Kelenan7368 wrote: »The Tank Meta has for the most part killed Medium and light armor in PVP. If you want to be tanky DPS needs to go down greatly. No matter how you try you cant beat tanky builds or at times even hurt them.
Sorry but light and medium armor need to be DPS kings always.
Kelenan7368 wrote: »The Tank Meta has for the most part killed Medium and light armor in PVP. If you want to be tanky DPS needs to go down greatly. No matter how you try you cant beat tanky builds or at times even hurt them.
Sorry but light and medium armor need to be DPS kings always.
For a start, removing the penalty from Light Armour (Also Heavy Armour too). Makes no sense that Medium is the only armour type that doesn't actively debuff you for wearing it.
I get that it's trying to create a typical RPG design (Where Light Armour provides the best magic defence while Heavy Armour is better for physical defence) but all the theming is done via passives (I.e. Non-Medium armours don't get Medium armour's sneak passive so are less sneaky, so Heavy armour doesn't need the sneak penalty to be less sneaky)
The next thing to look at would be passives.
Light Armour provides Crit rating and Penetration... Both of these stats have caps, which are reachable without these bonuses.
While Medium armour provides Crit damage and W/S damage the former is harder to come by (Even if it does have a cap) and the latter is uncapped.
Adjusting the passives so Light Armour gets an uncapped stat instead of say Penetration (Which is nigh useless in PvE given Breach debuffs that provide the majority of necessary penetration) would help bring Light Armour closer to Medium (Though it will still be inherently squishier. And slower. And less sneaky (Especially since anyone who cares about sneaking is a vampire to ignore the movement penalty outright making LA's sneak bonus redundant))
To be honest, I wouldn't be surprised if Light Armour got reworked into Companion style. Whereby its focus was more on being the armour type for Healers making its bonuses more focused on providing increased healing done. Making the armour types be Healer = Light Armour, DPS = Medium Armour, Tank = Heavy Armour. Which would alleviate the issue of trying to balance out Light vs Medium armour since they'd simply be tuned towards different roles.