okay so i have been playing around with min/maxing armor stats (Mobility/Reliance). and i have noticed that the differences between max/min mobility is MASSIVE, strafe speed walk running etc.
however with max/min reliance, it doesn't greatly affect amount of health pool or overall max TTK values
and as such i believe that some changes could be made
1. an increase to the amount of "resilience"(HP), gained by each executive rank of the stat, (all im wanting is like a 5-6% (PVP) increase to all tiers of resilience {maxing out at about 210-215HP), this will allow those that grinded for max resilience to feel far more powerful {also maybe like a 20-40% increase for PVE)
(BTW a 5%-6% increase, would make (this is an example don't take it for real) 150 hand cannon to a 3 head 1 body, but 140's would till 3 tap, this is only a small change but i believe it would be a good change)
also higher stats in resilience and recovery should decrease the time it takes to case rifts/barricades, making them last visibly longer and well as making them more powerful
slightly faster HP regen in a healing rift (not over shield).
higher Damage buff in PVE for empowering rift
increased SIZE AND HEALTH for barricades (also we need blast protection on them)
if you disagree with this please comment and have a discussion with me before you downvote.
(ps i go to uni so won't always be able to answer)
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For PvP it’s perfectly fine the way it is. For PvE, it desperately needs a buff. Right now the max resilience boost is 13% I think. For pve, the max should increase to 30% or 40% which is roughly the same amount of mobility/recovery you can increase.
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If high resilience would give that much of a bonus then the biggest bonus would have to be tier 8-10 with -10 mobility/recovery at each tier above 7.
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When the nerfed well that end of hp bonuses They probably think there are too many hp buffs as is
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I’ve said this in other threads but we have to be extremely careful with resilience. If you give people a way to raise their TTK aka become “tanky,” it will immediately become the meta in PvP and the game will slow down. People will favor playing tanky characters that just absorb damage over learning to use cover and movement. It’s actually ok as is, I think messing with it would just lead to more problems than it fixes. Now Titans are at a small inherent disadvantage because of it, but that alone doesn’t make or break them, and they’d be better served with a slightly more useful toolkit overall, faster barrier activation etc.
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The problem with making resilience "too" useful is that everyone would run 100 resiliance. As it is now it usually doesn't affect TTK (at least not on most weapons, but on low impact / high RoF it probably does) - it merely alters how many of the total shots that needs to be headshots in order to reach optimal TTK. I think this is fine for PVP - too much of a difference and it would become a must to max it out. I would rather have it that they added a secondary trait to resilience - what if higher resilience also reduced how much you flinch while being shot? Not much, but just enough to make it worth it. This would make the stat attractive without making it a "must".
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In PvE I agree it should do more, but in PvP that would be crazy unbalanced and titans with OEM or crimson (suros next season) would dominate crucible because they are the easiest to max resilience and can run a resilience + mobility build that would be insane (specially for shouldercharging)
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Resilience does need a pve boost to make it worthwhile. However its relevance in pvp shouldnt be changed. Making people super tanky based on resilience would be a shit show with ttks fluctuating by a massive amount and people losing duels not because their shots were bad but because their stat wasnt as good as someone else. Think back on the days of ram or even now with controverse hold. While not as bad considering everyone can alter the resilience stat, it would still be a issue as you'd be forced to use higher resilience if the differences are too great
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Yes. Titans need to be Tanky.
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That because bungie only support the use of hunters
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Edited by Rabid Tick: 2/25/2020 6:17:53 PMWhat would be the take away? I mean, technically, a skilled/high iq titan can go max resilience, and still be faster than a max mobility. I love your thinking and topic, but was just asking about more drastic effects due to said buffs. Like, “slow” would need to be redefined for said buffs.
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Resilience is the most useless stat in the game, tied to the most useless ability in the game(for Titans)
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Bungie hate max armour. Use to run Acd feedback fence arms with the 210 health. Survived Flux Grenades and Shoulder Charges. Resilience will stay a useless skill.
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You know another thing that doesn't matter much; handcannon range. The lowest range green HC to the highest range exotic or legendary; 25 meters for lowest, 28 meters for highest. Pure bullshit.
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No. No more nerfs to hand cannons. You then make 150s totally and absolutely useless as then then have a 1.10 ttk and that's just -blam!-. No other weapon in the game kills that slow. That's just a silly change
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This is probably why I don’t bother min maxing in this game.
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Edited by Erijian: 2/25/2020 7:21:49 PMIf Resilience becomes powerful enough to make the most commonly used weapon archetypes require additional SHOTS, not just crits, it becomes the "go-to" and forces everyone to run it if they want to remain competitive. Think Ramlocks back in Destiny 1 and the impact they had on the game but much worse since primaries deal much less damage in Destiny 2.
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Edited by Talia Sendua: 2/25/2020 8:16:20 PMI disagree on Titans. I think Titan resiliance should, on level 100, give 10-15% more HP, which are around 20-25. And it should work with super armor too.
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For PVE? Sure. Why not. For PVP? Hard no.
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For pve only, please
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I feel like Resilience really only mattered in D1 the most. In D2, most of the time, I run with low Resilience. I don't really feel the difference. It feels almost as useless as power level.
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Max resilience 100, gives you a whopping 13% more shield...... yeah it sucks. For PVE max recovery makes the full recovery time go from 7 to 4 sec. We lost most of our defenses in Shadowkeep and the ones you can get back, aren't worth the investment.
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Resilience is fine in PvP. It needs a lot of help in PvE.
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The solution is quite simple, make Resilience count for something, in PvP if you're running max Resilience at 100 then NOTHING should be able to one-tap you, not sniper headshots, not shotguns, not fusions, not heavy, and not supers, all of these should have to take two hits to kill (this is the the cue for people to complain about increasing TTK). If you're running 100 resilience you're obviously sacrificing other abilities, you should be rewarded for that. Then you don't have to spend so much time nerfing weapons.
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We try to make them mean more than they do. Numbers in this game. It's why the whole game is off all the way to its' core. I personally don't believe in recovery as a stat. I either win or lose a battle and move on to the next. It is still pretty difficult to combat team shooting in D2 yet now, on my Warlock, my rifts is tied to what I consider a useless stat... all because bungie is just making it all up on the go. It all is nonsense.
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Wait a minute... Can we sit down an appreciate here that this is one of the few people talking about min/maxing? 👏🏻👏🏻👏🏻 You need to post more about this. Many people just get to the bare minimum and decide nothing is left to do. Teach them what to do sir. 🍻
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Yeah Resilience needs a buff in general. Even more so now it's tied to Tiran class ability and Titans really need some help