The 50k Health, High Resist, High Damage is ruining PVP

  • CameraBeardThePirate
    CameraBeardThePirate
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    Minute 15- 54.

    Enjoy some "I bash everyone to death with my S&B and 44k HP :disappointed:

    If you call that valid gameplay, then you have no sense what balancing is :)

    Pretty disingenuous to post a clip and point to a timestamp with a power sigil. Power sigils double your damage - literally any build looks like a god tier setup with one.
    Edited by CameraBeardThePirate on July 5, 2025 4:01PM
  • RealLoveBVB
    RealLoveBVB
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    Minute 15- 54.

    Enjoy some "I bash everyone to death with my S&B and 44k HP :disappointed:

    If you call that valid gameplay, then you have no sense what balancing is :)

    Pretty disingenuous to post a clip and point to a timestamp with a power sigil. Power sigils double your damage - literally any build looks like a god tier setup with one.

    He had a power sigil for 40 minutes? Can you tell me how to keep it up for that long?
  • PuddingZebra
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    I've suggested splitting damage and healing.
    So, make healing scale with max resources and damage with...well... Weapon/spell damage.

    It would force alot more creativity in builds and also force players to make choices in what they want.

    Get rid of the EWD/ESD system (Effective weapon/spell damage). It's convoluted and nowhere really shown. I often have to explain to newer players that eating a food buff that increases their maximum resources will also increase their damage output.

    I think that the builds that just stack 35-40K hp, high crit and sustain should suffer in the (self)healing department.

    On the flip side, i think that someone stacking 60k magicka should be excellent at healing, but deal absolutely no damage.

    Make skills scale like sets currently do. Damage skill? Scale with Weapon/spell damage
    Healing skill? Scale with maximum resources. (mag/stam, NOT hp.)
    You see, I am a Pink Flying Pudding Zebra.
  • MincMincMinc
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    Well the first step is to break into sustain. Regen is a dead stat, especially with cp.

    Even if pvp went entirely nocp, which would be fine to cut power creep, there is still too much sustain by default. The next thing is cutting tacked on regen like with the WD/SD jewelry glyphs that are just extra bloat. Then across the board all skills need to increase in cost by about 10% or 15%

    Increasing skill costs is far easier than trying to rebalance multiple systems and all of the stat standards again.

    As far as the high hp damage goes, after sustain you need to cut into the guaranteed choices. People like to blissfully claim the game is diverse.....but 90% of your build choices are already decided. Like triglyphs, originally they were for endgame bonus, except everyone has them by now. Its just power creep that takes away build choice.

    Health recovery could be brought back as a stat, which can bring back other sets like troll king. Breaking people up from the bloodspawn or sometimes balorgh "choice"

    Impen or crit resistance could be used on more PvP sets for 2-4 pieces and 5 piece bonuses.


    People that cry the loudest dont like tests, but using vengeance to figure out a running standard would be useful. Giving players the ability to just raise and lower stats by a certain amount of points like the attribute system would tell you what the average player needs for sustain and such.
    We should use the insightful and awesome buttons more
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