

My personal preference for iceborne is turning it into a red/chip health mechanic of sorts if you take damage, half of it or so is turned to red/chip health. The 50% hp (which is actually meaningfully higher ehp due to the DR%) "restriction" is not a meaningful restriction. Iceborne has no limiting factor that punishes you for making repeated mistakes or limits the amount you can recover from your mistakes. Lowlife Iceborne on the other hand, namely the iceborne portion of it, has its problem rooted in "you can make infinite mistakes and always recover". If the content floor were lower, then Lowlife Flawless wouldn't seem so stupendously outperforming. If we had methods of having a higher power floor, then the content floor could be lower. Lowlife Flawless is only so outstandingly powerful relative to the power floor. There is also just the simple problem of relativity. I'd be very careful when addressing these components directly because they are not specifically the major cause of the power problem, and they become much healthier when those other causes are controlled better due to things like staggerlocking and multiplicative damage sources having a disproportionate effect on outcomes when paired with this raw power.

And since the goal is to take out the power problem holistically (I hope), nerfing Lowlife Flawless components outright along with those other driving factors may be an overcorrection. And even if you nerf the component perks, the remaining archetypes are very close behind in terms of power and hungry to take its spot, without any of other power components that drove it specifically over the edge also being taken out. Its main problem is not itself a consequence of its own power, but of many, many factors extrinsic to it that allow it to stack power on power. It has a VERY demanding ask of the player's mastery of the game to use correctly. Lowlife Flawless, which uses discipline and predator in conjunction with lowlife, is mostly fine.

It's important to recognize that Lowlife builds are actually generally two very different build archetypes. It's the lack of diversity in other archetypes and the continued building of synergy into the archetype that make the problem. I think some top-end nerfs need to happen, but they don't need to be drastic. We'd love to hear what you think and any other suggestions you have for increasing build diversity! We're making a ton of other progression changes so we're hoping that overall the health of the game will be much improved. In addition to these proposed changes, we're going to reduce or remove the base lantern capacitor from Escalation, which will reduce overall power creep in the game. Also being discussed is reducing Iceborne's lifesteal so it takes longer to regain lost health.
DAUNTLESS PHYSICAL DMG FULL
Some ideas we are discussing are making Discipline +1/+2/+3 only reduce health to 75% (not changing +4/+5/+6), forcing you to go deeper into the perk to gain full benefits, so a small hit to perk economy. Getting significant damage bonuses is fine for having a low survivability risky build, but Iceborne's damage reduction and strong lifesteal negate a lot of this risk. Low Health Builds - Is it time to tune down the low health builds? The combination of Discipline/Rage/Wild Frenzy/Iceborne is fun but we feel like the risk reward balance isn't in a great spot.There are a ton of possibilities here but we would love to hear your suggestions. Cell Balance - We're taking a look at a lot of our underused cells and thinking about how we could buff or rework them to open up new build options.Our damage system will work a bit differently after the progression rework so it's hard to talk about numbers without context, but we're looking at possibly doubling the effectiveness of elemental bonuses. Right now, most end game builds don't prioritize picking gear based on element and we want to make this a more viable choice. Elemental Bonuses - We'd like weapon and armor elemental bonuses to have a significantly bigger impact on your overall damage output and resistance.While we have ideas around some deeper systemic improvements for later releases, we'd like to make some changes to increase build diversity in the short term. Hey everyone, we'd love to get some feedback around some upcoming balance changes we're talking about that would release alongside the Hunting Grounds and the progression rework.
