They might as well just delete heavy armor from the game at this point.
2 heavy hammers in arena with a pocket healer is literally the strongest arena comp rn… they easily stay alive till the final circle and cc u to death there.
granted they need seperate sets with different gems for competitive arenas, but so does dps
I actually really agree I think they should remove the bonus heal and damage from light.
Mobility is just a much greater asset than raw defense. Heavy only makes a lot of sense over that in war like scenarios when you have too much unavoidable damage Vs how squishy you are.
But in controlled situations mobility = superior defence
major problem is heavy= worst doge in game , super slow , lowest dmg.and most importent part u are not even tanky any more XD
They need to make heavy more attractive. Just some random thoughts but have it gain a strong passive skill system like:
Heavy - Perma Fortify Buff + Reduce Dmg Taken while stationary + Extra HP + Cannot be Slowed/Exhausted
The actually damage difference between light and heavy isn’t really that much even before factoring in mobility of light.
They could reduce damage taken by about 30% and it would still be useless outside of PvE and taking points.
You just can’t catch anyone if you don’t have SnS on.
The fortify nerf should mostly apply to light armour and some to medium.
Without Fortify doing proper dmg mitigation , Heavy armour is worthless. AGS needs to rebalance fortify totally.
Like fortify skill / perks should at least mitigate against invigorated punishment (anybuffs/skill that does less than 10% fortify = taking more dmg because if invigorated punishment)
The problem with armor is not its inherent buffs received by armor weight. No that is actually what separates and distinguish the play style for that load out.
If changes continue to be made based on armor weight types the game will eventually have to homogenize the benefit and cons so that all players are even trading field.
That is not the answer. More akin to a quick fix.
The problem lies with in the benefits gained from stat break points combined with armor types.
For example; Light armor with 150 dex has 10% stamina reduction for each dodge. That is 3 dodges in light armor for doing nothing more than upping your main state to do more dps. Add nimble and hardy and shirking energy, and dex weapon passives and you have a problem.
Furthermore weapons that you would want to run in heavy do not gain much from stats break points that would be beneficial for the weapon. Str stat break points do nothing for heavy armor. Con stat break points do nothing for heavy armor. With the changes to fortify it also hurt heavy armor. A % armor increase is garbage compared to the damage absorb that fortify was.
In conclusion the real culprit of gear and weapon unbalance issue has and will always be the stat break points.
Remove the -30% healing in heavy armor and make it 0%. That would make a resurgence of heavies in OPR.
The issue is the game has a fundamental core problem that makes it so the dev’s will probably never be able to balance the different armor weights.
The light armor dodge roll is simply too strong. There is too much stamina and regen.
What does it matter your armor rating or defense if you can just I-frame for nearly 80% of the time.
I’m interested to see how you play because I feel fine with GS/SNS. I agree heavy needs more attention but we weren’t crying when we were literally two shotting people with our GS last month were we lmao. If you think light is bad you haven’t met a skilled medium player yet lol.
Maybe that‘s the whole idea though. If you want to specialize in your defense, you have to sacrifice your offensive power. Not sure why people think they should be a jack of all trades being super tanky and dish out a lot of damage at the same time.
Sure, they might need to tune Fortify a bit so it‘s more useful again, but overall Heavy does the Job it‘s supposed to.
Heavy armors stamina regenerates at the same rate as light armor.
Sooo… You can dodge the same amount
Exactly
I will say, heavy could use a slight bump in resistance against ranged attacks for when they do fight. Since they can’t get around coved/LoD as fast because they’re slow as mud
Heavy armor if your playing S&S with perks the fortify only gives 2% damage mitigation per 10% fortify. So with the blocking perk on skill tree for 10% and sturdy fortify blocking 5 hits for 20% that’s 30% fortify for 6% mitigation. But since I have 2 buffs then invigorated adds 4% damage so for 30% fortify I get 2% mitigation ![]()
Also in arenas last nite playing with friends I take 2000 from fireball, 2200 from pillar with 24% resist and then 2200 from a bow heavy with 25% resist. From the bow it says I mitigated 4400 damage of it that’s insane. And 4400 from ice spike. Really no point in playing heavy
Should always get to pick two out of these. Right now when going heavy feels like you only get defense.
Defense
Offense
Healing
Mobility
I switch between sns/gs in light and sns/hammer in heavy with gear sets depending on the heal situation. Mostly light, it’s much funner…but heavy has it’s place when returning to a red fort with a healer on my heels. When it’s just me v multiple or 1v1 on ranged, the light is more better.
I agree… but i have been playing around with various builds…
I tried meduum bruiser with 300 con for grit… but could only get 2-4 kills a match.
I did try a heavy armro, 300 str build with like every dps perk i could use. I focused on heavy attcks, so i would have grit and the 10% damage bonus, punishing runeglass in armor. Got axe with trenchant strikes. I unslotted the light attack greed lerk and focused on all heavy attack perks. It took a few opr to get used to heavy attcks… hard to hit anyone… but when you do it did a lot of damage. I was able to get 5-10 kills a match… solo… which felt pretty good in conparison.
I decided it was the hammer which sucked … the reduction in dps made it worthless…
In the end the only way to have fun in opr was to go light armor, greatsword great axe. 200, 150, 150. Non stop dodges. Use great axe to grav and maeltrom to weaken… then use gs for the dps. Then charge to get away.
Felt anazing… more survivalble than heavy by far… ags cont seem to balance the light dodge. No damage is always better than any block or mitigation… thats the core of the issue.
Heavy is a slug… wish it was a turtle. Become tirtle with a shield… but for bruiser is just a slug.
This post should reach the “twice a month PvP balance” guy…cause at this point, he should be ashamed of his work.
Current meta hurts heavies like never before. Yeah, the block doesn’t even matter no more, mages just pop their Flares at your feet and melt you down with AoE and burn stacks. The bow damage on heavy is insane as well. At 2400 phys def, 2 phys aversions and 15% thrust resist i get clapped with 3-4k bow crits, bow armor penetration should be toned down.
