The problem is if you buff light armor for ranged, itās 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 letās squishy ranged users kite easier then squishy ranged users with rapier will be op.
If you balance for rapier then those who donāt 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, āMust-Run,ā 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, āall haste effects last longer and have a bonus 5% haste,ā you could have the bow out and the haste after dodge could be longer and faster. If you run rapier and donāt have this node in the synergy tree itās 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, āVoid Storm.ā
Lays down an ice storm that instead of slowing, it tends by 3% per second inside of the storm.
it really doesnāt. The armor thatās listed doesnāt do much in terms of engagements, as the Burst meta is pretty ridiculous, a full tank thatās specced into Thrust damage negation can have their health drop to under 40% by a full BB burst, which isā¦honestly insane. And, due to the fact of how āstunsā work, the CC duration bonus doesnāt do anything in teamfights, so that point is moot.
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.
This is the best idea Iāve 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.
nah, itās Thrust Damage, you can add a hybrid damage source by placing a Ruby in it for fire, though, which I havenāt seen at all, itās just pure, unadulterated thrust damage and dropping a pure tank down to near Deathās door with just a few button presses is pretty insane.
No itās 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 itās completely balanced because heavy wearers are free kills. Nothing to see here, move along!
Light is the new meta for a reason, and it doesnāt take a genius to spot light players in the forums.
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.
The same can be said for light, with fortify, horn and healer theyāre just as unkillable if not more.
With wayyy too much survivability because of the movement they have. You canāt even catch them to rend them.