Ok Ags, Your next few changes should be this

Yes, It does. That is the entire point of more armor (ie damage reduction) In this case its extremely high.

Please dont try to explain balance to me. I have done this as a career for over a decade and a half.

Heavy armor gives a bonus which pushes the cc over the breaking point. That is why i believe it needs to be removed, not because i think cc is on the armor. Also, heavy armor having a reduction in cc taken will help melee more. Its win for everyone, and win for the melee heavy plate users.

couldnt have said it better myself

You guys are incapble of diagnosing the proper issue. heavy armor provides around 80% Damage reduction. Its extremely high.

Whats killing you is rend.

Keep in mind Medium armor also provides boost to CC time. Medium +10% CC buff duration, Heavy is +20% CC buff duration. How is extra 10% broken, but the 10% on medium is not? Medium has more mobility, less stamina cost for dodge etc. I would honestly say that Medium armor users that apply CC are more broken than Heavy armor users applying CC, mostly because Medium armor user can easily get into your group get the CC out and get away - since dodge mechanics. Heavy users usually if they get into the fight to apply CC - they never get out. They live long enough as what their mitigation allows them to.

Bro are you aware that this 80% damage reduction comes from Stamina bonus and it ONLY applies when you are on FULL HEALTH? Which means it ONLY applies on the FIRST HIT you take while at full hp. Yes, Rend is what’s killing you. I have 622 gs full heavy armor myself and i got 1 tapped by medium spear user - javelin → skewer → perforate … YUP i got 1 tapped while having 2.1k armor and full onyx gems. How is it possible to get 1 tapped as heavy? And then have threads like this here saying that Heavy is some kind of overpowered??? :smiley:

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Thats not 1 tapped. That is a “global-cc kill”. One tap is like a spear doing 50k damage. You got killed in a cc chain. I do want to nerf that chains power and buff heavy at the same time by changing that cc bonus duration to reduced cc/stuned duration by 20%.

This way heavy armor users cannot crowd control so long, and have an easy time to deal with snares, roots, etc.

I was not talking about the pips for attributes. I was talking about armor based damage reduction.

Hi Naourri, there is a ton of good feedback and discussion happening here, and I think the Dev team would love to take a look so I will get it sent up the chain to them. We appreciate you being an active voice on the forums, thanks again!

It’s not global CC when you die in less than 2 seconds by physical damage why having Full onyx gem setup and wearing heavy armor.
However I do agree that instead of having CC bonus duration applied on Heavy armor would make much more sense to have Reduced CC duration on self. I know it sounds weird but if a character has pure 80kg muscles so he can wear his 50kg clothes… It should be able to break out of Root-alike things strapped around his ankles faster isn’t :smiley: ?

Which genuinely puts me into that area of theory crafting around main attributes linked with armor choices… Why is it a thing a fully speced Focus user be able to wear heavy armor in the first place? It would be much better if armor in general had requirements of attributes to be equipped. E.g. Scaling requirement linked with GS as well… something around 170 combined ( str + stamina ) for a 500gs heavy armor pieces. In this case no mage, archer, dex user, or healer can play with heavy armor - which will restrict heavy users to be sort of melee characters. And additionally to inscrease that up to 250 combined str/stamina for a 600gs pieces etc all the way to 300 combined str/staming at 625gs piece of heavy armor.
However I am aware that this will lead to additional balance changes mostly regarding PvE and mutated dungeons that sometimes feels unplayable for non-heavy users considering the huge amount of damage creatures and bosses does.
Heavy armor to give reduced CC duration on self as well as minor CC duration applied ( from 20% to 10% ).

Hmmm…disagree heavily. the ‘effective health pool’ means very little in this game when the glass cannon can pop the effective health difference with very little difficulty. Do I think there should be changes? Yes, but the complete opposite-

Con scaling should be unlocked after 300 or given a 1% max health bonus per point input, rewarding tank players and making the ‘effective health’ enough that it would actually make a bit of a difference in group fights.

The heavy armor perk should be changed to a CC reduction rather than an increase, as well as a higher damage reduction for further effective health pool.

implementing a CC diminishing returns/resolve system where getting hit by 2 hard stuns in rapid succession would allow said victim to ignore further CC by a duration.

Make stuns actual stuns and not sleep spells.

change the 300 con perk to a Taunt Upgrade ability where having Carnelian in your weapon and using a “Taunt” ability will unleash a debuff towards enemy, including enemy players that for the duration, the enemy deals less damage and takes more damage except for the Taunter, and can break the spell early by attacking the taunter a set amount of times, such as 3-5 damaging hits.

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I really like the idea of PvP Taunt.

My version would be:
Being Taunt would mean that your damage is reduce agaisnt every one that it is not the caster of the taunt.
You can break the taunt if you deal a specif amount of damage to the caster of the taunt
Being Taunt would make glow the caster of the taunt in an agressive red.

yeah, something to alert the enemy team that they’re debuffed, perhaps some kind of sprite over their heads to depict that “Yeah, you’re debuffed” and to make the Taunter glow red to reveal who is causing the debuffing would work well. Things like Defiant Stance would be amazing, and at the same time, high risk because of how many players would be debuffed, BUT at the same time, that opens the tank to getting hit by a lot of players (which is the point) and of course, on death, breaks the debuff. Solid.

Heavy needs some form of buff for pvp. It is immobile and due to how poor melee STR weapon attack tracking is it isnt viable competitively for pvp.

