Fortification is bad for game design

It’s beautiful isn’t it? Tactics I mean. Obviously beelining straight for a target isn’t the greatest idea because you’re getting tunnel vision and ignoring everyone else? The other team sees it and punished you by focusing you and killing you :woozy_face: Sounds to me like you’ve made some teamplay mistakes and can’t admit it.

Maybe it should be a bit harder to reach indeed but other than that it feels fine. Remember you can work against it with rends.

Rends work, but then empower just bloats the damage and weakness can barely counter act it and HP scales like garbage. Healing either works or doesn’t, because burst. Plague ain’t really worth running than VG scream. Whole buff/debuff system ain’t in a healthy spot. You change anything and literally every changes, it’s all balancing on the tip of a needle.

Rends are neither as plentiful or as powerful as fortification though.

Yeah that’s pretty true aswell. You can get 20% fort by dodging a rend :rofl:

The game’s got such a bloat of stacking counteracting effects that it’s just a mess now.

When a pack of players of at least 5 are focusing a single target and his pocket healer but the single target doesn’t die, there’s something wrong. When the pack switch to focus down the healer and they too are seemingly invincible…

The game is just full of extremes now. These extremes do not exist in PVP prior to achieving level 60 BIS. I’ve had so much PVP in the last week leveling up on FSS and at no point has it felt extreme. It’s not a matter of weapon masteries because for the most part they work OK. It’s the stacking of everything together. The concept that we can stack 5 lots of just about everything is nuts. At lower levels, this stacking is limited because of item slots. But at full legendary you can stack three major effects all together and that’s just the start of it. It becomes a meta of hitting the ridiculous upper limit of 50%. So everyone has to have it. Which is why every BIS item in the game is basically set in stone.

Remove that massive stacking? Suddenly, diversity in choice of perks on gear matters more. Honestly, I think that every worn effect should have a cap of one application (whichever is best applies). One resilient. One fortification. One shirking (can mix the types of course, so you can still have a number of them). One freedom. Then, you can balance those up a bit and allow more of a range of power from weakest to best - even better, make it so certain slots have more powerful effects like the chest. This would then allow us to define which of our perks we want more of. A bit like the excellent decision to have weapon mastery perks be more powerful on our weapons (an idea that is only really used in PVE but is just a great feature).

The problem is stacking. There really isn’t any need for it. The most stacks of any type of effect an individual player should have one them should be:

1 From gear
1 From a spell
1 From a mastery/skill

And the game should pick whichever is the most powerful application to override any other of each type.

That’s it.

Then you get a reign on the massive, extreme power creep the game’s built up over the last year. How does this sound?

You just need one item with resilient, freedom and shirking fortification. But you can only pick one of those three to be “best in slot” on the chest, so have to decide which you want to focus on fully. All the rest of the slots across all of your gear can have a mix of other perks. Knock yourself out.

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In fact fortification is what makes healers so hard to kill.
Fortification with current cap is just to strong and should never be allowed to realase like that. 20-30% cap max to test and still to strong, then lower.

Also agree that it should have different max values depending on armor type. Now there are 2 thing making tank not a pvp build:

  • fortification
  • hp gainted from CON

On end game play compared to before endgame time to kill is way lower on average. Reason is more dmg but not that much more hp from CON.

Only ppl stayin in healing circle with max or near max fortify are tank as hell and hard to kill.

All fortify is countered by a single oblivion and with the same VG you can cap healing reduction. Imagine playing the game as intended with a group and being social. You trow a grav well jump in to stun them with your hammer. Your healers places sacred under your feet, VG friend nullifies all their fortify from their healer and their build in fortifies and screams them, meanwhile the bruiser it’s doing maelstrom after the hammer stun or maybe he did charged heavy first into maelstrom. 3-5 people dead in the span of 2-3 seconds while standing inside healing thinking they have shit ton of fortify. If it’s an opr scenario you will have 5 bows behind you shooting at them and some mages too+ maybe bb so this 2-3 sec will turn into 1-2 sec at best but the average Joe gets his bow or another ranged crap and stays away. More likely the useless person to be dex player that will come on forum to whine about healers and fortify because he can’t solo 5 people from distance

Congratz you just proved the point, that fortify encourages burst DPS. Imagine DOTs or consistent damage being useful.

