Do you think Vitality builds deserve band-aid buffs to be more worth it right now?

So I was thinking of making some balance tweak suggestions but I figured I’d ask other people to make sure this is a sentiment that is shared and I’m not just living in my own head, thinking this is a bigger problem then it is.

So I decided to run some of the vitality builds in my spare time to see how they feel and I’ll be honest- in pve it’s not the worst thing in the world. Clearly it’s inferior as a playstyle- you’re basically playing a pure build with a tiny bit extra health and far less options. I didn’t try much PVP, but it’s just- it clearly isn’t going to be a thing in PVP. People with strong synergizing builds can deal a good bit of damage, so having an extra 400-600 health doesn’t help much. These tests were of course, in a controlled environment, 1v1’s.

I ran Earth on my paladin, and it barely did over 100 damage as a base. This can be mitigated with a good enough build, but still, I think Vitality is fundamentally bad as a stat.

Vitality gives you 4 health in exchange for less damage. To me that tradeoff just isn’t worth it.

So, I’d like some more PVP/Meta savvy people to chime on these proposed changes:

Vitality: 4 per point-> 7 per point

Reasoning

(400 points at 100 → 700 points at 100. 600 at 150 → 1050 at 150)

(Lean heavier into the attrition playstyles tanks in all games are known for- Vitality doesn’t have to have more damage, its players should be rewarded for outlasting opponents who can’t afford to take hits as much as they can)

Vitality Builds get -10^ to technique requirements post awakening

^ This number is interchangeable, but at very least it would allow juggernauts and paladins access to Ax-Kick and Pulsar respectively.

Reasoning

This one I know wouldn’t stick even if it was added, but it would help the vitality builds- as they are now, play into their ‘tankier pure build’ role the have. They get easier access to certain abilities they can’t get otherwise.

Not really feeling this one. I know it’d make them stronger, but just kind of feels off even to me. Want some thoughts.

Vitality no longer lowers damage

Reasoning

If you are already sacrificing options for health, why should you be further punished with a damage reduction? In the late game, when everyone can get to level 1000, I can maybe understand why someone who splits 50/50 on their vitality hybrid might be problematic with 4000 health, but the problem here is the damage reduction is based on split. If you have a 60/40 split you deal 30% less damage (percent is half of vitalitys % of your build)

10-30% less damage is a lot to a build that- at this stage of the game, does not get substantial enough health to make up for that sacrifice often.


Crims fun AO fact of the day:

You get 7 health per level

You start with 100 health

If you go Warden you will invest 100% into Vitality. At current, that’s 4 health per stat.

The maximum level is said to be 1000, so every level gives you 2 stat points: that is 2000 vitality.

You level up 999 times, if you invest into no vitality, that is 6993 health

If you invest into vitality only, thats 8000 health

A wardens default health at the end of AO is 15,093- without any items mind you

so you get free health for not using stronger skills? it will just be abusable with 5k hps tanks spamming blasts and common weapons that do damage of pure builds

I have no idea why vetex doesn’t postpone a feature in the to-do list in order to add warden earlier, this class is legit more hyped than the dark seas but we will only get it by the end of the year like wth

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It would be virtually impossible to get 5k hp- and even if you did your damage wouldn’t be all that much. If you got cerynx set + titanium helm thats still barely cracking 1.5k- none of these would give you any bonus damage by the way.

For weapons, their damage is based on level and type, so knights wouldn’t really wouldn’t match up to warriors still, who will have way more options.

It’s not as abusable as you think- being vitality as it is right now; Is a sacrifice where you get health in exchange for less options, and the health given is not worth losing damage as well as stifling your options. That’s two downsides for one upside. Yes, it will get exponentially better in future updates, but the problem is these classes are available now- as SCD said.

Vitality is 1/4th the builds in the game, and we were given the option to play 3 of them. If Spirit weapons aren’t coming til mid July or later, then why not give vitality builds something at least to be worth the downsides they have now. That’s what I’m getting at here, I hope you understand.

Yeah i get it, i’m no development genius but i think it would be easier and overall better to just delay a feature like gem socketing in order to add warden and avoid wasting time doing band-aid fixes

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This would be preferable, but if Vetex shoved it off until after Dark sea its probably going to take more work then we initially assumed.

I’m not sure about lowering the base requirement for everything, but lowering the level requirement for all the second magic/style options by 10 points would be a godsend. For my Juggernaut at least, I’m locked out of both Rushdown and Shockwave Smash by exactly 10 points. I’m sure Paladins are exactly 10 points off of an unlock as well.

No fuck Wardens I want gem socketing

My dreams of being a warden crushed all because someone wants to put shiny rocks in things

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True

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