Base HP - Why the differences?

Base HP - Why the differences?

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Posted by: Aedrion.6483

Aedrion.6483

Warrior / Necromancer — 18372 Base HP

Ranger/ Engineer / Mesmer — 15082 Base HP

Guardian / Elementalist / Thief — 10805 Base HP

Come somebody explain to me why there is such a huge difference between some classes? And before you say that some have better healing and/or defensive abilities: That is untrue, warriors have some of the best defensive abilities in the game and necromancers have Death Shroud. Whereas Elementalists have mist form, which completely disables them and doesn’t allow healing at all.

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Posted by: Cero.5132

Cero.5132

Personally I dont see a reason in those differences either.
7500 hp difference from lowest to highest is simply put too much.

f.e. the ele gets hit with a 5k damage skill and he tries to run for his life. The warrior gets hit for the same amount and just continues his rampage.

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Posted by: Muchacho.2390

Muchacho.2390

Why are there differences in armor classes? Why cannot all professions waer hevy armor?

The Answer is simple it was a design desicion. And i think that is fine, however are the things that try to negate those differences enough is the real question?

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Posted by: Talonblaze.3175

Talonblaze.3175

Probably similar to the differences of why the classes with high HP have a considerable lack of access to things like Aegis, Vigor and Protection. To name a few.

Design.

Duty is heavier than death.

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Posted by: Swagger.1459

Swagger.1459

Warrior / Necromancer — 18372 Base HP

Ranger/ Engineer / Mesmer — 15082 Base HP

Guardian / Elementalist / Thief — 10805 Base HP

Come somebody explain to me why there is such a huge difference between some classes? And before you say that some have better healing and/or defensive abilities: That is untrue, warriors have some of the best defensive abilities in the game and necromancers have Death Shroud. Whereas Elementalists have mist form, which completely disables them and doesn’t allow healing at all.

The differences are silly, even more so compared to certain burst capabilities and high damage attacks.

New Main- 80 Thief – P/P- Vault Spam Pro

221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.

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Posted by: Silhouette.5631

Silhouette.5631

The HP difference is there to let us know which classes are the most powerful. Obviously this is warriors with the most HP and Armor.

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Posted by: dace.8019

dace.8019

This made sense before things got way out of hand. Now it’s just a remnant of an intention long since usurped.

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Posted by: Carighan.6758

Carighan.6758

The original idea was that the lower-HP classes have inherently defensive class themes.
Guardians have lots of access to regen and prot.
Elementalists are highly mobile and have teleports and above-average access to area healing.
Thieves can stealth to break target locks.

Except on the Thief, the “unique” effects are too available on other classes, however.

The strength of heart to face oneself has been made manifest. The persona Carighan has appeared.

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Posted by: Simon.3794

Simon.3794

Maybe you should explain to me why the guardian is the best bunker with lowest base hp

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Posted by: Kadin.2356

Kadin.2356

The upcoming damage nerf if just going to make this even more noticeable.

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Posted by: Kadin.2356

Kadin.2356

Maybe you should explain to me why the guardian is the best bunker with lowest base hp

Block skill chaining and easy access to protection. To do so however they have to give up on really doing any significant damage.

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Posted by: Harper.4173

Harper.4173

Because of the inherent design of each class.

If here they fall they shall live on when ever you cry “For Ascalon!”

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Posted by: OneManArmy.9732

OneManArmy.9732

Elementalists are highly mobile and have teleports and above-average access to area healing.

are you sure about healing? shout warrior heals as good as ele, except they dont have water field, but they dont need them.
high mobility? blink 40 sec, rtl 40 sec. warrior rush 20 sec, whirlwind 10s, bull charge 40.
so dont tell me about mobility, heavy armored warrior with 30kg GS has more mobility than light armor mage with toothpicks.
18k ele counts as heavy bunker, while 18k warrior is just a base health.

lol.

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Posted by: WhimsicalPacifist.2943

WhimsicalPacifist.2943

The original idea was that the lower-HP classes have inherently defensive class themes.
Guardians have lots of access to regen and prot.
Elementalists are highly mobile and have teleports and above-average access to area healing.
Thieves can stealth to break target locks.

Except on the Thief, the “unique” effects are too available on other classes, however.

Correction: Elementalists were highly mobile (nerfed) and have a teleport and access to area healing that no one should want.

