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About Glykins
#11
That equals to 20 HP recovery at 40 Sanctity, with a cap of 30 HP recovery from their Golden Blood passive.

It is fine, tho, why not a 5 (+1 HP per 2 Scaled SAN), just make the number even for good looks? (The average post-change would be '25 HP', roughly half of what you used to heal from a 46 SAN Glykin, who currently heals for 50+ HP a round.)

That aside, +1.
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#12
That's probably even better. Percentages usually end up being imbalanced.

But if their HP Regen gets reduced that much, maybe their negative status duration reduction racial should become based on SAN as well.
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#13
I kind of like that being based on faith more than SAN @megablues

Otherwise I can agree with the changes to a flat HP Regen instead of percentage, it'd make Glykin not as notorious as a race for stacking pure HP.
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#14
"Neus" Wrote:What about changing the recovery to be 1 HP per 2 Scaled SAN, up to a maximum of half your level?
I don't think you could even reach 30 without the cap, because of diminishing returns, but sure.
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#15
"Snake" Wrote:It is fine, tho, why not a 5 (+1 HP per 2 Scaled SAN), just make the number even for good looks? (The average post-change would be '25 HP', roughly half of what you used to heal from a 46 SAN Glykin, who currently heals for 50+ HP a round.)

While I don't agree with the number, having a static value attached seems like a good way of normalizing the scaling (like Wyverntouched's Poison bite). I'd suggest 2 + Scaled San/2 regen. That'd require 56 scaled Sanctity -- just at the cusp of where the hard cap starts to kick you in the nuts -- to hit the most possible regen, and allows Glykins to be Glykins without having to also pair the regen up with 1,000 HP. Heavier stat investment than the current sweet spot of 45 also means slightly less obvious stat choices, which is a good thing.

A good reason to aim the static value so low is because the blessing of Glycon already provides the equivalent of 14 Sanctity worth of regen, alongside the 14% Status Resistance. There is an argument to be made for removing some power from the Prayer Buff and pumping it back into the updated passive, but I digress.
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#16
"Neus" Wrote:What about changing the recovery to be 1 HP per 2 Scaled SAN, up to a maximum of half your level?

I'm gonna bump this thread before its considered necro posting, because this idea seemed really solid, but never saw being brought into the game, glykin still run rampant and dominate team fights all on their own usually.
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#17
+1
OOC Devourer Of Souls: it makes me feel like someone slipped me acid laced water
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#18
This would be nice, yes.
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#19
+(Scaled SAN/2) HP Regen, to a Max of LV/2, sounds good to me.
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[12:53:15 AM] Chaos: don't hit dyst
[12:53:18 AM] Chaos: that's cruelty to animals
[12:53:20 AM] Chaos: you have to shoot it
[12:53:20 AM] Dystopia: ye
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#20
"Chaos" Wrote:+(Scaled FAI/2) HP Regen, to a Max of LV/2, sounds good to me.

Faith is arguably more useful defensively than Sanctity, and it seems strange to have no racials attached to the racial stat. At this point I don't really care what route is taken, the power of the race is so disproportionate to most of the others in the game that it feels as if half of the population walking around are Glykins.
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