5.88% primary health bonus for 5* mods is way too low and needs to be buffed

With many characters that's less than 1k extra HP. As strong as toons are hitting these days that's basically nothing, especially in comparison to the 23.5% protection bonus.

Spending half a million leveling up a mod and letting it take up an entire slot for that little amount of health seems...what's the word...just bad all around.

Please buff health mods. It's painful getting a mod with a health primary that comes with good secondaries and not wanting to use it because the primary is so bad.

Replies

  • Options
    They were crazy too strong before to the point that you could easily double HP on any character, taking them completely outside of their intended design. I agree that the discrepancy now between health mods and others is too large but I'd go the other way, in an effort not to subvert intended character design again (as is happening with speed and crit mods these days).

    Health mods got nerfed but others didn't - that's what needs addressing.
  • Options
    Ok fixed
    439-259-888 I have a bad habit of editing my typo's after posting
  • Options
    Also keep in mind that 6 and 7 dot mods will be available at some point.
  • Options
    DjangoQuik wrote: »
    They were crazy too strong before to the point that you could easily double HP on any character, taking them completely outside of their intended design. I agree that the discrepancy now between health mods and others is too large but I'd go the other way, in an effort not to subvert intended character design again (as is happening with speed and crit mods these days).

    Health mods got nerfed but others didn't - that's what needs addressing.

    Yep - this. 100%. I have a RG that has 28k protection...just in mod bonus (55k total). Several characters have 200+ speed. Meanwhile, most toons even with a full set of health mods + health secondaries see about a 2-4k in health. That's basically 1/10 of the protection mod bones possible.
    In game name: Lucas Gregory FORMER PLAYER - - - -"Whale blah grump poooop." - Ouchie

    In game guild: TNR Uprising
    I beat the REAL T7 Yoda (not the nerfed one) and did so before mods were there to help
    *This space left intentionally blank*
  • markusfive
    297 posts Member
    edited August 2016
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    DjangoQuik wrote: »
    They were crazy too strong before to the point that you could easily double HP on any character, taking them completely outside of their intended design. I agree that the discrepancy now between health mods and others is too large but I'd go the other way, in an effort not to subvert intended character design again (as is happening with speed and crit mods these days).

    Health mods got nerfed but others didn't - that's what needs addressing.

    Protection bonus is out there, but that doesn't negate the fact that health is a joke and in most cases not worth spending all those credits leveling. Maybe have health increase and protection decrease until they meet in the middle.

  • Options
    Health primary and attack primary should both be buffed, imho.
    I choose the Red Pill.
  • scuba
    14049 posts Member
    edited August 2016
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    DjangoQuik wrote: »
    They were crazy too strong before to the point that you could easily double HP on any character, taking them completely outside of their intended design. I agree that the discrepancy now between health mods and others is too large but I'd go the other way, in an effort not to subvert intended character design again (as is happening with speed and crit mods these days).

    Health mods got nerfed but others didn't - that's what needs addressing.

    All mods got the bat, health stat just got a huge beat down.
    I do agree it is to low, it should be less than protection, currently health is refillable protection is not, but almost 5x lower is little too much.
  • RAYRAY
    2761 posts Member
    Options
    The game has been reduced to this:

    Step 1: Sim some mod challenges
    Step 2: Get grey mods? Swear. Get Arrow? is the primary speed? If no, Swear. Get Green, Blue, Purple or gold Mods?-Cool. Are they 5 star? Is speed one of the secondaries? If no to either of those questions then swear some more.

    It has been reduced to the fact that rare speed mods are all that matter. Sure crit damage is nice too, much more common also. Its sad really. Every step there seems to be so much potential..
    ☮ Consular ☮ American Rebel Rebel Force (Endor) JedhaYavin IV
  • scuba
    14049 posts Member
    Options
    RAYRAY wrote: »
    The game has been reduced to this:

    Step 1: Sim some mod challenges
    Step 2: Get grey mods? Swear. Get Arrow? is the primary speed? If no, Swear. Get Green, Blue, Purple or gold Mods?-Cool. Are they 5 star? Is speed one of the secondaries? If no to either of those questions then swear some more.

    It has been reduced to the fact that rare speed mods are all that matter. Sure crit damage is nice too, much more common also. Its sad really. Every step there seems to be so much potential..

    You should make a flow chart
  • RAYRAY
    2761 posts Member
    Options
    scuba wrote: »
    RAYRAY wrote: »
    The game has been reduced to this:

    Step 1: Sim some mod challenges
    Step 2: Get grey mods? Swear. Get Arrow? is the primary speed? If no, Swear. Get Green, Blue, Purple or gold Mods?-Cool. Are they 5 star? Is speed one of the secondaries? If no to either of those questions then swear some more.

    It has been reduced to the fact that rare speed mods are all that matter. Sure crit damage is nice too, much more common also. Its sad really. Every step there seems to be so much potential..

    You should make a flow chart

    I do have visio at work :)
    ☮ Consular ☮ American Rebel Rebel Force (Endor) JedhaYavin IV
  • Options
    RAYRAY wrote: »
    The game has been reduced to this:

    Step 1: Sim some mod challenges
    Step 2: Get grey mods? Swear. Get Arrow? is the primary speed? If no, Swear. Get Green, Blue, Purple or gold Mods?-Cool. Are they 5 star? Is speed one of the secondaries? If no to either of those questions then swear some more.

    It has been reduced to the fact that rare speed mods are all that matter. Sure crit damage is nice too, much more common also. Its sad really. Every step there seems to be so much potential..

    Don't forget the mod needs to have 5 dots or swear like you've never sworn before.

    I'm so sick of this mod crap. Being successful in any game shouldn't come down to pure luck unless it's at a casino, but they're crooks.

