Should HP be normalized
Because of the significant incorporation if condition dmg, HP is just as much of an ‘armor’ variance. Normalizing HP is like asking to normalize armor defense.
Because of the significant incorporation if condition dmg, HP is just as much of an ‘armor’ variance. Normalizing HP is like asking to normalize armor defense.
Vitality affects condition damage the same way as physical, if not less since toughness increases the value of vitality a bit. If I remember right it’s only like a 3-4% different between each armor classes physical damage reduction while health is 50% more between 11k and 16k almost. Vitality wasn’t an issue at launch because there was no power creep of CC and AoE spam from HoT.
I would love this change especially as a Thief. Right now, it’s basically insane for us to, say, attempt a rez with more than one person capable of cleaving around and increasing our HP would make that a bit more practical. Bunker guardians have also become very easy to kill compared to the past.
no, armor and health difference is one of the things that makes professions unique.
i very much prefer to keep it that way.
besides, the 3 lowest health professions have no problem sustaining themselves.
The problem currently is that eles and thieves have to take vitality in every single build which kills their diversity. 10k hp is pretty easy to get in one burst, so you need at least a little more than that on every profession base. I’d also argue necros need their HP reduced so they aren’t as OP against beginners because of their massive HP pool (old ele vs necro vid that shows this pretty well). Otherwise the classes are probably fine, but eles and thieves especially need more base health in pvp for diversity (regardless of any nerfs or buffs that would accompany these changes).
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.
I don’t mind keeping some HP diversity. But just not to the level there is currently.
The armor difference between light and heavy is on the order of 15%.
The HP difference between low and high is 65%
That is insane! So for example, if low HP had 15922 (currently medium), high HP kept the current amount (19212) and medium had something in between (around 17500) then the balance would be much easier.
I’d rather just put in a 3-item stat system so lower-health and lower-armour professions can mix in enough vit or tough to survive without completely ruining their build.
This would require a complete re-work of every class’s abilities.
If you are going to normalize HP then thieves need less access to blinds and guardians need less access to aegis and blocks. This was the trade off from day 1 and lots will need to be adjusted.
Now after the expansion, the burst and CC has increased a lot, so HP has become even more needed (since the CC prevents you to use many of your defensive cooldown). Now D/D ele does not have time to rotate its attunements properly
Why should they be able to survive hard CC? Because someone has got quite used to that?) After all, maybe even DD eles wouldn’t get on the contested point so fearlessly
I main ele, go marauder, use scepter + focus. Never bothered about low hp anyway. Marauder is already giving enough extra hp for us to go on. If you are playing a high risk character that can do an insane burst, you have to suffer a little. So, in order to keep yourself alive, you have to use your skills, and go off-rotation. Doing something out of ordinary gives you advantage. Thief can stealth, teleport many times, disengage. Ele can disengage, heal and gain invul.
Hp’s are really fine. Ele D/D was already something to be disgusted before patch. Now it is off the god mode. There are several imbalances with other professions by the way. But meta needs to be settled first. I hate to play in a rock-paper-scissors style, where there are only few dedicated counters for some professions.