nothing short of removing Crits from the game will change that. that or limiting it to backstabs and head shots and severely nerfing the multiplier and requiring various perks to buff that up instead which then becomes the new MUST HAVE. as much as keen vicious is now.
Random crits are one of those things they added when they took out stagger to make the game easier for the MMO crowd. Adding RNG to combat to diminish the importance of skill. Classic AGS.
+1 to this. There is literally no BiS weapon without Keen.
Take GA for example. Top 2 perks are Thwarting Strikes and Refreshing Move in current meta. Having those 2 excludes all “DmgCon” and “Proc” perks. So that leaves you with:
Keen (“Critical” perk)- Hands down Best in Slot for 3rd perk
Mortal perks (mostly garbage),
DMG Category perks (Bane is complete garbage for PvP),
Weapon perks (could be good, but will tank the value of your craft because people prefer to have weapon perks on armor),
Threat Perks “Hated/Kind”, which have probably ruined more potential BiS items than any other group,
Blocking Perks “Sturdy/Sure Footing” ruined more potential BiS rolls for me personally than any other
And that’s it. Keen is BiS, regardless of where Resilient stands in current meta. Remove/nerf Resilient, and Keen only becomes more valuable.
Personally wouldn’t remove resilient or change it as you suggested. However, I’d add the perk you suggested changing resilient too and it would be on the same tier. Put them in the same perk bucket so you can only have one.
Heck call it Hardy (not hearty) and have it provide something like 2.4% damage reduction on all hits at 625 (as opposed to just crits.).
Have you ever actually played melee before? Aside from the schitzo/assassin builds, melee has always been trash against Bow.
Melee is made for close up and clump AoE fighting. Bow is ranged, and pairs well with Rapier, which is basically infinite escape, or Spear, which is a better 1v1 option than anything a Bruiser might be running.
Even a top tier Bruiser in medium or heavy isn’t going to win a 1v1 against a half decent bow in light, unless they catch them completely off guard, or the bow player screws up massively. Same thing with mages, or anyone who has ranged. Bruisers can burst down big clumps, but they DOA if any ranged chooses to target them.
You know, defense Perks like this coulda been part of a enchanting system. Like, instead of upgrading the GS of items, +9 enchant would give that 5% crt resist and you can farm in pvp or salvage from legendary items to upgrade…
Agree that there need to be meele versions of the physical and elemental aversion perks, but in comparison to resilient those are second tier perks since resilient does not discriminate by damage type.
I think having just an overall base damage reduction perk (regardless of type) at around 2-2.5% would put that perk on the same level as resilient. (It would also be useful for pve.)
Definitely down for replacing reinforced though lol.
right i think that would be a more intresting take over just flat resil.
imho any perks which have hoops you must jump through should always be situationally superior to a generic one.
generics are always going to be releative because they stop lots of things but i think for say a melee dps brawler having a higher physical mitigation would be far more intresting bis build. you run around you beat up clumps while taking minimum damage but then you are out in the open and are getting pegged by fire staves and just melt.
you are an situational un killable melee god and you have a very specific job to do. if you build it that way and thats way more interesting then take 5 resil pieces.
i think shirking fort could of been a really good side grade to resil but its not quite there imho. 4 pieces so far and i get stupid tanky but it still caps out my fortification while using abilities and scareds that have fort. and while it feels strong, its not as good as just having resil and that kinda sucks (though having 4 and 4 resil fort is stupid nice (my current mid build)
quite frankly EVERY mortal x y z perks should function closer to how the new mortal empower work, otherwise it needs to be VERY strong vs the generic numbers it has now. (also proper tool tips to show it can work on kills/assists/downs whatever.)
(also in the case of armor. there should be about 5 levels of particle effects or whatever that shows you have 1-5 pieces of deflective armor so you instantly know that HEY this guy a shiny blue beacon of physical resistance call in a mage, instead of just wondering why this guy wont die. also armor class icons next to names. and stuff. shit there is a ton of stuff to do isnt there)
The other option would be to have more perks with actual useful benefits vs 99% of perks being completely worthless. Or perks that negate other perks… I.e. Satanic which debuffs a player for 5s reducing incoming healing by 75%, or Grimy which dispels grit for 5s… maybe Salty Taint which Ives you a chaffing debuff but increases crit by 10s
Im sure its been said, but why are you suggesting nerfing other people’s gear, which they invested a ton of time in, instead of asking for buffs?
Shirking fort is basically as strong as resil. Maybe they do some more of that?
If you want people to relax, edit your original post and title to reflect you are taking other people’s thoughts into account. Otherwise you just seem like a salty person who wants to bring people down so they dont have to put in the effort to gear.
For new players - what new players? Its been months and they arent coming back any time soon. Especially if half the players quit due to hundreds/thousands of hours of effort being tossed in the trash.
as a guy that has 4 and 4 of both in my current pvp setup… the issue is that it still doesnt stop resil being absoulutely required
iv tried 5x shriking for vs 5x resil and it doesnt even compare when you have both.
nothing short of a full blown replacement for resil that is on par with resil while also taking up its perk pool slot will actual get people off the resil track.
shirking energy was a really cool concept till the *
it was cool enough it only showed up on pants besides the wiz shoes being a special case.
empower armor breaker and the likes was also a really cool concept.
and in any case i think a lot of the punishment ones from the pvp track are super cool. obviously the buff one is big (if it worked properly) should merge the haste one into that since the haste is a buff and haste is sooo fricking situational.
the exaustiting punishment one should probably work on ALL debuffs so that it can be built around it instead of forcing exhaustion which only comes up when people are bad and spam grey bar and or like a small handful of abilities.
where is the bleed punishment that all the blood tree rapier players are waiting for mmmm. especially if the debuff punishments are going to all be different. (why is the invigorated punishment so special that it works on up to 8 stacks)
reinforced is garbage. beast ward needs to become worth it (new area better have some beast related elite zones that require it to survive)
non of this crap is balanced as it should be from the ground up
and not to mention all the numbers invovled between static and specific perks like mortal and the various weapon perks that are ether static lifestealing empowering keen or whatever vs having to hit someone with a charge from exactly 25m away, or just straight up buffs the damage of grav well instead of giving you empower for the next swing like every other DPS + perk.
I think they should just make them not stack. Even if they have to up the amount on a single perk. All perks should be one only and not stack IMO. This in itself would actually make the RNG of crafting a bit better because you wouldn’t necessarily have to get resilient on the roll. You could also shoot for more perks on your gear because you aren’t tied down by having resilient on every piece.