    Oh wait...
  • DjangoQuik
    863 posts Member
    edited August 2016
    Options
    scuba wrote: »
    DjangoQuik wrote: »
    They were crazy too strong before to the point that you could easily double HP on any character, taking them completely outside of their intended design. I agree that the discrepancy now between health mods and others is too large but I'd go the other way, in an effort not to subvert intended character design again (as is happening with speed and crit mods these days).

    Health mods got nerfed but others didn't - that's what needs addressing.

    All mods got the bat, health stat just got a huge beat down.
    I do agree it is to low, it should be less than protection, currently health is refillable protection is not, but almost 5x lower is little too much.

    I don't think speed, crit, offense, potency, tenacity or protection attributes got touched at all but I may not remember entirely correctly.
  • Options
    DjangoQuik wrote: »
    scuba wrote: »
    DjangoQuik wrote: »
    They were crazy too strong before to the point that you could easily double HP on any character, taking them completely outside of their intended design. I agree that the discrepancy now between health mods and others is too large but I'd go the other way, in an effort not to subvert intended character design again (as is happening with speed and crit mods these days).

    Health mods got nerfed but others didn't - that's what needs addressing.

    All mods got the bat, health stat just got a huge beat down.
    I do agree it is to low, it should be less than protection, currently health is refillable protection is not, but almost 5x lower is little too much.

    I don't think speed, crit, offense, potency, tenacity or protection attributes got touched at all but I may not remember entirely correctly.

    Weren't the speed primaries originally +60?
  • Options
    markusfive wrote: »
    DjangoQuik wrote: »
    scuba wrote: »
    DjangoQuik wrote: »
    They were crazy too strong before to the point that you could easily double HP on any character, taking them completely outside of their intended design. I agree that the discrepancy now between health mods and others is too large but I'd go the other way, in an effort not to subvert intended character design again (as is happening with speed and crit mods these days).

    Health mods got nerfed but others didn't - that's what needs addressing.

    All mods got the bat, health stat just got a huge beat down.
    I do agree it is to low, it should be less than protection, currently health is refillable protection is not, but almost 5x lower is little too much.

    I don't think speed, crit, offense, potency, tenacity or protection attributes got touched at all but I may not remember entirely correctly.

    Weren't the speed primaries originally +60?

    Holy balls, were they!? Wow!
  • Options
    DjangoQuik wrote: »
    Also keep in mind that 6 and 7 dot mods will be available at some point.

    Still will not solve the issue pointed by the OP. All the primary abilities will scale up in 6&7*, and health will be still behind protection or speed.
  • MBL_66
    2465 posts Member
    Options
    DjangoQuik wrote: »
    markusfive wrote: »
    DjangoQuik wrote: »
    scuba wrote: »
    DjangoQuik wrote: »
    They were crazy too strong before to the point that you could easily double HP on any character, taking them completely outside of their intended design. I agree that the discrepancy now between health mods and others is too large but I'd go the other way, in an effort not to subvert intended character design again (as is happening with speed and crit mods these days).

    Health mods got nerfed but others didn't - that's what needs addressing.

    All mods got the bat, health stat just got a huge beat down.
    I do agree it is to low, it should be less than protection, currently health is refillable protection is not, but almost 5x lower is little too much.

    I don't think speed, crit, offense, potency, tenacity or protection attributes got touched at all but I may not remember entirely correctly.

    Weren't the speed primaries originally +60?

    Holy balls, were they!? Wow!

    Yes they were +59
  • Options
    Mods could have been reduced to a certain level but now they made it so that olny a few types are of use to most people, and made them hard as hell to get no less. So they nerfed it to oblivion, killed drop rates, and made it a lottery making people like me F2P since that.
  • Options
    I think one of the reasons for the discrepancy is that while protection can increased much higher, it cannot be healed/restored.

    Also keep in mind that if health could be modded to the same degree as protection, healers could restore their entire team with one heal because the healer could be given massive amounts of health mods and they heal based upon percentages of their max health.

    So I think it gives you a choice. Maximum survivability for teams without a healer could focus on protection. Maximum survivability long term (if incorporating healers) would be to have a mix of health primaries and protection primaries.
  • Options
    Wholf wrote: »
    That's why most people spam health mods then.

    They're just the easiest to obtain. Or perhaps you were being facetious.

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    You can restore health, but not protection, so it should be lower. Plus their are some skills, including heals, and leader abilities that restore based of a percentage of health.

    Do you want a Luminara with health mods healing 45% of that to the party, and giving squad members 20% of their high health numbers at the start of their next two turns. Bariss giving off her bonuses having 40K or more in health.

    Sidious giving RG and Vader 32% of their max health, which would already be substantial with health mods.

  • Options
    Uh who uses healers anymore? Sure some have self-heal but it's not enough to make a difference when the average attack is around 10k anymore.

    So that 'because health can be healed' excuse is lame.
  • BrtStlnd
    1094 posts Member
    edited August 2016
    Options
    markusfive wrote: »
    Uh who uses healers anymore? Sure some have self-heal but it's not enough to make a difference when the average attack is around 10k anymore.

    So that 'because health can be healed' excuse is lame.

    Ok but you're exclusively talking about arena here, which is one aspect of the game along with raids, GW, campaign and special events.

    I use healers in GW, raids and campaign frequently.

    If you want to rise to the top of arena you'll need some luck and you'll need to spend money.
  • Snake2
    1455 posts Member
    Options
    markusfive wrote: »
    Uh who uses healers anymore? Sure some have self-heal but it's not enough to make a difference when the average attack is around 10k anymore.

    So that 'because health can be healed' excuse is lame.

    I think it's a valid reason to have health less than protection. If they were equal you'd always use health for many reasons. (Rg half health stun, etc)

    I agree it shouldn't be that much lower than protection though.
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