Time to Remove Armor Cap/Buff Armor Resistance?

Waffennacht
Waffennacht
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I was thinking about ZoS and how they decided to handle Wards and Streak, primarily taking an indirect route with a solution.

Which made me think of Proc sets and what ZoS may decide to do to combat the overwhelming use there of.

Well combining the two made me think that ZoS may decide to indirectly "nerf" the huge amount of dps by removing the cap on armor mitigation and or buffing armor resistance.

Thinking logically it's not such a bad idea, one BiS weapon alone removes 8% of the mitigation possible by armor (yes I know you can go above the 33k and the sharpened etc will bring that down allowing you full possible mitigation - however imo to get to that level requires too much sacrifice without a consistent pay off)
One ability removes another 8% (such as pierce armor or elemental drain etc) glyphs that any build can fit, and then sets and passives that even further reduce mitigation.

I've already read threads about the high level of armor removal and know this isn't a new subject.

I could easily see all armor gaining more resistance and even the removal of the cap wouldn't break anything. We already see "immortal" tanks. And to me armor is one of the least relevant stats, maybe time to make it relevant.

So I ask you, is it time to remove the cap? Time to buff armor? Would PvE suffer or prosper? PvP would heavy gain too much? Is there a happy medium?

Your thoughts?
Gamer tag: DasPanzerKat NA Xbox One
1300+ CP
Battleground PvP'er

Waffennacht' Builds
  • Biro123
    Biro123
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    I'm probably leaning against this..

    My Stamsorc runs at cap - but suffers from lack of penetration (defending weapons) and sustain. Can't kill immortal-tanks.

    My Magsorc has a LOT of pen (spinners + sharpened + light armour passive + CP). Still can't kill immortal-tanks - but probably makes them drop quite a but quicker when they are getting focussed. However struggles vs dmg shields (thinking of moving some of these CP's around).

    I guess what I'm getting at is that to get max armour currently, you have to sacrifice dmg. To get over the cap - you sacrifice more dmg - which effectively makes it for full tanks only. These guys are already hard enough to kill.

    If you are running enough pen to make a dent in these guys - other stuff suffers (tooltip dmg, sustain, survivability etc.).
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  • WalksonGraves
    WalksonGraves
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    I'm getting better results from stacking damage reduction sets than focusing purely on armor. I'm using pvp sets in pve because they have the highest reduction amounts and even though they are situational they are all half or more of the value of defense and they stack and can't be reduced.
  • Waffennacht
    Waffennacht
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    Good points, combined reduction with uncapped resistance might be too much.

    What about a flat buff?

    The reasoning is: PvE should be least effected by increasing armor resistance - might make it a bit easier on some players, while maintaining a high impact on PvP. As is, one ability and one trait is enough to reduce light armor to zero and heavy into light. Add in any passives or even a mUl and we're talking heavy armor being darn near 0.

    It takes practically no effort to gain massive penetration, and many players commented on the power creep, seems like an effective way to combat power creep in PvP.

    I'm not sayin a huge boost, but I feel the 5k range would be sufficient or is that too much?

    Thank you for your responses :)
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
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