"scuba;c-1616231" wrote:
"BnBTobacconist;c-1616119" wrote:
"CG_SBCrumb;c-1615978" wrote:
Updated post with 5A vs 6E Primary Stat Values
https://i.imgur.com/uqkEbwu.png
Whoa, primary health from 5.88 to 16 and protection 23.5 to 24 from 5 to 6 dot? Did you post that correctly? That's serious adjustments to circle, triangle and cross health/protection primaries. Seems like a global mod shift, and an almost mandatory farm for new health primaries. As well as the additional step of upgrading them to 6 dot to replace a large portion of your mod inventory. I saw that were you balancing secondary stats to reflect top end 6A values, I assume primaries will also get balanced? (I might have missed that). CG_SBCrumb
When mods first came out there wasn't a way to regenerate/heal/recover protection. It was a 1 and done kind of thing where as health healers have been in the game since the beginning. So it made sense that protection stats got huge boost in mods. Fast forward to today and there are lots of ways to regenerate protection. So to me this looks like a way to bring health modding better in line with protection modding. Part of the update was to boost lower utilized stats. I think they missed the mark on many however I think they may a good step with health.
Damage output will increase to balance it out. They did the same in HoDA when the introduced heroes that could deal MILLIONS in damage. The short term increase will be negated soon enough.