Armor weight class rebalance with grit

Yea sure thats totaly normal thats 300 STR user hvy/light attak got grit, so when 2-3 DD use CC on them to stop the bainless left click ,well they are still continuing to left click ignoring the CC.

Seems totaly legit…

Wrong

Forcing bruisers to play heavy in war while giving them armour penetration is meaningless. All this does is tend to opr/arena players, since the majority of them are in light the armour pen will be basically 0

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Melee damage ouput in every mode is lower than ranged/mage buiilds. Nerfing melee damage by putting them in heavy without improvement to heavy is odd

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In fact mele output is way better than mages. It feal mele do worse dmg than range bc you can’t do any untill you have other player in range. While range players have easy time to get in range.

But in close combat mele chop range builds if you try to trade dmg.
Issue is there are some builds that can’t be catched my mele users: dex+bow/musket+rapier and fs+rapier.

Rapiers is biggest part of this issue.

this would make grit accessible to every weapon potentially in heavy. That, would be interesting :o.

Indeed.

A full rework is more than needed.
But i guess it wont happend anytime soon…

Yes, I wasn’t talking about on a per hit basis.

Melee is the lowest output on average in the game during the course of a war, opr, etc.

If the Grit ability gets moved from Attribute to Weight Armor, you are freeing the Grit to hypothetically any class. Which it might a bit too much to have since you open up to Split Stat weapons in Heavy armor having Grit when as of right now they do not.
A bit too much but definitely a nice idea in the right direction

As a STR Main i really like that Idea, but i would switch Light Attack Grit to heavy and heavy Attack Grit to Medium.

Reason: LA are fast enough on most weapons, Voidblade LA with Grit would be … OP³. But Grit on heavy attacks with medium this could entice people to Mix in some HA/CHA - giving the opportunity to choose between fast LA+movement with the drawback of being interruptable or slow HA/CHA+stationary with the advantage of having Grit.

[Laughs in Void Blade grit]

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Just Melee? Leave out Mages once more so the rest of us quit? :joy:

Although I think your suggestion is valid, I prefer a balance in this way:

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It’s definitely over rated. Lol. I would love to see heavy armor acquire grit on Light and Heavy. Somewhere I posted something about giving heavy armor Grit on Light Attacks and spell channeling/casts meanwhile 300 Str turns into Stagger opponents in lower equipload with melee attacks.

My tl;dr version of this ask is…

Only give full grit to the players suffering from a -30% damage output compared to light armor, to force players who want grit to accept a massive dps loss in return.

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I agree, seems like a fair trade.

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True. But mele has kill potential while ranged not so much. I mean they can but if you are not focused by many enemy players you can hide and heal up. While if you get cought by mele with CD and no stamina, you die fast.

This is how game is design. Range builds do dmg but bruiser do kills and can push for objectives. I kinda like it that way.

Light armor is already the best equipload though. Lol

In a sense, yes.

DR’s on CC make securing a kill very difficult. Especially with dodging in root, stamina recovery, light roll, shirking energy, nodes that recover stamina, entomb and rapier all make it difficult unless it’s vs another bruiser.

Most people that don’t spam dodge escape with 3k or less health. That’s when the ranged users should capitalize.

Ranged players definitely capture on this plenty often as they have the most kills in OPR 3v3’s and wars.

Melee players usually have the least kills and are middle of the pack in damage.

Healers, and support IG/VG’s and tanks are the only ones doing less damage.

A lot of backline dps is considered trash damage due to, as you said, the game mechanics with healers as burst kills, but at the same time, I frames and many other factors contribute to people barely living constantly or flat out just sustaining all of a ranged person’s damage. DPS and melee burst tied together is the actual killer, not melee alone.

Light melee is a completely different story. High Risk, high reward and skill is required to be an effective light armor melee.

IG helps against Sacred ground and CC’s to help with escapee’s.

VG helps with rends and weakens along with buff removals.

Bow gives constant damage and can pick off low health escapee’s while giving constant damage to help counter AoE HoTs.

FS is the real killer. After watching dozens of vods from my company and watching wiily stream high competitive wars, fire staff is the number one smasher coupled with ice spike and pylon’s DPS.

Melee does good burst, but a good gravity well and a maelstrom chain combo might deal 4k-5k damage to me meanwhile one fireball does 2.5k or so even when I’m 20% fire res.

Ice gauntlet stops me from mass healing all the melee in the clump with ice storm and VG rending me makes me killable coupled with fireball bombs chunking me down slowly while IG/Melee DPS the HoTs making healing me very hard.

Most of my deaths in wars are caused by IG ice storm and a well timed fireball along with ice spikes and nasty pylons.

The melee damage is support damage against HoTs and clump potential with Gravity Well.

Metas change and it’s all different on a per server basis but this is my deduction.

I know. This would just give Light even more of an advantage because the only bruisers will full grit trying to chase down Mister Mobile will be heavy users carrying around a 30% damage nerf compared to them.