derpey kong
New member
It's obvious a lot of people are buying Fortitude, not for the extra health, or the weapon damage buff, but for the on-map recovery, which recent patches have been nerfing. I think it's better to split Fortitude into two items, and buffing one of them. This is my proposal:
Fortitude
Tier 2 Item (1600 Souls)
+ 375 Bonus Health
Passive: At 70% Health or above, gain 20% weapon damage and 1.5m/s move speed.
Uses Extra Health as a component.
Superior Regeneration
Tier 3 Item (3200 Souls)
+ 6 Health Regen
+ 4 Out of Combat Regen
Passive: After not taking damage for 15 seconds, gain 3% Max Health Out of Combat Regen
Uses Extra Regen as a component
I decided to buff the HP requirement for the passive on Fortitude and lower its tier because the stats gained from the passive are largely negligible, and hardly noticed. The weapon damage buff can be nerfed for the tier.
I also decided to make the Regeneration passive Out of Combat Regen instead of its own regen type so that the passive cannot be abused while farming or getting a surprise gank kill while also taking no damage (after observing Out of Combat Regen works differently when damaging a player vs. an NPC)
Fortitude
Tier 2 Item (1600 Souls)
+ 375 Bonus Health
Passive: At 70% Health or above, gain 20% weapon damage and 1.5m/s move speed.
Uses Extra Health as a component.
Superior Regeneration
Tier 3 Item (3200 Souls)
+ 6 Health Regen
+ 4 Out of Combat Regen
Passive: After not taking damage for 15 seconds, gain 3% Max Health Out of Combat Regen
Uses Extra Regen as a component
I decided to buff the HP requirement for the passive on Fortitude and lower its tier because the stats gained from the passive are largely negligible, and hardly noticed. The weapon damage buff can be nerfed for the tier.
I also decided to make the Regeneration passive Out of Combat Regen instead of its own regen type so that the passive cannot be abused while farming or getting a surprise gank kill while also taking no damage (after observing Out of Combat Regen works differently when damaging a player vs. an NPC)