Heavy is STILL hot garbage in PVP

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.

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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.

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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 :joy:

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

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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.

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Light

Medium

Heavy

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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.

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I need to screen shot I went into OPR wit 42% fireresist in light and I ate 3.4K pillar somehow I instantly left OPR and changed all my gems to fire damage and got back on my firestaff build. Im tired of trying to make other builds feel fun when resist is not working as it should. If I have 30% slash in my light rapier build I still take massive damage from GS. Ive said for awhile something is broken in the way that gems mitigate damage.

As a fire staff user day 1…I too miss the more melee oriented OPR’s. The killing of the musket and boosting of the FS means the meta chasers ALL converged on the FS/bow. Now anyone with sense is running as much fire resist as they can and as FS user you need a specific gear combo to do any real damage. Bows are loving it because that means thrust resists are down.

I felt the pinnacle of pain today, queing solo and regularly having to face premade groups of firemages/bows.
I was playing a tank (SnS/GS) with 2200–2400 (depends on the town buff) defense, 19% fire resist, 4 ele aversions, and gemdust, of course. I started observing the numbers of incoming damage, and on average, dudes hit me with pillars of 2.5-3k.
It doesn’t matter if I hold my block or not; being focused or caught in the crossfire of 3+ mages or bows is an almost instant teleport to the respawn. On Abaton it is raining fire in OPRs.

P.S. And meteor showers hit like a truck as well…

Well lets make it a turtle then. Turtle tanks attack sol… :rofl:
Turtles-all-the-way-down GIFs - Get the best GIF on GIPHY

i am pretty sure AGS doesnt really play their end game PVP and are clueless with the balance changes.

Simple stuff like Light armour dont fully rely on fortify for survivability unlike heavies and can easily switch out to other perks since key is to avoid dmg.

that leaves heavies screwed big time with the fortifying nerf and what mobility do heavies have? a sitting duck.

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This is the main point.

Nerfing fortify, resilient or any other damage mitigation perk as light armor does NOT rely on it. At least it is not the biggest factor that confers survival for those who use light armor, but the dodge.

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Heavy needs a buff to damage and survival. I think its fine for a skilled light player to use the dodges to out manuever a heavy player; however, heavy needs to be tuned enough so that its reasonably attractive to play. Id like to see more in opr and arenas. Maybe close the damage gap a bit and provide it with more damage reduction/sustain.

They could fix this in S3 with the perk balance. Every armor loadout should have access to a certain perk bucket.

For instance Shirking energy perks can only roll on medium armor, Fortify perks can only roll on heavy (also bring back old fortify) and Shirking heals only rolls on light (maybe buff it a bit)

An easier fix would be to give Heavy armor loadout an additional bonus: Fortify has 100% increased effect

remove the 20% extra damage from light armor and 10% extra damage from medium armor and this starts to balance out.

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Well.
Look at this vid from when mutators were launched.
It was the endgame thing to do back then. Just brand new and this was posted when they were launched.

Tell me how much you suffered, I bathe in tears.