Heavy Armor needs PvP Identity

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.

I’d argue that a little unpredictability would be great.

Everything is too predictable right now as it is. Two really good players going at it is like watching a game of ping pong, i don’t like that personally.

Everything is too predictable right now as it is.

That’s the point of an action MMORPG. Consistent skill based combat.

I agree the damage reduction could maybe be increased but I don’t think it’s terrible.That said, I don’t agree with your solutions at all.

4 time the damage protection is insane. And heavy already has 10 to 20% less damage than the other armor classes.

I think increasing the block stability bonus, adding grit (removed from str stat line) and reduce effectiveness of incoming CC would help give heavy more of an identity in PvP.

It shouldn’t be so easy to knock a full heavy player down and if they can’t get away then they should still be dangerous to engage. Right now they’re just easy pickings.

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They could change the 300 con bonus to reduce the duration of slow, stun, roots applied to you and give str increased duration to those applied by you.

I’d like to see heavy with some built in incoming CC duration reduction though, too.

(Edited for clarity)

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