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Destiny 2

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Edited by SonOfCimbria: 9/20/2021 9:11:06 AM
20

Make every Stat matter?

If the title of the text isn't clear enough, it is very much because of the over-reliance of Intellect and Recovery (Mobility and Discipline to a certain degree) in PVP. [b]Strength:[/b] The stat responsible for powered melee charge time. Does it do anything else besides that? How about letting it scale the damage of the uncharged melee? Maybe one-hit potential at 100? [b]Resilience:[/b] The stat responsible for the Titan Barricade charge time and damage reduction when breaking out of Stasis. Recently made more relevant in PVE by Ward of Dawn and Well of Radiance survival now being dependent on it. Why not tie it to reducing flinch from incoming damage while also reducing damage? Maybe unfazed at 100? The other stats are (in my opinion) already being the focal points of many PVP-builds and PVP-focused grinding. How about showing a little love to the others? Please feel free to give your 2 cents in the comments

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  • I may not agree with the strength, but for resilience, something needs to be done to make it worthwhile, but I don't think flinch reduction is the right way to go. some buff is needed, maybe just more HP from investing in it could be a solid start, or to target shotguns and snipers directly, attach some additional bonus that grants damage reduction when taking massive damage in a single moment that becomes more powerful the more you spec into resilience while NOT reducing super damage, I don't know what the scaling would be for all ten levels, but my idea for the max level affect would be that a shotgun blast would only send you to halve health, yes that means you could still be punched out, but at least you would have one more chance to fight back while also reducing the affective range of shotguns because they would NEED to follow up the attack, and for snipers, the max level affect would be that a headshot breaks all of your shields, at least taking you out if the fight to heal, or needing a team mate or a follow up attack to finish you.

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  • The benefit to max Intellect/Discipline/Strength is you get your abilities back faster. The reason class abilities were tied into Mobility/Resilience/Recovery was to further reinforce the core fantasy of each class (DPS/Tank/Support), and 7 stats would just be overwhelming to manage, so Paragon mods were deprecated with Armor 2.0. And Bubble/Well health were tied into Resilience because it was too easy to plop them down next to a boss with no thought, and speccing max Res was pretty much useless outside of some PvP situations.

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    • One hit for any melee is too much. Even if those changes are made (excluding the one hit melee in strength as it will never happen) why would I run anything besides my 100 recov, intellect and mobility on my hunter. Top dodge speed, top super, and top health regen. I have frosties too which reduce dodge time even more from 11 seconds. There’s just no point to it

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    • Give Resilience knockback resistance ffs. This season is dedicated to an enemy type where knockback is fairly common amongst them (especially in a certain NF) yet our only "counter" to it is either force-lunging (which is restricted to melee or swords) or running right up to them.

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    • [quote] [b]Strength:[/b] The stat responsible for powered melee charge time. Does it do anything else besides that? How about letting it scale the damage of the uncharged melee? Maybe one-hit potential at 100?[/quote] So Titans can kill you in this life and the next if they hit you with a shoulder charge?

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      • Yeah resilience has been bad forever. They really need to do something.

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        • One hit melee.... I remember when striker titans could one shot with their melee when they introduced the artifact. You definitely, DONT want it to happen

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        • Edited by Infamous067: 9/21/2021 3:20:24 AM
          One shot melee with 100 strength? (Me salivating with top tree dawn melee and keirnstein armlets). Reducing flinch with more resilience? That would make unflinching mods completely useless. Let me be real here with you, if bungie makes any drastic change to any stat in the game, all hell will break loose. Resilience is in a really good spot, having enough saves you from thorn, a few other weapons like monarque, it reduces stasis freeze damage and as you said, now reduces damage taken while in a bubble or well. The strength stats and discipline stats are not as popular as the intellect ones because there are ways to cheat the system, monte carlo can grant max strenght or any hunter with gamblers dodge. any weapon with demolitionist basically maxes out discipline. We also have mods that refills melee or discipline when activating the class ability. Melee and grenades are also on a way faster cooldown than a super. Its a no brainer to invest in intellect since thats the strongest ability guardians have and the one that takes the longest to get. Mobility improves strafe and jump height which is perfect, recovery only boost recovery rate which is the best stat for survivalist players. Who wants to start a 1v1 with half health? Thats also a no brainer.

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        • Celestial fire and the throwing knife are great melees but the rest are pretty meh. Maybe we should buff the other melees to make the strength stat worth investing in

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        • That OHK melee would be kind of game breaking, especially on a Hunter since they can get the charge back by dodging close to an enemy, even if it didn’t work through walls like does now.

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        • Strength is fine... What the hell are you smoking?

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        • It would be nice if each point affected your stats as well not every 10, that way it's not essential to use Stat mods on every piece of gear

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          • Edited by Trinary Black: 9/20/2021 10:20:07 PM
            If 100 strength made an uncharged melee into a one hit kill, the Crucible would be absolutely FILLED with nothing but Bakris Revenant Hunters with 100 mobility, 100 strength and double Utility Kickstart. Shift past a guardian, watch them try to turn around slowly, punch them in the back of the head. Repeat the process 15 seconds later.

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          • Agreed but no not those changes. Despite my slight resentment for him, Kujay has a good video on this.

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          • Strength would be way too overpowered

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            • Yeah, stats are boring. I like your idea of making the stats mean more than just reduced cool down times. Don’t agree with your proposed ideas though

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            • Also, not to dunk on Hunters, but they're the class that most clearly plays into the power fantasy and identity of the class, They can go invis, their dodge is dependent on Mobility. Titans doesn't to the same degree. What can a titan do to protect themselves behind a barricade when AOE grenades circumvent it with ease and does tons of damage? What's the barricade good for in PVP? peek around corners? On top of that, Titans are not the bullet sponges as a tanky class is supposed to be. As a Titan, you should at least have a little longer ttk or reduced flinch from primary gunfire or reduced damage from an enemy shotgun to the gut. Trying to run into an enemy team to shoulder charge, they melt you before you can even get close enough to make contact with a hit. You don't feel powerful, you feel like an idiot. In PVP, many times the ones with higher Mobility gets to the advantageous positions on maps before others, more effectively disengage encounters, and therefore, has the higher chance of survival and success in a match. What good does Resilience do if you're slower? NOTHING!

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            • Edited by SolarCerberuS: 9/20/2021 10:12:17 AM
              I see your approach but things like the strength 100 ohk melee would be too strong not to mention make certain exotics more or less obsolete. 100 Strength could however give a small chance (say 10%) at not consuming the charged melee for example, same could be applied to 100 grenade energy or the stat tied to class abilities have the duration of rift, health of barricade and distance of dodge increase by 20%. That leaves Intellect which again at say 100 could give a small refund of super energy per kill back to the user, say 2% per kill and it maxes out at 20% return pve and pvp, this return would be in addition to any returns from perks and or exotics for pve but no bonus return stacking for pvp for obvious reasons. (As in if you have a perk or exotic it cannot return more than they would allow in pvp)

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            • You want to completely negate flinch and have a one hit melee? Wtf are you on about? These are both [b]terrible[/b] ideas.

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              • I already run Titan builds with 100 strength and 100 resilience. Particularly when I'm either using Dune Marchers middle tree, or top tree void with synthoceps

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