106658-constuctive-argument-about-grit

== Content ==
			
Grit isn't "bad" but it isn't opitmal.  Say for example I have the chance to get gear with 50 brutality (as an engineer), I would get 25 strikethrough and 25 crit sev.  I really only need the strikethrough so its better for me to just get 50 strikethrough for the same amount of points, but I have that option.  With Grit, flat HP just gives more hp then grit does point for point.  
 
My fix to this is make grit a double stat with 50% health, 50% armor.  Not sure what the armor ratios would be but 1 armor per grit, would be a significant boost and leave the option open whether or not to get flat hp or grit.  
 
 	
----
			They're already working on an overall balance for all stats and making them less one sided vs the other (aka raw stats are usually quite a bit better than their counterpart)	
----
			
{| class="blockquote"
They're already working on an overall balance for all stats and making them less one sided vs the other (aka raw stats are usually quite a bit better than their counterpart)
----
			No, Grit is actually bad.	
----
			
{| class="blockquote"
Well it makes sense if you are looking for just crit rating to get just crit rating.  If you want crit rating and crit sev, then moxie would be better for you.  That balance is there and makes sense especially if you are close to a new moxie tier so overall stat wise you will come out with more.  With grit you don't have that, its been well known for awhile.  Not a game breaker or anything but would be nice.  
----
			
{| class="blockquote"
No, Grit is actually bad.
----
			
It's fairly well known that assault power is king then brutality below it, albeit pretty far below, then crit and so on.
 
But raw HP so far outways grit that there is no point to ever stack it and almost to be mad that it's on a piece of gear because of how bad it stacks	
----
			
{| class="blockquote"
No, Grit is actually bad.
----
			
{| class="blockquote"
Well. that was blunt and unexpected.
 
I always assumed Grit was supposed to balance out a bit versus pure HP gain because Grit could power up through hitting the milestones.  Huh.
----
			
{| class="blockquote"
Well. that was blunt and unexpected.
 
I always assumed Grit was supposed to balance out a bit versus pure HP gain because Grit could power up through hitting the goalpoints.  Huh.
----
			
{| class="blockquote"
Well. that was blunt and unexpected.
 
I always assumed Grit was supposed to balance out a bit versus pure HP gain because Grit could power up through hitting the milestones.  Huh.
----
			
{| class="blockquote"
No, Grit is actually bad.
----
			Hmmm...what if the Grit Milestones provided for extra max shields?  That would make Grit an interesting choice versus just pure health.	
----
			
{| class="blockquote"
Hmmm...what if the Grit Milestones provided for extra max shields?  That would make Grit an interesting choice versus just pure health.
----
			The problem is that most stats give two pure stats, while Grit only gives ONE.  To fix Grit, it needs to give two pure stats.  My guess it will either be HP and  Shields or HP and Armor. 	
----
			I like the HP and armor suggestion.  Sounds like what grit would do you know?  Like in DnD, thick skin.	
----
			
{| class="blockquote"
I like the HP and armor suggestion.  Sounds like what grit would do you know?  Like in DnD, thick skin.
----
			
{| class="blockquote"
I agree with this statement
----
			
{| class="blockquote"
as the item lead , how did grit being worse than base health, get passed both your desk and class leads desk.. not blaming you for *cupcake*ed up stats but you are on the ground floor and can see that t didn't add up right on the items  you craft.
----
			
{| class="blockquote"
You say that like he didn't notice and pass it along. Since it wasn't a major flaw in the stat system, I'm sure the reports got filed for when they were ready to make a serious pass on stats based on Live data.
----
			
{| class="blockquote"
as the item lead , how did grit being worse than base health, get passed both your desk and class leads desk.. not blaming you for *cupcake*ed up stats but you are on the ground floor and can see that t didn't add up right on the items  you craft.
----
			
{| class="blockquote"
It's a big game.  Grit's value is more a character issue than an items issue. 
 
Honestly, the problem isn't grit, it's base health.  Grit is too weak, sure.  But base health SHOULD NOT EXIST on items or runes.
 
I mean, AP has a reason to exist on gear.  Classes have different main stats that grant AP.  So say you wanted to make a light armor piece that was awesome for both Spellslingers and Espers, do you put high moxie on it? or do you put high finesse on it?  Instead, you can put high AP on it and it's good for both.
 
But Grit is HP for everyone.  You want to give people HP, you can give them grit.  Everyone gets HP from grit.
 
Grit is more interesting than HP. It's more interesting because of the milestone system.  If grit was not terrible then it would be more interesting because the milestones give little breakpoints.
 
Grit is easier to work with on a balance level than HP.  The designers have the ability to change the ratio of grit to HP, they're doing that soon for tank classes and their primary stat.  If they want to raise people's HP, they can increase grit scaling from 14 to 17 per point.  If they want to raise people's HP from +health items, then they will have to go and modify every single item in the game with +health.  Because moving from 14 HP per grit to 17 HP per grit isn't that confusing, but moving to 100 HP for 100 HP to 140 HP for 100 HP is confusing.
 
The purpose of flat HP is only useful if you want to give a flat base health when classes might get different scaling.  IE: If some class has an ability that gives them 10% more grit, and you want to give a buff or item that raises everyone's HP by 10k, and don't want those classes to get 11k from it, you could use HP instead of grit.  That way you could load any health pool scaling abilities on grit, and leave +HP for very special cases when you wanted to give a very specific amount of HP without worrying about those different scales.
----
			Make each milestone give 0.2% damage reduction or something	
----
			
{| class="blockquote"
 ... you realise im not talking about grit not being wanted dps/ healers.  this is about grit being  massively inferior to just getting base health
 
 
ps there are  0 mechanics in game that  increase grits relative value to base hp and  the  is  no  tangible reason for  grit to  be   gimped  compared to  base hp
----
			
{| class="blockquote"
I mean, AP has a reason to exist on gear.  Classes have different main stats that grant AP.  So say you wanted to make a light armor piece that was awesome for both Spellslingers and Espers, do you put high moxie on it? or do you put high finesse on it?  Instead, you can put high AP on it and it's good for both.
----
			Grit should increase healing taken. Small percentage, of course, but a toon stacking gear should see a 10% increase.	
----
			
{| class="blockquote"
Grit should increase healing taken. Small percentage, of course, but a toon stacking gear should see a 10% increase.
----
			
{| class="blockquote"
Well, that's a step towards more imaginative milestones, but could cause problems in pvp, because Grit would have a double impact on healer survivability.
 
I think it's been kinda clear from day 1 that the game needs (a lot of) work. I think it's rather inspiring that they're acknowledging current problems and are are reworking it, because it very much feels like a system that is transitioning between iterations. Having
----
			
{| class="blockquote"
Well, that's a step towards more imaginative milestones, but could cause problems in pvp, because Grit would have a double impact on healer survivability.
 
I think it's been kinda clear from day 1 that the game needs (a lot of) work. I think it's rather inspiring that they're acknowledging current problems and are are reworking it, because it very much feels like a system that is transitioning between iterations. Having
----
			
{| class="blockquote"
... Or one could argue that negligence and poor management allows these sorts of flaws to go live when there is no reason in the world they should. 
----
			
{| class="blockquote"
Or one could argue is only Human and community whine too much
----