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Discusión sobre Destiny 2
6/4/2022 6:28:59 AM
39

Resilience stat change might not be the best

How is it that resilience goes from the least relevant stat on hunter, a mid-tier stat on warlock and obviously a priority stat on titan, to the undisputed most important stat for all 3 classes in PvE? Resilience has sucked and done nothing for non-titans for so long, and so I (and I imagine a lot of other hunter mains as well) don’t have any gear outfitted towards resilience. But because of one change, it has suddenly become the most pivotal part of builds and survivability in endgame PvE. How is that balanced? Resilience should definitely be more useful than it was, but a free 40% damage reduction is ridiculous. It leaves recovery as second string in terms of survivability which is fine, but t10 resil is now exponentially better than t10 recovery. Mobility on the other hand, is a non-factor for survivability outside of the combination of exotics and subclass options. This resilience change not only completely shifts the focus of armour stat distribution for PvE content, but also detracts from the other stats and their benefits as well; as they are outshined by a hugely inflated damage reduction, which the other two class ability stats cant even scale to in terms of practicality and survivability, and is something bungie should really consider going forward imo. Either resilience should be adjusted by a fraction, or have recovery and mobility be modified to become more useful and potent as well, increasing survivability for all classes and class abilities. However, at that point, I worry we are encroaching on dangerous levels of power creep, but a change is something i think should be strongly considered.

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  • I agree. 40% damage resistance trivializes endgame pve content. It needs to be toned down. This game already had a problem with the baseline difficulty being too easy before, but now with classy restoration and 40% damage reduction you can be practically unkillable. I understand this will be an unpopular take. After all, there's nothing this forum enjoys more than the best rewards in the game requiring no effort. But for the overall health of the game, a nerf is necessary.

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    • Editado por SirEman80: 6/7/2022 9:39:15 PM
      Resilience is finally useful. Before now it was the least desirable stat on anything but Titan and arguably not even that useful on Titan because their class ability has the least utility of the three class abilities. The ghost armorer mod was the cheapest of all of them for a reason. People had no problem completing endgame content before this change. And your second paragraph basically says this is a selfishly motivated request for a change.

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    • I don't understand why you would want them to tone down resilience when it finally does what it should've been doing all along. Never bothered with anything higher than a 4, maybe 5 on resilience until this season. Always spec'd into mobility recovery and discipline.

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      • Stupid take IMO. We survived endgame pve just fine without the DR from resilience all these years. If you don't feel like investing in it, don't. Asking for nerfs just because you don't wanna change your ammo stats is very selfish

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        • So you're upset that.... That you can take less damage from NPC enemies in PvE by investing a few points into what was a dead stat?

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          • I like the fact a stat does what it says it does now

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          • You most definitely don’t need to invest into resilience, but if you do, at least you are now rewarded for it.

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          • Editado por OopsYourself: 6/6/2022 10:08:55 PM
            I agree it could use a slight tuning, but I’d prefer it to be a touch too strong for the time being over it basically being a worthless stat that it was for the majority of D2. Even for a titan (my primary class) if you weren’t running bubble, then the stat was almost never taken into account outside of some niche PvP breakpoints. You saw most people running sub 5 resilience even as a titan because barricade offered very little utility, and post bubble damage buff nerf that subclass was outclassed by well in most cases. Everyone built towards high recovery and discipline, especially with Void 3.0. Now, resilience can actually compete for those stats.

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            • As a Titan I found having more than 6 resilience before the change to be worthless heck I could go to 0 and still not feel a difference outside of my barricade while using the bastion fragment. Now I actually have a reason to run it over recovery but I still find recovery useful unless I'm using lorely cause in pve that thing is pretty much infinite health doesn't work in pvp though so recovery is still top in pvp

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            • I share your sentiment fellow Hunter. "...we’re going to be keeping an eye on feedback" actually means: "Look at them struggle muahaha! Anyway-money money money"

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            • I agree. 40% damage resistance trivializes endgame pve content. It needs to be toned down. This game already had a problem with the baseline difficulty being too easy before, but now with classy restoration and 40% damage reduction you can be practically unkillable. I understand this will be an unpopular take. After all, there's nothing this forum enjoys more than the best rewards in the game requiring no effort. But for the overall health of the game, a nerf is necessary.

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            • To be fair them getting rid of sunsetting of armor especially I knew something like this would happen.. at least with guns there are different roll and arc types.. armor is one size fits all.. so you get one god roll set and you're done.. I'm a stat guy so I grind for gear.. so happy with the change. My hunter currently has 3 4x100 builds and now I have to make a fifth to get resilience up there

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            • Editado por BraddyBo: 6/6/2022 8:48:38 PM
              The 40% resist via 100 resilience allows for weapon reserve perks to be used in pve instead of triple chest resist mods (2x artifact resist + basic resist with artiface armor).