Warriors are more mobile, have more armor, more health, don’t get a teleport and have a wide assortment of builds for a wide assortment of situations.

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Elementalists are highly mobile and have teleports and above-average access to area healing.

are you sure about healing? shout warrior heals as good as ele, except they dont have water field, but they dont need them.
high mobility? blink 40 sec, rtl 40 sec. warrior rush 20 sec, whirlwind 10s, bull charge 40.
so dont tell me about mobility, heavy armored warrior with 30kg GS has more mobility than light armor mage with toothpicks.
18k ele counts as heavy bunker, while 18k warrior is just a base health.

lol.

This.

At the start it was acceptable that ele had the lowest health and armor due to how strong they were. Then the nerfs started and beat the class into near nothingness and the health and armor was not adjusted to account for this lower healing, lower mobility and lower damage ele.

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Posted by: Bargaw.4832

Bargaw.4832

Eles have access to protection.

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Posted by: FLiP.7680

FLiP.7680

Warrior – tanky class
Necromancer – reminds of a class based on blood magic, so they need a bigger health pool
Engineer – fits his medium armor
Mesmer – duelist mage, should be tougher than elementalist
Elementalist – GC mage, ranged combat, great AoE damage
Thief – bursty rogue style, relies on few strikes to kill the enemy, shouldn’t be in combat for long

Ranger – No good reason to be in tier 2
Guardian – No good reason to be in tier 3, Anet should swap them

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Posted by: Zenith.7301

Zenith.7301

Eles have access to protection.

Only with a 10 point trait in arcana or a 75 sec cd.

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Elementalist – GC mage, ranged combat, great AoE damage

Curious, what about the melee ele? I mean you only take into account Staff and Scepter. What about those of us that run D/D which have NO counter to range attacks.

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Posted by: Bargaw.4832

Bargaw.4832

Eles have access to protection.

Only with a 10 point trait in arcana or a 75 sec cd.

http://wiki.guildwars2.com/wiki/Protection

Ele has plenty ways to gain protection.

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Posted by: Cogbyrn.7283

Cogbyrn.7283

So the point is that all classes should have the same amount of health, regardless of other mechanics.

Sounds legit. Where do I sign up for your newsletter? This X != Y != Z === “IMBALANCE” theorem is really intriguing.

Alduin Nightsong, 80 Human Necro
“He’s like a man with a fork in a world of soup.”

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Eles have access to protection.

Only with a 10 point trait in arcana or a 75 sec cd.

http://wiki.guildwars2.com/wiki/Protection

Ele has plenty ways to gain protection.

So “plenty” to you is…

1 skill that has no requirement.
1 skill that requires to be in Earth
1 skill that requires a Conjure (and the worst one) as well as enemies

1 trait at 50% Health
1 Trait going to Earth
1 Trait that requires Auras
1 Trait that requires a specific attunement

I wouldn’t really say any of these other than Attuning to Earth and Armor of Earth ar really taken.

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Posted by: oZii.2864

oZii.2864

Warrior / Necromancer — 18372 Base HP

Ranger/ Engineer / Mesmer — 15082 Base HP

Guardian / Elementalist / Thief — 10805 Base HP

Come somebody explain to me why there is such a huge difference between some classes? And before you say that some have better healing and/or defensive abilities: That is untrue, warriors have some of the best defensive abilities in the game and necromancers have Death Shroud. Whereas Elementalists have mist form, which completely disables them and doesn’t allow healing at all.

We can ask questions all day long but what would you suggest all classes base HP be set at?

I am sure I can punch a whole in any value that you or anyone can come up with because it isn’t that simple. Of course someone thinking will say well reduce X,Y,Z because of A,B,C then reduce the base HP because it isn’t just that simple.

Imagine a Thief starting with 15k HP a Ele starting with 18k hp.

Imagine a Warrior fighting at 10k HP or a Ranger.

So what is the Proper base HP? Is it the same across the board OR should the gap be a little less then what it is?

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}

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Posted by: dietzero.3514

dietzero.3514

It was designed this way to force Elementalists into water/arcane, therefore reducing the amount of workable traits the devs had to design.

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Posted by: OneManArmy.9732

OneManArmy.9732

we are not against warrior has 18k hp, we are against same cooldowns. it’s obvious that something wrong if class with 10k has longer cd than 18k class.
lower health – lower cd. thief has initiative, ele – higher cd than warrior.

