How lol
Don’t be ridiculous. If you’re going to suggest something like this, then the light armor healer should also die in one sho- OOOOH wait you play healer. How convenient for you.
What a weird thing to say.
How lol
Don’t be ridiculous. If you’re going to suggest something like this, then the light armor healer should also die in one sho- OOOOH wait you play healer. How convenient for you.
What a weird thing to say.
Another reason to make light do same damage as medium and buff it for more mobility.
(Revert increase of pause after dodge and revert increased slow on melee hit)
I agree that it’s hysterical. Make the dmg bonus for light apply to ranged attacks only and reduce the effectiveness of ward and/or lower the armor numbers for light gear.
Many people only take heavy players with 150-200 con. I personally rarely take light players when doing M10 gold’s due to the fact that a heavy player will out dps a light armor player who is dead and on the ground.
The biggest issue is that light has a damage buff so people think that light is better due to slightly bigger numbers. AGS should remove the dmg buff that light armor gets.
This hear is the main problem with LA. That damage buff is too big.
I run 50 con in dungeons and 5 con in opr and 150 in arena so dungeon is kinda middle ground
Yes getting pure focus gear is hard cause only healers need it
But when u consider PvP where u have to spend 400k+ for a bis gear that’s some gold i have to spend
And i have 3 PvP healer sets lol
Pve is easy af
So yea one guy said that maybe the base life shouldn’t be 7k but 2k with 5 con and that makes more sense to me.
Guys besides your arguments that I understand, understand also that this is the first mmo where you have those stupid things goin on.
The dungeon are easy? ok is not players fault you know.
But the fact that this equip load is completely a joke is undeniable expecially when I see light armour Tanks right now on youtube. And no, they don’t dodge more than any other tank or any other player that beat dark souls / elden ring.
It’s not entirely a player-created problem. The reason light armor dps can work is because fortify and wards have the same impact on them as they do on medium and heavy armor.
Say light armor gives 15% mitigation, plus average 10% from gems. With full ward (25%), fortify from hatchet light attacks (15%), orb of protection (10% and fort sacred ground (10%) a light armor dps can mitigate 85% of an attack.
Say heavy armor gives another 25% mitigation, well, let me just say, heavy armor doesn’t fully mitigate that damage, it caps out at a certain point, so 85+25 being more than 100% don’t work. But that also means heavy armor mitigation isn’t too impactful, likely only is when you aren’t impacted by some of the listed buffs above.
IMO this game has a major issue regarding how damage and healing is done. One shot mechanics are absolutely lame in an RPG. And the mechanics of this game are based off of them, in both PvE and PvP. Healing should be more about getting enough throughput and keeping mana up. Mana management should be as big or bigger as stam management for (most/many) builds, but with 10s cooldowns on a mana potion that fully restores your mana bar, it’s not.
So part of the issue is entirely on the players who think you have to run 5con light armor for dps, but part of it is on the game mechanics supporting that structure as well. And I say that as someone who has heavy DPS’d every dungeon to gold m10’s, and currently runs Tempest/Depths m10’s as a 15con light/med armor dps.
The whole problem comes from the mindless application of the damage bonuses by the different weight classes. The melee weapons that by default have higher base damage are getting huge buff by using light armor.
If we have the damage bonuses diversified between the different weight categories we will get more balanced meta. E.g. 2-handed weapons should get their bonus from heavy, 1-handed melee from medium, ranged from light with penalties on damage and accuracy over distance.
Why not address root cause.
Rewarding those that min/max a repeatable dungeon causes this issue.
Remove the tier time award, you have 1hr to complete the dungeon, If you complete it, you get full rewards.
Speed Runners can show off on the leaderboard.
This game was always touted as play like YOU want, but every deployment shows otherwise, maximize your DPS or FAIL to get phat lewt!! that’s silly.
Reduce the Mutation levels to 4, Remove time tier rewards except for leaderboard bragging rights. If that means reducing shard rewards a little fine with that too.
-pantz
Except that speed running is its own reward. Even if you take the time-based rewards away and make it pass/fail in an hour - a large part of the population will prefer to do it in the most time-effcient way possible. This is evidenced by boss-skips and farming-first-boss-only behavior which is pretty common in this and other games.
Hold on, this is coming from a healer that used to hang on with very sweaty people. I never invested a dime on PvE gear, just farmed the Sagacious set. I mean, no wards, but that’s fine, you are not supposed to be even close to the damage if the party does their job, and you can still play for cheap, indirectly proportional to the stress level you get with a 5con party build but it works.
