that can be adjusted however, since it not hard to change the dmg absorption shield have for PvE or reduce the stamina dmg that big attack does for example. you could even make a skill that makes your block unbreakable for a super short time.
Atm tbh in pvp there way to many iframe being spammed constantly with dodges
Possibly, but I don’t have faith that AGS would put the effort into totally redoing the tanking mechanic in order to balance pvp. I think that some attacks take off WAY too much stamina if you block their attacks (for instance the commanders from myrk as well as some bosses) anyways, but like I said, I don’t think that AGS really cares about tanking that much to change it.
Could even make it hitting the dodge key in heavy armor while shield blocking would fortify you defence for a second (at the cost of stamin like dodge is now) and make you not take stamina dmg for an attack basicly 1 second invun just like it would as dodging but without the hop and makes it work for tanks in and out of pvp which is fine since tanks would be left unscaved however everyone else would get a nerf to heavy armor unless your using a shield so basicly non tanks throwing on heavy armor to take no dmg would loose there dodge invunerability while tanks with shield wouldnt be left unscaved since they can invun dmg wwhile blocking instead of dodging using the shift key that wouldnt be used anymore when in heavy. would still allow people to use shield in light and medium armor too since this block invun would only work when blocking so they can still dodge when not blocking.
Eh, I think that could be abused to just basically become invulnerable for 30% of a fight. You’d block, dodge, become immune for a second, wait for a bit of stamina, block dodge again to become immune again. Repeat.
the block invuner mechanic would take same amount of stamina as a dodge (And would only be available for light and medium armor since plate wouldnt get dodge anymore. it be the same thing as dodging except need a shield since a dodge is invunability for a second aswell.
Effectivly nothing would change from how it is now except people without shield and heavy armor would loose access to there 1 sec invunerability with the dodge, which should bring plate back in line with medium armor and light armor with the increase to mediium armor dodge stam cost
@Azak you still don’t answered my question. I guess you are GA player in heavy and you are afraid heavy gets a nerf.
A tank that has more HP and def as a DD shouldn’t do the same dmg. That’s a golden rule in each online game. And there is a big gap between doing less dmg and being terrible.
So my suggestion are not nice? Which one do you have to fix a unbalanced heavy meta ?
And thx for the advice I know about Amber gem. And not everyone should be forced to play a void gauntlet.
So let me hear your ideas if you are not just an “every idea is stupid troll” and maybe tell me what’s wrong with my ideas? It’s because heavy should stay unbalanced OP or why ?
I know what you’re getting at I think, but I’m pretty sure I’m still right in the way it would be used. You wouldn’t actually dodge, but you’d still be dodge blocking for the invulnerability.
Difficult topic. I always loved the solution in Lineage 2 to that question. Tank classes unlocked “Heavy Armor Mastery” passive skill whereas Rogue classes unlocked “Light Amor Mastery” passive skill. These passives granted significant bonuses that fostered to the class you were playing.
For example, the Phoenix Knight got:
STR +2. When using heavy armor, Max HP +6883, Physical Def. +1904, MP Recovery Rate +8.4, received Critical Damage from basic attacks -35%. Reflects 10% of the received damage back to the enemy.
the Fortune Seeker rogue class on the other hand got …
Max HP +4880, P. Def. +1506, P. Evasion +20, Received P. Critical Rate -35% when using light armor. Speed and P. Skill Critical Rate depends on DEX. Additionally, STR +2. After evading, with a 10% chance, increases Atk. Spd. and grants Assassin’s Reflex.
As you can see, that system is much more specific towards the role that you intend to play.
I wonder if this system would work with the Expertise system. Example:
Add expertise for cloth / medium / heavy armor and for each piece and make those only upgrade when wearing a respective piece of equipment. It’s another huge grind but would add a meaningful specialization. What do you think?
It’s not up to me to fix AGS’s game for them. I don’t get paid for it lol. People who make a lot more money than I do can fix it. And to answer your question, no I’m not a greataxe user lmao, even though if you are still having an issue with them, try walking backwards when they attack you xd.
effectivly you would just be combining the dodge mechanic you have now to mitigate dmg into the shield (So duration you would be invunerable from dodging) would go into a buff u can use on the dodge key while blocking that would prevent stam loss for that time, this would only be available with shield so your basicly combining dodge invun into blocking, this would be a slight nerf more than anything since you can still get shot in the back where dodging is 360 degree invunerability but this should effecte pve tanking at all since you would normally always be facing the boss, but would allow for more strategic plays with flanking in pvp since facing targets a little harder with hectic fights.
@Azak don’t know why you always try to put me in a noob spot or something. I dont have any problems iam a top healer on my server and I know how to dodge and run. But still heavy armor isn’t balance and I just tryed to gave some ideas the key problem with heavy armor is that the trade of dmg/heal and survivability isn’t balanced right now and the solution is not to nerf weapon.
The only solution is to fix the armor.
For example:
Light armor to heavy armor: is a -18% heal (because Amazon don’t know maths) but a 400% survive trade off
So you get 400% def for -18% heal. That’s terrible wrong.
Your suggestions would do nothing other than make tanks impossible to play solo like I said. Should all melee be in heavy? Probably not. Should tanks be made unplayable because of it? Also no. Like I said, it’s not up to me to fix their game for them. They wanted to make a game where people could choose whatever attributes/weapons/armor they wanted and match them together, and put 0 effort into actually balancing anything.
The solution to that would be pretty easy. Make armor types able to use x weapons. Light- magic, bow, musket, rapiers. Medium- heavy dps melee weapons. Heavy- sword, and whatever other tanking type weapon they would add to supplement it.
they dont wanna do that to allow people option to build how they want then also how does one decide what armor they can use then they use say sword and shield and a fire staff
Well they’re going to have to eventually lol. That or everything is going to be nerfed into the ground because people will be complaining that dps in heavy is unkillable forever.
With a musket with 300 Dex and 150 int with fire gem this is as glassy as somone can get with a musket with pretty decent perks and 600GS one somone in heavy can out heal my dmg with consumables even if i hit every single shot (Would have to head shot them every time to out damage the consumables)
That being said potion need a major CD nerf too 20 second CD on 2 potions that heal for 3-6k per 3 if you have refreshing perk.
Health potion = 2400hp+7% max HP +20% from 50 con is 3-6k depending on max HP
Regen potion = the same as Hp pot just over 10 seconds
Mana potion with healthy toast perk = is 9.5% max HP on mana potion
Food also add some too since it spammable and cheap and does a bit of healing too if u dont take dmg but if u do just eat another one there cheap enough and ull get a couple ticks out of it and the slight 1% regen aswell