Solving the heavy armor dilemma

most of you pick a example from casuals players that know only how to move forward and zergs areas, gaxe+hammer pleyrs with heavy are same unkillabe as healer with small diffs, i can feel free to say heavy+benefits from perks+gems+shadow scaling is problem
PS
ofc benefits from SG (staming reg) have huge value that most of players dont even know

That’s what I proposed. As a PvE Healer, I would accept even an 80% healing decrease on heavy.

However, thinking about it again, there could be other relevant penalties. Coming from ESO, Heavy Armor could have Mana recovery cut ~50% or increase mana consumption ~50% or decrease magic damage 50%

Something like this that would still allow PvE healers to use heavy on hard-hitting mobs while poping pots and it would lose effectiveness in pvp without nerfing healing output.

Compared to other games, with people having 10k + hp and the damage they take, a healer doing ticks of ~800 is rather low already.

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Also fix thoose bloddy heavy armor dpsers then, they feel like a tank, but yet they deal so much dmg. its basicly a heavy armor problem. in my opinion heavy armor should have a 20% decreased armor of both phys and elemental to anyone who does not have sword and shield with constitution over 250. And if you decide to wear heavy armor without sword and shield with 250+ constitution, you should have a dmg and healing reduction aswell.

I would love if they took some inspiration from ESO as far as armor passives go

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Agreed. Also, I wish NW had other races. Tired of playing as Human :frowning:

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Yup… I do miss my argonians. Maybe in the future, I dont see why they wouldnt add other races as time went on

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And this is precisely why I am glad you aren’t “balancing the game”. These solutions are merely heavy handed and poorly thought out knee jerk reactions. Akin to trying to tap in finish nails with a sledgehammer.

Essentially no one would run it, tanks in dungeons would become a huge hinderance as all they could do is keep aggro, and if the healer dies they cannot look after themselves.

There is a solution to this issue, but this surely isn’t it.

I heard you all likes text; EAT YOUR TEXT!


Like I mentioned. If they were to nerf the damage output of Heavy then they need to allow for immediate use of Block and Dodge. I was getting melted by lvl 45 mobs as a lvl 60 in lvl 60 (~530 GS) medium armor. Because I would miss a block or a dodge by a fraction of a second. Which lead me to just Block and wait until the mob attacked, then swing once, go back to blocking; repeat until the mob finally died.

…it’s an extremely slow combat compared to ESO, where I can block ‘on demand’ so I can maximize attacks (I don’t do the whole animation cancelling thing).

So, after learning how terrible Medium is, I switched to full Heavy.

Now I just tear into mobs and come out with my HP relatively good; 2-3 weak potions and I’m full.


Ya, they definitely need to add additional “Boons and Curses” (think that’s what Camelot Unchained calls the system) to the armor classes. Right now passive boon of just having more Armor outweighs any of the ‘boons’ for using the other types.


Most of that is because of the bugged game.

In pvp you run, full sets of Pristine Onyx because that cut of onyx is bugged and affects ALL damage sources, then you use faction gear to get the Resilient perk…which is bugged and affects all damage (not just crit damage). Then, you queue up for Outpost Rush and grab some of the PVP Food, which grants damage reduction from other player attacks.

…I’ve heard “40%” dropped a lot, I think that’s the total when you do all the above; 40% damage reduction from PVP damage. While also buffing PVP damage from the Outpost food.

…then there’s the bugged talents. From the recent Bellular News video, it shows a post saying that ALL perks that work like Against All Odds are bugged and stack the damage bonus infinitely. Unless you swap to a different weapon, then it resets and starts building back up when you swap back to it.

((So any perk that says “do X% more damage per enemy near you”.))
((For all I know the ones that give X% damage absorption when surrounded by 2 or more might also stack infinitely until you weapon swap.))

In short, I’d like to avoid mucking with Damage Output of any Armor Type until the above has been sorted. But healing is definitely ‘out of hand’ and it seems, from my experience and talking to others actually healing, that it boils down to Healers can tank and heal extremely well in Heavy and don’t gain any meaningful boon from going Light or Medium.

((Especially when you factor in things like Fortify, which likely works BEFORE armor’s damage reduction is mathed. Meaning if I would hit you for 100, Fortify (I believe is 30%) would drop it to 70 and then your armor would reduce it further. It might be the other way around (armor’s damage reduction then Fortify’s reduction)…I don’t do testing.))


