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Professions HP Balancing needed


Sunshine.5014

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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 80Warrior, Necromancer / 19,212Revenant, Engineer, Ranger, Mesmer / 15,922Guardian, 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.

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@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.

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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 speedRevenant, Engineer, Ranger, Mesmer:

73.1% movement speedGuardian, Thief, Elementalist

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You do realize that the classes are built and 'balanced' around these health pools right? Warrior and Necro have fewer active defenses (Necro more so than Warrior) than the others because of their health pools. Then look at thief with their plethora of stealth, shadowsteps, and evades that are built into not just their utilities but also their weapons.

Necro is infamous for having almost no active defenses because of their large health pool and shroud. If you want to normalize the health pools you'll have to in return remove an equivalent amount of active sustain from classes like Thief, Ele, and Mesmer and provide more to Warrior and Nerco. This would be things like less access to stealth, fewer evades, and fewer shadowsteps but giving Necro and Warrior more blocks, more evades, more invuln… You tell me who gets hurt then? As it is this is just a QQ thread because you can't instagib the high health pool classes.

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

Soldier classes : 17k HPSpecialist classes : 16k HPScholar 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.

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

Soldier classes : 17k HPSpecialist classes : 16k HPScholar 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_ratinghttps://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!
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