So we can see more and more people going Light build with Strength weapons.
In fact this build is getting so much traction that some light armour paces with strength and strength weapon perks going for over 250k gold one pace I have seen go last night for 420k gold.
This builds are absolutely insane in PvP. Strength weapons have very good tools to close gap and make you survive for longer, now this tools with light build create very OP build. When healers could use heavy build all community was screaming and because there is more dps players then healers this did look like big problem so Amazon did nerv healers to the ground.
My question is what Amazon going to do with Strength weapons with light build?
If healers heal 30% less in heavy build how about strength weapons do 30% less damage in light build, sims only fair to me.
Just look at this guy in light build:
Light is op you get so much movement compated to the other two dodges. Also everyone in this clip is in light mans just outplayed them
It’s almost like there is a reason for certain classes to have certain armor in other mmo’s.
I see a good hatchet player operating extremely well in a setting perfect for the weapon, especially when you consider the two bruisers were using heavy weapons. He made good use of Shirking Energy and from the looks of it, man wasn’t even using Rejuvenating Crits, Boot and Rally, Energizing Feral Rush, nor the 150 Dex Perk. There is a lot of potential stamina play he is not making use of while still managing to 1v3. I do not think there should be any changes made to make light less strong because it is meta or what have you.
There should be no restriction on what armour players use but since we have now one restriction which force healers in to light, Amazon should go back to what use to be or do like all games do and:
strength weapons= heavy build
Dex = medium build
mage = light build
I prefer the way it use to be but since healers are force to be in light build adders should be force too, Plus would be easier to balance game as this would shrink possibilities of builds.
That is because Melee weapons base damage is overtuned, because the devs intended for them to be used in Heavy. So when then they are used in light, the damage is super charged.
Same reason mages who were designed to be light, when they wear Heavy they deal like no damage.
For me the biggest factor of disadvantage in PvP vs STR builds is the 300 stat perk. Permanent GRIT is OP. Light armor is a whole new discussion, but that’s transversal accross all classes.
(dodge rolls out)
He just outplayed them, and he was living on the edge a lot which is how it is as a roly poly melee. VG/IG is the anti-build to all light melee, so its balanced.
From what I have been experiencing, Hatchet is performing pretty well all on its own when paired with light armor because of how easy it is to get clapped near or into Defy Death before self-peeling and resetting. The tracking on the light attacks are phenomenal and I typically try to throw them around to apply the melee slow on opponents going for my teammates (lethal torrent often keeps you standing still for some reason). Hatchet with a secondary VG as utility has been performing pretty well surprisingly. ![]()
They should make more disease options and just revert the healing load nerfs (since the pressure that disease poses is felt pretty well in Arenas). I had a shoddy medium healing build that I liked A LOT before Feb Patch, but since the medium dodge nerf and the cash money light rolls that were introduced along with the shallow shoehorning of healings into LA, I will not be looking back. Light Armor has a pretty good identity, Heavy Armor might need a tune up, and Medium Armor needs to have its dodge animation smoothed out. AGS is not all too good at balancing, so just make the game’s combat work smoothly and we can work from there.
Actually here to say str builds in light can get extremely nutty really quickly
They take off so well in a group setting
Poeple are still crying about other builds being too op. No its not you are trash in pvp thats why.
Light armor is ridiculously good and heavy armor keeps getting nerfs for unknown reasons. There’s still too many complaints by players that want to 2-shot heavy players with ranged weapons and who haven’t learned how to kite or run.
Heavy armor has nothing going for it outside of Expeditions.
All of the new Shirking percs have boosted power difference in pvp for light and medium armor over heavy further. AGS inexplicably nerfed the Constitution 200 CON perc this patch.
I do so much running and rolling around in wars now. With Haste pots being able to be used as well its out of hand.
Lots of tunnel vision here.
Light armor is (usually) better for small scale combat because of mobility, but absolutely suffers in large-scale combat due to squishiness.
There’s lots of problems with the game, but a persistent problem is that MMO players don’t understand competitive gameplay and strategies.
Light armor is too good.
Im trying to make a fun secondary class right now and cant come up with anything that isnt light armor. I think it would be cool to be a tank but it doesnt feel viable.
Light armor is dominant in wars atm though, not heavy.
the armor balance was fine before the dodge changes. I don’t know why they changed it.
Really was all about them ruining the medium dodge animation (thus pushing people to light) and leaving it as such since February. Getting caught as a medium user because someone can roll at me while expending stamina only for dodges has not been it. Probably was an issue that the weapon swap animation cancel existed for medium, but the smoothness of medium made it so good to the point that you could actually keep up with light rollers.
Have you played in heavy for pvp?
not really but before the patch heavy would be on point and couldn’t really chase, med was a mix of the two, and light had the most mobility while not having two much. now med and heavy are closer in terms of mobility and few builds can catch light. before it was go med if you want to catch people now its go light which leads us to the topic of this thread.
For me, dodge and roll should be separated to balance Block in terms of utilities.
Basically the roll would be uniform, but light classes would have the advantage of using more dodge to gain iframes.