Were you meaning this one?
Indeed
Yeah, shields are another beast…
They’re a difficult one to balance when it comes to equipload.
You could just do the same with shields.
Round shield = a light piece
Kite Shield = a medium piece
Tower shield = a heavy piece
So that shields actually give you a decent boost to whatever you want.
This would give freedom of expression in a slight case allowing shield users to have 6 equipload set options.
If you are all heavy and take a tower shield then grant the 1st heavy piece ontop of the fifth.
OR
use a kite shield for stam Regen and cast distance to leaping strike
OR
use a round shield for a teency bit more damage, outgoing healing and -4% cast times
You mean just adding another milestone as it is in original post?
I mean either that or just excluding 1 bonus for light if wearing kite and 2 bonuses counting from the top if wearing tower. Similar goes for medium, if you wear tower shield instead of kite then you lose one bonus from the top and if you put on round shield in medium you… well either get half of the 1 light piece bonus or nothing?
Im just spitballing
Oh I didnt notice you edit yeah that could work too
The only issue I see which really isn’t an issue, what if a 5 heavy wears a round shield? Nothing?
It would be pointless, but giving the 1st piece as a bonus no matter your split can give freedom of choice on what your build goal is.
Idk, there’s a lot of ways to attack it.
I’ll edit the post in the evening to include all the good suggestions made so far. Lets heal this game
Bump; edited the milestones as discussed in the thread with other users.
@Shadow_Fox @Luxendra @Zelme @Centeotl - come on in guys.
Removing dodge from heavy armor is quite a nerf, even for doubled stamina and ability to reduce incoming damage. Sometimes you just need to dodge incoming attack/s, because dodging is sometimes more beneficial than blocking. Either Genesis dungeon last boss body slam will break your guard and pin you down, a Lazarus naga spear throw might break your guard and stun you, same for her powered stab. And on pvp people will just stun-lock you with warhammer’s CC’s, especially shockwave, because you can’t block it.
My Idea, changing BULK to BULWARK: +40 stamina allowing for longer shield tanking and grit while blocking, while still allowing to dodge.
@Iohannes interesting approach although keep in mind that heavy would also have other bonuses that I listed there such as more fortify and more hp. In any case it will take a lot to break 200 stam guard (220 with hearty). Who needs iframes if you can just tank the living fuck out of everything? Thats my take on it.
Well fuck… Lol. Busted.
Btw, damage absorption and fortify are different. Tooltips state both at random compared to actual calculations but ABS (Damage Absorption) is the first step of mitigation to my understanding.
Fortify reduces the remaining damage after ABS so fortify, sadly, is actually less effective on tanks than it is on Squishies.
For example.
40% ABS on a Light Armor player using Shirking Fort = 52% mitigation for a 12% effective mitigation bonus.
55% ABS on a Heavy Armor player using Shirking Fort = 64% for an additional 9% effective mitigation Bonus.
As it goes to 50% fortify total…
40% ABS = 70% Damage mitigation
55% ABS = 77.5% Damage mitigation
With 50% fortify, you only lose 7.5% damage mitigation total while gaining 20% Damage and the best I Frame mechanic in the game.
Opting for actual Damage Absorption that’s registered as ABS is the best way to help tanks.
Also, fortify ruins balance as you can see.
So if you opt to have it be added as ABS rather than fortify, the tank can keep his ABS gap between the other equiploads.
Still better than nothing and paired with bulk would be strong af.
Sadly, but increased health and stamina doesn’t matter if you’re in a stunlock.
Without ability to dodge during PvP encounters every single shockwave will be not only a perfect block remover, as it goes through block, but also a perfect way to start every single fight with any heavy armor user as it will be a unavoidable two second stun. Enough time to follow up with powerful attack or another CC ability.
Also if heavy armor user wishes to disengage and/or withdraw from fight he just doesn’t have a way to do it, as every single CC ability, if he won’t block it somehow, will be perfect to stop or at least greatly slow him.
In 1 vs 1 scenario it might be hard if not impossible to win with a tank or heavy armor player without a stunlock build or kiting him either to death of frustration or boredrom. Also, PvP is almost never a fair 1 vs 1 scenario, but a group fight. Without ability to dodge a heavy armor user will be constantly controled with various CC’s. And then, without a team and ability to disengage he will be clubbed to death, just a bit longer than his teammates were.
In PvE it could make a great difference. Greater stamina allowing for longer shield tanking while greatly increased health allowing for taking hits which could kill rest of the party. That’s nice, but it will only work if heavy armor user is at full health and full stamina. In a fight with many mobs there is always this one of them who manage to get outside of block angle. If not spotted fast enough by party or a tank, a tank is soon pushed around or into the wall. While it won’t kill him in many cases, it is surely annoying and dodge is sometimes the only way to get out of staggerlock. Without the dodge it won’t be possible and even 500 stamina won’t help if tank can’t raise a shield, because is pushed around. Again, it won’t kill him, especially with greatly increased health and fortify instead of a dodge, but, again, it’s greatly annoying. And, with some back luck, mobs might push him out of the edge if there is one.
With grit while blocking tank won’t be so severely punished for health tanking few lesser mobs while shield tanking more powerful ones or mini-bosses.
But… there are also bosses. Okay, so let’s say Genesis flower boss body slam is tank-able with tower shield for 150 stamina and Lazarus naga for 90 stamina if heavy armor user wishes to block them instead of dodging them. Yet there are also different bosses with attacks not possible to block, like Empress shockwave, Tempest Heart Naga shockwave, Isabella flying around (If I do remember correctly), second genesis boss jumping around and every brute’s ball. While those won’t kill a tank right away, especially if he is healed by a healer, they might easily finish him off or create a opening to do so if caught in the right moment, because tank has no means to avoid it by blocking, only to be staggered and tank it by health.
Also, there are healers and melee fighters using heavy armor. Taking away thier only way to avoid taking incoming (from bosses in most PvE cases) damage isn’t really helpful to them.
Im gonna bump this because the tanks are getting fucked out there and this could be a potential fix.
I like this idea, however you can’t leave heavy armor without the option to dodge. This will cause problems in dungeons where some boss mechanics rely on dodge and in group fights tanks will get slaughtered.
You could leave dodge for heavy as is and add the effect you mentioned for 2 seconds after you dodge. Or just make block not consume stamina for 2 seconds after you dodge
They cannot fix a bug. How they can update.
Im a believer
I like that… A lot.