Heavy Armor needs PvP Identity

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.

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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.

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heavy shouldnt be affected by the last stamina change.
heavy was already short iframe and short distance dodge.
heavy are just chicken now, free kill.

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they are, if you are going into an arena as heavy with out a healer you are setting yourself up for fail

Drop GRIT from 300 STR and place it on heavy armor. Remove the CC duration bonus and place it on 300 STR.

I’m not sure I’m understanding what you’re trying to say. If a heavy armor player has a healer with them they are harder to knock down and stagger?

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.

Ah yeah, good point! AGS, you listening to this workshop?
lol

Normal. Like heavy say it is for tanky players No typical assassin. Change the eq. There is No better option

I like this idea but then con and str would have the same 300 pt bonus. Maybe a 20% freedom for 300 con.

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.

lol? :rofl:

na keep cc on a tank, not on a dps

What would you suggest they replace 300 STR with if they shifted grit to heavy armor?

10% Dmg Nerf if i am honest

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

and so on and so forth

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.

“Followup”: 15% Chance to swing a second time on light attack.

We don’t need more unpredictable damage.

“Clobber” 15% chance a heavy attack will knock opponent off their feet

We don’t need unpredictable CC either.

“Overcharge” Heavy attacks can be overcharged beyond heavy attack, costs stamina

Yeah this ‘sounds’ balanced until you realise people are running SnS and instagibbing people with hatchets as it is.