can we have an official response wether this is a bug or intended please?
cos if its intended i understand the idea and i think its good but the execution maybe something to look at cos this will have an impact on the economy when all you really gotta look out for is the right stat distribution and perks.
Wait so when I they make it so you get 10% luck for being flagged, I can walk around in the tier 1 heavy armour and have the same defence as someone in 600gs armour, with a fraction of the repair cost?
So instead of damage reduction going off of your armor value, the damage reduction is based off the armor weight.
So Heavy Chestpiece with 300 armor would give 10% damage reduction and a Light Chestpiece of a higher gear score that has 300 armor would still give like 5% damage reduction. I’m guessing that this is how their defense scaling is working in PvP. With that reasoning though, this means that defense is pretty much even no matter the gearscore.
Basically Voidbent = Faction …but it has luck too.
What I don’t understand is why physical and elemental #s are listed on the tooltip if they aren’t a constant across pve and pvp. If they only matter for pve the tooltips HAVE to clarify that (pve only), would suffice.
I’ve heard this before and believe it to be true. But have to say this is an idiotic system of gear that is completely incomprehensible from in game tool tips.
There’s being a sand box mmo where players need to figure out things in game and then there’s just having incongruent design that is illogical and comes across as bad game coding.
With diminishing returns on attribute stat gains I’m now confused how armor will be improved over time as new content releases if mitigation increases in pvp aren’t a thing.
New percs? That seems rather limiting for progression options.
Both are right. The chests are bugged in Laz/Genesis and only drop up to about 520 gearscore, but if they worked correct should be based on capped gearscore.
gear score has been known to be pointless for weeks in duals, and wars; meanwhile open world pvp and I believe outpost rush has no gear scaling. meaning eq isnt flatlined in those modes.
i think this is actually a very good system. The stats and especially the perks will still give you an advantage but not to the point where you can just steam roll fresh lvl 60s.
The third perk on legendaries is already a nice advantage and the perks and stats rolling higher at 600 is even better.
If i’m understanding this correctly, as somebody who enjoys PvP primarily, the end game is hit level 60 → farm faction gear in a few hours → play Outpost Rush. The End.
I’ve spent countless hours farming watermark and I’m yet to find anything better than faction gear. So in essence, the next upgrade to my gear for PvP is probably after 1000+ hours of grinding when I roll the PERFECT legendary, and there’s nothing inbetween.
Also, is anyone actually excited by armor perks? There’s not a single armor perk for my bow that I can really be excited about. Take for instance Refreshing Penetrating Shot. Kills with this ability reduce the cooldown by ~14%. But why would I use a powerful ability on someone who has been knocked down?