Pvp resilience makes sense but it definitely feels like a wasted stat in pve outside of titan barricade recharge. It should provide a bit more tankiness in pve.
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81 RespuestasThanks for the feedback. I'll let the team know you would like to see resilience receive a buff in PVE.
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Couldn’t agree more.
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I know I'd play my hunter a lot more if they did make resilience a bit more useful in pve.
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1 RespuestaResist mods I think are the actual solution
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6 RespuestasIt also needs a pvp buff, with the changes to class ability cooldowns both Warlocks and Hunters are better of by comparison in the crucible when they spec for recovery or mobility.
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2 RespuestasMaybe not the answer you're looking for, but some of the new Dawn mods can make you near unkillable if you invest like two or three mods into them
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8 RespuestasI find a lot of the stats in the game a bit vague. For instance the resilience mod vs the minor/major/boss resist mods. Which is better? By how much? I usually just go with resilience because I don’t know. At 100 resilience does the damage received become halved? How many of the specific protection mods are needed? Do those stack? They really need to put more feedback on the game.
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8 RespuestasThis. Titans need to be more Tanky overall. At least in PvE
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3 RespuestasEditado por Delta: 1/9/2020 11:02:14 PMI agree. That was the whole design for the Titan in the first place! Why introduce the supposed "Tank" of guardians when their armor made of plastic.🤦♂️
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Editado por Blaxsun: 1/8/2020 4:50:14 AMYes, the almighty barricade that was effectively nerfed into oblivion. It would probably be more effective if it gave you an overshield instead.
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Resilience needs a buff in PvP too. ;P
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1 RespuestaId rather they redo everything. The "classes" dont feel like they are different enough.
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3 RespuestasEditado por WP ScorpionWind: 1/7/2020 8:47:32 PMResilience needs a buff all together. It has very little effect on anything outside of the rare occasion of burn effects and poisons. Outside of that it's completely useless. [u][b]For PvE:[/b][/u] The stat reads as "[i]Increases the amount of damage you can take before dying[/i]" and is a measure of shield capacity. As such it should be what it sounds like and basically a way of increasing the overall amount of damage we can take. A shield bar that we have that absorbs incoming damage until it zeros out and then damage starts to hit our health. Each of the 10 tiers is equal to a 10% shield capacity that we can have. Now the damage to this would be scaled like it is for health now. I don't know how much total shield we could actually have at level 10 but I'd say maybe that equal to a full health bar. [u][b]For PvP:[/b][/u] This would be a bit more tricky. You really couldn't do the same thing for PvP as otherwise the run and gun/fast pace game style that destiny has would not be the case. My only thinking for it is if they did the same thing as I described for PvE, but would also make it so energy weapons were more effective against shields say 1.0x damage against shield and 0.5-0.8x against health, kinetic more so against health 1.0x damage against health and 0.5-0.8x against shields, and then heavy effective against both 1.0x damage on both. But honestly I feel like this would be a bad idea but it's the only thing I could think of off hand.
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4 RespuestasIt really needs a buff when we're on sparrows too!
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7 RespuestasAnd PvP I don’t use a Hunter for Mobility, I don’t jump everywhere with Stompees, shooting everything with a Shitgun/Erentil/SMG I like to be able to take a bullet, as I don’t have the reactions to dodge/strafe anymore Resilience & Recovery are important to Hunters too
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I feel like the real problem is that enemies are still hitting like we have a well of radiance ready ever minute.
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Besides the need for a Resilience buff all classes should have an automatic Tier 3 for their corresponding stat. It would be a 'proficiency' bonus.
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3 RespuestasI think it's bugged. It currently doesn't matter how much you have. You die just as easy.
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[quote]Pvp resilience makes sense but it definitely feels like a wasted stat in pve outside of titan barricade recharge. It should provide a bit more tankiness in pve.[/quote] It barely does anything in PvP as well to be honest. Titans get the shaft again
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15 RespuestasPvP as well. Resilience basically does nothing.
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1 RespuestaEditado por Soul_Eater_42: 1/8/2020 1:25:44 AMIt definitely needs a bigger health boost in PvE, and maybe some other benefits, like reduced weapon flinch, knockback from boss stomps and other enemy attacks, and fall/collision damage, the higher your Resilience is. Maybe have some sort of bonus for reaching Tier 4 or 5, like increased damage resistance when blocking with a sword. Then they'd just need to adjust/scale it for PvP so it's not too strong there.
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I'm almost certain this game chooses when to tune it's damage to suit how you are going. Today I did the crotas dungeons and the first 3 runs were absolutely brutal I got killed by everything from anywhere. Most runs over the twenty minute mark. Then all of a sudden we do a run in 8 mins. Probably died once, barely getting tickled by enemies...Very strange
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One comment in this entire thread that gets the point...it isnt our resilience that's the issue here, it is what we engage upon, the bad guys. They dictate our entire ability to even win at any one engagement. Red bar dreg at the church in the EDZ vs. red bar dreg in a nightfall is easy to swallow, and the reason why we can see that easy difference, is easy to understand. However, that same red bar dreg in the public areas on the moon, in a lost sector in tangled shore and etc. all track our own stats, power levels and etc. its common knowledge but what we don't see is the coding, AI reactions to our own actions, some locations the AI is waaaaaaaaaaaaaay over tuned, meaning when a mob in the Pit can actually take cover perfectly behind a rock from three fire team members and avoid in coming fire as if, it knows exactly where to stand and be in cover from all angles, forcing the entire fire team to get a better angle of fire and hence, risking more incoming fire down range to the fire team. Aim botting wizards, Aim botting Ogres and 950+ plus champions can track you in air and on the ground with a lobbed arc bolt with exact precision and as was mentioned before, the AoE off those is a bit to much. I get it all has to do with difficulty, it can't be toooo darn easy but, after all this time I have played, the AI has been upped slowly but surely to a point, its getting a bit silly. The examples could be listed by the hundreds of how mob AI's and Mobs defense against every element we throw at them but bungie knows this, our stats mean little, its the mobs who dictate how we win or lose. Maybe a little adjustment could be in order, i agree..
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The range of resilience definitely needs to change. I feel like the difference between a 0 resilience stat and 50 or so isnt even that significant.
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The trend of this game is toward a slower, year one playstyle. Slower ability and super regen, tanker enemies, higher incoming damage, and slower movement for some supers that we have seen already (nova warp, dawnblade).
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16 RespuestasThe real problem is trying to main a Titan/crutch class. It’s primary design is for the casual/beginner. It’s not meant for endgame activities. If you work on improving your skill graduate up to a Hunter✌️