Since it seems they will not be introducing additional boon plots in Stronghold any time soon (I lack the HP Boon), I will join the chorus and also call it a BUG.
For purely selfish reasons.
Edit: On second thought, it would not accomplish what I need so now, I really do not care...again for selfish reasons...lol
Yeah why not, the devs like to call long accepted norms 'bugs' when it suits
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Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
It seems that they once thought HP through bondings was OP. Then they add an HP SH boon and 50k HP chests. It is time to fix this, I am now calling it, bug.
Here's a thought: I would guess it's difficult to separate summoned companion's "base" HP from "bonus" HP that is granted by the gear companion is wearing. It would be pretty clearly imbalanced if _all_ of the companion's HP is transferred, which is why they likely made it that _none_ of it is transferred.
Augments don't have HP, so letting HP transfer results in just gear HP being transferred, which is reasonable.
I love how folks think of sinister explanations for things that are really likely technical limitations.
Not sure why it'S OK to transfer a crapton of power but not the HP. If I slot a azure into a defense slot it transfers, if slotted a radiant it doesn't. This makes no sense to me. Especially in the days of 200k+ HP.
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Not sure why it'S OK to transfer a crapton of power but not the HP. If I slot a azure into a defense slot it transfers, if slotted a radiant it doesn't. This makes no sense to me. Especially in the days of 200k+ HP.
Like I pointed out, I'm nearly certain that it's a technical limitation because the system can't distinguish between the companion's "base" HP and any "bonus" HP from gear. If it transferred all of a companion's HP, we would be getting nearly 100K HP from bondings (more for legendary if you stacked HP). It would completely break the game.
Augments have a base of like 10HP per rank for a max of 400HP at legendary... which _is_ transferred. Combat companions have _much_ more than that.
Initially augments didn't transfer HP either but this was changed after a few mods. It's possible that something special had to be coded for augments and that this didn't get applied to bondings when they arrived in mod 4.
My guess is that it is WAI for balance reasons, though nothing about bondings is really balanced...
"We have always been at war with Dread Vault" ~ Little Brother
How wold you implement it? After the proc you gain 150k HP? If bondings proc runs out, you lose 150k HP, so if your HP is under 150k after the fight you die?
HP is just a stat, but the mechanic would be much more complicated, then with power etc.
in a game where the badies deal 500k or more damage I think it is OK to have 150k HP transferred from your pet. 150k HP is equivalent to approx. 37k power, no one complains about 37k power transfer.
Imaginary Friends are the best friends you can have!
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forumnamesuxsMember, NW M9 PlaytestPosts: 490Arc User
When you are damaged (a certain amount?), and lower your max HP, the game removes lost HP's, so if you have 1k HP's left, then remove SH HP boon, you don't die. You can't use this to heal though, because when you reactivate the boon, it's added to your lost HP pool. I've not tested how consistent this behavior is.
Also: you do get HP from summoned comp if you have a legendary comp, so if it adds HP beyond base HP, HP gear isn't completely useless. At least I think that's what happens. All I know for certain is that I have more max HP's with comp summoned.
How wold you implement it? After the proc you gain 150k HP? If bondings proc runs out, you lose 150k HP, so if your HP is under 150k after the fight you die?
HP is just a stat, but the mechanic would be much more complicated, then with power etc.
Most probably in exaclty the same as tempHP. It's a buffer for damage. TempHP can run out, the same way as companion transferred HP can run out.
Imaginary Friends are the best friends you can have!
So wait... if you have say 100k HP (I'm making up easy numbers) and lets say you get 35k HP from your pet putting you at 135K while pet is active... lets say you are in a battle that's not going well and you take a massive hit and drop to 25K HP AND your pet takes the hit as well (think an orcus swing) and dies. The loss to the HP would put you at minus 10K hp, so you would instantly die?
I could see where HP from pets would be a double edged sword for sure.
Founding Member of "Wrong Side of the Stronghold" Ravenskya - TR / Krisha Chaos - OP / Waffles - GF / Dex Domitor - HR Becky the trendy GWF - GWF / Too Toasty - SW / Falcor - DC / Morrigan - CW / Sir Didymus - OP
Companion's Gift doesn't go away when the pet goes down. It lasts for 30 seconds IIRC, by which time the pet will have gotten back up and refreshed it. Regardless, as Tooth said, removing HP boon won't kill you as it is adjusting the Max HP and leaving the remaining HP alone.
