Need 4 source, boost from heavy armor/1h&s mre bloks, from mediem armor, mor dodge, sprint, speed, magicka have cloak, port, dmg shield. It is easy.
If balanced right a change like that could make heavy armor more interesting to use by buffing it in numbers and countering that buff on the mechanics level. Especially in PvP this could lead to interesting new strategies and tactics.
As my experience with this forum is that 90% of the feedback is negative, I would like actively encourage anyone to be negative and pick this idea apart. Only through constructive criticism can an idea be turned into a workable concept.
Remove dodge roll? You're kidding, right?
Just because I tank in heavy armor (oh, no! What a weirdo scrub noobasaurus loser trololol!), doesn't mean I want to take every hit. Sometimes it's just more prudent to move.
Remove dodge roll? You're kidding, right?
Just because I tank in heavy armor (oh, no! What a weirdo scrub noobasaurus loser trololol!), doesn't mean I want to take every hit. Sometimes it's just more prudent to move.
Remove dodge roll? You're kidding, right?
Just because I tank in heavy armor (oh, no! What a weirdo scrub noobasaurus loser trololol!), doesn't mean I want to take every hit. Sometimes it's just more prudent to move.
I try to avoid as much damage as possible while tanking, but let's face it, roll dodging with my fully geared up heavy armor tank, makes me squirm a little every time.
The game is built heavily around players being able to dodge roll in combat, and pvp heavily favors sneaking. If heavy armor were to penalize these the buff would have to be on the verge of overpowered. Anything less, and next to no one would use it anymore.
starkerealm wrote: »Remove dodge roll? You're kidding, right?
Just because I tank in heavy armor (oh, no! What a weirdo scrub noobasaurus loser trololol!), doesn't mean I want to take every hit. Sometimes it's just more prudent to move.
I try to avoid as much damage as possible while tanking, but let's face it, roll dodging with my fully geared up heavy armor tank, makes me squirm a little every time.
To be fair, roll dodging is basically an entertainment media thing. Actually doing that in any kind of real combat would get you killed.
starkerealm wrote: »Also, the legitimate question: what do you do with hybrid armor loadouts?
KoshkaMurka wrote: »starkerealm wrote: »Remove dodge roll? You're kidding, right?
Just because I tank in heavy armor (oh, no! What a weirdo scrub noobasaurus loser trololol!), doesn't mean I want to take every hit. Sometimes it's just more prudent to move.
I try to avoid as much damage as possible while tanking, but let's face it, roll dodging with my fully geared up heavy armor tank, makes me squirm a little every time.
To be fair, roll dodging is basically an entertainment media thing. Actually doing that in any kind of real combat would get you killed.
In real world, heavy attacks do not restore stamina and swinging your sword and shiled randomly would also get you killed ^^
Seriously though, removing sneak and rooldodge will nerf heavy armor even further. Even in pve tanks sometimes need to get their butts out of red
Enraged_Tiki_Torch wrote: »I don't see why HA users need to accept a nerf to get a buff.
The game is built heavily around players being able to dodge roll in combat, and pvp heavily favors sneaking. If heavy armor were to penalize these the buff would have to be on the verge of overpowered. Anything less, and next to no one would use it anymore.
Yes, that was the idea. I would even throw in 100% crit resistance, so that heavy armored knigths can't be critted. These players should feel like bosses: You need multiple players (or a siege hit) to kill them and they hit like a truck (but only close range - heavy armor buffs melee damage), but they can't ever get away or sneak up on you.
It builds a little on Wrobels idea of the templar's house. I know everyone is making fun of him for saying that, but that's only because templars don't have a strong house at the moment. In general his idea of having these fundamentally different playstyles is interesting. Templars are already fine in the support role, they get a lot of AP ticks and everyone wants them around, but they suck at pretty much everything else (unless they are played extremely well). This could bring a paladin build to the game, maybe link the 100% crit resistance to a templar passive, to give templars something unique just like sorcs and nbs have with streak and cloak.
Enraged_Tiki_Torch wrote: »I don't see why HA users need to accept a nerf to get a buff.
The game is built heavily around players being able to dodge roll in combat, and pvp heavily favors sneaking. If heavy armor were to penalize these the buff would have to be on the verge of overpowered. Anything less, and next to no one would use it anymore.
Yes, that was the idea. I would even throw in 100% crit resistance, so that heavy armored knigths can't be critted. These players should feel like bosses: You need multiple players (or a siege hit) to kill them and they hit like a truck (but only close range - heavy armor buffs melee damage), but they can't ever get away or sneak up on you.
It builds a little on Wrobels idea of the templar's house. I know everyone is making fun of him for saying that, but that's only because templars don't have a strong house at the moment. In general his idea of having these fundamentally different playstyles is interesting. Templars are already fine in the support role, they get a lot of AP ticks and everyone wants them around, but they suck at pretty much everything else (unless they are played extremely well). This could bring a paladin build to the game, maybe link the 100% crit resistance to a templar passive, to give templars something unique just like sorcs and nbs have with streak and cloak.
I actually dig that. But if it would be as powerful as you describe, one should not also be allowed to gapclose. If you are armoured to the teeth swinging heavy flails and wear a tower shield, you should be far too heavy to dash forward with tremendous speed. Then I agree, give them godmode status, but ONLY in melee range with no speed bonus capabilities and gapclosers.
Actually come to think of it, reminds me a bit of LoTRO session play in PvP zones where at any given time, one player from each side could play a boss-character in PvP, which had 10x health than any player, very large amount of direct damage, but exactly as you describe - lacked mobility, was targeted by every tom *** and jones, but they were good for smoking out people and busting up large zerg groups and basically act like massive bullet sponges - when played alone - not really useful, but as a support for your raid for front line combat - ideal.
KoshkaMurka wrote: »starkerealm wrote: »Remove dodge roll? You're kidding, right?
Just because I tank in heavy armor (oh, no! What a weirdo scrub noobasaurus loser trololol!), doesn't mean I want to take every hit. Sometimes it's just more prudent to move.
I try to avoid as much damage as possible while tanking, but let's face it, roll dodging with my fully geared up heavy armor tank, makes me squirm a little every time.
To be fair, roll dodging is basically an entertainment media thing. Actually doing that in any kind of real combat would get you killed.
In real world, heavy attacks do not restore stamina and swinging your sword and shiled randomly would also get you killed ^^
Call me crazy, but if the mitigation were increased substantially, I would not miss dodge roll or sneak AT ALL. We would need to dodge roll less (even out of red in PvE) and in PvP HA users would have to adapt to a no-sneak dynamic, fostering more variance in the methods by which players engaged in battle. Combining insane mitigation with 100% visibility provides for some interesting possibilities.
I REALLY like the idea as long as HA provided a LOT more mitigation (a lot) than other armors and perhaps got a buff to Constitution to make resource recovery a bit more sensible.