Resilient Perk is Bad Game Design

These types of perks are often interchangeable with auto-tuning/auto-balancing systems. They do provide a very important reason to exist, namely, that the higher damage rates classes are balanced around are often to much for pvp and so they provide a balance to that allowing players time to react and therefore a more competitive form of gameplay.

I do not like headshot mechanics i think they are cheesey and problematic to cheating and more importantly provide huge amounts of instability to various classes that utilize them. I’d advocate for their removal for more rounded class development.

Also adding 100% of anything is stupidity.

Making the Resilient Damage Reduction remove a portion of the additional damage dealt by a Critical Hit instead of making it reduce the Total Damage done by a Critical Hit actually sounds like a solid idea.

The problem with this is that it will be seen a flat out nerf and alienate players who invested into their BIS gear which will more than likely all have Resilient on them.

Resilient will ideally keep its status as a BIS perk, and I’m not sure if essentially making it effectively negate a portion of Critical Damage down from the way that it now essentially negates almost all Critical Damage will allow it to maintain its standing as the BIS perk for Armor.

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The devs are probably fully aware but don‘t want to nerf something that everybody and their mom have on their gear already and invested millions of gold into.

I understand that people have already sunk resources into getting Resilient Gear as it is BIS.

This is why I’m suggesting it just be returned to just reducing all damage like when it was bugged but to tone it down a little. It would still definitely be best in slot but just would not make Critical Hits including Backstabs and Headshots from most weapons completely useless or increase damage only marginally.

Another option might be to make Resilient only reduce all physical melee damage and create another Perk that reduces only melee elemental damage.

well to be fair even if they nerfed it to this:

it would still be bis.

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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

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Yes, it 100% should be the general #1 pvp perk. My suggestion is more to make it so you can’t fully remove Crit, it’s too flatten the DMG curve

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I think a good start would be to make resilient pieces give 4% each for a total of 30% at 150 con.

I think that would still make it extremely good but will nerf its potency to better match other perks like the aversions. 5% seems too much.

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.

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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.

I agree its horrible game design.

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

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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.

Resilient should only affect critical bonus damage not ALL damage.

I totally agree, in my opinion the whole itemization needs to be reviewed and rebalanced.

Resilient perk became a thing when they added RNG crit mechanics. It used to be only headshots and backstabs were crits.

They’ve been very clear and concerted in their efforts to remove skill as a major factor in PvP.

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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.

Resilient should be nerfed to 2.5% per item and made heavy armor piece exclusive.

How about remove it and not bake it into the core game system.
This would make dodging (i.e. skill based) more important.

Or adding resilient amount into the weight system, heavy 30% med 15% and light zero.

just idea’s

Gutting it will cause rage :slight_smile:

May be resilience should be on Heavy amour pieces.

Dev’s can grant full crafting materials back on salvaging light/med armour with resilience on it.

dodging is already extremely important to the point it’s borderline ridiculous.