Actually i think this topic needs a lot of conversation out side of just a few bonus suggestions. To be direct, the armor bonus system, damage reduction and so forth at some point will need a massive design pass (rework).
Going forward it would be ideal to just move away from the entire concept of armor bonus’s on the load, and shift them off to the perk system. There are many ways the conversion can be done, but the specific change that the armor types need is a closing of gaps between the armor types (so they are closer); Gems should be part of this conversation because in this rework, its likely that the gems themselves will need a change. Personally, i feel they are to strong and need reductions (ie provide less benefit) or an outright change(ie they change the mechanical operation).
Going forward with the bonus’s and armor
I think we have been looking at this issue of armor balance way to long so i have a few idea’s on how it could be approached. They are as follows
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- Create a new perk system that provides a set bonus for each type of perk and make that bonus dependent on the armor type. This would look something like If you have light armor you get x bonus for each resilient stack, and another type of bonus for refreshing. For example, at 5/5 light armor you get refreshing moves, and we’d see the removal of that perk out of the perk system but added as part of the perk-set bonus. Each armor load (light, meidum, heavy) type can provide a similar but slightly different bonus.
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- Rework the entire armor systep to provide bonus’s based on armor load (light, medium, heavy) + the primary attribute, or that is to say the highest attribute the player has at that time. These bonus’s will display on the pips on the attribute bar say every 25 or 75 stats and will provide a bonus for each peice in a specific armor load type. For example @ 75 int light grants x per piece bonus for light, y for medium and z for heavy. The result of this system would be a scope or “range” of Fighter, Mage, Healer, Rogue.
For example
Int Users using light armor are given a bonus for damage to maintain the traditional “glass cannon”, however, for a heavy load int user we’d see something like + elemental resist as the bonus, and a medium we’d see something like elemental critical / damage mage.
This means we’d come out with 3 types of base concepts of each type of class (fighter for strength, Dex for rogues, focus for healers, intellect for mages, and Con for general/all class).
This system would give validity to the str users using light armor as they would be something like a puglist, to a fighter, to a knight.
For dex we’d see something like
Monk, to rogue, to ninja.
For Int we’d see
Mage, to warlock, to death knight
For focus we’d see
Priest, to bard, to Cleric
Option 3
The last option iv been looking into is to change the perk system to apply perks only to specific armor types so that, in general heavy armor does not give a lot of damage buffs. This would help balance the distribution of classes from heavy across light to heavy loads.
Review
I guess this topic really just comes down to how the system designers really want to look at creating loose class design (make it yourself). As long as heavy armor provides higher resist but maintains equal or greater damage the distribution of classse will always favor heavy armor regardless of your attribute focus.
Its for this reason we know that we need to make changes to the math itself outright, which suggests the easiest (but not best) change would simply be to rework gems and armor systems.
My initial suggestion for the armor system as it stands right now
My suggestions are as follow currently
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A massive rework and reduction of perks. We don’t need things like + x resist (strike, fire, etc) when we have things like Physical/elemental Adversion.
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Crunching the armor types closer together. Lets be real, the rework to the armors native damage reduction was a step in the right direction but it was not enough. For this reason the base resists should closer. Something like
- Light: 30% Damage reduction base
- Medium: 32% Damage reduction base
- Heavy: 36% Damage reduction base
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Gems should get massive reworks and reductions in power. Having “all resist gems” is really defeating the purpose of risk/reward in armor design. If we are going to have them we should look at removing onyx, opal, etc and leaving only Diamond as a general “all resist” gems. The others can be converted into some other mechanic for armor. Diamons should provide no more then 0.5% Damage bonus for each gem, and specific gems should provide 3% Each (at prestine). This will shift lots of focus off gems, since gems make up around half (or close to) the current damage reduction players have. This change will add a specific type of unpredictablity to the game which will allow for a lot of “oh, that class is my counter because i have these gems” type of feel as opposed ot just standing all resist and jumping in and never dying.
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Lastly, Fortifying effects need to be yeeted from all classes except tanks (currently sword/hatchet). Tank abilities like leadership or defensive stance should be change in a way that they provide fortifying aftering blocking etc or to allies within 20-25m. This will help tanks in wars, and keep them at a current level of damage reduction. Fortifying effects should also not be transitory in nature (ie expire after weapon swaps). This change is important becuase it makes up lots of damage reduction in the game which is causing large amounts of damage reduction to classes that don’t need it or are broken with it.
This is how i feel about the topic. I am not sure how ags would look change it but at some point i am certain they will have to redesign it all.