I like to wait and see, both heavy and medium is going to get a indirect boost to their survivability thanks to the sharpen nerf.
and there are currently some medium armor configurations that are just strong af, mainly involving the Impregnable set with Well-fitted/Reinforced. there will also be a boost to crit chance in the upcoming patch that means medium armor builds easily could get up to 99% crit.
but if i was to throw out an idea i would suggest a boost to movement speed of the Athletics passive with 1%, as the current 3% is not that significant, a slight boost to this could also maybe make 7/7 builds viable instead of the current norm of 5/1/1
Indirect boost indeed, but valued worst.
(Supposed) Damage output
Medium armor >= Light Armor > Heavy Armor
Penetration increases your damage output by some %. For every lost % the one with highest damage output lost the most damage. (Not to mention proc sets that are scaling just with penetration and CP) => Medium loses most.
(Supposed) Resistance (counter to penetration)
Heavy armor > Medium Armor > Light Armor
Losing penetration increases survivability the more resistance you had => Heavy gets most;
Light loses most, but they get to have shields.
Plus if you were over penetrating light or medium and now you aren't you simply deal similar damage to them while losing damage versus heavy.
(Supposed) value of penetration (how much is penetration worth given access to sources and their size)
Light Armor > Medium Armor > Heavy Armor
Light armor has passive that is the only penetration (other than trial medium armor set TFS) with high value. That value relatively increased by nerfing all other sources
Regarding crit, who cares about 99% crit. The more is not the better. You need to have damage and crit damage first to do good critical hits. Guess what is not critting? Proc sets. Guess what needs stacking weapon damage to get damage? Agility passive. And what is best? Light armor is getting the most crit anyway. Medium has to slot 7! (meaning all) medium armor pieces to get 0.47% more crit chance. It is losing 1% over 5pieces of light when slotting just 6.
tl;dr
Medium gets the least or is middle of the pack with these changes to crit and penetration. Overall strength of the armor types remains same, because the numbers are small. But there was no buffs. At best medium got the same out of it as everyone, at worst it lost the most.
the increase weapon damage passive is a healing buff.
the increase to crit rating per armor piece is also a healing buff.
survivability in medium armor comes from maneuverability, dodging, and hots.
you have increased healing passives for stam dk, templar, and warden. Stam sorcs and nbs have higher mobility.
medium armor is fine.
I personally think about few fix that would make MA competitive again :
- 5 pieces medium armor should give : Minor mending for 1.5s when you dodge roll. For Shuffle, make it bound to medium armor.
- Remove the 100% critical HoTs chance form shadowy disguise to not make NB OP.
- A soul assault ticks nerfs : It will be the same damage, but it will drain less stamina when you block it.
What do you think ?
the increase weapon damage passive is a healing buff.
the increase to crit rating per armor piece is also a healing buff.
survivability in medium armor comes from maneuverability, dodging, and hots.
you have increased healing passives for stam dk, templar, and warden. Stam sorcs and nbs have higher mobility.
medium armor is fine.
GreenSoup2HoT wrote: »You may disagree with me but there are two mechanics that changed that drastically effected 1 play-style more then all of the play-styles in the game.
-No Block Regen
-No Sprint Regen
Any time a medium armour player wants to reposition, use a well timed block we stop our stamina regen. Well this is a huge problem. I personally tend to re-actively block and sprint a lot and this ends up costing me a lot of resources compared to just healing through the damage which i don't think is right.
I could have 3000+ regen and if i try to sprint and utilise what my armour skill-line excels at i just end up losing regen ticks in the process. This is completely counter productive.
How to fix these issues:
Change Sprint and Blocking to exponential cost stacking instead of preventing stamina regen. The problem with sprinting and blocking is with people who do it forever. People who use sprint and block pro-actively are just playing smart and should not be punished for it.
These exponential cost increases should be on a 4-second cool-down just like roll-dodge. That way you still retain your stamina regeneration ticks but if you don't give your self a 4 second break you will end up destroying your stamina pool, just like spamming dodge roll like a dummy.
Just to comment on blocking. The S+B ultimate would count as blocking towards this cool-down. This prevents people from perma-blocking with ult regen builds and just trolling. I would much rather see people play smart then abuse ult-regen stam dk's with s+b ult.
(Supposed) value of penetration (how much is penetration worth given access to sources and their size)
Light Armor > Medium Armor > Heavy Armor
Light armor has passive that is the only penetration (other than trial medium armor set TFS) with high value. That value relatively increased by nerfing all other sources[/spoiler]