I think the changes to the Resilience perk might fix this. A lot of the heavy armor you are seeing is Faction gear and Voidbent. I think the people in Heavy are going to be a LOT more vulnerable if the fix works.
There are no bugged gems for armor, btw. It’s fake. Check it by yourself.
Could always add some passives to the attributes the same way they did for mining etc.
Give HA a -20% speed bonus for example, but gives the Strenght attribute a +5% speed bonus in the heavy weightclass for every Strenght milestone (50 points). That way healers wouldn’t be as fast since they mainly spec Focus. This shouldn’t be an issue for PvE but would give it a downside for PvP.
I don’t see an issue with heavy being good in PvE, nerfing it there seems like a bad choice to me. They’ll just have to make light actually do 20% extra damage then and medium an extra 10% like the tooltip displays.
In your hammer example, it sounds like he didn’t dodge anything if you turned your attack and still connected. If he had correctly dodged it, his invincibility frames would have ignored your attack completely. He failed because he poorly timed his dodge.
Yes, gems would inherently be the ideal source of compensating heavy armor’s low magic defense, but you can only gem for 1 element at a time. Socket your heavy armor with rubies to reduce Thorpe’s fire damage. That won’t stop the Ice Gauntlet, or weapons with elemental gems that convert damage into things like lightning or arcane. With the suggested system, there’s suddenly trade-offs other than the ability to roll and a couple inherent bonuses. There’s actual strategy involved in your build. Magic conversion gems only convert a portion of your damage, though, so it’s not like a physical fighter can ignore a heavy armor’s innate defenses. A portion of their damage will simply do a little more. You can already see this effect with the current mob weakness system.
If my normal attack with a sword does 1000 slashing damage to a corrupted enemy, and I socket my sword with a 40% conversion to arcane (Sapphire) gem. 400 of my attack damage does 30% more, 400*1.3 = 520, add in my other 600 my physical damage and my total adjusted damage is now 1120. That’s 12% more damage for exploiting a pretty significant (30%) weakness. Conversion gems are great, but they’re not some dominant thing force.
Should tanks be more durable? Definitely! Should they be able to just mindlessly soak damage? Not if this game wants to claim it’s skill-based.
Except they’d still be strong against the vast majority of damage in the game, as well as having defensive skills and significantly higher HP. They’re not suddenly “weak” to magic, they just can’t ignore it.
I’m also of the firm belief that hit-stun needs to come back to melee attacks. Hit-trading and ignoring attacks that don’t have arbitrarily assigned cc is an absolutely horrible design for combat that they keep mislabeling as “skill-based”.
So you want Tanks to keep replacing gems for every encounter to mitigate whatever magic is in that encounter?
How about hell no?
A Tank deals virtually no damage compared to what a DPS can push out. Their only purpose in PvP is to soak damage and hold points.
And what you want to do is make them weaker in every conceivable way.
There is absolutely no scenario under your suggestion in which Tanking is improved.
All it would do is make the job of a Tank harder. Tanks already have to choose between Physical, Magical or balanced.
We then also need weapons for Tanking with Carnelians slotted and weapons for DPS without them.
You then want me to have to carry either an infinite supply of resist gems and constantly swap them out on a per encounter basis, or have 7 different gearsets all gemmed in a multitude of ways?
All so you can hit a NON TANK for more damage?
No. Your suggestion just places burden upon burden onto a role that is already burdened with an extreme lack of DPS capacity and restricted build variety. All to the goal of nerfing an unrelated role!
I feel like you haven’t spent any time in light armor in OPR…
How about they add swimming for light and medium armor. As well as fix the scaling on it to go based off your overall damage and not just your base. Then change the damage/healing increase from 20 for light and 10 for medium to maybe 30 for light and 20 for medium. Instead of nerfing stuff that players are complaining about they should balance other weapons and armor by buffing them up to a competitive level. If they go the route of just nerfing everything then eventually we will just be playing a game where all we do is run around and hit each other with limp noodles.
With dex weapons being undertuned, do you mean less people play it or it does less damage?
Because I am main greataxe / hatchet and i tested bows. Bows legit did more dmg then greataxe ^^ Like a lot more. Over 1k more.
