Devs are so out of touch idk man hire me please. More light armor nerfs?!? I won’t even ask to be paid

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.

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Ty for pointing this out, i’ll edit my previous post

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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.

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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 :slight_smile:
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

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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.

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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

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for sure, depends on how their playing. If they not even really giving you the chance to kill them i doubt they are doing much impact. Well at least thats what they should be balancing for. Anyone can play safe asf and never die but I dont see how you can really fix that aside from capping the range on weapons. some people really just play scared and you cant stop that. The rapier nerfs definitely hit the kiting a lot. The haste and stamina was honestly insane on evade. This was one of the few nerfs that actually made sense and helped the issue. Prior to this there was literally 0 threat even if you were playing close. now the issue mostly revolves on the people in light that don’t even get close enough to begin with. Im surprised they didnt continue this trend and started looking at other weapons passives such as the hastes on bow etc and giving them an activation condition like they did with evade instead of 100 percent up time with dodging. Think its mostly just the community being so blind and calling for surface level nerfs, not actually using those critical thinking skills

1v1s I don’t care about if they run away in 1v1 I win that engagement. Its that dex squads are uncouterable since they cannot be exploited due to poor positioning or sneaking up on them. So you get one to 10% hp and he can just run away and then the rest of his friends insta kill you. There is no balance to this situation. Dex damage/fire rate needs a hard nerf or their survivability needs to take a hit (which is going to raise the skill floor considerably and only the good ones who are playing 50-100 con right now will be left playing it).

State of dex is also another reason wars are so defense sided right now. Dex squads can carry defense wars in a way that offers no counterplay and is very un-engaging.

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Dex does not carry wars, bruisers and healers carry wars.