Professions HP Balancing needed — Guild Wars 2 Forums

Professions HP Balancing needed

Sunshine.5014Sunshine.5014 Member ✭✭✭
edited March 13, 2020 in Professions

Professions in GW2 are separated by both HP and Armor classes. That has made GW2 very hard to balance properly. The difference between Light and Heavy armors is huge. The difference between 19k HP and 11k HP is even bigger.

Current Total Health at level 80
Warrior, Necromancer / 19,212
Revenant, Engineer, Ranger, Mesmer / 15,922
Guardian, Thief, Elementalist / 11,645

Suggest total health at level 80: everyone 15,922 HP

This would help balancing immensely, and every classes have enough HP buffer to handle the 10k+ burst.

Comments

  • Malcastus.6240Malcastus.6240 Member ✭✭
    edited March 13, 2020

    Great idea. That would give classes with low hp more options. I love build diversity.

  • Lily.1935Lily.1935 Member ✭✭✭✭

    I'd air on this suggestion on the side of caution. Basically be careful what you wish for.

  • Stand The Wall.6987Stand The Wall.6987 Member ✭✭✭✭

    if the low hp classes got a shave on survivability then yes.

  • Sunshine.5014Sunshine.5014 Member ✭✭✭

    @Stand The Wall.6987 said:
    if the low hp classes got a shave on survivability then yes.

    Of course, this would allow us to finally shave the healing, blocks, and dodges from those low HP classes. Right now, that's the main reason people pushing back from nerfing their blocks for example.

    This change will make it so much easier to balance the game.

  • Fueki.4753Fueki.4753 Member ✭✭✭✭

    Why not make it 16.000 HP?
    It's a much cleaner number.
    I don't get why Anet opted for those weird numbers instead of having the clean numbers of 20.000, 16.000 and 12.000.

  • I agree 100% in standardizing the health pool of all classes! In addition now that we are no longer tying the 'weightiness' of a class to any of their stats, we should take the opportunity to change base movement speed according to the changes in health.

    120.6% movement speed:
    Warrior, Necromancer

    100% movement speed
    Revenant, Engineer, Ranger, Mesmer:

    73.1% movement speed
    Guardian, Thief, Elementalist

  • Yasai.3549Yasai.3549 Member ✭✭✭✭

    Or at least standardize and bring all HP maxes closer to each other.

    Soldier classes : 17k HP
    Specialist classes : 16k HP
    Scholar classes : 15k HP

    That's all that should happen.

    Let their Profession mechanics and design deal with their durability, but make the different armor classes have standard amount of HP.

    If I play a stupid build, I deserve to die.
    If I beat people on a stupid build, I deserve to get away with it.

  • @Yasai.3549 said:
    Or at least standardize and bring all HP maxes closer to each other.

    Soldier classes : 17k HP
    Specialist classes : 16k HP
    Scholar classes : 15k HP

    Make sure not to get armor types and base health pools mixed up, they are two distinct balance features just like active defense availability.
    https://wiki.guildwars2.com/wiki/Armor#Defense_rating
    https://wiki.guildwars2.com/wiki/Health#Base_health_by_profession

    I'm not completely opposed the idea of shrinking the health gap, but I would instead suggest that base health is lowered, but vitality scaling is increased.
    This would allow players who want to go glass cannon to continue being a glass cannon while reducing the variance at the upper end of health pools.

    Random placeholder math

    Now:
    Health = (1645 to 9212) + 10*(1000 + vitality)

    *Changed: *
    Health = (1645 to 9212) + 12.5(800 + vitality)

    Vitality is now 25% more effective! Profession inbalance is solved, we did it!

     

    Trivia:

    • Many classes can already reach 40 000 health in game if you choose to invest heavily in it.
    • Both Guardians and Elementalists are included in the 40 000 club!