[Feedback] Phys resist makes Jackal a bit broken, let's move it somewhere else

So great idea to sprinkle physical resist here and there to make caster’s lives more bearable.

But, Jackal is already great, 3 points for 3 points spent, 6% Total Speed, some oa, some damage, great Tier 1 Constellation. With 2% Physical resist it’s now pretty much mandatory.

My suggestion, and I am usually the one who suggests nerfs, but, move 2% physical resist to Vulture and make it 4% Physical Resist. Change %Cunning bonus on Vulture to %Spirit or %Physique, since this devotion is never taken by Physical/Pierce/Bleeding builds.

Agree. I`m also in favor of nerfing oversaturated stuff ,like Solemn watcher. Was it not popular enough? Was Lion that bad and rare that someone decided to put 2%phyz resist on it?

There are plenty of never used stain out weak or suboptimal devotions on the map.
Vulture, Hound, Lizard, Wrath, Gallows, Harpy, Wretch . None of them got a buff, instead most usable devotions just became better ? What the point?

Harpy is actually used a lot on Pierce builds (pretty much mandatory), I mean it’s still very niche, but it is used. Hound and Lizzard (one of them) is usually taken when building a Lighting build with both Ultos and Spear. I don’t mind buffing them, because they are super underwhelming compared to Sailor’s Guide or Eel.

100% agree about other devotions. Also, Solemn Watcher was already used on so many builds, not sure it needed a buff.

I agree here… its funny i even suggested as much in discord at one point. 4% physical resist to vulture, but change the layout of the constellation so that it requires 5 points to reach the resist.

I think the idea was to give some extra defense against melee/physical hits to places where it was easily accessible to builds with common devotion routes. I do think the above mention constellations do need some attention at the following priority.

Vulture, Gallows, Wrath, Lizard, Hound, Harpy, Wretch.

YOU LEAVE SOLEMN WATCHER ALONE, PTIR.

EDIT: It wouldn’t post in all caps. :smiley:

Maybe physical resist should go in Hound along with increased armor and Lizard should give increased healing or even percentage health.

I think the idea was to give some extra defense against melee/physical hits to places where it was easily accessible to builds with common devotion routes.

If extra defense is in such dear need, why not just reduce incoming phyz dmg in first place? Like, scale some broken nemesis down to reasonable level?

This thought has occured to me too.

I understand why they made these changes, but the location of them is strange to say the least. Watcher and Jackal did not need a buff, but what the hell. Power creep in action.

I was also surprised to read about these 2 (watcher and jackal). It may not be very good for diversity.

Watcher has indeed been very common (in builds) and + 80 armor is ~1/2 that of the T3 Obelisk - which takes much more commitment. Watcher was already quite good for just 5 points. It was one of the better T2 and is now even more potent.

Jackal is common in many ~8-red builds (along with ghoul and one other 2 red).

Sailor’s %phys resist is often chosen over eel’s DA. I suspect that Jackal will see a similar fixation.

I agree with OP.

Diversity was already lacking and a lot of the subpar devotion mentioned are already practically never taken by the veteran builders. the patch simply means more needs to be added to the subpar ones to improve diversity and choice.

Adding phys res and armor was probably a response to the caster and low armor builds that are struggling the most to survive atm. In order for builds to have these stats added (without losing any other stats) they had to be placed on devotions already chosen.

I don’t particularly like these armor and phys res changes because these stats can be accessed by any build; heavy armor/tanky characters can benefit too and they really don’t need it. I’d rather see the extreme difference in defence amongst builds dealt with. Ptiro suggestion of reducing phys damage received, but I think also nerfing field command, shields and consecration to prevent tanks being even more risk-free would be a good idea.

I think Jackal’s buff is to compensate ghoul’s nerf. No idea about tower buff though.

Burn the witch!

burn her!!

If he put a teeny bit of phys resist on these it would make a bunch of builds have an option to be more consistent. Any build that becomes too tanky AND fast could just get it’s offensive side toned down via itemization, maybe a look at class skills. I can understand if Z is hesitant to do this but it would be a good step forward to adding something to the game that allows some of the strongest consistent builds to get their offensive stats toned down.