TLDR: The choice of 2 100s between mobility, recovery, and resilience is not equal between the three classes, largely because mobility is weak by comparison.
Let's be real here. The best Titans and Warlocks pretty much ignore the mobility stat. It only affects initial jump height, walking speed, and strafe speed.
So if a Titan or Warlock wants to move quickly, low mobility it is. That way they spend less time in the air and more time bouncing off of geometry.
And while strafe speed is important, it is pretty soundly outclassed by 100 resilience and 100 recovery, because even at 30-40 mobility you're strafing fine. Titans and Warlocks value getting to key positions in the map, leveraging peeker advantage, AND being able to close/stretch gaps faster more than having max strafe speed. And you really can't blame them when you break it down like that.
So Titans and Warlocks can get all the flinch and health benefits of resilience, all the recovery bonuses, and their class ability cooldown to max without any real sacrifice.
Hunters don't have this luxury.
Now the last thing I'm gonna do is say "Buff Hunters." God knows that won't go well here. Instead, I suggest buffing mobility to give everyone a reason to consider it a good option.
Three options here:
1. Make mobility affect sprint speed, ability jump height (not just initial), and slide distance. Rework movement exotics that do similar things. (Not nerf them to the ground. Just rework them.)
2. Make mobility affect AE.
3. A combination of the two above options.
[spoiler]I personally like options 1 or 3, because I think the best movement potential should be a build; not just slap on exotic X and profit. Getting to important map positions first is of the utmost importance in certain game modes.[/spoiler]
With these changes, all three classes will have to make a hard choice and commit to it. Some sacrifices will be made between all three classes, rather than just Hunter.
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I would argue resilience needs to be tines back down a bit. Resilience is too much of a must have now that punishes you for not having 100. Even tier 9 drops your damage resist by what, 6%? That's crazy... No single stat should be a must have, especially when thats on every class because then the 2 classes that aren't reliant on that stat for class abilities are forced to run it and sacrifice other stats. In this case you're sacrificing other stats for straight damage resist, which shouldn't be something you need to choose. You can run low recovery and still be fine but now if you drop your resilience you'll feel it because Bungie have balanced the game around it, just like they did with Well of Radiance and Divinity. They dig these holes then wonder why they're stuck.