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    Lightbulb Juggernaut Change Discussion

    Hello everyone!

    I have put together an idea on how to modify the Juggernaut ability for the future of AL based on the communities desire to see changes. Given the nature of this change, we feel it wise to discuss it openly beforehand and see if the community likes the idea as much as we do.

    Please leave constructive feedback in the thread below!

    The Concerns

    From my perspective and understanding, the Juggernaut ability has two main concerns. One is the early game PvP implications associated with a direct 300 HP or 500 HP boost, as this is no joke at early levels. The other concern is that higher end players see not as much benefit as maximum health climbs to the 3, 4 and 5 thousand mark. As more levels become available and more health as a result we will begin to see the bonus of this skill dwindle until it is deemed worthless from diminishing returns which we don't want to see.

    The Adjustment

    The planned adjustment is to grant the warrior a maximum HP boost that scales based on your armor value. This is more interesting than a flat % of max health, or % based on level scalar in that it now has a synergy potential with armor stated items, jewels, and pets. As a % of armor obviously it will be subject to increases based on external buffs and the like provided by other player skills and pet activated abilities where appropriate. Here are a few examples of how the health bonus would scale based on your level and approximate armor values.

    • Tap - 10% Armor as health
    • Charge - 16.5% Armor as health


    Note that this is representative without jewels of any kind, without pets, and using the 5/5 Armor bonus passive and legendary gear. This 5% armor boost seems like a few points well spent and obviously complimentary given this change. A sword and shield used for the weapon slot to maximize armor from gear on hand. All gear used was purchased through the Store packs as a baseline. Again, all armor values here are more or less approximate based on testing and not a mean, average, or other related data point.

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    The final level 46 entry here denotes more "end game" gear. Mythic and arcane gear compared to store bought legendary gear at 46.

    Expectations

    What we anticipate this change to do, is provide players with new combinations of pets/gear/jewels in order to find their comfort zone related to this skill as it applies to their play style and net health benefit. We also expect it to have an effect on low level PvP more than high level PvP, and our focus is on the whole system and not specific brackets of play. The potential range given these values as you can see still puts players in the 300 HP and 500 HP bonus like current Juggernaut does once you approach max level, with some wiggle room based on personal gear and related choices. As higher levels become available the amount of HP potential will continue to grow appropriately.

    So, thoughts?
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