I think that doing this change I am suggesting would solve many problems, and create more diversity in the crucible some examples would be. It would also add more value to resilience allowing it to compete with agility recovery, over shields will be more useful and healing sources will be more useful , allow some supers such as Chaos Reach, Well and Golden Gun to be more survivable and effective. class abilities can also benefit from this by making them useful in more situations. make non 1v1 engagements easier to survive or escape, reduce special weapons iron grasp on pvp and enable other weapons to shine.
Also keep in mind this involves no direct nerfs and this may I emphasize One change. In my opinion can solve many problems. although there are some problems with this such as slowing down ttk but that is more healthy I think for the crucible in the long term. -Side note I learned that dr is not the way to go so I suggest is that bungie just needs to improve res by increasing the values and make it effect over shields and health.
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4 RespuestasEditado por Krausladen: 8/4/2020 8:17:35 AMLet me demonstrate why this doesn't work from a coding perspective. The way its done now: Base shield increase: 100 Shield Health + 10% = 110 shield health + 100 normal health = 210 total health. 210 total health against 40 damage per shot. 6 shots to kill. This above method takes a single calculation to total a players health and shield and uses it for all damage sources. The other way: 10% damage reduction. 100 shield health + 100 normal health = 200 total health (single calculation) 40 damage per shot - 10% = 36 damage per shot (looping for every bullet that hits this player, and loops for each and every other tick of damage sources against this player) 200/36 = 6 bullets to kill (just for bullets that do 40 damage) This way forces the game to recalculate all incoming damage from each damage source based on an individual players resilience stat every time that player takes damage and doesn't change the outcome - it still takes 6 bullets but the game lags more while the CPU works harder to process more code loops. Put 12 players into an arena. Every single bullet, every grenade, every falling damage, every burn - every single time you see a number pop up on your screen and everyone elses screen - code that says player x gets 10% reduced damage on that hit has to run. That's just player x. The game is wayyyyy better off reading your load out, putting your total health into the RAM card, and giving you a static health number, and calculating the damage you take straight off the base damage of the gun, ability, etc - rather than adding in the reduced damage lines of code into each of these loops that executes for every tick of damage that is taken in the game. If you're worried about being too weak because it only takes your shield into consideration, and not your health, then really what you're asking is for a slightly bigger shield buff and it would do the exact same thing you're asking really.