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.
Thats a good point. Shirking has the best results in LA cuz you absorb the highest amount of damage, what leads to many unbalances, when in LA u take similiar/ only a bit higher damage than in MA or HA but you dont lose damage and mobility.
Explaining the armor type in new world to a friend thinking about playing the game. Hearing the response from a person that has not played the game was interesting. Looking at the armor weights on paper the imbalance plain as day to see.
One armor type has more 30% more healing, 20% damage, and a dodge that covers a longer distance. Also has an armor exclusive perk to regain stamina by dodging an attack and a perk to remove dots by dodging.
The next armor has a cheaper short dodge and 10% more damage and roughly 11% more armor. Also Has an armor exclusive perk to remove debuffs
The next armor class up has a 7-9% more armor 30% less healing, a sidestep for a dodge, but increases cc duration by 15%. This armor doesn’t have any exclusive perks
I don’t want nerfs just balance, when you sit these side by side the winner is clear
In Light armor I have around 830 def in 625 with 150 const, in medium armor I have 1430 also with 150 con. Its much more than 11%. About rest I agree with everything, LA is the winner here in every case. About Def physical and elemental I am not sure how it works and how its being calculated when u take damage.
Yea this is definitely an issue. And I feel medium’s I-frames aren’t really worse than lights, and in some cases I prefer it. It really is just heavy armor is not balanced and at a complete disadvantage compared to both other armor classes.
Light armor has too much mobility, try catching one with melee medium/heavy armor - literally impossible. Adds rapier to it’s kit, and you won’t even be able to touch them.
Its really odd in this game how poorly it is designed from a balance and theme standpoint. Ice and VG have some of the best blocks and mage/healer weapons besides Sword and Shield. Its silly how much utility was put into kiting weapons compared to melee.
Melee weapons besides sword suck at it. I agree blocking shouldnt eat your stamina dodging bar and should be a seperate pool like mana, etc. That the INT weapons tap into currently with their perks.