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Poll > My Vitality Suggestion > My Idea To Make Vitality Useful
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Apr 29 2011 08:34am
There have been a couple Vitality topics come up lately, and I was posting in one of them my idea here, but then I decided that I probaly should make a topic/poll about it so I can get some better feedback on my idea.

Previous ideas have suggested having +life added to your life pool by items with Vitality. So both hard points and item points into vitality would count towards your life pool. I don't agree with Vit on items also adding life. It would create some serious balance issues IMO. WAY too much life, makes tanking way to easy. May come to a point where the huge tank with life just sits in front, everyone else in the back, and no one ever needs a heal.

As [fB] stated in a previous poll: "concidering a char with 35 base vita has already more then enough life to make it a 2 hour cakewalk to masterquest, im extremely against any bonus to the lifepool from vita."
And I 100% agree with [fB]'s statement.


So..... what can we do to make Vitality a good, useful, sought after mod? How can we bring it up to hang with Str/Dex/Int? Well.....


IMO, give vitality the old benefits of dex that no longer exist in "stat" form and also add more to the defense increase of armors. Defense boost I will make optional though in this suggestion. Mainly #1 and #2 below, #3 optional.


What I mean is, for Vitality make it so that it:

1.) Reduces chances of being critically struck by the mob the more total vitality you have (this would mean the magical stat "critical flux" would have to change, but that would be a simple fix and we can make it a attack mod or something, which I am sure no one will argue with.)
2.) When you do get hit with a critical strike by the mob, the more total vitality you have, the less amount of damage that critical strike does.
3.)
Optional: Add more defense to items then what is currently added to the armors. The defense boost isn't enough right now, it needs to be higher IMO.

Do these 3 things for Vit, and all of a sudden, Vit is a useful, sought after, acceptable mod on your items. And because #1 and #2 can be useful on ANY item, not just armors, it is useful for ANY item!

I believe BOTH the HC guys and SC guys would welcome such a change, especially Hardcore I would think. I think this is a more more balanced and practical approach to fixing Vitality. Only issue would than, as stated above, would be changing Critical Flux. But that should not be difficult at all and we can make a nice mod out of it.

So, feedback would be appreciated, explain your thoughts. This is my first suggestion ever here, so be nice! And if you like this one, maybe I'll throw out some of the other ones I have. Just figured I'd toss the Vitality one up since I've seen a lot of talk about Vitality lately and I think I have a good fix for it.

Thank you,

-Jim

:cheers:


:banana:

This post was edited by MrMoJoRising on Apr 29 2011 08:49am
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Apr 29 2011 08:42am
i dont agree with #3!

its calculated the same way like int for charms and the ratio for weapons. this is fine. if u go for a lot fo vita u will see a big difference in ur defense if u use a ee heavy armor. note, a plain club with huge str still deals no dmg - it needs to be a combo of str and ee to make it dealing dmg.

the rest is reasonable
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Apr 29 2011 08:42am
i agree becuase vita is the only stat that is 90% considered a fail drop
and because i have lots of vita gear
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Apr 29 2011 08:44am
Very nicely put...

I will say " yes " to this.

But along the lines with this also comes int based defense.
Something would have to be done to balance both.

Both int and vit play a big part is a proper tank.
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Apr 29 2011 08:45am
Quote (derDrops @ Apr 29 2011 10:42am)
i dont agree with #3!

its calculated the same way like int for charms and the ratio for weapons. this is fine. if u go for a lot fo vita u will see a big difference in ur defense if u use a ee heavy armor. note, a plain club with huge str still deals no dmg - it needs to be a combo of str and ee to make it dealing dmg.

the rest is reasonable


Yes, you are right. I should have put #3 as optional. I actually meant to do that originally, so I will now.

Quote (gazeifiee @ Apr 29 2011 10:44am)
Very nicely put...

I will say " yes " to this.

But along the lines with this also comes int based defense.
Something would have to be done to balance both.

Both int and vit play a big part is a proper tank.


You are right too. I made the defense part optional, it can be thrown out all together. Mainly concerned with #1 and #2.

This post was edited by MrMoJoRising on Apr 29 2011 08:50am
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Apr 29 2011 08:52am
Hi! ^_^
Grats on idea. It's really nice.
I think this idea need a counter effect. As some of us said in the other vit topic, it's not that hard to get to master quest the way the game is right now. Improving a stat would make our life even easier.
The idea is great tho when it says we need to turn vitality in an useful mod.

There are some options to be a counter, like:

- increase mobs critical hit ratio
- increase mobs damage
- decrease dmg dealth by weapons (effect of str/dex on weapons)

This would make vitality not only a good mod, but an essencial mod, and the 4 main mods should be essencial IMO.

Anyway, my vote is YES!
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Apr 29 2011 09:00am
5 No Votes.... No explanations why.

Lets hear it fellas! ;)



Something I posted in my Guild chat:
Quote (MrMoJoRising @ Apr 29 2011 10:55am)
You know whats sucks... within literally 20 seconds of my suggestion being posted I got 2 NO votes..... Yet, I was sitting there refreshing waiting to see who would look and I only ever saw 1 random look at it, xriot or something.

Which means, I got 2 No votes without it ever being read... bad start :(



This post was edited by MrMoJoRising on Apr 29 2011 09:11am
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Apr 29 2011 09:16am
Personally I agree only at one thing: vitality is a bit fake mod, because as the word says "vitality" - it should give us some more life and it gives! (just not from items)
So either it gives some life or doesn't give anything more. Giving it an old ability of dex is interesting idea, but it also sounds like oxymoron (if someone doesn't understand: saying ice is warm or fire is cold, or calling Paparick "junior"). The less vita we have (the less life we have!!), the bigger criticals we get?! Where is here logic? Usually low life characters are good at dodging, blocking and dexterity, so they have less life, but bigger skills to avoid critical strikes. Characters with big life usually tank, have good def, but take more critics. That's how it works in most of games. Imo all 3 options would be more overpowered than some added life.
Let's take Max Life stat. It gives us 100 life per tier, which is max 1400 life. It's rare to find an item with high life and even more rare is to find max life + vita item. There aren't even that many (if not at all) items on market (talking about softcore) which would give us more than 1400 life together with max life and vitality (considering vita working like max life, that is 70 vita = 1400 life).

All we need to decide is to vote "NO NO NO MORE LIFE, or "+x life" and ppl say how many they want, like 1 vita = 1 life or more. 2 options: NO or say how many life would be ok and well balanced. My opinion is 20 life per 1 vita.
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Apr 29 2011 09:18am
Very nice suggestion.
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Apr 29 2011 09:32am
No, I do not like this.
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