How is it balanced when there’s a weapon that hits hard without sacrificing tankiness? Tanky Great Axe/Warhammer user can kill someone in light armor user in three left clicks when that light armor user can only do 1k a hit. Devs need to put a penalty on damage by weight loadout like how they put a penalty on healing when wearing heavy/medium.
There is a damage penalty for heavier armor. It’s not as extreme as the difference in healing is about to be, but it’s there.
I’ve been playing primarily light armor melee since the game released, and certainly back then heavy armor was beyond overpowered, to the point that there was no practical reason to play anything else. However, the main source of that power was the 8-meter auto-aim lunge effect on all Great Axe attacks, which could drastically out-range the light dodge roll, and that effect no longer exists.
Nowadays, if you play in heavy armor, you’re sacrificing mobility, a little bit of damage, and soon to be a lot of healing output (if applicable). It pairs well with weapons like Axe and Hammer, which have nearly a full second of telegraphing on most of their attacks/abilities that other builds can use to dodge, kite, or interrupt them.
You are doing it wrong.
Just walk away.
They re-instating the lunges to melee weapons, so a lot of the “weakness” of “low mobility” on heavy armour will be removed again.
I also agree with the OP, that is unbalance the Damage to Tankiness Ratio that Heavy Users have vs the other Equip Loadouts.
It’s not a penalty، it’s just not a bonus
Isnt it that every piece of light gear gets a bonus, every medium is neutral and every heavy piece gets a penalty?
In my opinion it’s quite balanced.
With the current Burst meta its important to have high damage.
In heavy armor you don’t have that damage bonus and it really showes sometimes.
You do take less damage but your mobility is god awful.
And considering how much rend there is in group play, your tankines fades away quite quickly.
You more often than not need 3 to 4 heavy bruisers to catch a skilled light healer and its just a nightmare catching up to him.
While in light you only need 2 ppl, you can catch him far more easily and consistently.
In heavy or medium you can’t just roll around and evade ppl and thats a significant drawback.
there is a -30% heals for all heavy its a nerf the moment you put heavy on our healing will drop by 30% the moment you put it on
even live heals are lucky to hit 700 a tick in sacred if your heavy med about 800 to 900 a tick and light 1100 a tick they are ruining healing
when they add the 30% bonus to light people will be way more upset since they will be putting out 1400 a tick with 100 con and 350 focus no food needed
your a good meele you should be fighting this nerf hard so lights dont make your damage just not matter at all all meeles should be fighting this nerf its gonna ruin dungons and force all healers to quit or go into new light immortal mode
Nope. The bonuses and penalties only depend on what your weight is. Not individual pieces
I was talking about damage
Meh. It’s doesn’t really change anything honestly. You still have to kill them the same way. Prevent them from casting with chain cc or kill them with extreme burst.
it screws your dodge you do the light from what i can tell i hit you way to hard with my axe to not be and as soon as i drop one path now your roll is slowed and i can axe you a question its bad for meele dps who do real damage like you to
it is pretty impossible for a greataxe hammer use to kill anyone in a 1v1 wearing light armor.
if you are dieing in a 1v1 to a HEAVY armor bruiser while wearing light armor you are doing it wrong.
if you are getting caught in multiple grav wells while wearing light armor you are in the wrong posittion.
were talking about ptr udates and how it works after path slows the lights roll makin so a heavy can reap then grav them easily mixed with male storm most lghts die new patch pretty much ruins light
A penalty on one side and a bonus on the other side are exactly the same thing in a relative comparison, so there’s really no pointe in that distinction.
There is because 0% isnt the same thing as -x%
There already is. Heavy has 20% less damage than Light.
Oh c’mon man, lol, you know that’s purely semantics. ![]()
no its not hha. would you rather have 0%, or a negative percent?
They both mean there is a 20% delta between A and B regardless of whether A=0 and B=-20 or A=20 and B=0 .
Semantics. ![]()
Speaking the truth sir.
There is a damage penalty for heavier armor.
Please tell this to the people advocating for a 60% healing discrepancy for daring to wear anything but a robe.