its a range dif, not a kiting dif lmao. your mad about 2 completely different things. bring in their range and guess what u can catch them just fine. has nothing to do with the armor set but weapons specifically
Way more than 80% past time i looked
While u do make some valid arguments, u’re missing the point here.
If we talk about OPR most of the issues u pointed out start with:
- Map design. It’s huge for a 20v20 matchup, wich promotes builds with more mobility whether from gear loadout or weapons. More, 1 team plays from uphill (wich has access to a couple more high spots) while the other from downhill, it literally promotes ranged play even if the goal is to capture certain objectives;
- Unbalanced matchmaking, we all know about this and tbh there is no easy fix. Edit: this leads to number of players playing high dmg light builds so they do not depend so much on having a healer or a bruiser in the group. Maybe with crossover OPR AGS will have the opportunity to introduce roles when queueing (heard somewhere they been working on a MMR system, dunno if true);
- The cherry on top of the cake, ME perk that allows bow/musket players to snowball really hard.
I try not to use the word “should” when conveying my opinions but here is hard not to, ME perk should’ve never been introduced in the game. As a long time bow (dex) player i have no problems saying nerf this perk to the ground, at the very least the amount of ppl complaining about bow will decrease.
Saying that the old heavy bruiser meta was more fun or that kiting wasn’t a thing is just disingenuous, there was kiting back then and it was worse than it is today, just less people doing it. Also, while the current meta might be part of the reason the average player quits or stops PvPing (not to forget that said meta has this nice lil big thing called great sword) the biggest reason imo is lack of PvP content in the game rn.
But the discussion here is about light armor and the changes that they want to apply.
- The first thing to consider is we do not know the values of these changes, so all this talk is based on speculation.
- Second, light armor received major nerfs with BS patch and while i do not completly agree with everything they did i can agree that it maybe made it more healthy for the overall playerbase.
- Third, light vs light doesn’t last more than 4/5 hits, if u play light u know this to be true doesn’t really matter if it’s ranged or melee.
- Fourth, some ppl will agree with this some won’t, light armor in itself (dmg buff and mobility) is not the problem but how certain weapon combinations interact with each other and with it.
So when the devs come out and say “things like resilient or shirking fort will be less strong when you’re wearing light armor” it begs to question how less strong when we consider recent changes and all the “classes” that play it. We’ll have to wait and see this when it hits the PTR.
I want more PvP, you want more PvP, OP wants more PvP. In sum we all want the same, i just don’t know if the aproach AGS keeps taking is the better one, time will tell (or is already telling).
OPR rewards have a negligible difference between the winning and the losing team. So most ppl don’t care about winning or losing and create their own goals (top scoreboard, highest K/D, whatever). This results in builds which potentially have huge damage output while playing pretty save, ME caters this as well. Another aspect is being independent of other players. To be reliably top scoreboard or have a high K/D you don’t want your performance to depend on being grouped with healer, support and bruisers.
Light armor isn’t superior at all. It helps for being top scoreboard but it won’t help winning wars or even OPRs.
Ty for pointing this out, i’ll edit my previous post
Light armor never should have gotten all of these shirking perks to begin with. The entire perk pool majorily favors light armor as its by far the easiest to dodge area of effect abilities entirely with and makes light armor much morre durable thus eliminating risk vs reward.
The devs are acknowledging thry made a mistake by giving ligjt armor tne power to have the benefit of all playstyles and are taking some of that ill-gotten gain away for balance sake.
To get ppl to play heavy more in pvp or medium outside of war the devs would either have to boost their survivability significantly or increase their mobility significantly. They font eant to do either of those things.
20% buff > twice or 3 times the dmg… ok
and u forget the negation of incomming dmg from heavy
Im so tired of this ignorant position. Dodge rolls have no impact on survival rates in any of the types. a few months back the dev team posted the survival rates, it was so significant between them that unles you can live 0.003% longer and do 23943943 damage, your argument holds no water.
I grow increasingly tired of the combat leads approach at “im a melee, lets buff me and nerf the other stuff”, Its extremely unprofessional. The year of neglect and abuse to the mage and healing classes in the game is also, unacceptable. Any designer worth their salt would of stopped with the endless spam of melee-ish weapons and start developing things for the above mentioned neglected classes.
The combat lead is clueless. I have made it clear for months how to balance the armor types its not a hard concept. This “forced” gameplay will not end well. Screen shot it and save it for later.
You play as a “light healer” and lmk how fun it is to play.
You think? Go light armor brusier vs medium armor bruiser, tell me how it went ![]()
There is a reason on small scale you dont see light armor bruisers - medium is way superrior.
