Heavy armor should be about (surviving/hard to kill and providing utility and getting more from heals from others)
- Resist
- Health Regen
- Increased Healing
Medium should be about (close quarters phy damage/healing)
- physical damage
- stamina regen
- stamina cost reduction
- provide healing but not get increased like HA
Light should be about (ranged magic damage/healing)
- magic damage
- magic regen
- magic cost reduction
- provide healing but not get increased like HA
Medium/Light should do roughly the same damage (or have tools that allow it) with the trade off being light has less resists but the ability to do most of their damage from range.
Heavy can get increased healing received not Med/Light but most healing coming from Med/Light. Encourages diversity.
My 2 cents.
Merlin13KAGL wrote: »Close, but you missed a few points.
Armor that gives highest physical resist should give lowest spell resist and vice versa. Adding 1:1 was just lazy implementation.
Light armor has always been for casters, and provided superior spell resist accordingly, where heavy was intended for physical blows.
You already get 1/3rd's, 2/3rd's, 3/3rd's on the physical resist with LA/MA/HA. It should be 3/3rd's, 2/3rds, 1/3rd on the spell resist.
Even with your proposed cost reduction benefit, MA is still the superior choice.
Regarding the 5 pc bonus, I tend to think you're also biased towards medium. Speed and damage buff vs cost of Ultimate? Heavier armor should mitigate more (which it does) but should also encumber more, not less, with heaviest providing the slowest, yet safest option. LA should buff arcane attacks, medium physical, and heavy a much lower buff of each (25%, perhaps). You're not going to move faster in a full leather gear than you ever will in light.
And 20 second added duration, especially with the cost redux you offer is over the top (Not to mention extending a spell's duration is not always a good thing or desirable.)
I'd also like to see the 5 pc passive bonuses go away and simply offer per-piece bonuses, like the passives before the 5 pc do.
This would allow a more complete mix of all three types based on gameplay with the benefits of each. More bonus from a 7 pc, or mix and match to get the desired effect.
Last addition: Shield is armor - it takes an armor enchant. There should be all three weight options and they should receive the bonuses according to their weight, just like any other armor piece does.
Each weight should have its own benefits and downsides. Presently there is too much of one and not enough of the other, in most cases.