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.
0
Replies
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 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*
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.
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.
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
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...
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!
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.
Yes they were +59
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.
They're just the easiest to obtain. Or perhaps you were being facetious.
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.
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.
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.