TLDR: The choice of 2 100s between mobility, recovery, and resilience is not equal between the three classes, largely because mobility is weak by comparison.
Let's be real here. The best Titans and Warlocks pretty much ignore the mobility stat. It only affects initial jump height, walking speed, and strafe speed.
So if a Titan or Warlock wants to move quickly, low mobility it is. That way they spend less time in the air and more time bouncing off of geometry.
And while strafe speed is important, it is pretty soundly outclassed by 100 resilience and 100 recovery, because even at 30-40 mobility you're strafing fine. Titans and Warlocks value getting to key positions in the map, leveraging peeker advantage, AND being able to close/stretch gaps faster more than having max strafe speed. And you really can't blame them when you break it down like that.
So Titans and Warlocks can get all the flinch and health benefits of resilience, all the recovery bonuses, and their class ability cooldown to max without any real sacrifice.
Hunters don't have this luxury.
Now the last thing I'm gonna do is say "Buff Hunters." God knows that won't go well here. Instead, I suggest buffing mobility to give everyone a reason to consider it a good option.
Three options here:
1. Make mobility affect sprint speed, ability jump height (not just initial), and slide distance. Rework movement exotics that do similar things. (Not nerf them to the ground. Just rework them.)
2. Make mobility affect AE.
3. A combination of the two above options.
[spoiler]I personally like options 1 or 3, because I think the best movement potential should be a build; not just slap on exotic X and profit. Getting to important map positions first is of the utmost importance in certain game modes.[/spoiler]
With these changes, all three classes will have to make a hard choice and commit to it. Some sacrifices will be made between all three classes, rather than just Hunter.
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Edited by Scratch: 9/30/2022 7:10:43 AMOP's got a point Think of it this way folks Hunter = Mobility Titan = Resilience Warlock = Recovery If all three classes take a 'middle of the road build' 60mob, 60res, 60rec, then all three guardians are on equal ground. Each guardian has identical Mobility, identical Resilience, identical Recovery, and identical stats in their specialized Class ability. If all guardians ran 100mob, 40res, 40rec, then all three would be identical except for the Hunter, who would gain the benefit of shorter Class ability cooldown(because he's building into his class) while the other to would have longer cooldowns, yet identical in every other regard. Same goes if each guardian ran 40 mob,100res, 40rec. Titan would benefit with shorter ability cooldowns, because Titan specializes in resilience, while the other two would have longer class abilities. But other than that everything else would be equal. Each guardian running 40mod, 40res, 100rec, same deal. Same in every way but their Class ability cooldown. The bedrock of a system like this is that each attribute must be equally powerful. [u][i][b]The real question is: Are 1) 40% damage reduction 2) 3 second faster health regen And 3) Strafing to the side a wee bit faster Equally powerful?[/b][/i][/u] [i]That [/i]could be argued either way, but with the increased power and importance of resilience, the always present power and importance of faster up time, discussing if Mobility could be expanded beyond its ability to [i]only[/i] play peek-a-boo is worth exploring. Adding sprint speed to 3 would be a good balance.