(edited by OneManArmy.9732)

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Posted by: Simon.3794

Simon.3794

Maybe you should explain to me why the guardian is the best bunker with lowest base hp

Block skill chaining and easy access to protection. To do so however they have to give up on really doing any significant damage.

you are saying that guardian can have block chain and protection(and blind chain) but can do no damage?

i wonder what is a meditation guardian.

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Posted by: Wethospu.6437

Wethospu.6437

I would be really fine removing all this armor non-sense and giving everyone base 15k health.

And then tweak from there.

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Posted by: Neko.9021

Neko.9021

It’s to balance their class mechanics.

Can you imagine a Thief with base 18,000 health? It’d be awful.

For most of the classes, the whole variance in health is actually done pretty decently and fairly.

The classes are sorted by order of their ability to mitigate damage:
-Guardians have tons of blocks, boons, and healing. Thieves have stealth, movement, and evasion, and Elementalists have boons, healing, and movement. All three classes have good access to CC. These three classes have a lot of ways to respond to a situation in combat and either stop lots of damage or run away from it in the case of the latter two.
-Engineers have boons, CC, and healing. Rangers have a pet, evasion, and movement. Mesmers have clones and evasion. These classes have a moderate amount of ways to respond to pressure, yet have a tendency to get easily focused down. They have a Medium HP pool to respond to the lack of flexibility versus pressure that the three low HP classes have.
-Necromancers have deathshroud and CC. They have few abilities to really mitigate or heal through damage, so instead they have a gigantic health pool to just sort of tank damage instead.

Warriors are totally over the top and I have no clue why they’ve become the way they are. :/ High healing, incredible CC, and possibly great movement if they spec for it plus high health is indeed totally over the top and not in line with the rest of the 7 classes.

(edited by Neko.9021)

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Posted by: Kadin.2356

Kadin.2356

Maybe you should explain to me why the guardian is the best bunker with lowest base hp

Block skill chaining and easy access to protection. To do so however they have to give up on really doing any significant damage.

you are saying that guardian can have block chain and protection(and blind chain) but can do no damage?

i wonder what is a meditation guardian.

First you ask how a guardian can bunker with low HP and now suddenly you are an expert. What are you actually asking?

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Posted by: LastDay.3524

LastDay.3524

Guardians were in the Medium Health category a very long time ago, but were nerfed to low after they were deemed overpowered.
I’d say that they are still in a pretty good spot to this day.

Necromancer has High base Health because they were intended to lack active defenses but still be one of (if not THE) hardest to kill.

Anet mentioned how in their internal beta tests Necros used to be absolutely invincible.
They were far beyond Guardians in survivability.
Heck, they even had a Minor trait that made them immune to CC in Death Shroud.

Somewhere along the line Necro’s survivability got nerfed to the point that they are dead meat if focused down by multiple people.
They were never given the escape tools to survive that scenario.
Yet Anet realized how weak Necro was and now they are pretty potent in sPvP.
I think Necro lost much of their identity somewhere along the line.
They gained a lot of Condition damage but never quite got their survivability back.
They remain mostly unwanted in PvE, but are dangerous in PvP.
Perhaps the upcoming changes change that, however.

Thieves have low base health because they are meant to hit really, really hard and be very fast.
It’s their theme to be the fast, squishy ninja-like Profession.

Likewise Elementalists are meant to have high damage, but I think that they are actually somewhat lacking atm.

Warriors have high base health because they focus so much on melee combat and lack stealth.
Don’t take this as a claim that they are balanced…
I’m just telling you what the intention is.

It’s why warriors in pretty much any game have high health.
They are intended to get hit often, whereas a Thief isn’t.

Ranger, Engi and Mesmers are somewhere in the middle for a reason, too.
Ranger was intended to be somewhere between Thief and Warrior as far as mobility/taking hits goes.
I dunno about Engineer. Guessing something similar?

And Mesmer was seen as a Profession that has less defenses than it’s fellow casters (Eles and Necros) have, so I guess that’s why they got a higher base health than Eles and more damage than Necro.

Again, this is my understanding of the reasonings, I am not claiming that the systems necessarily work in the intended way as far as balance goes.

