I don't think this is the right approach.
It would be better to reduce heal scaling from weapon damage stat. It doesn't really make sense that pumping up your damage boosts your healing simultaneously. It's really odd game design. At the very least maybe they could scale healing more with max stamina and damage more with weapon damage.
Nord_Raseri wrote: »Most good players that you think are running heavy are actually running medium.
SoixanteNeuf wrote: »There aren't enough negative repercussions for running heavy armor in PvP. Heavy armor users can build a significant amount of weapon damage while widening their margin of error against incoming damage and have improved resource management via heavy's "tanky" passives.
Type of armor should be reflective of role.
- Heavy = tanking
- Medium = damage
- Light = damage/healing
Suggestion : Battle spirit nerf for wearing heavy armor, -20% weapon damage.
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Where i think the real issue is comes from mobility. We have unbuffed heavy armor players running around faster than most medium and light wearers.
One of three things should happen. Either light and medium wearers receive a speed buff (10% at 5 pieces sounds fair) or heavy armors should suffer a speed penalty (2% per piece worn i think sounds fair.) 3rd (but least sensible inmho) option would be a movement based stamina penalty or a smaller stam pool.
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Chilly-McFreeze wrote: »I
Where i think the real issue is comes from mobility. We have unbuffed heavy armor players running around faster than most medium and light wearers.
One of three things should happen. Either light and medium wearers receive a speed buff (10% at 5 pieces sounds fair) or heavy armors should suffer a speed penalty (2% per piece worn i think sounds fair.) 3rd (but least sensible inmho) option would be a movement based stamina penalty or a smaller stam pool.
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Light armor reduces sprint costs by 3% per piece and snares by 4% pp. (Grace)
Medium increases sprint speed by 3% per piece and reduces dodge costs by 4% pp. (Athletics)
Is it this what you're looking for?
Sosderosii wrote: »The problem is not that heavy(and other armor types) tank o much, it is that they can heal themselves too fast.
Nothing but burst damage can take them down, otherwise they can tank forever.
SoixanteNeuf wrote: »I wasn't implying that medium armor isn't better for offensive purposes, I run it too. I just think it might be healthier for the game's direction if roles were more clearly defined and people that choose "tanky" passives versus offensive passives, were penalized damage-wise for it as a disincentive.
Heavy armor with (current) backbar vbrp dw quick cloak and frontbar 2H easily remedies the mobility shortcomings versus medium armor, while still retaining the ability to combo burst most players if built properly. I guess things might change with the change to vbrp dw next patch but we'll see.
SoixanteNeuf wrote: »There aren't enough negative repercussions for running heavy armor in PvP. Heavy armor users can build a significant amount of weapon damage while widening their margin of error against incoming damage and have improved resource management via heavy's "tanky" passives.
Type of armor should be reflective of role.
- Heavy = tanking
- Medium = damage
- Light = damage/healing
Suggestion : Battle spirit nerf for wearing heavy armor, -20% weapon damage.
Only if light and medium armor get -20% hp or something similar. You know, to reflect their roles as DPS/healers or whatever. I don't want nerfs to any armor type, but if heavy isn't allowed to kill stuff, medium and light shouldn't be allowed to tank stuff.