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.
This was mentioned in a couple other threads, i think the overall consensus what that GRIT would make a whole lot more sense on the heavy weight loadout.
My suggestion for STR 300 would be:
“Followup”: 15% Chance to swing a second time on light attack.
“Clobber” 15% chance a heavy attack will knock opponent off their feet
“Overcharge” Heavy attacks can be overcharged beyond heavy attack, costs stamina
I believe wearing heavy armor gives you not enough damage reduction…
Give heavy 4 times more damage protection and lower damage output alot while wearing heavy armor.
So create a real tank capable doing annoying tactics.