Thief 80 | Elementalist 80 | Mesmer 80 | Necromancer 80 | Revenant TBA
Toughness and healing power change
Thief 80 | Elementalist 80 | Mesmer 80 | Necromancer 80 | Revenant TBA
I believe toughness and armor already do this? Increasing the amount of toughness you have reduces the damage you take by a certain percentage. In fact, I think your example might be low-balling it. For a medium armor class in level 80 exotics, the first 105 additional toughness is equal to about 5% damage resistance. (The next 105 is closer to 4.5%)
It’s pretty obvious, and nobody’s impressed.
What if toughness and healing power provided a direct percentage bonus and new content/encounters were introduced that made it next to impossible to defeat said encounter without some form of these stats?
For example on armor, you’d no longer see things like “105 toughness” but rather, “2% damage reduction from all sources except conditions”?
So essentially players using Berserkers, Assassins, Rampagers, Sinister, Valkyrie or Carrion cannot do that content?
All just to make two stats a bit more optimal, 6 gear sets need to become unviable.
Well done.
What if toughness and healing power provided a direct percentage bonus and new content/encounters were introduced that made it next to impossible to defeat said encounter without some form of these stats?
For example on armor, you’d no longer see things like “105 toughness” but rather, “2% damage reduction from all sources except conditions”?
So essentially players using Berserkers, Assassins, Rampagers, Sinister, Valkyrie or Carrion cannot do that content?
All just to make two stats a bit more optimal, 6 gear sets need to become unviable.Well done.
Traits, Food, Accessories, Weapons, why do you have to wear a full set of berserker armor? You can mix and match.
Well done.
Thief 80 | Elementalist 80 | Mesmer 80 | Necromancer 80 | Revenant TBA
No thank you. Why would we want force people to have a certain mix of armor to complete content? Why not let anyone decide what they want to wear and complete based on skill and ability?
What if toughness and healing power provided a direct percentage bonus and new content/encounters were introduced that made it next to impossible to defeat said encounter without some form of these stats?
For example on armor, you’d no longer see things like “105 toughness” but rather, “2% damage reduction from all sources except conditions”?
So essentially players using Berserkers, Assassins, Rampagers, Sinister, Valkyrie or Carrion cannot do that content?
All just to make two stats a bit more optimal, 6 gear sets need to become unviable.Well done.
Traits, Food, Accessories, Weapons, why do you have to wear a full set of berserker armor? You can mix and match.
Well done.
Traits
So I cannot get traits I like, I need to spend my traitpoints acquiring more toughness, and just picking whatever I can from that traitline?
Food
If Food can cover it, whats the point?
Accessories and Weapons
This isn’t gear apparently…
And what if I want to mix and match some Berserker with Rampager? Or Valkyrie and Sinister?
You are taking away possible combinations, all to make what I assume is your own gear preference the optimal one.
Here’s some more food for thought. Did you ever consider that professions aren’t equal? Heavy Armor professions have natively considerably higher armor than medium or light. And some professions have better healing, with better scaling, than other professions.
So some professions need to invest a lot into toughness, and others not at all. How is THAT fair?
…Well done.
You are taking away possible combinations, all to make what I assume is your own gear preference the optimal one.
So you jumped the gun and made an assumption.
I run with full zerker gear, even my roaming set is, you guessed it, full zerker. every single piece of equipment i own is full zerker, the only thing different in each set is the sigil.
Toughness and healing power are both effectively useless, i tried to provide an idea to make them useful, sue me for wanting to make something currently null in the game viable and useful.
So some professions need to invest a lot into toughness, and others not at all. How is THAT fair?
Agony? My guardian doesn’t need more agony than an Elementalist would need. Why couldn’t these stats work similar to this?
I’ll pick this one out too.
“So I cannot get traits I like, I need to spend my traitpoints acquiring more toughness, and just picking whatever I can from that traitline?”
Sometimes i sacrifice traits and utility slots that i enjoy using because there’s something else that’s more viable in the instance or the encounter coming up, how is this any different to slotting out a piece of gear exactly?
Thief 80 | Elementalist 80 | Mesmer 80 | Necromancer 80 | Revenant TBA
(edited by JoshuaRAWR.4653)
Good for you, I guessed wrong and you don’t run toughness/healing. Changes nothing really, neither about the arguments I made. Which you still didn’t refute.
Healing and Toughness are not effectively useless or unviable. That is a blatant lie, you can clear dungeons and do pve content perfectly fine with gear that has toughness or healing power, or both.
It is not optimal. Big difference. If your change goes through there would still only be one optimal set of gear, it would be no better than with Berserkers being the optimal set. It would be worst as less gear sets can clear the content, and are thus unviable.
Traits don’t give stats, usually, except that Guardian trait. So I have to go down the Toughness line, just for the Toughness stat. That is dumb, you’re making the stat you get the primary bonus and not how your playstyle, weapons or skills synergize. The traitline with toughness isn’t always that useful either.
So what about those professions who lose powerful, useful, traits just to get more toughness?
Now maybe also address that last bit? Because it is a pretty important one. Saying “you jumped the gun” is not actually an argument.
Professions being unequal is kind of a pretty huge deal in why all these “great” suggestions to force people to get defensive stats will never work.
This will not change meta in the slightest. You will merely be asked to stack full zerk + minimum necessary amount of toughness. People will then min/max to make sure only the bare minimum is used. So meta remains the same, you forced a few pieces of toughness gear down the player’s throats, and now you have to re-balance all encounters in the game. Why?
Toughness should also make defensive abilities scale better, much like Power makes offensive abilities scale better.
Vitality could increase your endurance bar maybe.
This will not change meta in the slightest. You will merely be asked to stack full zerk + minimum necessary amount of toughness. People will then min/max to make sure only the bare minimum is used. So meta remains the same, you forced a few pieces of toughness gear down the player’s throats, and now you have to re-balance all encounters in the game. Why?
Or worst.
Player1: “Ill recruit more from lfg”
LFM Dungeons. Need Berserker gear.
Player2:“Hold up. Not all professions are the same. Profession A can just go full zerker, but Profession B needs to get toughness on his gear or he will simply die constantly”
Player1:“You’re right, I never thought about that. Let me fix the recruitment message”
LFM Dungeons. Need Berserkers gear. No Profession B.