The whole armor types needs a rework IMO.
I don’t get how people dont see the issue with what we currently have. guess it’s not bad to a game breaking level but it indeed need tweaking.
People say we are a glass canon DPS build and we should have less Surviveability. well, i do agree with that point you making but the problem is we don’t do that much more damage to make up for that surviveability lose.
Also, there are more balancing issues than just that. like why there isn’t an slow debuff for heavy or a movement buff for light armor?
There is a suggestion by players that says Heavy armor should be the best armor for physical, medium should be the balanced and light armor should be the best elemental protection. this is a good way to balance things.
Also i suggest a mechanic called Status Resistance for light armors or in-game consumable.
Status Resistance:
All debuffs (Including but not limited slows, staggers, weakens, posion) now last less.
This is how the armor classes worked in preview and was in my opinion a better and more interesting system that currently. It had it’s own issues ofc but atleast it was nowhere near as bad as now
This I agree. In PvP dmg seems very close despite of weight differences. As a ranged player you can avoid damage light is acceptable but for a melee you will eventually trade some hits and you will be in the loosing end.
Being too lazy to go into the game atm, I used an online weapon damage calculator. Going from 300 dex 150 int, to 205 dex, 150 int, 100 con, dropped 11% damage. You go from your 6.5k hp to 10.5k with bonuses/health perk. At 10.5k you won’t get one shot by anything, or even likely two shot. So is 11% damage worth being able to take an extra 1 or 2 hits?
I play heavy heals and about the only thing that would get me to go light would be having equal dmg/heal gains to survivability losses. in heavy i lose 30% heals to be able to take 10x the hits. why would any healer go to light in a pvp setting and get 2 shot? if i gained 30% heals and lost 30% armor i would definitely give it a crack. people always complaining about heavy heals but blame the heals and not the heavy armor. there is a huge trade off for very little rewards when it comes to armor values.
I’m a light musket/rapier player 598 gear score 300 DEX 150 INT 50 CON. It is definitely a glass Cannon build I can do a lot of damage, but anyone can kill me if they can catch me. I think light armor is ok, high damage, high mobility, low survivability, I think that’s where it should be at.
Liked it until you said “reduce light armor damage” LA is already underperforming in damage. It should always have higher damage then damage mitigation. Currently it’s not possible to have a glass canon, your just glass
Light armor does need a small buff i agree, the only thing carrying it right now is the roll but that just makes it a poke style unless youre ranged. Light armor should come with slightly larger lunge distance than medium and heavy for melee weapons and a bit more of a damage buff to compensate for the squishiness. This is coming from a former heavy to medium user