Light armor is incredibly unbalanced atm for pvp.

In medium and heavy with much better gear, gs, and percs I typically am around an even kda to a 2-1 kda ratio in wars and opr.

For the past few days I’ve been playing with a haphazard, low gs, light armor build with very few matching percs and low gs weapons. Sword amd hatchet and GA/hammer.

Most games I’m finishing with 7-10 kills and 1 death. Dodge and reposition dodge and reposition…dodge and reposition for cooldowns… this isn’t outplay, this is just busted op along with the added damage. You have to commit as a heavy build and theres no running away for cooldowns. You’re in the fight for the long haul and the dodge is nearly worthless for getting out of harms way.

Musket and bow may not be able to quickly kill a heavy armor user but a heavy armor user can only kill a light armor user if there is a large skill gap and the light armor player is inexperienced.

The game should probably scrap the different dodge types and instead give all the light roll /break out roll distance but instead vary either the cost to dodge or vary the stamina bar pools to allow light to dodge more and heavy less.

If you play in heavy armor enough its pretty obvious theres a balance issue as you dont have enough engages or damage to stick on a light armor user. It was only viable before due to the pre-nerf functionality of Great Axe.

Heavy armor is massively inferior.

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When I wear my heavy set, 5x freedom 5x resil and weapon perks, i feel like i am wearing paper armor. 620ish GS on the heavy set. To make things even worse, the heavy dodge causes you to have a movement speed debuff after you use it. Great axe can still melt my character faster than I can burn a light armor user with most other weapons. Malestrom is one of the fastest attacks in the game, and can put out 3000-4500 damage in .2-.5 seconds.

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You pretty much hit everything on the head of the nail in this post except for heavy armor. i used to be a heavy armor main and i main pvp. Heavy Armor is the weakest role in pvp and is unfun, that’s why all the (bruiser tanks) go medium mix and match so they can be somewhat tanky and still do damage, please don’t try and argue this because i agree with everything else you have said but heavy armor doesn’t need anymore nerfs it actually needs ALOT of help lol. I am a pvp main and only pvp and am telling you its the bottom and weakest set in the game and has zero viability if you wanna win and be competitive. thank you for the good suggestions friend!

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Ok bro… Given the number of perks and the 1 to a Million chance to actually hit good perks on either pieces of gear combined with the mandatory armor bonus to keep yourself alive as a melee class… you expect melee builds to be gated behind a 1 to a Million chance to obtain armor perk + other perks just SO YOU CAN PLAY HEAVY? Why should heavy armor users be forced to have a BIS 3/3 perks on each armor pieces when light/medium would only need 2/3 ( since they won’t need the mandatory heavy armor bonus perk as you mentioned )… Wut?

this is actually interesting.


Bro this isnt heavy doing that much damage, its medium heavy min maxed 22.9 lol…

If your in the heavy weight category you arent seeing those numbers i promise.

This is actually light armor issue. Light armor users should never be able to run away from everything. I do understand that you get more mobility being in lighter armor but in NW the difference in mobility of Light armor vs. anything else is absurd. And you want to nerf the defense of the Heavy armor? Why? Heavy armor first of all HAS NO CHANCE to run away also HAS NO CHANCE to even catch anyone… So why nerf the only thing that makes Heavy viable in the first place - it’s defenses. That’s all it is.

I am 99% sure you actually play in light armor yourself and 100% all this agenda here is because you struggle to kill someone with your musket/bow in 3 shots… Oh god this dude, wearing a shield and a heavy armor… I only do 10% of his max hp per shot… he drinks a potion, damn … however tho I always hit him because he is slow as a rock, he can never escape or catch me … so in that department I am safe to kill him - guaranteed… But i want this heavy armor nerfed because I am annoyed that despite him being 100% dead it takes me the boring 40 seconds to kill him… If it’s that one-sided of a combat… just nerf his armor so I can just kill him in 5 seconds and move on to the next Heavy SHEEP that will take me 5 seconds to kill… YES! I think i got this.

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There are some extremely good ideas in these forums, and AGS should do some of these to re-balance the weapons out because they need to bring a competitive pvp and maybe pve game mode into to the game and even a ranked mode. They need to add full pvp sets to allow players to get BIS gear without spending LITERALLY 1000 HOURS grinding for bis gear to potentially not even get it! I swear… all of my friends stopped playing and they won’t come back because of this. I have been very frustrated recently because I am starting to feel the servers shrinking again and it is really bumming me out. They need to outsource to a third party company and have them come in and rework the weapon balancing to fix this. They could have this fixed very quickly if they did this right, but they need to get real game testers to do this and they need to get people who are playing that are reliable to help with the changes.

Dude! Totally agree. It’s like this guy is upset that he can’t safely sit on a rock with his musket and lol heavy armor players as easily as he’d like…

Heavy sucks to play in pvp. Mobility is so important and you have none. Dodge gives you no movement. Heals are 30% less effective. And you do 10 to 20% less damage than players you’ll be lucky to even hit in the first place.

Heavy armor doesn’t need to be nerfed… It needs to be given an identity in pvp…

If heavy players can’t escape then they should be harder to knock down/stagger or something. Extra health? I don’t know. The extra armor of heavy means nothing when you’re being beat on by players that hit 20% harder than you, sometimes from an unreachable distance…

Arenas are hell as heavy…

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