To all, this isn’t me “hating on healers”. It’s just that, so far, Healing doesn’t seem to be completely borked like DPS is. So I’d like to avoid nerfs to damage only to find out once their perks are fixed and armor perks and gems work as intended…that suddenly they do nothing but swing pool noodles. There’s also a chance that healing may need to be buffed after Resilient and Onyx are fixed to work ‘as intended’.

But I still feel like if you want to heal in Heavy you should be penalized. And this is coming from a person playing a “paladin” in full Heavy.

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I do know all about the dmg reduction, and i play both healer and dmg dealer, i have light, medium and heavy faction gear for 3 specs. And yet it doesnt matter if i am a dps or a healer in heavy armor. if they were to nerf only the healing output on heavy, GL in wars. everyone will be shot down so fast by siege weapons and the war would be over in a few seconds.

Just coz people cant 1v1 a healer, doesnt make them OP. you cant 1v1 a heavy DPS either if they bring enough food / potions etc. and use the block / potions / food properly. So the current issue is the perks, gems and armor + as you mention in outpost rush it is just even worse.

So stop nerfing anything until they have fixed everything. when people keep coming with stuff to change, they will never get the freaking bugs fixed. And the bugs that is here currently are far more important than solo killing a healer or a Heavy dps who can play.

Honestly. I want that. One of the biggest disappointments I had in ESO’s PVP was when they nerfed siege damage to players.
…it use to be if you were hit by one you pretty much just died. Which mean you had to move if the telegraph formed under you; like right now; move now. Now people just hang out in the telegraphy and teabag the ground; throw down a couple of heals; go back to teabagging the ground.

Though…to counter this, I would definitely add the Siege Walls (believe that’s what they’re called) (this thing: https://media.moddb.com/cache/images/mods/1/27/26198/thumb_620x2000/Untitled-3.jpg). Which could be pushed along and have special “siege armor” that is coded to reduce all damage (even splash) by something like 75%.

((You’d just try to focus them down like you would all the other siege deployables.))

I do, 100%, agree that no changes should be made until the bugs affecting damage and healing are fixed.

Great idea, siege walls ye i have ben looking all over for something like this in war planning.
But honestly few players have realised how important it is to kill the siege at this point, so only 15% of the attackers will actually win. I think it might be abit 2 low win rate, since its getting one sided like this. Not many gamers in this game are used to theese type of “mechanics” they are used to we just stay put and healers will have our backs. :wink:

So on allot of the servers, it is a big problem that the siege is doing this type of dmg, coz people dont understand they gotta detroy it or atleast make sure the people controlling em will be knocked out.

Thrusting hand weapons didnt win against heavy plate. The bodkin arrow did but typically melee combatants used smashing weapons, morning stars, maces, hammers vs platemail.

Your sword if you tried to stab plate armor would usually glance off. A rapier would just snap being very thin metal.

Sure sounds good. I have another one to go along with it.

When a player in heavy gear hits a player in light or medium gear, their iframes are disable for 60 seconds.

This already exists. It’s just that there are 3 versions of any given armor.
Physical - Balanced - Elemental.

All armor types have this split.
I dunno what the lighter ones use as a suffix, but for Heavy:
Scout Orchalcum - Magic over Physical
Heavy Orichalcum - Physical over Magical
Orichalucm - Balanced

The problem is the balanced one. The Heavy has a 400m/600p split while the balanced one has 500/500.

We just need to have the balanced one disappear and only have the ones that lean heavily into a particular type. Perhaps increasing the gap between them.

Sort of, but even within those variable sets of equal quality, the weakest heavy armor defensive stat is still roughly twice that of the strongest light armor defensive stat. Which means heavy armor is always the best mitigation against every kind of attack, regardless of whether its physical or magical in nature.

I personally think they should have lowered the elemental defence on heavy so it kind of caps out where medium ends

Sort of creates a combat triangle like they had in RuneScape with their defences

Musket has this ability in the tree, and it’s useless…

Simply put, a headshot is hard to land, reward it, if we don’t, we die.

This right here. I actually hate being an immortal paladin in game, it feels gimmicky. But until they fix the armor problem there isn’t an incentive for me to switch.

Wearing heavy armor (and even medium to some extent) should give you a substantial movement speed debuff that is only mitigated by high strength.

To go along with this, swapping armor around, outside a town (and maybe inside it too) should put you in a clothes changing animation that leaves you especially vulnerable.

I think is a good idea. Actually the bow npcs hit harder on my tank…
No sure if works this way on NW, but the dmg type should affect in a different way to each kind of armor, like vs npcs. For example: Thrust > heavy armor, slash > light, strike > medium
On the elemental side, well… there is already a chart.

(no sure if someone already proposed this…)