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.
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.
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.
You’re right blocking will help give players options. In the current game new world lacks the base of any action combat game with the core active defense abilities.
But if new world does move away from the dodge spam gameplay the next major issue will be the character state desync that is present in the game. Even now if I do use a shield and block 50% of perfect timed blocks still all damage to my character but play the shield block sound.
I’ve mentioned this before in other threads, but I think LA would not be as effective if consumables had a longer cool down. Many times you enter this endless loop in LA where we can throw down all of the abilities, dodge, dodge, fletche, potion, and then repeat. You will get withered down to like 1/4th of your health and then immediately choke down a food, health potion, regen, and then get back into it. If you extend the cool down to where getting low on health is actually something to worry about, then people will have to actually play a little slower. I think this would make everyone more vulnerable and there make everyone have to process the fight in a more methodical way. I’m sure there are things I’m over looking here. I also feel all abilities need longer cool downs as well.
that can also happens in dodge.
can not count how many times i dodged riposte stun but get stuned in the middle of the dodge since they raised the server cap.
can not count how many times i leap stike and hit an target but then get rubberbandded back to somewherelse.
What I would like to see is remove the armor perks from like medium heavy and tie them to armor/stats ie a person with 300 str should get 10% dmg while wearing heavy and 300dex 10% in medium and 20% damage/healing wearing light with 300 int/foc. I always felt heavy was meant for str users and tanks medium for dex and light for casters but it’s just tanks heavy medium for bruisers and light for everything else and mostly any dps