Duke_Falcon wrote: »In PvP reduce damage done by 50% if a players Hp is higher than their Max Mag/Stam Resource. Force people to play a higher risk and reward set ups in pvp if they want to get kills. Right now 40k tanks can deal almost as much damage as 25-30k HP builds.
cuddles_with_wroble wrote: »Duke_Falcon wrote: »In PvP reduce damage done by 50% if a players Hp is higher than their Max Mag/Stam Resource. Force people to play a higher risk and reward set ups in pvp if they want to get kills. Right now 40k tanks can deal almost as much damage as 25-30k HP builds.
if you dont understand why people with 40k hp can do the same damage as someone with 25k hp than you truly dont understand how the game works
SaffronCitrusflower wrote: »cuddles_with_wroble wrote: »Duke_Falcon wrote: »In PvP reduce damage done by 50% if a players Hp is higher than their Max Mag/Stam Resource. Force people to play a higher risk and reward set ups in pvp if they want to get kills. Right now 40k tanks can deal almost as much damage as 25-30k HP builds.
if you dont understand why people with 40k hp can do the same damage as someone with 25k hp than you truly dont understand how the game works
So why don't you tell us how it's done rather than just pointing out the deficiencies of others?
cuddles_with_wroble wrote: »SaffronCitrusflower wrote: »cuddles_with_wroble wrote: »Duke_Falcon wrote: »In PvP reduce damage done by 50% if a players Hp is higher than their Max Mag/Stam Resource. Force people to play a higher risk and reward set ups in pvp if they want to get kills. Right now 40k tanks can deal almost as much damage as 25-30k HP builds.
if you dont understand why people with 40k hp can do the same damage as someone with 25k hp than you truly dont understand how the game works
So why don't you tell us how it's done rather than just pointing out the deficiencies of others?
fair point
the TLDR is that HP is really easy to stack since if your correctly abusing your class passives than both sustain and damage dont really matter and dont need to be built.
for example sorc has a passive that gives you % physical damage, this means sorcs just hit x amount harder than every other class in the game with physical damage so as long as you build around that passive (which is as strong if not stronger than a 5 pc set) you can get some really crazy defensive stats while also hitting like a truck
Urzigurumash wrote: »This threads making my Bear Haunch not sit well
Buncha NB snakes in here
Urzigurumash wrote: »I'm a Orc so I'm pro heavy, big time. Heavy Armor should get a Damage Done bonus, especially with Gapclosers, just like the early version of the Orc passive Swift Warrior, cuz Momentum equals Velocity times Mass
cuddles_with_wroble wrote: »Duke_Falcon wrote: »In PvP reduce damage done by 50% if a players Hp is higher than their Max Mag/Stam Resource. Force people to play a higher risk and reward set ups in pvp if they want to get kills. Right now 40k tanks can deal almost as much damage as 25-30k HP builds.
if you dont understand why people with 40k hp can do the same damage as someone with 25k hp than you truly dont understand how the game works
Duke_Falcon wrote: »What I'm saying is if you want the HP level of a tank, then let the game make you a tank. As it is now trash players can stack HP, with a very minimal loss to damage. The floor has been raised to the point its almost touching the ceiling, and people don't even understand it. They think they are good at the game, but the game has been dumbed down for bad players.
Duke_Falcon wrote: »cuddles_with_wroble wrote: »Duke_Falcon wrote: »In PvP reduce damage done by 50% if a players Hp is higher than their Max Mag/Stam Resource. Force people to play a higher risk and reward set ups in pvp if they want to get kills. Right now 40k tanks can deal almost as much damage as 25-30k HP builds.
if you dont understand why people with 40k hp can do the same damage as someone with 25k hp than you truly dont understand how the game works
I understand how the game works just fine. lol That comment literally made me laugh. 8-) In my defense 99% of people won't engage me in a 1v1 if I'm flipping a resource on their keep. They will literally call in at least 3 people before engaging me, my level of understanding and skill scares the hell out of them.
