The Boz.2038 Posted February 21, 2022 Share Posted February 21, 2022 The game divides the professions into three "classes" of health. Let's call them Low, Medium, and High. At level 80, with no additional Vitality from gear and traits, they have 11645, 15922, and 19212 health, respectively. Note that the difference betweem the Low health and Medium health classes (4277) is larger than the difference between the Medium health and High health classes (3290). In addition to this nearly one thousand health of extra difference, the relative difference is even more stark: a Medium health class has 36,7% more health than a Low health class, while a High health class has only 20,7% more health than a Medium (and a whopping 65% more health than the Low). Now, I like the idea of there being a difference in health between the major professions, but... does that seem odd to anyone else? To have the have-nots so much worse than the haves and have-lots, in both absolute and relative terms? It seems even ANet is aware of this, given how eager they are to give us new Vitality gear, and a PvE-only Vitality boost (of a whopping +235!)... I remember there were conversations about this shortly after the game's launch, and the reasons stated/deduced back then were "the low health classes have more tools to evade and block attacks, but are more vulnerable to conditions" and "in longer fights, sustain will outdo the bulk health difference easily", but nothing about that explains the increased relative difference. Furthermore, the evolving game design of e-specs and power creep of damage and utility has made these arguments even more moot, I think. And additionally, the low health classes' heals are also kept a tiny bit weaker, because someone somewhere thought that the percentage of health they could gain with a single cast was relevant or something... Can anyone think of a good reason why it's like this? Is there something that would fundamentally break if the health values were a tiny bit shaken and crunched up around a, say, 16000 +/-3000 value? Or just adding a simple 1000 health bump-up to the low health classes? Bonus question: would anyone else like to see their health end in a 0? 4 2 1 Link to comment Share on other sites More sharing options...
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