Kind of as it should be. Heavy lacks the distance Light gets on its roll.
You have to consider that when a Light is in melee with a Heavy, You can double tap Roll and be 10+ meters away.
The Heavy dodge is barely a sidestep in comparison. The best form of mitigation is to simply not take the damage in the first place.
Using Heavy means comitting to trading blows. You can heavy dodge a big attack, But you are still well in range for any followup strikes.
A prime example of this is my recent epic duel with a Heavy Healer over my Fort.
He would attempt to dodge my Wrecking Ball by cutting diagnally toward me so that he would end up behind me. Which theoretically would put him out of range of the flatten effect based on the original position and aiming.
This failed miserably because i simply adjusted my aim mid animation and slammed it right down on his head because he never actually left melee range despite two dodge steps.
Had he been Light instead, One backwards roll would have put him well out of range of Wrecking Ball and now my CD is wasted and I’m vulnerable to a counter.
I’ve said it before and I’ll say it again. Any nerfs directed at Heavy Armor will negatively affect Tanks more than anyone else.
Many boss attacks (Hell, many normal mobs also) have elements tied to them the same way our Gems work.
Thorpe is a perfect example of this. His sword swings for both Physical AND Fire. So if we nerfed Heavy to be garbage against magic, I cannot properly mitigate that strike. Sure, ill reduce the physical but then I’ll get absolutely creamed by the now barely mitigated Fire damage.
Extend that to pvp, Heavy Armor is weak to magic? No problem! literally everyone can run Magic damage conversion Gems!
And now sure, The Heavy DPS are going to switch to other Armors, but what about Tanks whose literal job it is to soak and mitigate damage on cap points?
Everyone is running Magic and the most devastating AoE’s come from Magic, so you’re shredding the pisspoor Magic defense.
So now the Tank has to wear light to make up for this … But now its getting shredding by physical.
Tanks just get put into a no-win scenario.
The solution, as I’ve stated elsewhere, is to reduce the base Phys/Elem Armor ratings to be closer to Medium (If Light is 15% DR, Medium would be 30%, Heavy would be 45%) and then have Constitution Perks granting Bonus Armor Percentage to bring the mitigation to where it needs to be for a Tank to actually do its job.
If you’re wondering how this affects PvP, its easy. A Heavy DPS would be sacrificing damage and mobility for around 15 - 30% more mitigation than Medium or Light.
If the Heavy DPS wants to get more DR, They will need to invest heavily into Constitution.
This reduces the damage potential of the Heavy DPS.
They’ll be harder to kill, yes. But they will be far less devastating to your Lighter Armors.
DPS then makes a personal choice, be slightly more tanky at the cost of mobility and damage, or go for a more mobile harder hitting setup.
All this accomplished without affecting the Tanks in PvE and PvP.