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They absolutely are when they’re applied to me, not in full BIS, no pocket healer (so reliant on following healers and hoping I jump into a friendly heal circle) and so on.

I have 5x resi, 3x shirk fort and 2x freedom currently. I am squishy enough even with that. But can I kill anyone who is maxed out? Nah. And I am godlike compared to someone who has only one resi. I’m currently running a full set of level 47 faction armour on the FSS (I’m level 51) and I melt anyone who clearly isn’t.

I’ve played games where effects are limited to a cap of one per item/effect/skill and it just means a more diverse meta that isn’t about maxing bullet sponge so everyone is back to parity. The only effects that should stack are the base effects (on items). If resilient was limited to just one item (and then you could even add it to an additional spell effect for players to use, for short duration, as well as maybe even another skill so more diversity there; i.e. add it as a side effect of lesser used abilities), then the max it could be would be 5%+5%+5% (in theory).

This means we don’t have the silly situation where some weapon types have their crit damage entirely negated because literally everyone has to run with 5x resi. So we die easier right? Sure. But it’s the same for everyone. And then it becomes more important that you fill your gear out with a variety of other benefits suited to your specific role and counter damage with other players in your group as a balance of the effects you need. Rather than the nonsense we have now where everyone basically has to run with the same set of perks.

Certainly there probably will still end up being some sort of cookie cut builds (because that’s just always going to happen in a PVP scenario) but at least they won’t be based on everyone maxing 50% fort, 25% resi and 50% empower (and anyone who doesn’t may as well give up).

The only problem with my suggestion above is that… well it’d be an utter nightmare to introduce now. I mean… think of the salt if we all suddenly had to replace all that BIS gear. And think of how annoying it would be to get resi on so many items because it’s so common (and I think that would need to change).

I think we’re too far gone for such a big change, no matter how beneficial it might be in the long term.

If defensive armor perks ever see a nerf, the forums would be full of people either asking to revert the nerf or reduce the damage in the game. Or maybe not. NW players tend to prefer to CC people to death and blowing them up over anything else tbh.

Funny thing: rend is more effective on heavy armor than it is on light, while shirking fort has the opposite effect

Is it? It’s a slider so it just cancels fortify out if it’s equal stacking, since it has nothing to do with armor value? It’s just that getting fortify is definitely a lot easier than applying rend.

Unless I’m misunderstanding, and you’re saying a heavy applying rend to a light is more effective than a light applying rend to a heavy, that makes sense.

Yup. These % modifiers are a poor way to do things. They just exacerbate any outstanding issues further.

Consistent damage it’s a pve thing on boss fights.

Ah? You believe consistent damage shouldn’t be viable in PVP?

Heavy armor can’t dodge as effective as light armor = cannot benefit shirking fort as much.
Heavy armor relies heavily on defenses, so having rend on a heavy armor build is an instant nerf.
Light armor on the other hand, has a second layer of defense, which is mobility. So, using shirking fort allows light armor to play aggressive while they can run away if they have rend

Regardless, this discussion is already on going in different posts, I was just pointing out a fun fact

I believe so yes. At the current state of the game there’s still people complaining about bullet sponges and immortal people. Making changes to soften bursts will increase the number of crazy whining people on here

Atm fortify is giving your consistent damage a chance to shine because if you still have good damage outside of your burst then you can finish off people

Dodging is just as effective in all armor classes, the difference between light and heavy dodges is the fact light can use those dodges to disengage/engage. Rend is a slider with Fortify, it’s taken into account after armor mitigation. You must be thinking of armor pen.