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publicado originalmente en: Resilience needs a pve buff
1/7/2020 6:18:05 PM
15
PvP as well. Resilience basically does nothing.
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  • [quote]PvP as well. Resilience basically does nothing.[/quote] Too many OHK. Better off investing in other stats

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  • Well if you Resilience is under like 6 maybe. Max resistant guardians in crucible tend to be able to take 1 more shot from scouts and ... idk I never counted smg/auto bullets.

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  • Editado por an Ape with a d2 addiction: 1/8/2020 12:08:11 PM
    In pvp rapid fire scouts have the only headshot TTK in game that gets affected by any tier of resilience. Enough resilience makes a rapid scout 5 tap to the head instead of 4. Can't remember the exact tier. All other gun types in their optimal range will take the same amount of headshots to kill to someone at 0 resilience and someone at 100 resilience. For details, 0 resilience base health is 186. Tiers 1-7 add a stacking +1 hp per tier. Tiers 8-9 add +2 hp. Tier 10 adds +3 hp. Each tier stacks on top of the previous, so at tier 10 resilience you have 14 extra hp in total. This makes total health at tier 10 resilience 200. It's a very niche stat.

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  • They changed resilience that horribly since armor 1.0 where each tier was actually significant? Guess I needed to test that. Huh ...

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  • Editado por an Ape with a d2 addiction: 1/8/2020 2:36:20 PM
    The health amounts per tier are exactly the same as they were pre-shadowkeep. 1.0 armor resilience levels 1-10 are/were one-to-one comparable with 2.0 armor resilience tiers 1-10. 1.0 armor 10 resilience also ended you with 14 extra hp in total. Base health has always been 186. Resilience has always unfortunately been a very niche stat in pvp. The popular pre-shadowkeep "sweat" build of 5/5/5 mobility/resilience/recovery never had much factual reasoning behind it.

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  • Editado por Hells Assailent: 1/8/2020 2:36:49 PM
    I must be remembering something wrong because I was certain people used 186 as the go to damage for quick kills times on the average 4 resilience guardians now all the down at 0. Weird ....

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  • I'll go doublecheck some pre-shadowkeep stat test materials to be sure. Gonna get back to this after I've done that, but I'm positively sure that's how resilience was back then too. Of course wouldn't be the first time my memory totally fails.

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  • Not true at all. Is it the less valuable stat over recovery and mobility? Yes but only when we talk about the worth of putting 100 points into it. But people should be really careful when they ask for buffs to tankiness. Ending up with a tank meta is the worst thing for any PvP game. Combat becomes sluggish and dumbed down. That aside it’s still well worth it to spec up to 60 points into resilience which isn’t bad at all. The only class that loses out due to the diminishing returns on resilience is Titan since that’s their innate stat. But titans are still good and I think buffing the speed of their barrier could put them in a great spot.

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  • Maybe if they'd fix the one-hit-body meta, improving resilience wouldn't be such an issue, but as it stands, there's no point to speccing for it. Unfortunately barriers get destroyed so quickly in teamshooting metas that unless the barriers also get a buff, there's not much point. And rally barricade just doesn't reload guns fast enough to be worth putting it up: I get faster reloads on my primaries from things like Drop Mag, Outlaw, Feeding Frenzy, or any other reload perks that are stackable, than from the bother of wasting a barricade just to slightly speed up my reload, especially when Hunters can reload faster while also dodging. ;P Obviously rally barricade was too OP the way it was, but changing it back to where it would auto-reload when you duck behind cover would at least be a little more helpful for a barricade that doesn't cover your head so people can headshot you if you're crouched behind it but they're standing and at an angle where the head shows up perfectly. ;P I don't disagree about the issue of making Resilience too dominant that everyone uses it and thus, slows down gameplay... but right now it's the opposite: everything advantages faster speed (map control/coverage), faster turn-and-aim speed, faster jumps, faster/better sliding, dodging, since it makes it a lot harder to get hit in the first place, so people don't worry about taking damage when they're getting missed by the bullets to begin with. Not to mention just about every Super in the game can not only destroy a bubble, but the aftereffects will kill anyone that was hiding inside it. Considering a bubble won't even kill any enemy who enters it (not even so much as a Suppression effect, or something akin to smoke/poison grenades that slow down movement and obscure vision, or disorient enemies), and even with Helm of Saint-14, people just spam-melee while unable to see, and kill you with their roaming. Except for Well of Radiance, there really isn't a more useless 'defensive' build than Titan bubble. It's to the point where I just use my Bubble for Weapons of Light and play it offensively, since just hiding out in a bubble rarely works, except on newbies or people without a super.

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  • What do you mean by one hit body meta? Only titans and warlocks process skills that one hit to the body. Or a 4x Izanagi maybe.

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  • Still there should be more of a difference if you really spec for it.

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  • Do you really want titans barreling throguh all your shots just to OHK you with shoulder charge? Because that’s what will happen if resilience gets stronger.

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  • Titan's aren't at the top of PvP stats anyway, so if they get a few more shoulder charges in, why should that bother me?

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  • That’s not the way to bring them up.

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  • I read yesterday that even full resistance does nothing at all. It reduces effects by a pathetic one round or some such so you may as well not bother at all. It used to be the case whereby anything over 60/70 % wasn’t worth it but now I’m not so sure.

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