"We have always been at war with Dread Vault" ~ Little Brother
Founding Member of "Wrong Side of the Stronghold" Ravenskya - TR / Krisha Chaos - OP / Waffles - GF / Dex Domitor - HR Becky the trendy GWF - GWF / Too Toasty - SW / Falcor - DC / Morrigan - CW / Sir Didymus - OP
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forumnamesuxsMember, NW M9 PlaytestPosts: 490Arc User
The point of my previous comment, was that HP from companion's gift would probably behave the same way. At least from my experience, all sources of temp max HP does. Summoned comp bonus, overloads, HP boon are the ones I've tried to observe, but like I said, I've done no thorough testing on the subject, because it just doesn't interest me that much tbh.
There are classes that benefit from critical, so players try to transfer their crit from the pet. It would be nice if the same could be done with classes that benefit from HP.
Imaginary Friends are the best friends you can have!
Аccording to a paladin in my guild HP is in fact transferred via bondings. In battle the op in question goes from 180k base to 250k HP. I haven't seen it personally but I have no reason to doubt the player.
My OP on the other hand gets power and crit from the pet since I much prefer to generate massive temp health in battle.
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forumnamesuxsMember, NW M9 PlaytestPosts: 490Arc User
edited April 2017
Hm. Looks like I need to do some tests on this after all. Last time I had a look at bondings and HP's, at least HP from radiant in defense wasn't transferring to me. Perhaps they bugged or changed it, or the HP's must be a part of the gear stats?
When bondings first came out, I'm pretty sure it was pre-mod6, when we all had like 40 or 50k max hp. And maybe rnk 12s were still 300 stats..?
At that point in the game, adding a significant chunk of hp would probably have ruined the balance of mob damage vs. players, so I guess it is and has always been, wai.
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(Perhaps the HP on the comp gear is for augments, the latter which transfer HP?)
For purely selfish reasons.
Edit: On second thought, it would not accomplish what I need so now, I really do not care...again for selfish reasons...lol
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
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Augments don't have HP, so letting HP transfer results in just gear HP being transferred, which is reasonable.
I love how folks think of sinister explanations for things that are really likely technical limitations.
If I slot a azure into a defense slot it transfers,
if slotted a radiant it doesn't. This makes no sense to me.
Especially in the days of 200k+ HP.
Augments have a base of like 10HP per rank for a max of 400HP at legendary... which _is_ transferred. Combat companions have _much_ more than that.
My guess is that it is WAI for balance reasons, though nothing about bondings is really balanced...
HP is just a stat, but the mechanic would be much more complicated, then with power etc.
150k HP is equivalent to approx. 37k power, no one complains about 37k power transfer.
You can't use this to heal though, because when you reactivate the boon, it's added to your lost HP pool.
I've not tested how consistent this behavior is.
Also: you do get HP from summoned comp if you have a legendary comp, so if it adds HP beyond base HP, HP gear isn't completely useless.
At least I think that's what happens. All I know for certain is that I have more max HP's with comp summoned.
TempHP can run out, the same way as companion transferred HP can run out.
I could see where HP from pets would be a double edged sword for sure.
Ravenskya - TR / Krisha Chaos - OP / Waffles - GF / Dex Domitor - HR
Becky the trendy GWF - GWF / Too Toasty - SW / Falcor - DC / Morrigan - CW / Sir Didymus - OP
Ravenskya - TR / Krisha Chaos - OP / Waffles - GF / Dex Domitor - HR
Becky the trendy GWF - GWF / Too Toasty - SW / Falcor - DC / Morrigan - CW / Sir Didymus - OP
At least from my experience, all sources of temp max HP does. Summoned comp bonus, overloads, HP boon are the ones I've tried to observe, but like I said, I've done no thorough testing on the subject, because it just doesn't interest me that much tbh.
It would be nice if the same could be done with classes that benefit from HP.
My OP on the other hand gets power and crit from the pet since I much prefer to generate massive temp health in battle.
1) Companion level
2) Bonding Stones
3) Augment companion stats
4) Etc...
With the way the devs are making the game, we may see more stats, not less, from our companions.
At that point in the game, adding a significant chunk of hp would probably have ruined the balance of mob damage vs. players, so I guess it is and has always been, wai.