I guess this was already thought of before, but here’s my input on it…
My brother and I were in the nexus talking about wisdom mods and how they made classes such as priests, sorcerers and even necromancers/paladins stronger. Then we thought about how to make vitality viable again as it’s less than worthwhile right now…
The problem started with pets, self-regeneration is not held high when a player has a rare pet or higher. However, one thing that always does remain valuable is hp/life.
Wis mod increases the power on ability items when they go over 75 wisdom or so, so what if vit mod follows a similar concept? And since vitality and life are related stats it makes good sense.
Suppose the ratio is like every 5 vit you have, you gain 10+ hp? Or a similar ratio.
Having high vitality would give you an extra hp ring of sorts, this becomes very useful with endgame content where the bosses have massive amounts of hp and shotguns are always feared.
The shield of 100+ extra hp would be extremely valuable to players while not being game-breakingly overpowered in my opinion.
What do you guys think? Should the ratio be lower, higher, or something different?
Let’s make vitality a worthy stat again.