Benight[Edge]

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Posted by: Sube Dai.8496

Sube Dai.8496

Basically the HP pools have not been balanced in line with all other changes to classes.

Warriors should have had theirs nerfed when they got active condition removal.

Necro’s should be forced to sacrifice more HP for their utility skills.

Ele’s probably need a bit more.

Everyone else is fine.

John Snowman [GLTY]
Space Marine Z [GLTY]

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Posted by: Zenith.7301

Zenith.7301

Basically the HP pools have not been balanced in line with all other changes to classes.

Warriors should have had theirs nerfed when they got active condition removal.

Necro’s should be forced to sacrifice more HP for their utility skills.

Ele’s probably need a bit more.

Everyone else is fine.

Necro is fine. They have no vigor. If you reduce necro HP you make them even more useless in PvE.

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Posted by: McWolfy.5924

McWolfy.5924

Warrior – tanky class
Necromancer – reminds of a class based on blood magic, so they need a bigger health pool
Engineer – fits his medium armor
Mesmer – duelist mage, should be tougher than elementalist
Elementalist – GC mage, ranged combat, great AoE damage
Thief – bursty rogue style, relies on few strikes to kill the enemy, shouldn’t be in combat for long

Ranger – No good reason to be in tier 2
Guardian – No good reason to be in tier 3, Anet should swap them

Yeah! Nerf more the ranger!

WSR→Piken→Deso→Piken→FSP→Deso
Just the WvW
R3200+

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Posted by: Carighan.6758

Carighan.6758

@Neko
Pretty much. I think in the case of the Ele maybe mobility is overnerfed, but other than that I fully agree. Classes work different at a basic level, and the difference in ability to avoid/mitigate damage is in turn reflected in a difference in base HP.

The strength of heart to face oneself has been made manifest. The persona Carighan has appeared.

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Posted by: sminkiottone.6972

sminkiottone.6972

Ranger – No good reason to be in tier 2
Guardian – No good reason to be in tier 3, Anet should swap them

Yeah they should, Ranger is so OP ! Always pew pew with long bow from miles away and the bear ? oh god the bear ! I’m still shaking…

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Posted by: Aeolus.3615

Aeolus.3615

Ranger – No good reason to be in tier 2
Guardian – No good reason to be in tier 3, Anet should swap them

Yeah they should, Ranger is so OP ! Always pew pew with long bow from miles away and the bear ? oh god the bear ! I’m still shaking…

I dont play ranger but would make sense to increase ranger lonbow range and a option drop pet more like gw1.

1st April joke, when gw2 receives a “balance” update.

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Posted by: meikodesign.6471

meikodesign.6471

Ranger – No good reason to be in tier 2

If ranger was a heavy ranged DPS class you’d be right. But with this setting, I don’t see why Engineer should have more HP than Ranger Oo

Lunavi – Ranger 80 ~ Charr Kuttery – Warrior 80
Little Lunavi – Ranger – Rank 4x
[CPC] Insert Coin – Vizunah Square [FR]

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Posted by: Fungalfoot.7213

Fungalfoot.7213

I’d be all for them removing armor classes and hit point disparities entirely. Should make the rest of the game a whole lot easier to balance.

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Posted by: Gynok.1756

Gynok.1756

The reason there are those hp differences is that the game would probably be impossible to balance without. Yeah you might think otherwise, but giving a little thought it seriously is a big slippery slope that requires these, could say gimmicks, to hide all those design flaws that should never have existed in the first place to keep some balance between different classes.

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Posted by: Snow.2048

Snow.2048

Passives shouldn’t be balanced with actives because actives are based on player skill.
The HP gap is an unnecessary complication that only serve to make some classes statistically better because they didn’t feel like making the classes equal in different but balanced abilities.

And now here we are, the development team is a extremely variable entity (see Mon’s thread on first page), and the hp differences and armor differences no longer have a clear counter balance. Significantly lower hp/armor (in some cases around 50%!) does not add up to equally significant damage (Does the elementalist do 50% more damage than warrior?)

I recall a thread a month ago that went on about this very thing… (wink, wink)

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Posted by: LastDay.3524

LastDay.3524

One issue the health differences have is that the extra health is really useful in some situations and almost useless in others.

As an example a Necromancer can have crazy high health, but it doesn’t really matter against many boss mechanics because they’ll just one shot you anyway.