I think you’re overexaggerating the role/difficulty of tanking in this game. 
Also, since when do tanks deal no damage? Are you playing right?
We’ll chalk this up as another instance where traditional MMO mindset is crippling New World’s potential.
One issue that I see with the way the devs chose to setup their game (trinity based) is that “generally”, magic (mana) users are penalized the heavier the armour. The reasoning is that it blocks the channeling of magic. This is why Clerics/Paladin can wear heavy armour…their powers come from deities and NOT magic. If they followed these, now generally accepted fantasy rules, it would fix the dilemma currently in-game concerning heavy armour and life staff use. </$.02>
Edited for clarity.
add a 5% arcane spell failure chance per heavy item like they do in dungeons and dragons. lol
…jk, dont do that.
Here’s my suggestion:
Give bonuses/weaknesses per piece of armor you wear (5 pieces max, naked counts as light):
Light
+4% outgoing damage/healing
+4% movement speed
+4% outgoing damage over time
+0.4 meter dodge distance
-3% incoming damage (strong) vs strike, ice, lightning, arcane
+3% incoming damage (weak) vs slash, fire, nature
Medium
+2% outgoing damage/healing
+2% movement speed
-2% reduced CC duration on self
+2% increased CC duration on enemy
2% chance to ignore CC
+0.2 meter dodge distance
-3% incoming damage (strong) vs slash, fire
+3% incoming damage (weak) vs thrust, void
Heavy
-4% reduced CC duration on self
+4% increased CC duration on enemy
4% chance to ignore CC
+2% incoming healing
-3% incoming damage (strong) vs thrust, nature, void
+3% incoming damage (weak) vs strike, ice, lightning, arcane
Normalize base dodge distance to 1 meter
Also change musket damage type to strike.
Would make sense, especially in a PvP game. Don’t think I’ve ever played a pvp game where weapon type vs armor types didnt matter.
Heavy armor:
-Thrust resistant
-Crush Vulnerable
-Slash Neutral
-Cold Vulnerable
-Heat Resistant
-Energy Neutral
Medium Armor:
-Thrust Vulnerable
-Crush Resistant
-Slash Neutral
-Cold Resistant
-Heat Vulnerable
-Energy Neutral
Cloth:
-Thrust Neutral
-Slash Neutral
-Crush Neutral
-Cold Neutral
-Heat Neutral
-Energy Resistant
Thats a firearm, not a thrusting weapon.
Before anyone thinks armor damage bonus is bugged, check this out before you post.
It is, but it’s also a DEX based weapon that does Thrust damage, which is what the OP was talking about.
-50% damage? dang i wear light and i wouldnt wish that on my worst heavy armor wearing enemies.
That is literally bs. Dont act like your opinion is a fact. If you can aim with bow and musket, its extremly powerful in pvp, bow even stronger if you can handle light armor and potions successfully… because kiting is very doable and gets annoying for any meele trying to catch you using bow. Also bow does tons of damage with headshots, so does musket and its all about aiming. Btw. you can clearly tell that you are not very knowledged regarding the weapons and their meta. spear is literally one of the best weapons in combination with bow. spear is a tank killer and does more dmg to armor and can burst you down if used whisely. also it is not that punichable with the low cds and safe area spells. rapier is also a very strong duel weapon and one of the best escaping tools. if you dont just predict and act on reaction, warhammer has literally no chance to kill you and the other strenght weapons are having a hard time as well. dont cry because you suck at pvp and cant handle your wepaons. there truly are some weapons being worse than another in certain situations but not all weapons are built to be equal in open world pvp. this game is team based and you can choose weapons that give you advantage in 1v1 pvp or 2v2 pvp but there are also wepaons that start to shine in group pvp. I have 300 hours now in which i played 80% in pvp with another friend or alone. I tested several combos, lvl differences and got to a point, that regarding 1v1 pvp, there are some unbalanced kits, but they get bad pretty fast when it comes to wars or any kind of group pvp in which you have to cordinate.
Seems fine to me after the patch. I’m a bow user and I finally feel like I’m actually doing damage to tanks.
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