In that logic people wearing light and most medium armors should also be crushed and sliced by almost all attacks.
It is purely for gameplay reasons why there is no logic, no one wants tank in dungeon that you have to wait hour.
Okay but if Heavy Armor means no mag or stam recovery then how is a person using it supposed to do anything once their resources run out? They literally become useless and a hindrance to the group, especially because Heavy Armor is usually a tank thing, and tanks block a lot...which takes stamina. Using pots isn't a viable answer because there's a cooldown that lasts far longer than the time it takes to burn through the amount of mag/stam you get back, and someone in the group spamming Shards and/or Orbs isn't a viable answer because then they literally have their main job hampered by constantly having to keep another party member with a useable amount of resources.
It already has a debuff to speed and regen. As in, the other armors have buffs to speed and cost reduction to sprinting. And they have regen bonuses, which heavy does not.
Shadowasrial wrote: »It already has a debuff to speed and regen. As in, the other armors have buffs to speed and cost reduction to sprinting. And they have regen bonuses, which heavy does not.
Again you are wrong. They don’t have debuffs at all. The lack of a speed buff is not a debuff. These heavy armor wearers use other skills like race against time, rapids ,etc to compensate for not being as fast as the other classes and and yet when medium or light uses these same skills it doesn’t make them any faster. They have reduced the speed buff cap so low that it’s very easy to get to it with 1-2 buffs
This only takes into account blocking for PvP, and you're forgetting that you can't regen stam while blocking anymore. And no permablock build is viable in PvE when controlling the mobs and buffing your allies/debuffing the enemies take both Mag and Stam in most cases.Shadowasrial wrote: »But you are forgetting one of the key components of being a tank and that’s sword and board and block in general. Tanks have such block cost mitigation that many are even able to create permablock builds. When you run out of resources that’s exactly what’s supposed to happen to you. Your supposed to be exposed and useless until you get your resources back up. Remember I’m not saying that tanks should have negative recovery I’m saying there should be a debuff to their stat so that their recovery is much lower than that of light or medium. They will still have recovery but it will take them much longer to get back to full stam. In pvp I see tanks every day able to block the damage of 5-10 players indefinitely and in some cases even kill a couple of those players with overpowered class ultimates like permafrost or Goliath or dragon leap. If you are a tank then you should be a tank and not a damage dealer. And since they can’t debuff attacks without hurting everyone it makes sense to add debuffs to armor to compensate
Whatever problems you have OP, it's not because of heavy armor itself. I bet often when you're thinking someone is wearing heavy, given how tanky they seem, they're actually not. It's just healing is over the top for a lot of classes. Except NBs, lol.
Shadowasrial wrote: »Heavy armor by nature is HEAVY it is a physically demanding action to wear. It makes no sense that heavy armor wearers should be running around as fast as medium and light users. But thanks to some passives and active skills they can still move around at full speed. Also heavy armor should slow your attacks. Adding a half second cast time to all skills.
Stamina recovery shouldn’t even be a thing in heavy armor. As well as magic recovery. Applying these changes would greatly balance the use of heavy armor
light armor should led your character move faster than medium.
Urzigurumash wrote: »Whatever problems you have OP, it's not because of heavy armor itself. I bet often when you're thinking someone is wearing heavy, given how tanky they seem, they're actually not. It's just healing is over the top for a lot of classes. Except NBs, lol.
Why is it in the calls to nerf heavy armor nobody mentions Undeath? "most people are in favor of brevity, as long as it's someone else's"
Urzigurumash wrote: »Whatever problems you have OP, it's not because of heavy armor itself. I bet often when you're thinking someone is wearing heavy, given how tanky they seem, they're actually not. It's just healing is over the top for a lot of classes. Except NBs, lol.
Why is it in the calls to nerf heavy armor nobody mentions Undeath? "most people are in favor of brevity, as long as it's someone else's"
And how Undeath contradicts what I've written?
Urzigurumash wrote: »Urzigurumash wrote: »Whatever problems you have OP, it's not because of heavy armor itself. I bet often when you're thinking someone is wearing heavy, given how tanky they seem, they're actually not. It's just healing is over the top for a lot of classes. Except NBs, lol.
Why is it in the calls to nerf heavy armor nobody mentions Undeath? "most people are in favor of brevity, as long as it's someone else's"
And how Undeath contradicts what I've written?