Also in a situation where you get hit hard by a boss and survive with 30% of your life left it’s a huge pain to heal it back up.
(This might be somewhat mitigated if the new Death Magic trait is worth using, though.)

In the same situation my Thief would have almost certainly had something to Evade the said hit with.
…and if downed had better chances to get back up.

Necros don’t have evades on weapons, also no Blocks and no Invul. No reliable Vigor. Just the 2 dodges.
It’s this way to balance their High Health + Death Shroud.

In some other situations that extra health is ridiculously useful.
My Thief feels like paper in a WvW Zerg while my Necro goes “oh did something scratch me?” when taking hits from random AoE spam.

I think that Anet’s nerfs to Vigor uptime have been to bring down the survivability of Professions using active defenses so that they can buff them in other ways.
They are trying to balance active defenses and passive ones with one another but the problem is the two are useful in different situations.

Benight[Edge]

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Posted by: Kharr.5746

Kharr.5746

So many of these “why does the other class have more HP than my class” threads have been posted since launch that it is getting ridiculous. This game is not about raw stats, and never will be. Every class has a different playstyle and the game is quite balanced even if you don’t think it is.

If any of you want to know why ele only has less hp than warrior, you should look up some ele videos. Before they were hit with the nerf stick for several patches in a row, they could do 1 vs 10 (not kidding — see videos on youtube) even though they had only a little bit of HP. Eles are getting some nice buffs in the coming patch which will bring them back into competitive scenarios (staff ele is already used in high-level pvp and WvW). On a similar note, until healing signet got doubled in healing power, warriors were the worst PvP class despite having more hp and armor than any other.

I could go on explaining why each class has the base stats that they do, but that’d be a waste of my time. If you think x class is better than others, play it. Every class has a different play style and not every class can be mastered by every player.

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Posted by: Simon.3794

Simon.3794

Maybe you should explain to me why the guardian is the best bunker with lowest base hp

Block skill chaining and easy access to protection. To do so however they have to give up on really doing any significant damage.

you are saying that guardian can have block chain and protection(and blind chain) but can do no damage?

i wonder what is a meditation guardian.

First you ask how a guardian can bunker with low HP and now suddenly you are an expert. What are you actually asking?

Can’t you realize that i’m trying to make OP answer his own question? i thought it was quite obvious

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Posted by: Jerus.4350

Jerus.4350

Lets face it, some people simply aren’t as good of gamers as others. Personally I’m far from the best, but I know i’m well above average.

So you have to have some more simple classes (warrior) for those types of players. Not saying all warriors are noobish, far from it, but it’s just a solidly durable, solid damage, solid simple playstyle options. It’s a great new player class.

Ele, Guard, Thief… toss in a mesmer and you have some of the best things to have in your group. Ele might stacks + FGS/Ice bow, just so nice to have around. Thief, stealth and what not, I know I love having a thief around. Guard, aegis, heals, condition removal galore, etc. I don’t think anyone doesn’t like having a guardian in the group if it’s well played. So sure they may be dancing on the razors edge, but it’s very doable.

I don’t know… I just think if you gave me an extra 3.5-7k hp on my guard I’d be totally overpowered. I can’t help but think the same with ele/thief.

There’s a reason my group has people log over to their guardians/ele/thief for things where we never say “log to your warrior”, it’s the default if others aren’t covered. Sure their banners are nice, but in the end the things that really make a run go smooth are the tools from those low health professions IMO.

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Posted by: Cogbyrn.7283

Cogbyrn.7283

Ele, Guard, Thief… toss in a mesmer and baby you have a stew going.

I added what I was expecting you to say. I’ve had too much of that reference in IMs recently to not fully expect you to finish with the AD reference.

But in the end you’re right. Health/Armor are a flavor/style element that I would hate to see go. People worry about balance more to help excuse their own poor play from being a generally mediocre/bad player than to actually try to help the game. Sometimes that worry just reaches too far. See: this thread.

Alduin Nightsong, 80 Human Necro
“He’s like a man with a fork in a world of soup.”

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Posted by: oZii.2864

oZii.2864

Ele, Guard, Thief… toss in a mesmer and baby you have a stew going.

I added what I was expecting you to say. I’ve had too much of that reference in IMs recently to not fully expect you to finish with the AD reference.

