Rename vitality to 'spirit', among other changeshttps://forum.arcaneodyssey.dev/uploads/default/original/3X/1/f/1f12702453cbb5094466ce67b6ad4e18cf70df6a.png
You’d have to remove the reduced Power scaling too as well.
But semantics aside, Vitality is in a good spot right now and is fine as is atm. The “OP Glass Cannon” part is a bit silly to me since it got addressed with the new/current Vitality Formula.
From what i can tell it definitely helped on curbing Vit Builds with high Power. But it also had the added effect of causing me going from 74 Power down to 0 in the process as well when it dropped. .
Imbues have recently made it much more bearable with the negation of Dmg Reduction. But i can still vaguely tell/feel that the reduced Power scaling is in there, but Patrimony Imbue synergies are offsetting it a tad.
If Glass Canon Vit Paths are still somehow a thing and somehow a problem. Nothing a bit more reduced Power scaling wont do.
Just . . Make sure not to hit those of us who are sticking with 40/45 Power and no higher. I don’t want to continue flopping around 0 Power and some Power investment. .
We’re essentially as strong as Pure Builds and our fellow Hybrids now yeah. Since i thought the reduced Power scaling still being there on imbues was to help offset it a bit more.
Because Vit Drawback is decently negligible, and only makes things start to get hairy if you’re at 3-5% HP left. But you quite frankly have other issues by that point tbh. .
I’ve beaten a 5k hp Knight (whos BETTER THAN ME AT PVP MIND YOU) with no trouble with only around 1.7k hp.
Its not about how much health you have, its about how you play and your skill.
Exactly!! It makes no sense that vitality is the only stat that affect something outside of their build.
Like, investing on magic in a warlord build adds nothing to it. Same for investing in weapons for a warlock. Why does investing in vitality grant you health in the first place?
I completely agree with this proposal. It solves problems in parity, balancing and concept
Gee, I sure do wonder why the build type that revolves around sacrificing their health to use skills increases the maximum amount of health someone has
weapons: easily changable w/lots of variety of attacks
Strength: primarily up close with not much long range attacks
Magic: pretty sucky up close attacks with good long range
Vitality: more health, use health on attack, with good attacks
they each have their own unique playstyles with their own unique “gimmicks”, I’ve played every type and still believe this to be true, there are obvious outliers like surge and metal being more up close due to range, but overall they have mostly unique playstyles (aside from vit in terms of attacks but that’s because it has ONE ABILITY)