobility. Hard pass on that idea, mobility might not be very useful outside of the hunter class but its also the easiest stat to get to 100. Lightweight weapons and powerful friends giving you +20 mobility for putting them on your gear or pulling the weapon out. Imagine getting 20% of your main stat just just holding a weapon, but balanced bc its the weakest or second weakest stat overall. They would have to rework lightweights as well bc they would just be better in the air than all other weapon frames.
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6 RepliesCan't agree about warlock mobility, their movement is terrible, I try to run high mobility..
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2 RepliesI hate to point it out, mate, but mobility is pretty much useless on hunters too. Unless, of course I'm running invis. One class makes a school does not.
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Make mobility give reload speed
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1 ReplyNot necessarily. Hunters are still locked to 2 or 3. Their dodge is far to important to ignore. Especially since the flinch resistance is a 10% increase which is marginal at best. I’m a Titan main and I would never go higher than 6. All the resilience change does is make resilience do something rather than nothing