But in the end you’re right. Health/Armor are a flavor/style element that I would hate to see go. People worry about balance more to help excuse their own poor play from being a generally mediocre/bad player than to actually try to help the game. Sometimes that worry just reaches too far. See: this thread.

I agree anytime something from balance patches comes up with new traits/skills etc. The first thing I would think about is how can players abuse this. 3k-5k+ on the low hp professions would bring more QQ. Things would have to be nerfed to compensate eventually leading to many professions playing like a warrior. Alot of ele suggestions I see just move it toward a warrior type of playstyle a hulking juggernaut.

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}

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Posted by: Distaste.4801

Distaste.4801

So many of these “why does the other class have more HP than my class” threads have been posted since launch that it is getting ridiculous. This game is not about raw stats, and never will be. Every class has a different playstyle and the game is quite balanced even if you don’t think it is.

If any of you want to know why ele only has less hp than warrior, you should look up some ele videos. Before they were hit with the nerf stick for several patches in a row, they could do 1 vs 10 (not kidding — see videos on youtube) even though they had only a little bit of HP. Eles are getting some nice buffs in the coming patch which will bring them back into competitive scenarios (staff ele is already used in high-level pvp and WvW). On a similar note, until healing signet got doubled in healing power, warriors were the worst PvP class despite having more hp and armor than any other.

I could go on explaining why each class has the base stats that they do, but that’d be a waste of my time. If you think x class is better than others, play it. Every class has a different play style and not every class can be mastered by every player.

Uhhh raw stats play a HUGE role in the game. Being able to hit 3200 armor without putting on full soldiers set allows some classes to pour even more into attacks. Certain classes do have access to certain survival traits/abilities but in most cases you need to spec a certain way in order to obtain them. That means that any build not using them is at a disadvantage when compared to the class that has innate defenses.

That’s what makes the who base health/armor differences a poor mechanic. Everyone should have equal stats to start with and then offering their defenses via skills/spec.

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Posted by: Jerus.4350

Jerus.4350

Exactly, and if I wanted to be warrior, I’d have picked Warrior, not guard/mesmer. Sure I’m jealous of their HP when I’m playing zerk guard. But then I use an Aegis or Wall of Reflection that saves the group and I remember why I wanted to play guardian.

And how is the best way to get every pvp player to scream “NO” in unison? Suggest Thief should have a 30-60% increase in their health! =b.

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Posted by: LastDay.3524

LastDay.3524

Yeah I don’t really see changing base health amounts doing much good, but the game itself must somehow be better balanced to not make the Health differences too drastic or too insignificant.
I think that Warriors have a relatively nice mix defensively, whereas Necros almost completely rely on their two health bars, rendering them either super strong or weak depending on the situation.

Normalizing the health amounts would force Necro to become more like Guardian, otherwise they’d die way too fast with how slow and lacking in active defenses they are.
Speaking of Guardians, they’d be imba if their base was higher.
And I don’t see most sPvPrs being happy about Thieves with higher Health either.
(I wouldn’t mind that for my Thief, though! )

I do think that things may need to be generalized a tad more, though.
For example if Death Shroud had less max Life Force but also had an Invul skill it would make it a lot more flexible for different situations.
Or even just a skill that consumes Life Force for a short invul.

Likewise if the squishies had something to better deal with slow, constant damage it would even out the huge difference between being a tank of health or a squishie who evades 6 times in a row.
For example a version of Protection that reduces damage by a level-scaled set number rather than a percentage.

But yea I do think that changing base health values themselves that drastically would throw everything into chaos.
They’d need to rebalance the Professions almost completely.

Benight[Edge]

Base HP - Why the differences?

in Profession Balance

Posted by: Dee Jay.2460

Dee Jay.2460

I have asked myself the same question. Having differences in HP and Armor is fine. It’s part of being an RPG.

But the health difference is MASSIVE and I don’t think it’s good for the game.

It’s a whooping 70% difference between lowest and highest.

Armor in comparison has a fairly mild increase from 920 (light) to 1211 (heavy). That’s only a 30% difference and perfectly acceptable.

I think it would be much healthier for the game if they bumped the minimum HP from 10.800 HP to roughly 13.000 HP. It would really help Elementalists and Thieves gain much needed base-line survivability and might open them up to more build options that don’t require overpowered defensive skills. Guardians could do with a slight reduction in tankiness but wouldn’t need major changes.