So, everybody is collecting awesome HP Items. But what will be, if every item (or better said armor) can be bought just ONE TIME?
I had proposed this earlier with the art shop. Doesn't seem to be favored by many in the community.
I think the problem lies in the COST of all items. The health stat is basically ur main and most important stat to outlive the opposition. As it stands in most occasions, if you have more max health the ur opponent in a 1v1 chances are you'll have a 95% success rate at pushing them back or even killin them.
People choose to health stack coz when comparing the benefits of the current health items to other equips categories such as gloves, the health equips are the most viable option for their cost to maintain ur ground within the game (a lot of health equals sustainability). Therefore the desire for offensive equips is decreased drastically.
The most simple solution i propose is to either reduce the cost of non-health beneficial equips, or increase the effect/power of more offensive items. I am willing to address these issues in my balance mod also, so let me know if u guys want me to do this.
I believe this game is about tactics and not an 'endurance contest'.
I think it's not that much the effectiveness of HP items, but the effectiveness of Sigils, HP flag and the uselessness of towers after level 5. What HP items have going for them is a huge percentile increase bang for buck. But they're pretty much required to play the game, as there are five demigods capable of dishing out 2000 damage in as many ms, or sustaining a freakishly huge DPS along with interrupts, stuns and snares.
How about increasing the cost if you buy again?
quoting The_Regicide
Agreed, HP is needed to play the game. Here is what should be done imho:
- Increase DGs base HP and HP/level
- Nerf the hp items by a certain percentage (20% - 30% maybe)
- PLEASE MAKE PRIESTS HEAL A FLAT AMOUT (200/400/600/800). This will make stacking HP not so powerful as it is now.
- Buff the damage items and give them ATTACK SPEED.
Someone agrees with me! Izuz, I've been saying the same thing for months(apart for the nerfage of HP items, they'll be fine because they won't give that much a % increase, so people won't need to stack to gain a huge advantage over nonstackers).
Huzzah!
But what they should also do is buff tower scaling. They're OK when all the DGs are level 1, but become easy prey at level 5-6 and useless after l10.
I agree so much my head hurts.
you already die pretty fast in the game. these things will just make you die faster.
and i think that its not neccessary to buff damage AND nerf health items. either or! i like the priest idea though.
they won't make u die faster because by increasing the base HP and HP/level, you won't need to stack 4 hp item + 1 helm in every game.
I think it is! Armor is so ridiculous that taking only nimoth armor makes you mitigate about 40-50% of AA damage.
i dont know about lategame when your own armor is also very high but early game it mitigates around 30 percent.
I was talking about around level 10, on certain DGs its 40% + only with nimoth. and we all know how AA builds SUCK because armor is powerful and damage items are weak ! (expect artifacts)
I want to say again how much I agree with what I quoted before. Those changed would revitalize DG for me 110%.
I agree to an extent; playing when it's all about HP does/did get repetitive. I wanna stack gloves for once....however, it should be addressed in the balance mod first, because changing it all at once could possibly overcorrect the problem.
Ideally, five gloves and five HP items or similar cost should be about equivalent, and both should get beaten by a balance of HP, damage, and mana items. But that's assuming they're on the same DG using the same build...
At any rate, it seems to me that one of the major issues is the percentage effects that apply to HP while everything else (except the inferior mana helms and the Brilliance flag) gives a flat rate increase. So it's much better to get a ton of HP and have +15% Fortitude flag and +50% Sigil and another periodic +x% from priests and healer minions, over something like +30, +20, and +5 damage.
I disagree, I said it once before and I'll say it again. \Don't blame the monks when stuff like sigils and hp flags are what is breaking the game, not the idols.
I want stronger minions!! preferably stronger shamblers and lighting balls.
Edit
Reduce blood of the fallen from 900 to 400 hp, and alittle hp regen.
the best fix to BotF is to make it give 600 hp and NO regen imho, this won't make it UP. but again it is not 1 item's fault.
I've constantly seen attack towards monks blaming them for hp stacking while they are not at the source of the problem.
blaming monks is easy because HP items are so cost effective and they synergize well with % based healing, HP flags, and sigils. its the items that need some major reworking, Im sick of the usual unbreakable, nimoth, banded, narmoth ring...
Then change the items, armor, and thier cost; not the monks which are simply being used as the scapegoat for hp stacker. Monks are important to those who simply can't stack hp and then go off and kill everything as they are now. Changing their heals from a percent to a base as stated before can easily make the either A. overpowered or B. Broken and useless.
Their is no base heal that will work naturally with every demigod Something that works god with tb, reg, or QoT; chances har woulsb'r work well with the likeliness or Rook or UB, and if you switch it around the heal would probably be overpowering on QoT, Tb, or Reg. Also the jump from 10 - 15% between monks and bishop isn't even cost worther as the change isn't that much really.
I just think, for priests, a hard amount healed changed per level would be nice.
I like how the Favor mod items work, going in tune with abilities. IE: Stronger at 4/7/10/15.
But that's just me.
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