Why is it that if you fully spec a mobility build you will usually triumph over all the other builds in PvP?
Why is that ok?
Resilience and Recovery should have viable builds to combat them for all classes. I almost always see the same thing though, max mobility Hunters. Their classes make great use of Mobility and it goes super well with their bouncy jump.
But why aren't the other stats buffed to balance it out? Titans have resilience and Warlocks have recovery, but they just feel worse off in PvP.
Resilience needs an outright buff, it's not very useful as it is in PvP or PvE. Why not add lesser stat modifiers? High resilience could grant you better recoil control and much less flinching.
Recovery is good in limited situations, but only if you can escape a firefight for long enough. High recovery could grant you a buff to ability regen and weapon stability.
Mobility is already great for most classes. A minor stat buff could be for weapon handling. Not sure what else to add... it's already OP.
I'm sure I'll get shredded by Hunter mains, but we need to balance the base stats a bit better. What good is resilience if it only gives me a paltry 13% extra shields? It should also give me extra armor/health when my shield gets knocked out, barring a headshot. If I have to sacrifice mobility to get resilience, make the tradeoff fair. I can't dodge the shot and auto-aim like a high mobility player might, but I should be able to eat at least a few more of their shots to make it even. Not just one, or even half of one, more shot.
-
You know when someone doesn't know what they're talking about when they think recovery is weak, lol. Resilience, sure, but it's a fine line to balance for resilience to be viable, otherwise it just becomes overpowered. I think resilience should instead reduce ability damage while keeping whatever gunplay benefits it has now, and then seeing from their how that works and feels.
-
Recovery should also lessen DoT effects and their duration.
-
Resilience needs a buff. Big time
-
Modifié par JazzyPaladin477 : 9/19/2020 1:44:18 PMI play titan and maxing mobility still made the biggest difference by far in pvp. Survivability goes waaaaayyyy up over having max resilience which does nothing. Only way to make resilience worth anything would be to decrease the time it takes to deploy your class ability. Barrier is useless once you are already in a fight, deploy time is higher then most weapon ttk’s. if you could near instantly deploy it on 10 resilience it would be almost as valuable as a dodge ability. Same thing could be done for rift/resilience. Make it deploy faster or make its effects more potent with higher resilience.
-
I'll agree that resilience is useless, but recovery is literally the best stat of the three. Mobility is only heavily important to Hunters because it's what gives them a 9 second dodge cooldown.
-
I think the best and most unique way I've heard of buffing Resilience in PvP(and maybe even PvE) is to have it reduce ability/grenade/AoE damage either [b][i]instead of[/i][/b] or [b][i]on top of[/i][/b] the health/shield increase it already provides to a small degree. I'm not too sure on the numbers, but I don't want it to reach a point where you're able to start tanking ohk abilities like Supers without already being in one or having some sort of overshield yourself. So for instance, if you had somewhere north of tier 6 Resilience and got tagged by an Arcbolt, instead of it doing 91 damage, it would only do maybe 80 or high 70s. I doubt that'd be too powerful, but I could always be wrong.
-
I think Hunters deserve to enjoy the mobility stat they currently have. We’ve had it rough in the past when mobility stat was useless and was always main stat on all our gear. I do think Resilience could probably do with a little tweaking to make people think about stacking it. At the moment stacking Mobility and Recovery is the obvious option.
-
Resilience? Yes Recovery? No
-
recovery is such an important stat... just as important as mobility in pvp my guy. Resilience would be a hard stat to address. at tier 7 you take an extra bullet from a great deal of weapons most notably thorn. Also keep in mind resilience as a stat from the dev team is prob considered with barrier mods and protective light. While many do not use these mods the dev team has to calculate in their effects, so if they were to buff resilience these mods would very likely in conjunction create an effect where enemy damage becomes trivial. As right now with these 2 mods you can be fairly beef cake on 1080s. This all comes down to power creep. Right now it would spike if they did what you asked. However its a good idea for sure later down the road if these mods get vaulted.
-
Modifié par Knightlight : 9/20/2020 3:05:29 AMEsoterickk did a video on resilience values in pve. We had an issue back in d1 with it mattering to much. Max armor titans could survive Flux gernades which ohk in d1 and survive shoulder charge. Very touch subject. Alot pf people run max armor in d1.
-
If you buffed resilience, all that would do is make everyone switch from their mobility builds to resilience builds. Everyone would have 100 resilience and the game would feel no different besides having to shoot a few more bullets. Recovery is great as it is right now so that doesn't need to be buffed.
-
Resilience yes. Everything else, no. You're listing things that are already available with mods. Combining them into stats would become cloudy and also negate the purpose of armor 2.0. A better solution for all stats is to have a scale system. An example; For every 1 point in recovery, you get XYZ %. So if you have 98 recovery, it's not a waste of 8 points that have zero benefit. Think about how many of your stats actually gain zero benefit from " void points " because they don't reach the tier cap.
-
Sadly any extra % would make resilience too strong, though I guess the compromise would be just making the last % from tier 9 to 10 an extra 2% instead of 1%. Though you're extremely wrong when it comes to recovery, as most high end pvp builds actually focus the recovery stat [i]more[/i] then mobility and resilience. Theres already decent benefits when having 7+ resilience as is, any more than that would start to make it a necessity to have, thus being OP.
-
Resilience as a concept is [i]awful[/i] for a PvP game. It either does borderline nothing, like present, or it extends the ttk of certain/all guns, and becomes the defacto best option. The less flinch thing makes sense in concept, but this is Destiny 2, where comfy rewards the person being shot. Recovery is incredible, I don't really think it needs any sort of a buff. As a hunter main though, I'll say that having high mobility allows dodge cooldowns to be probably too fast, but if they were slower it would just promote a campier playstyle (it's stupid to engage if you don't have a dodge ready), so it's in a weird spot.
-
The only way resilience can work is by having it useless in pvp and viable in pve. To balance it in pvp would require a total overhaul. That will never happen. They are too lazy. I’d rather have it pumped up for pve, at least that way it’s not totally useless.
-
LoL who doesn’t run max recovery?
-
I stopped taking you seriously when you said “Recovery is good in limited situations” No. Recovery is [b]EVERYTHING[/b] in PvP Recovery > Mobility > Resilience If anything resilience just needs to be buffed from 1% per 10 stats to 3%
-
It’s totally depends on you class though, hunters are better off with higher mobility yes but titans need that resilience. It has different effects per class.
-
Here's my thoughts : intellect should affect class ability :supers should all happen at the same pace outside of mods like pump action, remote connection etc. Resilience would be fine than or drop requirements to survive certain things in crucible (i.e 2 head 1 body thorn) *everything else stays the same. I'm just spit balling here but I feel like atleast that would remove incentives for each class to go after just 1 or 2 stats.
-
Recovery is literally the most important stat. Wtf do you mean it needs a buff?
-
So you're a warlock lol.
-
I wish they made resilience matter much more. A solid difference of at least 40 health between a max and min resilience guardian.
-
This would be insanely good for the "not try hard pvp community" that just wants to have some fun, i'd love to keep playing less intensively and tank more shots as it should be with a titan with high resilience, but i guess bungo doesn't like the classes to be differentiated by much.. they want everyone to have the same health, etc.. then if that's the case i propose the following: Armor stats don't matter in pvp, just like the artifact is disabled on trials and iron banner, then disable armor advantages as well and normalize them all at 50.
-
[quote]Why is it that if you fully spec a mobility build you will usually triumph over all the other builds in PvP? Why is that ok?[/quote] Because there's always a meta. You can rebalance stats and there will still be a "best build" that everyone will dogpile onto.