Should "Vitality" get buffed?

You know an aura is terrible when a node on the tree at the start of marauder does the same thing, but better.

Vitality: 1.65%
Warriors Blood: 2% + Strength

My fix:

Vitality now increases max HP by a multiplicative (AKA more) 2/3/4/5/6/7/8% on top of the regen.

It would put it in line with any Purity. Numbers would have to be tweaked though to keep it balanced. The amount of HP regen needs a look at still imo. Should be atleast 3% at level 20.


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Boem wrote:
I honestly have no issue with Cwdt + endu cry, i feel it enables playing melee more efficiently since in the old days one had to constantly recast endu cry while in the middle of combat for example. You where also constantly watching the top left of your screen (the timer), and when stunned your charges could fail.

This is exactly the problem I have with it. Speaking purely from a dreamer's perspective, with my head in the clouds, I often look at what could be. I certainly appreciate the tech with how things currently are; however, as a dreamer, I remember how things used to be for melee, before power creep became a cancer in the evolving meta. It used to be, melee benefited from no faster casting, save for a support gem, to speed up EC/IC's casting time. This made them rather dangerous and skill intensive to use in the heat of combat, and that factor was widely known. It was part of, I am sure, what allowed melee to be "balanced" otherwise. Now, with a nigh-close-to one shot around every corner, melee would be entirely imbalanced without this tech. It is a reciprocal relationship--the two feed each other. So long as we have this tech, we should expect the game to test it; so long as the game tests it, we should be expected to use it. And further down the rabbit hole we go.

In re: my vitality suggestion and the dangers of flat value regen: Note, without indicating specific ranges, I proposed a small value of flat regen accompanied by increased life regen. The increased would function much the same as the mana regen mods we have now--by increasing that small flat amount, as well as any flat amount gained from gear (as well as well, as, the flat value extrapolated from percent max life; that's the dangerous part). Making more-useful otherwise useless item mods (woohoo! four affix to gain 19 flat life regenerated!) is interesting enough to chance the risk of min/maxing percent life regenerated.

Specifically, the dangers of flat added values, in this case, lie in their utter uselessness at lower ranges, and extreme benefit at higher ranges if gained from a single source (as was the case with your suggestion), with little room in between. Such is the case, here, because of the nature of life regen mechanics otherwise; my suggestion avoids this by providing only a small amount and then inserting a buff to all other sources, thereby requiring at least some investment to push over the top.

Spoiler
Also, scotch is my poison ^-^ not much beats a good debate over a gentlemanly four fingers and a stout dark beer ;)
Devolving Wilds
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“T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.”
Last edited by CanHasPants#3515 on May 8, 2014, 11:38:12 AM
Well yeah, I was against gaining charges because we already gain quite enough, but I do agree with Pantsu about that, if the game gives you lemons it will expect to be served lemonade whenever it pays us a visit. That is to say, it's expected of us to have endurance charges up all the time, otherwise armor will suck.

Eh, my whole stance on trigger gems is probably best kept for myself, the trouble is I don't manage to do that most of the time.

So, to avoid putting additional strain on our unexpectedly fragile pajamas of cold steel, I'd vote for his suggestion of 'increased health regen', especially if we finally get some serious flat regen numbers on gear to sweeten the deal (looking at you, coral amulet).

Spoiler
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Boem wrote:
^i feel like drinking some scotch with the both of you while discussing subject's like this.


If 'scotch' is your local name for good slivovitz, it would be a most worthy endeavor, my bohemian buddy.
Wish the armchair developers would go back to developing armchairs.

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Last edited by raics#7540 on May 8, 2014, 12:12:52 PM
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shacharleigh wrote:
As a life based tank that stacks large quantities of HP, It still seems like Vitality isn't anywhere as good as other defensive Aura's (Grace/Determination), which is a shame because I very much like the concept.

Does anyone else feel the same?


Yeah, as it stands vitality is really never used much outside of rf builds who desperately need more life regen to be viable

Also I think haste needs a buff too. When have EVER seen anyone run haste outside of specific builds like summons? Even then it takes a backseat to other auras and you only use it after you've acquired the others
my evasion is so high i only insta rip sometimes
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Bug Fixes:
People were using cyclone for actual melee builds, so we nerfed it and made blade vortex. Also, we went ahead and made cyclone great for CoC casters while we were at it.
Last edited by Legatus1982#1658 on May 8, 2014, 12:35:10 PM
Hi

BM in general needs to be buffed and more incentive added to promote the idea of using auras. You would think I got BM so I should get Vit aura,hell no.

With the current flat % on all aura cost severely messes with the idea of using auras on a BM build, its just not worth it when considering the amount of nodes needed to get to a aura cost node could have just as easily been used on more life, getting endurance charges(especially the .2 life regen for every charge). Also high life build equals higher % cost, its a no win situation when low life builds get better usage out of it.

Vitality though could simply be changed to flat regen instead of % so it stacks with the current % life regen nodes, even the cost of the vit aura could be changed back to flat cost, don't get why the mana regen aura is so special it gets to keep flat cost?

What GGG needs to do is re-address the cost of auras as a whole and perhaps, even more simply, capping auras at a average players usage and adding a keystone that would allow more aura usage, the current set up is a head ache and DOES NOT PROMOTE NEW UNIQUE BUILDS but rather encourages gear checks,snapshotting and constant ''lets all make the same cookie cutter builds'' but I am sure GGG in all its omnipotent testing knew this.

cheers

Conan: Crush your enemies. See them driven before you. Hear the lamentations of their women.
Never dance with the Devil because a dance with the Devil could last you forever...
-I thought what I'd do was,I'd Pretend I was one of those deaf mutes-
Nullus Anxietas:)
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Finkenstein wrote:
Vitality though could simply be changed to flat regen instead of % so it stacks with the current % life regen nodes

I am absolutely in favor of this part; the problem is it would require a rework of the entire life regen system. Which I am also absolutely in favor of, but is unpractical at this point. The problem is that the, what, at most 5-6% life regen non-RF builds are going to grab would grant a whopping total of... drumroll... nothing, if applied to flat regen values. This works for mana regeneration and clarity because mana regen comes as "increased rate" in sums of 20 and 40%.

@Legatus: I try to work Haste in whenever I can. But I'm special, I guess. I love move speed. I love it so much I grab anything with MS on the tree whenever possible. Which is sadly never, outside of hybrid or coincidental travel nodes (shadow start). I do think it's a bit meh for 60% though, but I don't think a buff to its values is what it needs. Really, it is quite good--just too expensive. 16% is, historically, quite a significant number for single source, item-independent cast speed.

@raics: I'm fond of your ideas, or if nothing else your train of thought, regarding charge consumption over generation. This is one of those areas (obviously leading to more power creep) that I would really like to see developed further through skill use. Further amending my previous comments on the topic, though, I don't think auras and charges have any business together, except perhaps via some (much needed) aura behavior-modifying support gems. I.e., e.g. granting a non-reservation costing, temporary aura buff to a local area on the map, with a cooldown and charge consumption bypass.
Devolving Wilds
Land
“T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.”
Last edited by CanHasPants#3515 on May 8, 2014, 1:15:14 PM

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