106658-constuctive-argument-about-grit

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yeah....*likes* Like the only reason to ever really take grit is for a milestone and even then it's like "eh....." Crafting as an example I'll push for a milestone if I'm close, but base health just trumps it completely and I only ever use a grit rune if its a water slot and im trying to complete a set bonus... Think that is the only time I ever consider grit as a tank crafter.


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Grit became bad when the stat system got an overhaul between Closed Beta and Winter Beta, when the old Milestone system got downgraded and those functions got moved into AMPs. Depending on your class, it used to do more, but because of imbalances in other stats and in some classes, that got dropped and/or moved. So now we end up with essentially a useless stat. But it looks like that will be changing, which is fine by me.


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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.


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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.


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... 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.


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