Only reason you see dps using light armor is mobility. Range cant fight in close combat - will lose to mele every time. Even bow/spear - you have 1 mele vs 2 mele weapons of bruiser. He has 6 skills, you have 3 to use in close combat.
You can see light armor mele users on OPR - but reason is:
- its more fun
- you can play solo avoiding 5 man premades
Wont even mention mage that has 1-2 abilities he can use in close combat. Max.
So range does need tools to move combat to min. mid range 10-20m. Its only range he can hope to win vs bruiser.
So proper design is where med bruisers - have tools to chasie light armor users - and check here. Mele weapons do have tons of movment skills and cc to keep light armor user for a moment in a place.
Now you add range build option to move combat from close to mid range. And its check but not same lvl as mele. Mele does have way more movment that range builds do have. Hard to balance. But part of that balance is light armor that is common to all light range builds.
This is pretty much the reason opr is unplayable.
It’s not about winning opr, it’s about having fun playing more than winning since there’s no real incentive to win besides own ego. And you get most ego anyway from high rank on the board.
So people pad and spam musket/bow from safety.
The whole experience is a total mess
Light amror dodge rolls dont impact survival rates? Come again?
Youre all over the place with your ranting. What are you implying? Idc about your forum history.
Idk what youre going on about. The devs arent discussing nerfs to light armor roll or mobility. Theyre nerfing shirking fortification and resilient for light armor and doing a weapon balance pass on some of the weapons and pairings that are over performing in pvp.
GS+Hatchet, ranged dex etc.
I’ve played a lot of light bruiser prior to the brimstone patch and it performed very well. The amount of damage put into the game after the BS patch made it harder to pull off well especially with the transition of servers further into the musket/bow rat playstyle. Great sword being op also made playing light armor GA/WH more difficult as GS/hatchet is much faster and wins vs light bruiser. Light bruiser has less targets and more threats so it got benched.
Hence light melee primarily switching over to sword/gs or gs/hatchet.
I am going to need some form of evidence here for the assertion that the only reason (or the overwhelmingly prevalent reason) people play light is because it’s more fun, irrespective of its strength/benefits compared to other weight classes. This also means you’ll need to prove that the subjective “fun” doesn’t include “I think it’s fun because it’s easier”.
The odds are overwhelmingly against you on this one but I’ll give you the benefit of that considerable doubt and give you the opportunity to provide some needed citation.
Good luck.
Oh unless you just mean… you find it more fun? If that’s true then all power to you but I’m unclear how your personal preference has any impact on an entire game’s meta, as your first sentence would imply under that context.
So, let us know when you’ve got the goods and we can start talking about what you propose AGS do about it. No need to forward a resume.
GL to them. You will see another big player base drop if they push this nerf. I dont think they will dare.
just bring back sprint key already and adjust stamina regens based on armor type.
like full stop this is from repeated tweaks of their stamina system and when/how stamina regen pauses and when it regens and every other lil tweak they tried to use to compensate gutting a core mechanic to spacing and catching players in an open space
Changes to shirking fort I think is justified. Resilient idk, seems like thst might make them prey for ranged dex even more than they already are and BB’s.
The weapons they’re looking at adjusting all need tweaks. Its obvious it has to happen. Which sacred cow is yours?
But they dont want to fix issue with 1 perk. They want nerf whole armor class couse they think is to strong. And they are wrong. Thats why there is such a big backlash here on forum.
Fix shirking fortification and problem solved. And next time listen players feedback from PTR since we were reporting that new shirking perks are to op.
Shirking is an issue on all armor types. Imagin bruiser that does not have all bis couse its very expensive. If shirking fort is perk he is missing he does 1/5 dmg less to other bruiser that does have that perk on all 5 pieces. Its insane.
Definitely agree regarding ptr feedback. The devs underestimate the amount of goodwill that erodes from the community when issues are widely reported but pushed to live anyways and then come to light as needing fixes for months.
Its pretty clear they simply lack development speed to react to ptr feedback, resolve balance issues at a reasonable pace. Theres clearly a workflow funnel bottleneck in their decision making and processing. Likely requiring the approval of one person who prefers to let the meta get stale before making adjustments.
If they listened to ptr feedback on great sword and tuned its damage down before dropping light armor likely doesnt get nerfs. Great sword paired with hatchet or sword and light armor I think is driving the nerfs to that armor load out. Muskets dont rely on it and mages are pretty benign outside of arena’s.
Light bows with 150-200 con plus shirking fort are a pain though. So maybe they contributed.
Light armor dex/rapier was literally unaffected by the dodge reduction change. Unless you have GS/SnS your not catching them