After reading many posts and suggestions and having some of my own, some basic tuning that isn’t related to nerfing or buffing certain builds and more of a general pass on combat.
Buff Actual DPS > Increase HP per Con
Personal Opinion on General Combat:
Constitution/Health Balance:
- Constitution gives 25 health per attribute point.
- 100 Con Light is around 10k Health. (750 Resistances)
- 200 CON Medium has around 13k Health. (1500 Resistances)
- 300 Con Heavy has around 16k Health. (2200 Resistances)
Focus:
- These are values on a Normal 625 Healer with PTR changes. Normal modifiers most healers should have 90% of the time are added. Does not count Divine Blessing.
- Divine Embrace and Lights Embrace can be up every 3 seconds with the right gear and together heal for almost 20k.
- You can’t have 20k health.
- Should healers really be able heal 1% to 100% in one ability every 3 seconds on medium users? Or heal a tank to full health in 2 spells?
- 20k Health every 3 seconds on 2 abilities.
- Sacred Ground heals 15,550 over 10 seconds. That’s a full heavy 300 con tanks health pool.
- This isn’t a Nerf healing thread.
Damage Numbers
- Most weapons hit for 1k or so on Normal Attacks, on average geared people it’s around 1500 on mediums and 2k on lights.
- Most abilities hit for around 2/3k except for certain overtuned abilities.
- Biggest bursts in the game vs regular medium gear is around 12k on BB and Great Axe can do 8-9k and upwards depending on How many are in GWell.
Resilience:
- 25% with full Resilient
- 150 Con gives 10% Resilient
- Crit modifiers are 1.3 and 1.4
- Crits were changed to additive rather than multiplicative
- Crits can do LESS damage than a non crit.
- Easiest and best 600 GS armor to have with expertise cutting everything in half to get is Voidbent with full res, this is fine.
- Most abilities can crit. This is the problem.
- Crits should be reserved for attacks only (DPS) and reserved for Burst Mages (FS) to have a certain specialization for abilities to have the ability to crit.
Summary:
- Bursts and Heals match, everyone on the forums complain about Healers and Burst.
- Match Health Pools to these heals and bursts.
- Remove crits from abilities unless stated like FS bring in order to bring actual DPS into play.
- Buffing Crit Modifiers and removing 150 Con Resilience on weapons will keep damage in line with increasing HP per con.
- 25 HP per Con should be something like 40 HP per Con or so.
- Reinforced Perk should be Bonus Resists on armor to give bruisers a survivability perk to balance Critical Damage being buffed.
- This will make tanks tankier.
- An Armor Pen perk or Natural Armor Pen should be built into specific trees.
- With damage changes and Health Pools almost doubling there will be a solid difference between 100 Con and 300 Con rather than 10k health and 16k health.
- 100 Con light should be around 16k.
200 Con Medium should be around 25k.
300 Con heavy should be around 40k.
Reasoning
- The balance between all of them and the current mechanics causes this Burst or Bust META.
- Actual DPS is not effective due to heals.
- Small health Pools and huge heals creates this Burst or Bust.
- Crits on abilities render an auto attack build useless.
- Crit modifiers on weapons and Resillience makes for full res and 150 con to make crits do less damage in certain cases compared to a normal attack.
- With buffs to a lot of defense, tanks could become overpowered. I think Intel should be changed to have 300 Intel be Bonus Damage based on physical resists to fix this if need be.