Max focus/health reduction should reduce the actual max, not capping

Currently, if I have a plagued item with max health/focus reduction, say 20% from 100 focus. The problem is, my max focus is still 100, and capped at 80. So gems that rely on focus/HP being full never work, because my focus is always 80/100.

Please change the actual max, and not simply capping HP/focus gain.

2 Likes

This sounds more like a bug

@Silas-Inservio-Pax

It has always worked this way. “At low health” and “at low focus” builds rely on this to function.

1 Like

In that case the wording shouldn’t be that it lowers max health or fp, but that it reserves health or fp.

1 Like

I agree with you, but it’s also true that the UI isn’t clear at all. The part of the health/focus that is “locked” should be indicated somehow.

For example like this:

Instead of being like this:

3 Likes

I agree. If it’s meant to be a “reserve life/fp” then that part should look different than “missing life”

“Missing” ≠ “Reserved”

2 Likes

I still believe max health/focus reduction should reduce the actual max, not reserve. If they intend for it to not work that way, then the wording should definitely change, and makes it so that gems that relies on full health/focus still work.

You may argue that that’s how low health builds are based on, precisely because this debuff is wrongly implemented. Keeping your health low should be a constant effort, making you think twice about life steal. But this debuff makes this process effortless, and you can still lifesteal because your health is capped at always a low percent.

2 Likes

If they intend for it to work the way it is, it makes it so that gems that rely on low health/focus still work.

You may argue that the wording should change or that its effortless, precisiely because low health builds work so well as currently implimented. Not having the wrong enchantments should be a constant effort, making you think twice which ones you choose.

You can just flip the coin here… :upside_down_face:

I do get your point, but if we look at other games, reducing max something straight up reduces the max health. If the debuff caps the health, it should explicitly say “Maximum recoverable health reduced to 80%.” So players clearly understand: “Oh, these gems that require my health/focus to be full won’t work because of this debuff!”
At least the wording is confusing and should be changed.

2 Likes

I do got the same issue.

Mine is capped at 120/208.
I take all my gear off, and the cap is still visible.

Is this a bug or a curse in-game?

It’s started when I was respeccing my build.

1 Like

Can you show this with a screenshot please?

Silas

Actually I had 2 cursed items (reduced focus % both). But when I took my gear off, it didn’t start recovering sooner as expected and tested this too quick.
So everything is good.
Sorry for the inconvenience.

1 Like

Yes but due to how the max health/focus reduction has been implemented those two builds are too easy to implement and, right now, are extremely overpowered.

For instance: I play a ice mage build that works at full focus and consumes health to cast runes. I had to sacrifice a bit of armor penetration/critical damage to make space for health regen/healing enchantments and when I’m doing pestilence I have to be on my toes due to the “Lose 10 focus on damage taken” curse. I had fun planning and building it, it works wonders and I’m really satisfied, but it has some things that I have to be wary of to make it work (and I think it helps to keep it interesting).

If you play a low health build you literally don’t have any downside at all. You can always get the most powerful enchantment bonus in the game without any inconvenience, you can spam lifesteal without worrying about losing the bonus, and it is synergic with many powerful crucible echoes which trigger on the same condition.

I think that this is just bad design: having the strongest enchantment bonus in the whole game should come with a catch in my opinion.