About Ch 22 I agree these PQs should be reworked to be completable by groups of 12 people (easier/quicker to find and chain run if wanted), geared with Conqueror gear of equivalent.
Since Onslaught gear is for vast majority of people not a BiS gear, it's silly to currently need 20 BiS players to gear 4 fresh-40 others... :/
Simply half the damage and/or HP of PQ mobs, and bags, keep current timers and it should be good and fun to run on a regular basis.
Especially for a set wich is often used as pure cosmetics after some point...
joroth wrote: Sat May 04, 2024 12:12 pm
Nameless wrote: Thu May 02, 2024 8:38 am
Just bring back ch22 back cos economy of armor talis is going crazy
Imo wb level of ppl is good, it is some change from all other 6v6 pve all around.
this main issue is armor tali's overturned, you get way more value out of them vs other tali's
I wont say "way more", but the difference is indeed in favour of armour talisman.
Roughly, you gain an average value of +1,30 % efficiency for a +24 to offensive stat (or +24 toughness wich is exact opposite of offensive stats).
A bonus of +136 armour is roughly equal to + 3,09 % to physical mitigation (136 / 44), but :
- This value is averaging a final efficiency of about 50% against physical DPS (who are around 700 WS average), to a maximum of 70% efficiency against the vast majority of tank classes, wich in result leads to an effective mitigation bonus between 1,55 % and 2,16 %
- Armor wont work against magic attacks, wich in turns will reduce the overall value of armor bonuses.
So all in all, even if Armor talismans are of slightly better value for Destruction (there are more physical-based classes Order-side), they are not overperforming in every situation.
Nonetheless, I too agree with you about effective (and perceived) value of armor talismans being slightly too good, comparatively to other bonuses from talismans.
Max value of armor talismans should be about 114 to match effective value of an +24 talisman (against a 50% ArPen DPS).
Besides, if things would be about "nerfing" armor talismans, it could be agood idea to boost the drop rate of purple fragments, as well as the ones for magical resistances (wich are currently impossible to get, and the only way to craft a max-level magic resistance talisman is a super-crit on a lv 200 master reliquary... It's crazy considering average bonus value of those, only useful against 2-3 classes in the game...).