Once upon a time, recovery in the game is based on life steal. Or a % of damage done. Since the player damage scaling, hence the consequent hp recovery, was getting out of hand, it was changed to LoH instead. We might be crossing the same Rubicon again with LoH, especially with the mage skill Singularity.
I play a little bit of mage, but it is obvious to me that firing a single singularity into a mob makes the player effective immortal. This is due to singularity arcs apparently triggers LoH. A recovery mechanic that was supposed to be multiplied by the number of attacks per sec (capped around 10 before considering the various attack speed buffs that itself is capped around 50%) is now effectively triggering hundreds or even thousands of times a second. This is orders of magnitude greater LoH triggering. Not to mention the shield bubble from apprentice 2 effectively doubles the LoH while the shield is up, you have a recipe of no high level mage invests any stat budget beyond the base 1k LoH from CP. I'm just curious, is the situation an intentional one? Red (Developer) Adrian (Developer) .
This doesn't matter to me too much except for the fact that mob damage scaling is somewhat related to player recovery. Basically mob damage has to scale relative to the effective recovery in order for fights not to become trivial. Since a warrior (to a lesser extend BH since RF also increases effective recovery) doesn't get its own set of monsters to fight, super high recovery from mage is making fights unnecessarily hard, not to mention the dedication of significant stat budget to LoH on gear.
A second negative consequence of the high mob damage scaling to combat mage singularity-loh is making HP stat investment useless beyond 1HKO. Since no matter how much you invest into HP stats, you can not absorb more than a couple of hits from elites. This greatly tilts the playing field in favor of recovery vs HP. Making everyone glass canons no matter what.
Also singularity arcs trigger immolation. The mass immo triggering is degrading device performance especially in android devices. For a smoother mobile experience, how about capping the triggering mechanism but buff the effects of individual immo. This will leave mage player no worse off but improve device performance and closing some of that device gap.
Suggestion: LoH and Immo trigger is capped at 10x per second by singularity (immo triggers 30% of the time so basically 3 immo per sec due to singularity). Tone down damage scaling of mob in response. RF LoH trigger is capped at 10x per second. So Singularity and RF still provides essentially 2x recovery when in use.
Now if the current singularity behavior with LoH and Immo is intended; then nevermind all of the above. Why don't we just go back to life steal and everyone can be a walking god.
Adding the below table to illustrate. Column definitions and what buffs/skills considered are in post 15. first 1 post page 2.
I play a little bit of mage, but it is obvious to me that firing a single singularity into a mob makes the player effective immortal. This is due to singularity arcs apparently triggers LoH. A recovery mechanic that was supposed to be multiplied by the number of attacks per sec (capped around 10 before considering the various attack speed buffs that itself is capped around 50%) is now effectively triggering hundreds or even thousands of times a second. This is orders of magnitude greater LoH triggering. Not to mention the shield bubble from apprentice 2 effectively doubles the LoH while the shield is up, you have a recipe of no high level mage invests any stat budget beyond the base 1k LoH from CP. I'm just curious, is the situation an intentional one? Red (Developer) Adrian (Developer) .
This doesn't matter to me too much except for the fact that mob damage scaling is somewhat related to player recovery. Basically mob damage has to scale relative to the effective recovery in order for fights not to become trivial. Since a warrior (to a lesser extend BH since RF also increases effective recovery) doesn't get its own set of monsters to fight, super high recovery from mage is making fights unnecessarily hard, not to mention the dedication of significant stat budget to LoH on gear.
A second negative consequence of the high mob damage scaling to combat mage singularity-loh is making HP stat investment useless beyond 1HKO. Since no matter how much you invest into HP stats, you can not absorb more than a couple of hits from elites. This greatly tilts the playing field in favor of recovery vs HP. Making everyone glass canons no matter what.
Also singularity arcs trigger immolation. The mass immo triggering is degrading device performance especially in android devices. For a smoother mobile experience, how about capping the triggering mechanism but buff the effects of individual immo. This will leave mage player no worse off but improve device performance and closing some of that device gap.
Suggestion: LoH and Immo trigger is capped at 10x per second by singularity (immo triggers 30% of the time so basically 3 immo per sec due to singularity). Tone down damage scaling of mob in response. RF LoH trigger is capped at 10x per second. So Singularity and RF still provides essentially 2x recovery when in use.
Now if the current singularity behavior with LoH and Immo is intended; then nevermind all of the above. Why don't we just go back to life steal and everyone can be a walking god.
Adding the below table to illustrate. Column definitions and what buffs/skills considered are in post 15. first 1 post page 2.
Attacks/sec | W/Buffs | W/Skills | LoH | 1 Mob Peak Recovery/sec | 50mob Peak | Singularity 1 Mob | W/Bubble | Singularity 50 Mob | 2X Singularity 50 Mob | |
Mage | 7 | 10.5 | 1000 | 10500 | 10500 | 31000 | 62000 | 1581000 | 3131000 | |
Warrior (DW) | 7.5 | 11 | 15 | 1000 | 15000 | 15000 | ||||
Warrior (SW) | 6 | 8.5 | 16.5 | 1000 | 16500 | 16500 | 33000 | |||
BH | 7.5 | 7.5 | 20 | 1000 | 20000 | 20000 |
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