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All professions should have same baseline HP


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Not only should all professions NOT have the same HP totals, stats should be divorced from gear and added back into the class and traits. And those stats should be distributed to help define the class.

 

If you could not build a tanky thief, or Elementalist, or a super bursty mesmer or guardian when they are supposed to be party support, a lot of WvW and PvP balance issues would go away.

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I started with an MMORPG where both the race and the gender selection also changed your stats. More customization and you could easily spot the outmaxed players from afar. Those times are gone.

 

The huge problem with the HP pool, the stats are balanced around that HP pool. So if you create one base HP pool for every class, you create an imbalance. The high-risk high-reward classes may benefit from a greater HP pool, while the sturdy basic classes receive a massive nerf. Do not forget about Barrier nowadays. The size of the HP pool affects the barrier-capacity directly. More HP = more barrier. Less HP = less barrier. Take a look on the Scrapper (Engineer) and check the patches of the past year. It took them ages to balance out our barrier-distribution - just one class. They also experimented with our HP pool. The amount of work to run this scenario with every class that can technically acquire Barrier (which is literally everyone, thanks to barrier-support), they might be busy for several months or an entire year just to fix this.

 

The game already offers a wide variety of customization options. If you feel to squishy, you can put stat-points into vitality and toughness. You can also boost healing power to enhance your recovery abilities. If that is not the problem for you, outmax your other stats. In the end, it is a tradeoff. Damage <=> Survival. What you choose is up to you. You can balance this out or just go for one side. Having both supreme damage output and survivability is not possible, not with stats. You can achieve this goal with the correct use of skills and reflexes. There are Thieves out there who can solo a raid-boss or win a 5v1. But there are also plenty of players out there with outmaxed stats who struggle against a single Smokescale.

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In general vitality is for passive condition damage defence and toughness is for passive power damage defence.

 

A class that has less condi cleanse and healing compared to other classes should have high vitality. But if they have low amount of protection up keep, (the boon), blocks, invulns, CCs that lock enemies out of their skills then they should have high toughness.

 

 

 

 

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