I wasn't contradicting, adding to your argument, that there are additional measures of defense beyond heavy armor that probably account for a good number of events when your target just wouldn't die
Urzigurumash wrote: »
I also assume Heavy Armor players are proportionally less likely to be a Vampire, as those passives have a more desirable effect in Medium and Light, and the HP Regen debuff is undesirable in Heavy
Urzigurumash wrote: »light armor should led your character move faster than medium.
Light armor should have a percentile chance of making you trip over your robes while sprinting, resulting in a self-stun and immobilization. Each attempt at breaking free should confer an additional chance of extending this immobilization as you get twisted and mixed up in your flowing robes
StormeReigns wrote: »Urzigurumash wrote: »light armor should led your character move faster than medium.
Light armor should have a percentile chance of making you trip over your robes while sprinting, resulting in a self-stun and immobilization. Each attempt at breaking free should confer an additional chance of extending this immobilization as you get twisted and mixed up in your flowing robes
Not all light armor are robes and not all robes are light armor though.
Also, wearing heavy / medium armor in hot / humid regions should burn stamina at 35% every 0.08 seconds to keep your character from suffering from heat exhaustion - and in full heavy, heat stroke when you run out of stamina or drop lower than 75%, 86% health is drained every 0.003 seconds until death.
Light and Heavy in cold region should burn 25% stamina every 0.005 seconds to allow character to not suffer from flash freezes and hypothermia - when you run out of stamina or drop lower than 75%, 86% health is drained every 0.003 seconds until death.
StormeReigns wrote: »Light and Heavy in cold region should burn 25% stamina every 0.005 seconds to allow character to not suffer from flash freezes and hypothermia - when you run out of stamina or drop lower than 75%, 86% health is drained every 0.003 seconds until death.
StormeReigns wrote: »Urzigurumash wrote: »light armor should led your character move faster than medium.
Light armor should have a percentile chance of making you trip over your robes while sprinting, resulting in a self-stun and immobilization. Each attempt at breaking free should confer an additional chance of extending this immobilization as you get twisted and mixed up in your flowing robes
Not all light armor are robes and not all robes are light armor though.
Also, wearing heavy / medium armor in hot / humid regions should burn stamina at 35% every 0.08 seconds to keep your character from suffering from heat exhaustion - and in full heavy, heat stroke when you run out of stamina or drop lower than 75%, 86% health is drained every 0.003 seconds until death.
Light and Heavy in cold region should burn 25% stamina every 0.005 seconds to allow character to not suffer from flash freezes and hypothermia - when you run out of stamina or drop lower than 75%, 86% health is drained every 0.003 seconds until death.
Well, if we're into crazy ideas now, what about lightning/shock damage? Should be higher on someone in heavy, metal is a good conductor of electricity.
Urzigurumash wrote: »StormeReigns wrote: »Light and Heavy in cold region should burn 25% stamina every 0.005 seconds to allow character to not suffer from flash freezes and hypothermia - when you run out of stamina or drop lower than 75%, 86% health is drained every 0.003 seconds until death.
I disagree quite strongly. Light armor will trap more warm air against the body than heavy or medium, if anything there should be a buff to stam regen when wearing light armor in cold environments
StormeReigns wrote: »Urzigurumash wrote: »light armor should led your character move faster than medium.
Light armor should have a percentile chance of making you trip over your robes while sprinting, resulting in a self-stun and immobilization. Each attempt at breaking free should confer an additional chance of extending this immobilization as you get twisted and mixed up in your flowing robes
Not all light armor are robes and not all robes are light armor though.
Also, wearing heavy / medium armor in hot / humid regions should burn stamina at 35% every 0.08 seconds to keep your character from suffering from heat exhaustion - and in full heavy, heat stroke when you run out of stamina or drop lower than 75%, 86% health is drained every 0.003 seconds until death.
Light and Heavy in cold region should burn 25% stamina every 0.005 seconds to allow character to not suffer from flash freezes and hypothermia - when you run out of stamina or drop lower than 75%, 86% health is drained every 0.003 seconds until death.
Well, if we're into crazy ideas now, what about lightning/shock damage? Should be higher on someone in heavy, metal is a good conductor of electricity.