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…