I don’t really agree with this. I think the resilient perk is core to any MMO that has PVP in it. Many other MMO’s use some sort of PVP dmg mitigation similar to resilient. As the game progresses, the damage will get higher and higher to deal with PVE encounters.
The resilient perk prevents one shots. I use heavy armor and can crit monsters for around 6-8k with a warhammer. Imagine if I can smack someone in the face for 8k constantly. How fun would that be for that player?
A work around this would be to lower the base dmg for weapons and increase the bonus damage provided by trophies. This will keep PVE engaging while having a low dmg in PVP without the need for resilient
You also need to take into account that some weapons have low crit base damage for a reason. A bb can blast you in seconds without the need to crit. This is not the same for a bow or another weapon with high crit base dmg. Last time I used a bow, I could crit people for over 6k as long as they are in light armor
If we take the average HP a players has into account, the game already is in a state where damage is higher than it should. Making this change will buff every weapon, especially ranged weapons. I am not looking forward to that
I agree but as someone already mentioned, nerfing perks like this right now will make a lot of crafters or investors unhappy.
Wait till new level cap goes higher so that the hard worked for gear would be crap anyway and then we can expect changes to meta perk like resilient or shirking fortification.
Hmmmm…disagree. Resilient is in a good spot because it’s a necessary perk to help manage the crit damage output certain weapons love putting out, such as Bow. nerfing it heavily is only going to hurt an already poorly done class (tanks) even further. No.
EDIT: Not only that, certain weapons in this game have a surprisingly high crit chance to an absurd degree that without resilient, tend to go nutty with their damage output. This is used as a compensation for bruisers and tanks to be able to stick to the fight a bit longer instead of just melting down. We need less burst meta, not more of it.
It limits the perk choices that pvp players have available. 1/3 of your choice is instantly resillient.
It’s gotten to the point where game balance relies on resil. One of the first things you’ll hear in pvp is that you “need your resil”.
Just remove the perk and bake the reduction into the game if it’s become so necessary.
Gear is supposed to be a choice and nobody is going to choose to die. I tried playing without resilience and the difference is NIGHT AND DAY.
Any perk that combat ends up being balanced around should be re-designed or removed and baked into the game permanently.
Blessed on life staff also follows this rule. EVERYONE uses it because theres no other option even remotely close. Remove blessed and just give healers the bonus so that they can choose more interesting perks.
But I think asking for AGS to logically balance perks is insane considering all the other issues that need resolved first
to this, I agree. It’s bad game design, and I don’t agree with nerfing resilience because it’s…well…it’s obvious. However, I do think it should just be removed from the perk list and just baked into the very game itself and be done with it.
Game was definitely more fun when the resilient perk reduced all damage. It rounded off those damage spikes so you didn’t die as easily in the melee scrum.
I could see changing it back but reducing its effectiveness by 1/2.
as it should be, fix the bugs. i.e. invincibility roll. and instant stam to full bug. SPEED HACK/BUG omg please fix that. so people with skill can pick any perk or no perk grey weapons and still top boards.
I…don’t think those are bugs? Invincibility rolling is just i-frames, that’s intended. And the instant stam to full is depending on what weapon and perk they have, there’s some perks that grant you a practically full stam when you’re below a certain threshold in health to allow you to have nearly 200 stam in a single moment kind of thing.
I understand i-frames I play a very wicked Ken in SF 2 and 4, then Ryu in 5. Dodge in each weight have different amount of frames to, also some moves done before the dodge either plus or minus the amount of I-frames, making it easy to set up frame traps. At plus or minus vs someone who also dodged. (only problem is rtt difference )
AND then we get into animation cancel into dodge I-frames
If you have been here awhile you would know AGS said there were ZERO of those in the game. only took the player base to prove them wrong over and over and over, before they changed there mind.
oh wait, they didn’t intend users to animation cancel into dodge i-frames? That explains a massive amount of frustration. Personally I think animation canceling should go, it really makes it harder to punish said aggressive playstyle if you’re job is a tank, or for anyone else trying to do a setup.