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            • Your builds before the resilience buff were good enough then and they'll be good enough now. Bungie gives you a powerful new build option and you want it removed or changed so your old stuff can stay on top? How tf does this make any logical sense? Why not go get resilience build stuff and have more options?

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              • Meaning of resilience: The capacity to recover quickly from difficulties; toughness. So gee, Makes kinda sense when you have a high resilience hm? After all it is the meaning of the word itself 🤔, How strange huh? Stop crying.

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                • Editado por Razor: 6/5/2022 1:56:36 AM
                  When you think about it though, technically even at low resilience before the update, you have been buffed. Yes it might be only by a few %, but this was basically just a blanket buff to everyone. Sure, some got more of a buff then others (titans) but it’s good titans actually feel like…well titans now. Not to mention, there class ability was…meh in pve except for overshields. It’s not like there going to make the enemies do more damage to you. But I do hear you. 40% is a lot, but I think it’s fine. Maybe making the % gained more linear is the issue (20% ie half damage resistance gained is in the tier 8,9, and 10 resilience range). Either way, if you don’t want to spec into resilience that’s fine cause don’t forget damage resistance mods still exist too. In fact, these mods literally made resilience obsolete in pve before the update. But really, I feel like you can make the argument that recovery is to important too blah blah blah…I don’t think there’s a perfect answer. But I believe the changes to resilience was a very good change.

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                • Ehy Guardian. As you and many others I've found myself catched off guard by the Resiliance buff when is about my Gear stats. I'm a main Titan and all my pieces of Armor were focused on Recovery and not on Resiliance. With the new Season I had to make a drastic change. It was surprising, little bit annoying, but not terrible. It gave me a reason to look for other gear instead of using the same I've used for Seasons and Seasons now. I understand that not everyone experienced this change like me tho, and it is absolutely comprensible. I believe that Resiliance will be regulated in the future, but I couldn't say when. Probably not during this Season tho, because it would be very annoyng for the community that has now grinded and swapped their gear for pieces focused on Resiliance to find out they have to change it AGAIN in the time of 3-4 weeks. Probably at the start of the next Season? About Mobility, I've heard some opinions. Since is believed that the next Season will bring Arc 3.0, maybe the Mobility will receive a new focus as it happened to Resiliance now with Solar 3.0. Couldn't say how, tho. But it sounds reasonable to associate Arc with Mobility, so yeah.

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                • 40% might be too much, because of a very high differences between like 80 and 100 resilience, they need to make difference less, there is too much difference between 100 and 70-90 resilience

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                  • My take? Bungie have essentially upped the Time To Kill on everything with a simple move, I personally believe they deliberately kept Resilience back so they could use it as a tool against Power Creep at some point, well now in fact. I was in the new dungeon the other day and used a void build (Hunter) from last season. Kept dying really easily so upped my Res at the cost of the Rec mods I had. The problem was I ended somewhere in between: The increase in Resilience was noticeable but not as much as I'd like, (requiring a re-build at some point) and the drop in Recovery meant that when I was nearly dead I couldn't get my health back quick enough. So like all new things in a season, Bungie have buffed it so much that it becomes a requirement for the season, like Void 3.0 with the seasonal artifact mods. I fully expect them to reduce the effectiveness of Resilience next season. To be honest they probably buffed it because they realised Solar 3.0 was poor compared to Void 3.0.

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                  • I have 2 resilience and feel just fine, both in pve and PvP I seem to have no issue with almost 0 resilience. And that's before I was even told about the ez mode that is classy restoration

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                    • Now that resilience matters, people will start chasing high resilience armor and ditch their old stuff. Got to keep that wheel moving.

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                    • I think its fine, I’m just glad it didn’t touch pvp. Its not that big a deal, this is not even worth complaining about

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                    • Recov is undebatable the best stat in the game for every activity. 40% DR is great but you will get low eventually. Recov lets you get back into the fight 30% faster meaning you should have 30% more uptime.

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                    • I roll with 10 mobility 10 recovery 4 resilience. I’m not expert on this type of stuff tbh

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                    • Recovery is and will always be the most important stat. PvE and PvP. Health regen without outside means is more valuable then DR DONT GET ME WRONG: 40% T10 is amazing and strong. But in GM’s with burns you still die instantly and since the MAJORITY of the players don’t play that, Master and Legend are playing grounds, and since most things don’t OHK you, having faster recovery is more valuable. PvP is self explanatory. It’s build crafting. You want DR, spec into it. You want recovery spec into it. Mobility is a bit off now that Resilience got buffed, maybe at T10 Mobility you have a 15% chance to “evade” damage?

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                      • 1
                        Nothing beats recovery and T10 resilience still won’t mean a damn thing in GMs. It’s nice to have it in lesser difficulties since you’re pretty much unkillable but that won’t be the case when GMs come around

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