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Recovery stat changes.

sergeantmahoff1sergeantmahoff1 Posts: 138 Arc User
edited February 2016 in Suggestions Box
Nothing about int for this one. Just a few small ideas to make recovery a bit more favorable to some people, instead of just relying on int.

Recovery: Recovery's become more or less the whipping boy of superstats. With the nerf to intelligence and it's cooldown reduction, people have argued that the cooldown reduction is a nice alternative. However, does it really make sense to use recovery for just one mastery? Granted, the others have some use, but not necessarily a lot of use in the grand scheme. And what other utility does the stat offer? Even as a secondary, there isn't truly much reason (other than supernatural power and a few other unlocks) to equip it. So, how can recovery be more useful while sticking to its namesake? As it stands now, recovery increases the rate at which you build energy, your equilibrium, and max energy to a lesser extent. Several spec trees say you can increase your health regen in combat via your recovery. This spec is often neglected due to its lack of usefulness in game, and because other choices are much more worth while. So, instead of making it a spec tree choice, why not simply make it an innate passive for recovery itself? Health regen would be equal to 100% of your recovery rating, and would repeatedly tick over the course of three seconds. For example, if a player was to have 200 recovery, then over the course of three seconds, they would regenerate 200 HP every five seconds (or 66.6 HP per second) in combat. While this may not seem like a lot, bare in mind that to get say.... 500 HP per five seconds, one would need 500 recovery. After a while, it just isn't worth it. But the slight heal over time would give the squishier characters the ability to sustain a bit more damage in fights, and would be able lend tanks a little pick-me-up in the high tier fights. As for the spec trees, those could be replaced to have bonus energy over time every three seconds while in combat, scaling with 10%/20% of your recovery rating for ranks one and two, respectively.

Another addition, albeit a bit of a dangerous one I'll admit, would be to give characters knock recovery equal to 25% of their recovery rating. For example, 200 recovery would give them 50% bonus knockdown recovery. Knock recovery doesn't refer to resisting knocks in any sense of the word, but rather, referring to getting up from said knock. The knock itself can be resisted. However when it's not, there's a window for a lot of things to go horribly wrong. The window is in between when the character collides with the ground, and when the character's legs move back into the air as they attempt to get up. This lasts around 2.5 seconds. Again, this would probably make the stat more popular among tanks and damage dealers alike, simply due to the fact that it would give a bit more survivability in the form of an unorthodox CC reduction. The only difference is that this form of CC is a lot more dangerous when utilized by mobs.

That's about all I got. I may edit this depending on feedback.
Post edited by sergeantmahoff1 on

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