Colossus bugged?

Toxxy_Foxxy

New member
So some others have already mentioned, but I'm going over it a bit more. So, it seems that Colossus is supposed to give +15% health after vitality investment, but instead gets reduced depending how high the investment is, but with the item by itself, at max level, it only gives (about) 10% health before items with health bonuses, but yet it still has a +15 in the "mods" section, where items with bonus health go, along with its 300. Then you look at Glass Cannon, an item that does the same thing but in reverse, and it's is actually a 15% health decrease.

A quick test, with maxed boons on Abrams (no abilities leveled) and colossus, as it currently works, is only 4588 health with 610 of that coming from colossus. Using a random assortment of items to reach the bonus 300 and +34%, health is at 4293, only a 295 difference. If it worked as I would assume it's supposed to (after everything else like glass cannon does) the bonus should more be: (2980 (base+boons) + 1013 (vit invest) + 300 (colossus flat))+15% (colossus %) =4937, making that 15% give a decent 700 bonus, which would only get bigger as investment goes (up to about 1k with the % alone) on instead of smaller like it currently does.

Not really sure how to fix it myself, as if it does get fixed, at least in the case with Abrams, it would give an instant bonus 1k health, where as now it would give 900 then diminish down to about 500. Honestly it may be better to just remove it and make the bonus health 500 or something, both for clarity and to prevent cases of a massive jump.

Tldr: The +% base is a lie and diminishes with vit investment, I'd suggest changing it off of diminishing returns for clarity, and if that would be seen as too strong, remove the % entirely and make it flat, but I don't know about game design so that's just my idea.
 
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