Duke_Falcon wrote: »cuddles_with_wroble wrote: »Duke_Falcon wrote: »In PvP reduce damage done by 50% if a players Hp is higher than their Max Mag/Stam Resource. Force people to play a higher risk and reward set ups in pvp if they want to get kills. Right now 40k tanks can deal almost as much damage as 25-30k HP builds.
if you dont understand why people with 40k hp can do the same damage as someone with 25k hp than you truly dont understand how the game works
I understand how the game works just fine. lol That comment literally made me laugh. 8-) In my defense 99% of people won't engage me in a 1v1 if I'm flipping a resource on their keep. They will literally call in at least 3 people before engaging me, my level of understanding and skill scares the hell out of them.
You clearly don't if you say everyone should be playing with 25k health
With subclassing most of the builds are forced to have 22k main resource just to get 30k HP because the only thing giving you resource pool is essence
Why nerf heavy armor? Almost everyone including most tanks uses 5 medium? They use 5 medium even when they have 64 attribute points in health for 40k+hp or 2-4 defensive sets. Heavy armor is not the problem anymore, players can also be tank with high damage in 5 medium armor.BXR_Lonestar wrote: »Nah, they don't need to do this. All they need to do is reduce damage done by 20% per piece of heavy armor and it will work itself out. Even with 3 pieces of heavy armor, that is a 60% reduction of damage done in an area of the game where damage done is already reduced by 50%.
If you don't think that doing this will do the trick, look at how Lamp Knight is a meme set because it lowers your damage output by 46%...
BXR_Lonestar wrote: »Nah, they don't need to do this. All they need to do is reduce damage done by 20% per piece of heavy armor and it will work itself out. Even with 3 pieces of heavy armor, that is a 60% reduction of damage done in an area of the game where damage done is already reduced by 50%.
If you don't think that doing this will do the trick, look at how Lamp Knight is a meme set because it lowers your damage output by 46%...
Don't forget that they also gave us a free 5k mag/stam (or was it 4k? I forget) plus another 1k damage. Combined all of that with what you mentioned and add a pinch of hybridization on top and presto! Infinite sustain!CameraBeardThePirate wrote: »cuddles_with_wroble wrote: »SaffronCitrusflower wrote: »cuddles_with_wroble wrote: »Duke_Falcon wrote: »In PvP reduce damage done by 50% if a players Hp is higher than their Max Mag/Stam Resource. Force people to play a higher risk and reward set ups in pvp if they want to get kills. Right now 40k tanks can deal almost as much damage as 25-30k HP builds.
if you dont understand why people with 40k hp can do the same damage as someone with 25k hp than you truly dont understand how the game works
So why don't you tell us how it's done rather than just pointing out the deficiencies of others?
fair point
the TLDR is that HP is really easy to stack since if your correctly abusing your class passives than both sustain and damage dont really matter and dont need to be built.
for example sorc has a passive that gives you % physical damage, this means sorcs just hit x amount harder than every other class in the game with physical damage so as long as you build around that passive (which is as strong if not stronger than a 5 pc set) you can get some really crazy defensive stats while also hitting like a truck
This.
They don't need to add something to neuter those with more health, they need to cut back on some of the power creep to make it not worth slotting more health unless you really build into it.
There's no reason to overcomplicate it and add some conditional debuff - just make it so that there's an opportunity cost to slot health. Reduce the amount of health per stat point, nerf or get rid of the free stats they added in CP 2.0, or increase the amount of stat per point for mag and stam (although probably not this last one as it would add even more power creep lol).
Sustain is another big offender for this issue. You used to need larger stat pools because breaking even 2k mag or stam regen was difficult. If you put all your points into health, your low regen meant that you'd run of of gas really quick. Now, with Roksa and Wretched plus the buffed recovery Mundus stones, sustain is super easy to come by, so you can get by with low resource pools.