Light equip load is an issue for noobs or people dueling a bow. OPR, wars, and arena is heavily dominated by med melee with heals.
Kinda sucks that by trying to nerf light ranged players they inadvertently nerf light melee players…
yeah poor light GS/hatchet users hitting 6k crits
lol
It’s almost like there needs to be weapon tuning and it has nothing to do with light armor… hm
Could…ya know, just go medium melee, grab a healer, and be immortal.
They simply need to remove attunement perks, mortal empowerment and all shirking perks from the game. Shirking energy and shirking fort are being abused, the damage you get hit by bows and muskets is only so high because they convert alot of there damage to elemental which no one slots resist for by using that perk and gems, basically making them do what a mage does, better than a mage, plus mortal empowerment giving that 30% extra damage, and allowing bow and musket players to run 150-200 con and still do damage with 300 dex, you used to have to run 350+ dex to really do any damage with a keen, enchanted, and vic bow (vorpal instead of keen if youre a head glitcher) to do alot of damage, but in turn, you could only run 50-100 con, making use actual glass cannons. Shirking fort allows medium or heavy users to be basically unkillable within a sacred ground, and grit spam needs a 10 sec cooldown on the 300 str perk. They are allowed to completely ignore the CC side of the game with the exception of a few abilities coming mostly from other str players. Creating this stand in the aoe stand in the aoe, sacred ground bruiser meta that we are currently in, which is very ZERG like and uninituitive. Even with the damage ranged do now, we usually just get held in a doorway because if we try to go inside, we will do no damage to a medium or heavy user in a sacred ground, and get stunned to death by 4-5 hammers or sns, as if we just walked in a shark tank, making it impossible to influence an actual win as a bow or musket. We might get kills on players who are way far out of position, and dont understand the concept of a sacred ground, but this still doesnt influence a win. If they removed those perks at least from pvp and made them pve only at the very least, then ranged damage would still be relatively high from other sources however. We would be alot squishier because we would be forced to go back to 50-100 con, and melee would actually be killable within a sacred ground. And a 10 sec cd on grit spam would allow for some counterplay and add an actual skill cap to the braindead easy to play bruiser builds, make you actually be cautious of your engagements, and use your grit on very specific animations rather than being completely immune to cc the entire time, enticing us to kite around and run away due to inability to stun STR users, if this trait is being abused.
The perk system should be simplistic, the more random perks you add just creates more clutter and potential to break the game. Go back to vanilla perks, and only add new perks for new weapons that are released, rather than 30% extra damage perks and 18% extra ele damage on top of the damage already being done, which they just convert with an amber or amethyst to 48% elemental damage, making thrust gems not as effective because we aren’t hitting you for thrust damage, we are hitting you for nature, abyssal, fire, frost damage. That isn’t mitigated because people are running thrust gems.
And we all know about the cheat mod that makes it happen.
Yep all the heavy melee players cry and cry… there’s never a happy middle ground in this game. Heavy armor honestly doesn’t need a buff. Heavy is very strong in my opinion especially paired with blocking weapons… I don’t understand why heavy armor players feel the need they can catch light armor players and nobody can escape, makes no sense. Melee is the fastest class in the game with the best gap closers, cc, and tracking… the fact they still complaining blows my mind. That’s exactly what this game needs is everyone running around in heavy armor… and now the game is dead because of these people
infinite kiting plus maximum damage output is the most broken part of the current meta.
I said attun was a problem and people were like no… but when you get hit by like 3 people and everyone runs it so those 3 people have it that is getting hit for almost 1000 dmg every second… the problem is I would be annoyed cause I spent so much money on this stuff to be nerfed into the ground. They let the problem go on for to long like they always do. Shirk fort doesn’t need a nerf. To nerf it on light armor makes no sense, with the light armor changes and the squishy mess why do I have to suffer I spent like 500k on armor and now we need it. But let’s keep shirk fort on heavy an already unkillable class. Great stuff ags
There’s other reasons why dmg is high. But you have medium and heavy armors if you don’t like being as squishy. Any class can do absurd amount of dmg. You got bb bursts and stuff going around, heavy armor stun locks, greatsword/hatchets… but word yeah let’s already take a squishy armor set and make it worse
melee is easy mode already, who cares
Why does it need to be more unkillable? You shouldnt be able to be slow, tanky, and unkillable, and still do consistent damage, this in its own right, is broken game design. Youre either squishy and do burst damage, moderately tanky and do consistent damage, or tanky as can be and hit like a pillow. It should be a trade off, but right now the state of the game rewards medium + on point control, which is fine, but you can also hit me for a 1/4 of my health and 100 - 0 us with a stun chain. Meanwhile, with my bis bow keen jag, attune, and enchanted, i can shoot you and the fortified sacred grounds, shirking fort heavy armor and resilient bring my shot down to 900 damage and you can still hit me for 3-4 k. With a stun.
I play LA IG/VG which I think is the vision for light armor risk reward. No mobility skills.
It doesn’t feel good being collateral damage, but I’ll cope and roll BB.
I’d prefer if the weapon trees were adjusted and not the equip loads tho.
Lmao dude I’m 1000% with you. Heavy armor is already annoying to kill. You add these block tanks that stun lock you and block everything… it makes no sense.the whole point of Dps is to do Dps. Healers just sit in circles gain 20 seconds of fortify and heal. Heavies can have access to a bunch of fortify buffs. I’m sorry if you’re dying with all those buffs in heavy this game is not for you. The only reason why bow is so strong is cause you can have like 5 people shoot you from across the map at once. You can blame bad map design for that. Projectiles in general are starting to become an issue though
100% AGS needs to redo Light Medium, and heavy perks
light is for healing/Damage so +30 Bonus and 20% damage is fine nothing wrong there
(you just need to dodge like crazy as you have zero armour , and maybe you got a large heath pool)
Medium should be Stamina/crit based so
less Stamina from Dodging
10% more damage
10% more crit damage / Or add stacking bleed on crits
Heavy armour (and to some extent Con perks)
1: Health while wearing heavy armour increased by 15%
2: Increased Block Stability (20%) pointless can still be broken with 1 hit, so this could do with a boost to 50%
3: Aggression -10% damage + 30% threat
Accelerated Resolve (renamed to Absolute Resolve) should REMOVE the Speed boost and make Block Rating Unbreakable for 8 seconds with the 13% incoming healing
@Kay give tanks some love
Here’s the issue… light armor is suppose to be elusive. It may have needed a slight nerf but this way was no way to go about it. And now In a tough light armor meta, you are goin to nerf shirk fort?? Nah it’s not that busted… but it is busted on heavy armor… but we need it on light? Tanks are very strong… the stun lock builds are out of control. The problem with heavy is you’re suppose to use block weapons with it. If you pair heavy and block weapons it’s broken. Heavy you get so much dmg mitigation it’s not even funny but you shouldn’t be able to catch lighter armor builds but you easily can in this meta. Also he at is way better in arenas but opr you are going to struggle with lights at times and that’s how it should be. Your suppose to be a dmg sponge…
Yes… it needs to be made (just slightly) worse.
if dodging more than two times in a row in light within a short time period you should get a 5-10 sec damage debuff to deter kiting.
Damn I’ll just pop on medium or heavy armor then and still kite and be way harder to kill lmao
That’s more of just straight up a hatchet problem. Defy death has no place in this game