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HP/FP Adjustment
#2
I believe that kind of step being too drastic to achieve basically the same thing that nerfing those specific instances of damage would achieve, for example there are a few passives, namely Naga's and Glykin's that run off of %based health regeneration, these will easily dominate even more than they already do if HP Values were changed this drastically, the game is already balanced around FP and HP Values as they are, Summoners running rampant with over 600 max FP at their disposable (and not being lich) would not be okay, same with Naga hexers running around with over 900-1000 HP (a whopping 50 HP Recov per turn) and not to even mention poison damage, lets not even go there.

A few hyattrs reaching over 1200 HP will most definitely not fix the current influx of tanks and off-tanks that are basically tanks thanks to DR, the fact that people aren't taking damage right now does not suffice for a change this drastic, but rather, the fact that autohits, you know, those skills that bypass hit checks completely and barely have any counterplay to them other than out ranging them, the fact that these autohits are reaching upwards to over 200 base damage, you don't even normally see those kinds of numbers on basic attacks that have to deal with so many counters to them its not even funny, this is why people don't basic attack anymore, because autohits do more and do not receive any punishment for doing so.

I believe I will take a quote from the deadly arms thread and say this kind of drastic change would be best suited for if after the DR Cap's thread goes through or not..
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