You clearly haven’t played against 3 heavy armor great axe / hatchet comp
3 grav wells get caught in 1, they all start spinning with maelstrom and you drop dead in less than a second.
They tanky, insane self heal with great axe and invincibility with hatchet proc.
Probably the most ridiculous cheese comp I’ve seen so far in my 100+ arena games.
It’s going to be impossible to balance every combination of weapons.
Sometimes you just need to take the L when you see the cheese.
Solo queue is basically just rolling the dice the outcome is determent before the match even starts.
You really brought up an interesting situation, but basically everything you said is about GA/Hatchet and not about the armor itself, you know? That’s exactly the point of the post, heavy armor doesn’t have an identity of its own.
I’ve seen and played against it, we just scattered and kited them till the self-sustaining was cut to a minimum, slowly wearing them down.
Who gets caought had riposte or fleche and then one of us puts a ice shower down and he out plus we get free damage on them.
I’m pretty sure 3 mages are worse than 3 bruisers.
Exactly! When maneuverability is so important extra armor and additional blocks just doesn’t mean anything. You can jump in on a heavy, stagger, stun, knockdown, root, slow and then roll out of reach again with no worries at all. Then range attack with nearly no risk of them catching up to you. If they use charge or something, no worries. You’ve got another dodge ready to go.
In arenas it’s hard work just to stay alive let alone actually apply damage to anyone.
Heavy armor NEEDS to be given its own edge in PvP if it gets not maneuverability.
what it probably needs to make it distinqued from the other two armor weights is probably a very strong CC reduction buff. if you going to be slow and heavy then you better be a juggernaut.
other than that i dont know besides a complete overhaul of the weight and gear system.
zero reason to mix and match pieces past min max medium.
all the bonuses dodge distances and buffs and debuffs should be based on weight not on thresholds.
For sure! I totally agree. I think the dodge and stamina system needs another looking at too. But like you said. If heavies have no maneuverability then they shouldn’t be getting CC’d the same as light and medium.
When I first read this I thought it would be too far but the more I thought about it the more it made sense. Tanks need grit more than DPS and grit doesn’t make sense to be in the con line. Actually I’m not really sure it’s enough though. I think cc effects should just be notably reduced in heavy or something (too?)
Most importantly it wouldn’t just wind up birthing 300 CON bruisers in turn. And it would give heavy healing the edge it so desperately needs right now in wars.
Not true. Saw few bruisers in heaavy. And friend of mine is playing heavy bruiser for 2 days now. It can work but you need 2 light dps to that bruiser. And work even better when this 2 dps can somehow cc/slow enemies so bruiser can jump on them with all cc he has.
Its not best armor for arena but can work. Issue is from what i have seen so far is ppl playing stupid compositions like: 3 heavy/med bruisers. Yea with that kind of team composition it can be super hard to catch any1.
Yeah not a bad idea. Honestly I think this game has way way too much CC and durations need to be shortened. It’s not the focus of this post but I strongly disagree with any root being more than 1 second.