Husti wrote: ↑Sat Oct 09, 2021 4:46 pm
yoluigi wrote: ↑Sat Oct 09, 2021 3:42 pm
The full regen builds on tanks is way too strong. I was with a friend 2h ib could not even get the chosen 2h down more than 85% and we both in Full bis gear.
With that extra item we got 80 regen should have been instead something like +20 initiative.
The damage to balancing class/gear is pretty much done since we got sov gear without releasing any good dps weapons (back in live was like 105 dps) soo any defencive build will alwas be better than any offencive build if your melee. I personaly think the most balance the game was when Bloodlord/invader was last tier.
With regen We could make it if you put any kind of 25, 50% anti heal it would also work for regen.
Meaning if you got 500 regen would go down to 250 if 50% anti heal is placed.
Or release sov weapons?
What's is your thought?
100% agree. Not only on tanks. On pretty much every class that can go tanky.
It's easy to get several hundred hp every few seconds. On main problem here is that ring
https://ibb.co/D1dCk9X that exists in various versions on both sides and is NOT UNIQUE!
The new quest item from city with 80 per 4 seconds made it even worse.
Imagine a WE with 600 absorb after crit, heals on their kisses with tactic, several hundred reggen, heal/absorb potions and great escape abilities. On top of that they still do a lot damage, even if they go full def, because their procs are barely affected by strength. And they just buffed that procs with the latest patch. It's stupid...
Same with Maras who have a self hot and tons of toughness and tanks that take almost no damage. It's broken...
Same with BGs who have bubble, heals and a m1 that can bring them to 100% life again when they have some dots/debuffs on them, which they usually have. It's stupid...
I have been fuming to myself about reasons like this, you do not notice these types of builds unless you do small man roaming. I 100% agree with you and I've even wondered
if there is ways to address this.
A few ideas to put regen builds in check would be:
Make the fleshrender rings unique equipped.
Reduce all regen 4/s values on existing gear similar to the armor talisman nerf. Scenario weapons, blue gear, pocket item, sov gear, etc.
Address abilities that heal for "damage done by x heals for 150%".
Keeping an eye on which items that are added to the game with this stat... the following is a prime example.
I can explain why this item is an oversight simply due to item level, and I'm no expert. This blue item which was recently added in is item level 36,
You can also gain this hp/4s by running three items which are item level 71-77 for tanks (warlord chest, warlord boots, off sov shoulders.)
Gear like this is pigeon holing small man/roamers to almost always spec defensively, as the OP has stated. Defensive builds have become meta, therefore limiting creativity and effectively causing damage builds to slowly become obsolete.