Endurance Charges Overpowered?

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Barium wrote:
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Strill wrote:
Why is it that Endurance Charges are so unbelievably powerful for armor builds that they can double or even quadruple your EHP, yet the other charges are nowhere near as useful? Doesn't this break the design for charges, i.e. that they should be optional? Because there's literally no reason why any armor build should forego endurance charges.


Try them out in end game after 70lvl and youll see how "usefull" they are...
As opposed to...what? Not using them? Just because normal armor weaker doesn't mean endurance charges aren't disproportionally significant to an armor user's defense.

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Zakaluka wrote:
Best case for endurance charges at 9 is that they could boost your EH by a factor of five, so OP is not exaggerating at all. Most people dont' run around constantly with 9 charges, though. Even 8 is a stretch for most builds, and that's with two signets switched on. 6-endurance build with tank switches; it's situational.

Having spent a long time with armour and understanding how it scales very well, I must agree that endurance charges are a little too good. They allow you to cap reduction on a very tight armour budget sometimes, or in very high damage situations otherwise.

I honestly think the next logical step in tuning defensive systems is to cut endurance to 4% reduction per charge. That's a counter balance to the now MUCH higher armour budget. Then, best case at 9 charges would be to boost EHP by a factor of 4.6, instead - if you have exactly 54% reduction without charges.

But, anyway, the number you choose for them has to do more with where you want the armour cap to go, and how drastic you want increasing gains on armour to be - not really with the best-case EH boost. Because you'll never be in your best case.

Putting a new perspective on the issue: stacking charges lowers the armour cap way too much. In my opinion.

cheers
I think they should just roll endurance charges' effect directly into armor and do something else with endurance charges.
Last edited by Strill#1101 on Feb 2, 2013, 2:40:48 PM
I agree with Zakaluka. There was a discussion about this a while ago, and i believe the result was that endurance charges should be at 4%, or maybe even 3%.

From what i know, the scaling of armor needed to be improved. With the noticeable boost to how much armor you can get now, you can cap your reduction fairly easily.

Against a 3K hit, with 9 endurance charges, you can cap your reduction fairly easily, with just about 17.5K armor running DET. That is with a granite that is lacking the iron skin suffix. You could probably do that even without having to use a shield.

With 4 charges you are still at around 65%, capping your DR easily with enfeeble, if i am correct.

I think the effectiveness of charges should be reduced, and the early to mid game armor scaling improved, while keeping the end game values.


Nerf them! NERF EVERYTHING!

Soon there's nothing that can survive in merciless!! Mhwhahahahaa...
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Blah wrote:
Nerf them! NERF EVERYTHING!

Soon there's nothing that can survive in merciless!! Mhwhahahahaa...
I'm not opposed to armor having its current level of survivability, I just don't understand why the devs would place such a large proportion of armor's defense into charges. It makes it so that builds with 7 charges are enormously more powerful than builds with say, 5 charges.

Like, Frenzy Charges and Power Charges are each worth about 1.6 to 2 ordinary nodes each. An Endurance charge can be worth ten or more ordinary armor nodes, not including the resistance bonus.
Last edited by Strill#1101 on Feb 2, 2013, 3:40:45 PM
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Blah wrote:
Nerf them! NERF EVERYTHING!


Does not understand armour scaling.

We're talking about the combined effect of adding more armour to the budget and then reducing the value of an endurance charge. Overall result is better EH scaling at low armour values, while keeping the armour cap in the same place.

Basically, push the middle of the curve upwards a bit.

armour EH scaling against 8 endurance charges




Goal is to leave 1000% EH at the same "percent of armour budget" as before, against any chosen damage intake. "Budget" is just defined as how much armour you can possibly get from affixes on gear.

You wind up more defensive with crappy gear, just as defensive with awesome gear.

--
I don't have alpha access, that was a LONG time ago.
Last edited by Zakaluka#1191 on Feb 2, 2013, 3:47:28 PM
You have to keep casting it. so i dont think its Op. If you forget or get your timing wrong n lose them. GG./
Smoother than Smooth.
Here's a graph of EHP vs Armour for various numbers of Endurance charges. It shows that a character with Nine endurance charges (7+2x Kaom's Sign) can reach the Armour cap against a 3,000 damage attack with just 27,000 Armour. Compare that to a character with Five Endurance charges who is absolutely never going to reach the cap with currently available amounts of armour.

Spoiler
Last edited by Strill#1101 on Feb 2, 2013, 4:43:34 PM
I almost feel forced into an endurance charge build (aka marauder or templar) because it is so powerful. Even if evasion vs armour were even, endurance charges mean I'm hugely more tanky with the marauder tree zone than anywhere else. I don't want to be forced onto the marauder tree to have good defenses.

The same amount of passives in dodge without endurance charge nodes/enduring cry simply is not as effective as just going all out end.
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VictorDoom wrote:
you can not tank without them. not overpowered in any way.
Armor as it is, is completely useless for a tank without endu charges, take them away and tanks die like CI characters did (especially melee).

I wonder what kind of mindset says "you cannot tank without them" then immediately follows with "not overpowered in any way." If it's mandatory, it's probably overpowered.

What we need here is a simultaneous buff to armour, and a buff to endurance charges, BUT make armour interact with endurance charges multiplicatively (like dodge to evasion) instead of additively.

Example:
- Currently, SuperTankMara has 50% mitigation from armour and can get 8 endurance charges (40% mitigation), for a maximum mitigation of 90%.
- After, SuperTankMara gets 70% mitigation from armour, leaving 30%. His 8 endurance charges mitigate 64% of that 30%, for a maximum mitigation of 89.2%.

Before: Crippled if he doesn't have both up.
After: Likes having both up, but could have just one up and still have a relevant amount of defense.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on Feb 5, 2013, 11:25:52 AM
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VictorDoom wrote:
you can not tank without them. not overpowered in any way.
Armor as it is, is completely useless for a tank without endu charges, take them away and tanks die like CI characters did (especially melee).



I think that's the point.

Endurance charges are needed for all melee classes. Power charges, and Frenzy charges are not needed by anyone, they are just useful for certain builds.

It isn't good game design to make something so good, that all melee classes are taking it.


It is too powerful, and if taking it away would CRUSH melee, then other aspects of the game need to change so that endurance charges aren't necessary.

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