Heavy Armor Is Too Weak Outside Of War, Needs According Buff 🙏

Heavy Armor is becoming more relevant these days with all the changes. They’ve gutted every medium build and buffed light armor to the point where the only damage dealers are light and medium is terrible.

The 10% armor Nerf for medium 200 CON bruisers has rendered a lot of medium armor builds weak compared to rewards. You’re still squishy and you’re immobile as fuck. Going to light armor to have more mobility in fights = more survivability in the right hands so a lot of medium users have converted to light armor lately.

Debuff durations on heavy and 300 con CC duration increase is almost required to lock anything down anymore due to all the guts to CC and DR so most mediums converted to Heavy or went light for damage.

Medium is in a terrible spot imo for most, “Bruisers.”

I could be wrong but these are my thoughts.

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I ran Heavy and I ran medium with the same build, same stats and I lost maybe 500 damage per hit and 1k per crit and gained x2 the survivability.

PvP wise I’m not sure how it goes as 3v3’s are terrible and my company merged and changed factions recently so I haven’t premaded much and OPR kicks you out when you press N, plus 0 rewards if you lose so I just been braindead running GC missions… It’s way more efficient.

Medium is useless unless you’re running non-melee medium in the current Meta imo.

Heavy armor is made for people who capture points and start teamfights/tank them.
It serves it’s purpose very well.
You’re not supposed to catch or outdamage Light armor users, heavy is more of a teamplay armor set.

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Go play LA and tell me how you feel when you get jump by 2 players. You are writing some fairy tails you have in your head. Just go play light armor if you think its so good and come back forum saying sry when you realize how stupid was what you posted.

I think the stamina Nerf put it at JUST the right level.

Youre still mobile and can ALMOST kite indefinitely, definitely takes some effort from the opposing side. Someone specc’d for chasing also in Light Armor will catch you after a small struggle but it will be inevitable. (SnS/GA)

Someone not specc’d into chasing will have a very hard time catching you. If the LA user is bad and the chaser not specc’d is good, yes, LA user will get caught even when chaser is not specc’d specifically for chasing.

This is balance. It’s fine where it’s at, no more nerfs please AGS.

Stamina nerf alone would be ok i think.
But my feeling is that with slow affecting dodge rage and new homing system range light armor builds are now in bad spot. I talk with other range players i use to play with and they all have same feeling.

Now you can dodge away from mele, but he just need gap closere skill and some running and he is on you. Moment he is on you and you are out of stamina there is nothing you can do i fact. It always was easy for mele to close gap (lets say 10-20m) but light armor could get away with proper dodging between mele attacks. Now you can do that. And if all cc nerf even if you hit some good cc on mele it does not buy you much time.

I think slow move you ahve after range shot has to go away or be changed somehow. Mele homing with all last changes is just to oppresive now. Range builds dont have good tools to deal with mele after distance is closed. And they dont have tools to kite when mele is closing distane since if you decide to do dmg you stay in place.

The problem is if you buff light armor for ranged, it’s the same thing for melees chasing you with light armor.

The issue does not lie in light armor.

Rapier is so defensive that it causes this dumb requirement to run rapier as a squishy ranged or you HAVE to fight a melee user running at you. If they buff anything that let’s squishy ranged users kite easier then squishy ranged users with rapier will be op.

If you balance for rapier then those who don’t run rapier will never be able to kite to a competitive level.


Synergy trees AGS. SYNERGY TREES! It is impossible to completely balance the current system. You create these, “Must-Run,” weapons in certain playstyles due to no way to single out certain combos for balancing.

All they would have to do is match a Bow/Spear survivability with a Bow/Rapier via synergy trees and then we can effectively open up builds without hindering others.

If you added a node to the synergy tree of Bow/Spear that had something like, “all haste effects last longer and have a bonus 5% haste,” you could have the bow out and the haste after dodge could be longer and faster. If you run rapier and don’t have this node in the synergy tree it’s because fleche, evade and riposte is enough to kite.

Simple.

Even better, add a super long cooldown weapon combo ultimate.

VG/IG could have something like, “Void Storm.”

Lays down an ice storm that instead of slowing, it tends by 3% per second inside of the storm.

it really doesn’t. The armor that’s listed doesn’t do much in terms of engagements, as the Burst meta is pretty ridiculous, a full tank that’s specced into Thrust damage negation can have their health drop to under 40% by a full BB burst, which is…honestly insane. And, due to the fact of how ‘stuns’ work, the CC duration bonus doesn’t do anything in teamfights, so that point is moot.

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Yea rapier was and still is the issue. But tbh i have no idea how to balance it. Fact is that if you are ranged running no rapier current game is hard vs mele.

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I’m telling you, a mastery tree for combos. It can fix SO much. SnS/BB is gonna get BB gutted until it is no longer usable except for with SnS.

Synergy trees can change it. :smiling_face_with_tear:

Isnt like a lof of bb dmg a fire dmg?

This is the best idea I’ve heard yet, and makes so much sense. Perhaps it could work like poise in ds1, where medium armor provides some resistance to stagger and heavy provides the most.

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Heavy Armor can have grit on spell channeling, light attacks, heavy attacks AND abilities.

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nah, it’s Thrust Damage, you can add a hybrid damage source by placing a Ruby in it for fire, though, which I haven’t seen at all, it’s just pure, unadulterated thrust damage and dropping a pure tank down to near Death’s door with just a few button presses is pretty insane.

No it’s not! I am sure AGS has metrics they can easily look at showing heavy users are a dead breed.

The 10 percent armor con nerf hit heavy as well, which also reduced hp for the 100 con perk. Heavy is a joke! Which is why heavy users that did not quit, are re-gearing.

I mean it’s completely balanced because heavy wearers are free kills. Nothing to see here, move along!

Light is the new meta for a reason, and it doesn’t take a genius to spot light players in the forums.

Even Solaire now wears light…

@Aenwyn if you get any updates on this matter or if its being worked on, a notice would be greatly appreciated, ty :grin:

Can’t make a change like this after release, as people have already crafted with it on other builds (light/medium.

You are definitely doing something wrong then, if you are the defenders with War Horns and Heavies with allied Healers, it is near impossible to be killed. Only effective counter is to stack Disease and Rend against them, and you need multiple procs of each (Scream/Grenade/Plague Crits + Shockwave/Orb/etc).

I will conceed that Heavy is much stronger on the defending side than on the attacking side. OPR Heavy is just as strong with Battle Bread. Basically of you can synergive with lots of Fortify and Heals, then Heavy is unstoppable and therefore to use it well you need to play for that. Get your Battle Bread in OPR, use War Horns, Play towards/with your Healer. If you use Heavy you are not intended to be a 1v1 solo class, you are a team player and there you will excel.

@Aenwyn

The same can be said for light, with fortify, horn and healer they’re just as unkillable if not more.
With wayyy too much survivability because of the movement they have. You can’t even catch them to rend them.

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they would…
blackguards Firestaff and IG, change one Month after bringing it out and then say it wasnt supposed to have plague strikes :smiley: