I’ve seen a lot of people saying that light armor mobility is a problem and needs to be nerfed, however light armor is not the issue.
The issue is that combat is reliant on dodging and freeze frames to ignore attacks because there is not better options. This makes light armor most viable in pvp because the dodge roll is just so much better than dodging in heavy armor. Therefore, we need a better combat mechanic that benefits heavy armor.
This is where blocking comes in to play and why the current system should be redeveloped. Blocking should not use stamina but have a separate bar and how much you can block should be based on the weapon but mostly the weight of your armor. Blocking should be just as inconvenient for light armor just as much as dodging is inconvenient for heavy armor.
For those who are afraid that this will kill the light armor, it won’t and here’s why.
-dodging provides invulnerability frames for unlimited attacks during its animation while blocking has limited attacks and only working in the front of the character.
-light armor dodging is still vital for mobility
-dodging provides no negative effects other than slow if you do it too much, while your block being broken will stagger you.
-you mostly can’t block ranged attack but you can dodge them
-you have to worry about heavy attacks when blocking but not dodging
This revamp of the blocking mechanic will hopefully shift the meta of melee back to heavy armor. But at the same time allow light armor melee to still have use since they will have to target ranged players since heavy armor players can’t keep up with them or block/dodge ranged attacks. This change should also not really effect mage players (other than maybe ice gauntlet) since staffs should not be very suitable to block attacks.
Dodge frames same for any type of armor. Light is meta becouse it give’s you so much dmg and a couple rly good shirking perks. Heavy doesnt have shirk energy and have low dmg.
Block meta will give blocking oppertunity to light users and make meta much more terrible, where everyone just staying in block.
Make it so blocking isn’t viable for light users is what I’m saying. If they insist on blocking then they get staggered. Also stam doesn’t regen when blocking.
Shirking energy is only overpowered because of the dodging meta, it wouldn’t be that overpowered if dodging wasn’t necessary for medium and heavy. However, I wouldn’t mind if they added a perk for pants for medium/heavy that regains the blocking bar after dodging an attack.
Heavy having low damage is the trade off you get for having more resistance.
But light isnt meta for melee because of its high damage output, but because it’s survivability is higher compared to heavy.
But overall, I don’t mind the frames being the same for all armor types. Tbh I’m down for anything, I plan on making a heavy set when greatsword comes out anyways.
Oh yea, I don’t want heavy armor resistance to be buffed. Instead I want the dodging mechanics to be less relied on and a better blocking mechanic. Which will indirectly buff heavy armor. Also make it so staffs aren’t good weapons to block with so we won’t have another invincible healer issue.
do to light armor mobility you can’t fight them if they don’t want to and this doesn’t get solved by buffing blocking. unlike med or heavy there are very few moves that can fallow up on someone/keep pressure on after a light dodge, and even then they can just dodge again and then nothing can fallow up besides a movement ability that they just counter by using their own. it is also the only armor that moves faster by dodging. I like the I-frame style of combat and could careless about what blocking does unless its one shoting people.
your solution of blocking doesn’t appeal to me personally and it doesn’t solve the problem with light at best it makes it to where they can’t fight me. btw this won’t mess up light but more fuck over med.
staffs to be not good weapons to block with the heck so you ant me to heal with my great axe then instead ? You do realize that switching weapons isnt instant right esp when you have 3+ dps on you . what a way to make less healer appear ingame .
Yes it is an issue. You can’t damage people if you can’t get in range to hit them (melee pov).
Honestly just removing or giving a gigantic nerf to shirking energy and it would make things A LOT better. Too much stamina and the CD is absurdly low.
I think damage mitigation potential is the problem with light armor. You can mitigate around 70% damage in light armor if you stack fortify. In my opinion, that’s too much mitigation for a mobile armor class.
Light armor players should be squishy and rely on dodging to stay alive. You shouldn’t be tanky, have high mobility and high damage. There needs to be trade offs.
Light armor should have a max damage mitigation cap around 40%.
That is only a solution during forced engagement like arenas or war.
It isn’t a solution to OPR where light armor in conjunction with a rapier is the ultimate kite machine so they never have to engage in close quarters.
I believe the Iframes are totally fine and are what make light armor so dynamic and exciting to play, but the distance covered is just insane compared to medium or heavy that keep you in the engagement.
I personally hope this current adjustment to run delay with the dodge distance reduction balances this a good bit.
perk:
punishing parry
perfected timed block will half you stamina dmg and also dmg melee attackers stamina by 29.
attacker stamina been dmged to 0 will be staggered as blocking out of stamina.
6sec CD.
it isn’t about how many times you can dodge. besides with 150 dex or hearty you can dodge the same amount plus they also have stam recovery and shirking energy so its not like they are missing out.
the reason med is used is due to the way the gamemodes are set up to win. controling point in a big clump is the only thing ga/wh does well at. not that a light player can’t be there its just a little bit hard. in pure fighting capabilities light swamps the floor with any other armor do to the distance of its dodge.
Fortify really should be just a % buff to armour, not a force-field spell. That would make more sense to me and although it probably won’t fix all the imbalances, at least it would be a step in the right direction.
Bringing back the armour values from beta would make heavy and medium viable again but make them all the same mobility as light and remove damage bonuses. It’s not the first time this has been suggested either.
Beta: light had high mdef and low pdef, heavy had low mdef and high pdef.