Its so easy to fix PvP, AGS wont do it and it actually pains me

The armor weight and ranged problem:

Light armor should be high elemental defense and low physical

Medium should be low elemental a high physical

Heavy both high

So, now you have, something like:

melee > 3x damage > light

melee > 1x damage > medium

melee > 2x damage > medium or light (splitting damage types)

ranged (bow) > 3x damage > light (if the bow is not splitting damage types)

ranged (bow) > 1x damage > med (if the bow is not splitting damage types)

ranged (bow) > 2x damage > light and medium (if they split damage types)

ranged (mage) > 3x damage > med

ranged (mage) > 1x damage > light

tank > tank

healers > take away the penalty in heals for medium, now they can chosse to be safer against light melees, ranged, or mages by choosing medium or light)

Now, bow is an all around damage, good damage on every one but tanks, but wont explode anyone in 2-3 shots, relly on their mobilty and positioning to be effective. And could make a point in medium armor, loosing a bit of damage, but not beeing squishy and as mobile

Fire mages are great damage against medium (beeing it a healer, melee or ranged), and weak against light

Light melee deal a ton of damage against ranged light, mages, bows, healers (if they run light)

Medium melee would deal a lot of damage to light melee (light melee would really relly on its mobilty to be able to win against medium melee

It’s not rocket science and no we don’t need more radical changes after an enormous shift in meta as that would leave us no better off in terms of knowing what is broken and what isn’t…

We just need a nerf to the damage on firestaff and bow + free bow haste.

Maybe have a look at bringing tomb to the same level as hatchet for total health, at the moment tomb gives 25k effective health while hatchet gives 16k - both at 13k hp.

Well, i agree, but as more weapons get launched, i think having a kind of rock, paper, scissor approach would make more sense, and make it easy for them.

As you said, its no rocket science, yet, AGS doesnt seem to be able to tackle the issue, they had the template of a failure in the form of musket, yet, bow is still OP and they made fire staff as OP…

And by having this new armor system, it would actually increase the amount of builds played, cause now there would be good reasons to go split damage types, or go light/med/heavy.

The meta in this game is always so stiff, that class balance is not enough, there should be more than 1 way to play a weapon combo. If every bow runs light, every melee runs med, every heal runs light, whats the point of having armor options?

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