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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#destiny2
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1 답변작성자: GalaxySpider 8/5/2020 9:21:13 AMThat would be a veeeery inconsistent flow. In a casual PvP experience like Destiny damage should be in a fixed state based on the weapons, your armor. New players would be highly confused why some weapons do different damage numbers on different players... Even for veteran players this could be annoying, especially when they rely on certain set-ups and build, made for PvP and need to check the damage for confirmation.
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2 답변I think the best way to buff resilience is to increase damage resistance only for grenades and abilities. For example I feel anyone running 9-10 resilience should be able to tank a shoulder charge. Anyone running high resilience should be able to tank a ton of damage from a grenade in crucible and on pve, resilience can reduce splash damage from bosses or other burst damage attacks. Resilience should have no effect to Weapon damage for balance reasons but honestly buffing resistance to abilities is the best way to go
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4 답변작성자: 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.
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1 답변작성자: T_rar 8/4/2020 2:46:58 PMI like where your head is at. Resilience needs a change. I think the whole thing needs a completely different mechanic personally. Having a stat that can change time to kill either makes it completely mandatory to run or completely useless depending on how powerful it is. Make resilience tied to each class ability recharge and nothing to do with health. Boom problem solved.
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2 답변I want 10 res to be the most beneficial stat in the game but people here would whine about TTK in crucible. The same group complaining that primaries suck also want gnawing nerfed so no telling how salty people would get.
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9 답변Baseline reduced flinch for all weapons. The higher the stat the less flinch you get and pair it with other unflinching perks.
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2 답변interesting idea for sure! but slowing down TTK’s just makes special weapons even stronger. they need to keep buffing primaries, like they have been.
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2 답변It shouldn’t work for supers. Many of them are already problematic when it comes to balance. I do like the idea of a damage reduction though. In PvP it could reduce only the body damage so it wouldn’t be too OP. It could also reduce DoT effects.
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7 답변I could see this easily becoming problematic in Crucible/Gambit where overshields and Supers are concerned because players would just be too tanky then. If it stayed for base health though then it never really changes from where it started. I would say yes to this from a PvE perspective, but I'm skeptical of it from a PvP perspective.
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1 답변작성자: max 8/4/2020 6:30:04 AMthis should not in any way benefit crucible that would be broken but for pve yes resilience has absolutely no use at all now, 1 resilience and 8 resilience take exactly the same damage and if you get to 10 that's where you can take one more shot from an ad
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1 답변Resilience is either going to be worthless, or the only option. It should probably be removed, honestly. It either only comes into effect once every 10 matches against a dude using Thorn, or if it was stronger it'd extend ttk and just give you a massive advantage in primary fights.
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5 답변It makes Crucible feel "bad" when people can spec to dramatically mess with TTKs and you can't count on reliable kills. (Remember The Ram in D1?) And if it really REALLY got buffed to where it truly "mattered" then it would just become the meta and everyone would be running high resilience so it would be pointless. It's just about perfect where it is. People are motivated to invest in [i]some[/i] resilience without being punished too much for not being at/close to MAX.
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3 답변작성자: Swiftlock 8/4/2020 4:56:29 AMSo... you want resillience to make healing and overshields more efficient, give damage resistance to supers, and automatically give the advantage in duels to whoever has 100 resillence. I don't understand how making 100 resilience mandatory for PvP creates diversity.
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15 답변작성자: RussellMania 8/4/2020 3:30:01 AM
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Yesszzzz. Been saying this for a long time. Every other class gets a decent bonus for maxing out their class ability. Titans get zip after like 5 resilience. Makes no difference. Max mobility or recovery makes an huge difference.
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2 답변Either method results in the same thing though? Effective Hitpoints or 'EHP', is a term to describe the sense of how much damage something can take in games like this. If you increase the amount of shield points on a player, or make their shield take less damage, either method increases the EHP.