Fortify is broken and it either needs a rework or be exlusively for tanks

As title states. In my humble opinion this buff singlehandadly ruins every balance the game offers.
I think ( outside of slightly overtuned bow) the game state in terms of balance is fairly fine right now.

The issue starts when people have shirking fortification, are maybe a healer as well, have Keenly fortified on their weapon… Now it starts to get ridiculous.
Every healer is killeable somehow you need to track his CDs and everything. Though if he keeps his fortify up you will never ever ever get him down. Its just impossible.
This single buff makes it an absolutely impossible feet to balance this game.

My proposal is very simple. Fortify should be an exclusive buff to tanks / heavy armor users that suffer from damage reduction. No healers should have it if they want it they should equip heavy armor and just not heal their group enough. Thats balance you get something in return you lose something.

I mean this needs already a bit more attention for gods sake this buff is just nuts especially how much it blocks and how easy it is to stack up.

4 Likes

Agree

2 Likes

Remove empower too.

I think the most ridiculous part is 25% fortify having 100% uptime and +50% fortify when struck below 50% health on a 30 second cooldown, lasts 4 seconds. Add in full shirking fort and it’s 20% fortify with almost 100% uptime.

That’s 45% fortify almost 100% of the time and an additional 50% once under 50% health leading to a cancellation of 45% rend for 1/3 of the time and capped ABS 100% of the time.

1 Like

This is what im talking about. In a honest opinion I dont think healer and healing is a problem they should stay alive if they are good. But being afk in a circle because you have 100% fortify uptime is beyond me how that is considered fair.
And its again not the healing just the fortify that helps them to survive no matter what burst will come.

3 Likes

Let’s remove rend while we’re at it.

I agree Fortify is stupid.

It exists to make gear more powerful and “sought after.”

The math in this game doesn’t add up half the time because it’s linear modifiers all over the place.

Here’s an example with the “buffed” Freedom perk on the PTR

I don’t think fortify is by any means a bad thing to have in the game, it’s just thrown everywhere.

There needs to be a balance of things when it comes to availability.

CC = Freedom
Fortify = Rend
Disease = HealBuff
Weaken = Empower (Only Balanced on IMO)
Resilient = Crit Damage

Right now it is

CC > Freedom
Fortify > Rend (too much of both imo.)
Disease < HealBuff
Weaken < Empower
Resilient > Crit Damage

When freedom buffs hit next patch, they should reduce DR’s to 35%. (Previously 20%, currently 50%)
That or add a new perk, something like, “condemn,” increase CC Durations by 10%.

Change Shirking Fortification to be on heavy gear only and buff invigorated even more so. You should be able to reduce debilitated status effects by a total of 80% in order for them to be null and void or it’ll never be used. That or reduce durations of Rends.

Disease needs to be more availability, maybe add the ability to stack plagued perks per player on weapons so that 5 people running plagued can cause 5 stacks of disease. Remove the under 50% health only or buff the disease %.

There should be an equal amount of buff and Debuffs in this aspect, the game has been balanced around empowers so I’d leave it alone even though empowers are 100% more available than weaken.

Resilient has no place on 150 con due to the additive nature of crits and resilient being overwhelming available through faction shop on crafting.

I think resilient should be buffed along with all crit damage modifiers and make certain weapons benefit more from crit damage than others. It would create a bigger gap between resilient and no resilient while also making a difference between resilients effectiveness against certain classes.

For example, give GA a higher crit % and leave crit damage at 1.3x. Based on it’s build the crit % is more important than the actual crit damage. I don’t think abilities should crit unless it’s Intel based or something like the Bow. Increase the Crit damage on Intel and Dex Ranged so resil essentially counters them while melee is almost unaffected making it a niche perk rather one perk to counter all. Resilient should never make a Crit so negative damage so add a modifier that nullifies extra resilient when it passes the amount of crit damage modifiers.

Removing resil from 150 con, buffing resilient and giving 150 con something like reduced ability damage recieved or something turns resilient into a main counter for Dex Ranged or Intel, as melee abilities shouldn’t counter.

Make 300 Dex become, “abilities can crit,” and remove natural crit ability from all abilities.

Idk…

1 Like

I mean I hate to revive this topic again but Id really love to see some CM response to this. Its insane it still didnt go under the radar.
Like its stereotypical if a healer is bad you know it because he dies.
If a healer knows how to stack fortify I dont even bother. Its just impossible to kill him. I had an awkward moment in OPR today where a healer came to me I was sniping their backline and he tried to kill me I tried to kill him but couldnt as he was sitting with 3 stacks in his healing circle and im like whatever you cant kill me anyways.
So I just kited him around, ignored him and shot on other people in their backline.

Again this is no complaints against healing. Im fine with them being able to outskill me with top notch skill rotations knowing when to dodge etc. But just sitting with 3 stacks in a circle and not needing any movement is just absolutely terrible.

2 Likes

Agreed.

If they want ABS to be capped out extremely easily via all these perks and skills with a vast amount of fortify then they should cap it per equipload.

45%/60%/75%

1 Like

Thanks for bringing your feedback to the forums Kristof1995, I will get this post sent up to the Dev team so they can have a look as well. Have a great week!

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