For now I think theres some gear stats near useless and Ill try to explain my point and sugest new ideas
You may not agree with 100% I say here but I hope one or two thing could be of some use to any moderator
Stamina Regen
For sure Stamina management is a great tool but I think we have too much stats too cover it:
Stamina cost reduction, Stamina regen, Exhaustion recovery
IMO Stamina cost reduction and Stamina regen are too redundat
Block Damage
Well, to be honest I dont know how much damage I can inflic with a heavy on my enemy's guard... 6? 8? 10?
In any case, have a gear that increase or decrease 50% of this value wont change too much a 4v4 battle.
Execution health regen
Ok, this one have a solid purpose in the game but when you need to choose between Attack, Exectuion health regen and Revive speed I dont think this stats will receive too much love.
Defense Penetrarion
I dont know how its work, can someone explain to me?
I heard that this single stats can nullify all Defense Stats (from Chest, Arms and Helm), is that true?
IMO would be more simple if Defense was used to increase your HP and have a high Attack would be the only way to counter it.
New stats sugestions:
Execution/Revive Healt Regen
Besides its actual use, this stats could influence on how much HP your mate gonna have after you revive him too
Its too convinient to be revived with 100% HP and that makes Revive Speed stats too good
Revive Speed could revive a mate with 50% HP while a positive or negative value on Health Regen will modify this value for higher or lower than this
So when choosing your gear you gonna need to think What is better: quicly revive at low HP or slow revive at high HP?
Push Resistence
To influence on how far you can be pushed after a guard breaker
Concerning gear stats, there are several things that, when stacked together and with added attack-centric feats, makes for an effective glass cannon build. Doom Banner, Fear Itself, Sharpen Blades, Morale Booster etc + pure attack build / pure Revenge damage build is ridiculous. And the Defense Penetration stat certainly isn't helping.
Defense Penetration:
Defense Penetration can work across the board, not just only during Revenge or only when a certain feat is active. And it's an easy choice over Revenge gain, revive speed, execution health gain... stats overall aren't evenly distributed, and it feels like in 4v4s, other than feats, stats encourage less use of tactics and skill, and more attack-mashing to dish out damage. It's a full-on offensive meta that's just as bad as a defensive meta.- Defense Penetration allows your Hero's Attacks to ignore an amount of the enemy Hero’s Defense when attacking them.
- Your Hero ignores as much of the opponent’s Defense as the value of the Defense Penetration is.
Personally, I would rather have the purpose of gear stats completely reworked.
What needs changing, considering a maxed out build at 180:
- Static percentile attack and defense buffs should not exceed 10%
- Revenge gain should not exceed double the speed
- Revenge attack damage should not exceed 10%, and can be stacked with static percentile attack buff for a total of 20% attack boost while in Revenge
- Revenge defense should not exceed 10%, and can be stacked with static percentile defense buff for a total of 20% defense boost while in Revenge
- Stamina regen should not exceed double the speed
- Block damage should not exceed 5%, as it can stack with the chip damage
What is fine as-is, considering a maxed out build at 180:
- Exhaustion recovery
- Execution health regen
- Debuff resistance
- Stamina cost reduction
- Revenge mode duration
Concerning Defense Penetration: this should be completely replaced with something I'd like to call 'Thick Skin'. Considering a maxed out build at 180:
- Provides static defense boost against normal attacks (light, heavy, zone, charged unblockable), does not exceed 5%, and stacks with the static percentile defense buff and the Revenge defense for an overall 25% defense boost while in Revenge and overall 15% defense buff outside Revenge
- Adds bleed tick speed increase to reduce bleed damage, does not exceed 20% bleed tick speed increase
- Adds increased damage taken from counterattacks (parry counters, finishers, crushing counters), does not exceed 10% increase in damage taken from counterattacks.
In my opinion, I think the above would balance out the stats much more evenly, and would also prevent ridiculous glass cannon builds. Not sure if I missed a stat.
I like your concept of 'Push Resistance', or maybe rename it to 'Stagger Resistance', or 'Strong Footing'. It would act like a mini Rocksteady. Though I'm not entirely sure how it affects the overall cast. Some heroes already can't push much on GB, like PK, so with this stat active against the enemy, you will barely budge them if you are using PK. I think it needs to at least be differentiated according to class (assassin, hybrid, heavy, vanguard), giving different percentages based on class.
Edit: if you want to read a deeper look on Defense Penetration, check out this thread:
https://forums.ubi.com/showthread.ph...se-Penetration
thanks a lot dude, Im gonna checkOriginally Posted by Fady117 Go to original post