it wouldn’t be nerffing heavy armor. it would be nerffing spell casters who use heavy armor. and making heavy armor the only thing useful towards melee/range melee physical res- not spells.
Heavy armor = Higher physical -lower elemental resistances and -50% spell effectiveness
Medium armor = half and half - no bonuses
Light = High elemental res and lower physical resistances +20% or w/e it is now but fixed.
if you decide to run con, you will have a shitton HP for “tanking” , i dont see how this would effect a tank that is “tanking”. even if elemental dmg is increased in pvp vs heavy armor, well guess what it shouldn’t be unbeatable and then elemental dmg owuld be its counterplay. just as a Melee with a GA is prolly gonna counter that mage in light gear (if it catches it) and just like that the tank can counterplay the melee by simply not dying. u get this little triangle thing going where 1 thing checks another. actually i am very familiar with this concept, look no further then Archeage.
Mage dmg buffed in light, less CC time being in the CC’s. and ud get the light armor buff giving u goodies for healing and magic
medium armor was the middle ground, rangers, glass cannon dps was wearing this mostly, and in general people who wanted to find the middleground between heavy taking more magic dmg and light taking more melee dmg, it was pretty well done. Tho NW has dodges. wich change also on weight of total armor, and i think people are putting too much emphasis on the dodges instead of rlly seeing the issue.
If i see a healer on the frontline tanking and healing at the same time (dont be confused with off-healing tank) then there is something wrong XD or we are going in a new age where the dps stay behind the healer, and healers peel off the healers attacking your dpsers XD (LOL)
you probably have never played tank that shitton of hp is useless because the others have a shitton of damage and if you want to stay alive you have to use a shield which makes you slower and stamina can easily be broken so you are a sitting duck waiting to die because you can’t reach them to attack
you forget most OP healers run full tank. just this morning after patch- we had people complaining on the other team about how our team has “Tanks” lolol ahhh…
Are tanks bad? sword/shield has a good ability called leaping strike that is great for mobility if you’re in heavier armor- I even seen a full tank use rapier as his off-hand just for Fleche. Seen him kite like 12 people in OPR. But he had life staff so… can’t really say how well he was kiting because every time he was half HP he’d be back to full life in 1 sacred ground/beacon/self heal, regen pot, health pot while in sacred ground etc etc.
these are not main const if you call whoever has a heavy armor tank then we cant talk about it
also, that sword and shield leap is like a couple of steps
With the fire staff nerfs, and greataxe reap buffs, hitting into heavy armor is a complete joke now. It almost feels like pre resil fix. Its actually sad how firestaff builds have gotten completely shit on vs left click auto stun lock meta tank meta. Can’t even swap weapons during a greataxe hit, so cringe.
This makes 0 sense. The English and the suggestion.
if I ran lifestaff… S/S with full heavy load- it’s going to take multiple/several people to kill me. that’s the problem… It should be more consequential to sit there and do nothing while typing and still outheal DPS…
see how useless s&s is in 1 on 1 pvp? i know life staff is quite broken but this happens to me all the time because im focused on contitution and dont have enough ways to damage them
Yeah it’s rough with s and s and hammer, you need a burst build like rapier to kill them. I’ve 1v1d a lot of heavy armor healer post patch and can usually down them with firestaff rapier if I time it right but I feel you. I have to hit a pof into fireball into rapier burst off their CD timings to do it. If I miss once they heal
Depends… S and s only useless 1v1 on healers. You’re forgetting s+s/hammer can perma stunlock and kill dps 100-0 every time if they land that first shield rush into shield bash.
So then with a design philosophy of balance, what would the inverse be? If you knee-jerk and perform a drastic reduction in benefits in one category then the paradigm simply shifts. Causing a different thing to be the outlier and thus the nerf cycle continues.
Light armor then too should get large penalties should they not?
All sources of fortify cut by 50%
Lower melee/physical damage
Lower critical chance with melee/ physical weapons
Block cost increased by 50%
All physical based debuffs/buffs cut in half
yes the penalty is having lower physical resistance, but about 2 times the amount of elemental resistances.
Heavy Load: High physical - Low elemental res - penalties to spell effectiveness by X amount Medium Load: Medium physical - medium elemental res - no bonuses/penalties Light Load: Low physical - High elemental res - bonuses to healing/damage by X amount