I agree that Ward vs. Health Build has an problem of suffix budget.
Most Ward retention comes from Int, passives, idols and implicits. Suffixes don’t affect ward builds. This means Ward builds can full invest into defensive layers like, armor or dodge without sacrificing any ward power.
While health builds need to dedicate a lot suffixes to health and endurance. Leaving them with less secondary defensive layer power.
I think significantly nerfing ward retention from Int and other sources and making it a suffix would even out the opportunity cost affix budget
I find it absolutely mind boggling that ward does not have a cap based on maximum unadjusted HP…such a simple fix to ensure that everything that is happening,…doesn’t happen.
Not Ward. Some ward skill !! Bone curse, OSSIFY NODE need to be rework. like give some dmg reduction to bone prison instead of more life.
it will result in 6 times less ward => 30K ward instead of 180k for endgame build.
but I’m pretty fine with my 180 K ward.
When you pass 65K ward, game interface bugg and you fill another 65K ward bar.
I think they didn’t think that we could ever pass 65k Ward !!
I can lend you one to save time, Spriggan Totem, level 99, very strong indeed. Should be a good start. I think I took it 800, been a while.
Easier to take any Mage-based build though, if they spec into the… ahem, really broken ability. Should manage 3000 easy with that (my friend did). No ward required.
Situation when ward is absolutely essential for any end game build is blatantly stupid and create way lesser build diversity, which is (supprise here) very bad for the game. It has to be addressed heavily next cycle. And of course warlock needs to be fixed right fucking now.
15k?
I have 3k HP… why they has to tank 5 times more than me?
Because the red thing and the white thing work very differently. About as differently e.g. as a combustion engine and an electric engine.
For example you “have” life, without even pressing a button. Its just there. Op, right? Now imagine you had to press a button every 5 seconds to get your life, and that your life would instantly start draining afterwards.
Don’t get me wrong, the bugged stuff atm is giving way too much Ward, there is no question. But you have to take the different mechanics into account, when thinking about drastic measures like a cap. As long as Ward is something you need to build up and something that you loose automatically, its peak pool needs to be bigger than an average lifepool, or it isn’t worth building Ward at all. This argument is supported by years and years of experience in early access, when Ward was complete trashtier.
Just to be very clear , i’ll say it again: Yes, the bugs are crazy op atm. Runemaster, Twisted Heart and maybe Spellblade too are problematic cases, because they open avenues to fast in-combat Wardgeneration.
But to demand that Ward gets capped to something like 5k means essentially to remove the mechanic.
And this is what i don’t understand: Do you really want to get rid of a very interesting mechanic, that produces really cool build archetypes, just because it is hard to balance?
The number must be in accordance with the performance of classes that invest in HP.
If a class that invests in HP reaches 400 corruption and 400 arena waves.
The amount of ward must be regulated so that the final result hits the average of classes that do not use ward.
It could be 2 times HP, 3 times. i don’t know, but the final result should be similar to HP builds.