JavaScript is required to use Bungie.net

Forums

originally posted in: Mobility rework idea
Edited by Hawpy: 8/1/2023 10:52:02 AM
4
This is a bit of a leap, but I feel like they haven't buffed Mobility yet because they know they'd need to buff Recovery afterwards. Ignoring class abilities, Resilience affects total health by up to 8%, damage reduction up to 30%, flinch resistance up to 10% and reduces Stasis break-out damage. Mobility governs walk/strafe speed and jump height by up to 40%. Recovery affects the time it takes to for health regeneration to start, and the rate at which it regenerates; 50% is the maximum difference in the total time to go from near-dead to full health. If Mobility gets extra effects, such as handling scalars, sprint speed boosts and ability animation scalars, then it goes one of two ways. Either, it is a big buff for Hunters like how the Resilience changes buffed Titans, or it is a big nerf to Titans and Warlocks that have low Mobility i.e. all of them. It leads to Titans and Hunters having extra incentives to invest in the stat that affects their class ability while still being able to get the full benefit of the other stat too, while Warlocks could feel hamstrung into using Recovery - especially since Rift is the slowest-charging class ability - and only choosing one of the other two. Recovery could then be buffed and, if not done carefully, could upset the balance the other way. Another issue is that, unlike the other two, Recovery does not scale linearly. The gaps get wider as the tiers increase, meaning that it's not worth using unless you have a high tier; the difference between Tier 0 and 7 is about the same as it is between 7 and 10. Mobility should be buffed because it is a throwaway stat for 2 of the 3 classes - I choose to accept having low Strength when I invest in Discipline, for example, but know there is basically no downside to having low Mobility when investing in Resilience and Recovery - but it's not so simple that buffing it will solve every problem and not create new ones in doing so.
English

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Recovery should be t10 whenever possible. It's hands down the top dog, both for usefulness, and because it retains the curve that sees the greatest value at the upper tiers. You can skimp on Resil these days. Unless barricade or course

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • But the benefits of high resil and punishments for low resil are still something to consider. So much so that if youre a stompees hunter seldom using your dodge there is no reason to run any mobility

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • 7-8 4%, 8-9 3%, 9-10 3%. you can trim fat there. pretty sure 9-10 Recov is a 9% boost in effectiveness. I forget what the the max available points are for each half of the stat spread, but you can get like 7, 10, 7 pretty easily i think. Buff your stats with mods. Boom, good to go.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • I think it needs a rework, not a simple buff. The current bonuses of t10 mobility would become standard for any stat combo. It makes movement feel consistent in destiny as a game feel, and mobility is changed to something different. The change being some sort of end lag reduction multiplier to abilities. This also gives an excuse for titans to be as strong as they are if they are slower acting

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

You are not allowed to view this content.
;
preload icon
preload icon
preload icon