Regular Genesis lobbies requesting 600 gs with full ward. A starter dungeon with 613 and even 625 lobbies. How much does this low con mentality have to do with that? Everyone wants all in at Caretaker because they can’t survive an extended fight and the last boss has people dying everywhere because they can’t take a hit.
yesterday I was kicked for that I am in med
yes that kicker runs with light 5 con and deals massive dmg
but I picked him up 5-6 times in our last M10 run ![]()
So far my experience tells me that the vast majority of people who cry about fast runs not being fast enough are the ones most frequently on the floor needing to be picked up. They all watch BagginsTV and see the pro method then try to force that on literally every lobby they join, usually by proceeding to pull every 4-5 encounters in one go before the tank and healer are ready and then dying instantly when they inevitably fail to dodge the first hit or mutation event.
They run about the expedition as though they’re a born leader but invariably present zero leadership ability, complain if you dare use anything other than a hatchet/GS combo, tank the score with their incompetence and then blame your DPS.
I’ll let these idiots into a secret: You do zero DPS when you’re dead.
My list of people to avoid is long. My suggestion to people like the OP is to just avoid these people and be thankful if they announce themselves as early as the lobby by kicking you because you’re not wearing their gear. You probably dodged a bullet here.
I have to say as medium loadout DPS I have more trouble getting groups but at least when I get them I’m not usually the one dying.
Sure you can lower your con when you are goo enough but that to be requirement for pug groups is rather unfortunate, it’s such a rigid meta, that at least half the people seem to adhere to in M10s.
Light builds with around 50-100 con work fine in M10s. It’s absolutely possible to avoid being downed more than the odd occasion when something goes wrong but they’re just not essential to have a successful run. I actually ended up with a medium lost ward build for when I switch midway through starstone, just because I couldn’t find the relevant items for light when I bought them on the market. The added protection and reduced damage barely even register if I’m honest. If I’m not careful, I still get downed fast on the named encounters. If I play well, I still do really good damage and we beat those encounters fine.
The only time my lost/encient gear choice becomes starkly noticable is the named lost that you encounter after you switch back to ancient gear (can’t remember its name, it’s the one before you use the obelisk key). If I’m still in my ancient gear, I have to be ultra careful not to get hit with that one. Ward/gems are the only thing that really matter and for damage it’s important to at least try to use a weapon with the right damage type but so long as you have bane damage then it’s all good.
What’s way, way more important than group composition is how the group adapt to their composition. That is to say, does the group adapt and approach each encounter carefully and based on the knowledge of what the group has or does the DD hatchet guy run off, pulling everything and clumping it together as though the group always has 3 greatswords, even when it doesn’t? Does the healer pull in bunches of adds without making sure the tank knows that’s going to happen? Stuff like that.
The people who think you must be light, must use hatchets and absolutely must kill every single fing encounter in their exact way, even if your group doesn’t have the composition to take advantage of it (basically, everyone thinks it’s smart to clump mobs even if your damage isn’t cleave primarily) are just bad at the game. A group with blunderbuss and spear in medium or light or whatever can do M10 fine. They just need to do it differently to the usual, very dull hatchet/GS meta.
Yup, if done right, the meta is the fastest way. The problem with many players is they don’t get that you can adjust strategy and still achieve gold using basically any weapon, short of the weak to mutation types (which will be removed soon anyway). These fools ignore that and just go on to play as if everyone is using greatsword anyway. And that’s usually what causes wipes.
I see both sides of this… regular 5 man groups with a very good healer can do very fast runs with 5-50 con light melee…
But that being said, there are many times I have saved a wipe being 100 con medium armor…
I ended up with medium and light sets for each mob type. I generally go light in easier dungeons like gen and laz. I also prefer light in starstone so I can roll the lasers. Dynasty and tempest I can go either way…
Unless there is a dodge mutation… then I prefer medium or not to run it that week.
To be honest I prefer medium, it is less stressful and since my war build is medium it feels more comfortable and then I don’t have to adjust the spacing and such every time I switch from light to medium and back. But if I trust my group and healer, light can be much faster.
But now they are pushing me to use hatchets… and I don’t like it.
The thing I’m missing in the discussion which i find is majorly important is the amount of DPS that refuse to use food and weapon coatings. To them showing up is all that is needed. I mean having 40 con food helps a ton, same with weapon coatings but soo many people refuse to use them. Imagine spending 250k+ on weapons but refusing to use a weapon coating costing like what… 100g but giving a way bigger advatage than any weapon perk ever will.
The 5 con fast runners are using food… str food.