Light Armor Mobility is NOT the Issue

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%.

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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.

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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.

2 Likes

Nobody is gonna bother with heavy attacks.

I’m shocked people think LA is an issue when Medium + GA + shirking fort is meta for a reason.

  • Medium procs shirking very reliably, light does not.
  • GA mauler perk is basically a second stamina recovery.
  • Medium has a cheaper dodge cost.

You get so many I-frames in medium it’s ridiculous. You can spam-hop your way through a small army and not get hit once.

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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.

No longer it was possible when there was no stamina recover delay. Now you cant, dodge is too short, its easy to be caught.

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.

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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.

All armour classes have the same amount (16 frames i think) but i think you can cancel them early doing another action.

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.

Things got really out of whack when they reduced heavy and con mitigation and survivability and tightened the mitigation ratings between light, medium, and heavy. They killed heavy.

Heavy needs its own line of perks of similar quality as the Shirking ones for light and medium. Something that makes them ignire damage for periods of time and speed up, or grow larger whilr ignoring damage and turn into Sauron from LotR swinging his mace and knocking back waves with long reach.

Tanks need a vacuum ability to suck ranged/kiting playstyles in and then cc.

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Yes light mobility and endless rolling is a huge issue. Stop pretending otherwise. The roll distance needs to be lowered (instead of delay) and certain melee ability closers need to have their distances significantly increased.

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