in 1.1 you nerfed the ward algorithm. Do the opposite for armor and health in 1.2. Ward is still by far the best easiest way to gain defense in this game. Armor and esp health/health regen/endurance/endurance threshold, are way harder to scale for the same investment.
Health is tricky, buffing health in what way? there is no health formula. And any buffs to hybrid/flat/percent health means buffs to low life ward.
Health regen is… weird. You can get some pretty impressive regen numbers, it just costs you max health, perhaps they could rework regen into being %health based? and or something along those lines.
Flat endurance you could boost, but I feel like they dont like the idea of endurance becoming something you cover your entire hp bar with. Currently you can get 40-50% of your health as endurance threshold through bases/some flat etc. Same thing with endurance itself, its already a crazy value, 60% DR is alot. if you have it all the time, its would be insane which is why they dont want you to be able to cover your whole hp bar.
Generally endurance suffers because having 1.5k hp with endurance always on, is equal to 3750 health, where as having 3k health with baseline threshold, is 3900 effective health. 2400 + (600 x 2.5). So especially if you use bases for extra max health gained as threshold its always better to just stack health.
in the end, I think they should probably just raise the LPL on the ward items. the ward items are meta, make it harder to get LP on them, and suddenly its harder to make them beat life.
The ward formula change was pretty good for cutting down ward outliers and making ward still better then health, but not to extreme values. Now they need to make it so the ward items are not just slapped with 2lp in every slot. The low life ward items are actually pretty balanced when you have 0 lp on them. then they become a niche item that you use if you cant get good health sustain. Pre LP, the ward items were considered underpowered even, because you just couldnt get enough health to justify fightng with the decay unless you had some mechanic to make use of being low life, or having poor health sustain(necro minion builds)
I am one of the monkies that ran 28K health in grimdawn. I am for making health stronger and buffing health regan per second into the moon for as far as I know, no one bothers with it after level 40.
One of the reasons I suggested affix compression on another thread.
Regen is also a ward problem sadly lol…
Vessel of strife turns regen buffs into vessel ward build buffs :^)
So if they buff regen they might need to nerf vessel values.
Ward is such a problem because it has so many ways to scale off health based shit rofl.