Necrotech_Master wrote: »the heavy armor buff would extremely exacerbate the tank meta in pvp
7pc heavy would be mandatory since thats 14k extra hp with your bonus, thats nearly double what the base hp is (base hp with none in attributes and no gear boosting is ~18k)
1h/shield bonus is not meant to deal dmg, it has no skills that deal dmg, so a passive that gives it basically extra dmg would do almost nothing
dual wield, just no, i hate "on kill" trigger effects, it would do nothing in the vast majority of situations (big boss fights)
its already possible to hit 100% crit chance (or extremely close) with the right build, without mechanical acuity, making crit bonuses stronger would just buff everyones dmg, i do agree that "crit rating" makes no sense and it should just be changed to direct % values (3% crit chance instead of the like 368 crit rating)
the healing change would likely have a massive amount of unintended consequences, tanks and dps toons wouldnt be able to heal, thus destroying solo ability for those builds and you would have to rely on having a pocket healer at all times that could do triple the healing values you can
i completely disagree with the changes for light and medium armor, it makes no sense why you would just randomly reverse the dmg/crit chance between medium and light armor
Necrotech_Master wrote: »the heavy armor buff would extremely exacerbate the tank meta in pvp
7pc heavy would be mandatory since thats 14k extra hp with your bonus, thats nearly double what the base hp is (base hp with none in attributes and no gear boosting is ~18k)
1h/shield bonus is not meant to deal dmg, it has no skills that deal dmg, so a passive that gives it basically extra dmg would do almost nothing
dual wield, just no, i hate "on kill" trigger effects, it would do nothing in the vast majority of situations (big boss fights)
its already possible to hit 100% crit chance (or extremely close) with the right build, without mechanical acuity, making crit bonuses stronger would just buff everyones dmg, i do agree that "crit rating" makes no sense and it should just be changed to direct % values (3% crit chance instead of the like 368 crit rating)
the healing change would likely have a massive amount of unintended consequences, tanks and dps toons wouldnt be able to heal, thus destroying solo ability for those builds and you would have to rely on having a pocket healer at all times that could do triple the healing values you can
i completely disagree with the changes for light and medium armor, it makes no sense why you would just randomly reverse the dmg/crit chance between medium and light armor
1.. not true. without the ability to heal yourself as effectively as before, tanks would NEED more health to be able to tank effectively... (my original plan was for the passive to provide 5k health per piece as 30k health is next to nothing in group play for some people but with the changes to healing i thought it would be better to start small...)
2. all sword and board skills except one and the ultimate deal damage... so again not true
3. sorry.. i left out the part where dual wield skills in general would be buffed [i marked the edit in the op so you can see it] but it buffs all dual wield skills by 10% rather than just the damage of your offhand weapon by 6%..
4. the tradeoff for doing 100% crit chance would likely be massive but this is to make building crit builds simpler...
5. The consequences would be intended.. Healers should be able to heal more than a tank or dedicated dps... Light armor dps would be able to heal themselves reliably and become defensively viable as healing now scales better with healing power... Tanks running sources of healing power would likely be able to do healing as well though not as effectively as a light armor healer toon... Its not impossible but the tradeoff would be damage which is, in my opinion, better for the game...
6. It makes perfect sense to anyone who cares to put the effort in to think about it...
Necrotech_Master wrote: »Necrotech_Master wrote: »the heavy armor buff would extremely exacerbate the tank meta in pvp
7pc heavy would be mandatory since thats 14k extra hp with your bonus, thats nearly double what the base hp is (base hp with none in attributes and no gear boosting is ~18k)
1h/shield bonus is not meant to deal dmg, it has no skills that deal dmg, so a passive that gives it basically extra dmg would do almost nothing
dual wield, just no, i hate "on kill" trigger effects, it would do nothing in the vast majority of situations (big boss fights)
its already possible to hit 100% crit chance (or extremely close) with the right build, without mechanical acuity, making crit bonuses stronger would just buff everyones dmg, i do agree that "crit rating" makes no sense and it should just be changed to direct % values (3% crit chance instead of the like 368 crit rating)
the healing change would likely have a massive amount of unintended consequences, tanks and dps toons wouldnt be able to heal, thus destroying solo ability for those builds and you would have to rely on having a pocket healer at all times that could do triple the healing values you can
i completely disagree with the changes for light and medium armor, it makes no sense why you would just randomly reverse the dmg/crit chance between medium and light armor
1.. not true. without the ability to heal yourself as effectively as before, tanks would NEED more health to be able to tank effectively... (my original plan was for the passive to provide 5k health per piece as 30k health is next to nothing in group play for some people but with the changes to healing i thought it would be better to start small...)
2. all sword and board skills except one and the ultimate deal damage... so again not true
3. sorry.. i left out the part where dual wield skills in general would be buffed [i marked the edit in the op so you can see it] but it buffs all dual wield skills by 10% rather than just the damage of your offhand weapon by 6%..
4. the tradeoff for doing 100% crit chance would likely be massive but this is to make building crit builds simpler...
5. The consequences would be intended.. Healers should be able to heal more than a tank or dedicated dps... Light armor dps would be able to heal themselves reliably and become defensively viable as healing now scales better with healing power... Tanks running sources of healing power would likely be able to do healing as well though not as effectively as a light armor healer toon... Its not impossible but the tradeoff would be damage which is, in my opinion, better for the game...
6. It makes perfect sense to anyone who cares to put the effort in to think about it...
the tank meta in pvp is already a problem, heavy tanks are already running around with 60k+ max hp, your change would make that worse, because everyone would then be running 40-50k hp builds if it was that easy to stack max hp, a % increase is not "subjective" its based on what you have, add more health, that bonus is stronger
what DPS is running around with 1h/shield abilities? none of those skills do any significant amount of dmg that giving a 10% dmg boost to 1h/shield abilities is negligible, that would make say low slash go from ~3000 dmg to ~3300 dmg, that dmg is still less than half of what you could get from just using a 2h weapon spamming cleave
its not that hard to build a crit build, i threw together an arcanist build after i got it to 50 which has 52% crit chance unbuffed
i still dont agree at all with the medium and light armor switch, medium buffing crit dmg and weapon/spell dmg is fine as is, again as i mentioned the arcanist build im using is 52% crit chance using all medium armor, you dont need that much extra crit chance, i see no reason i should get weaker by losing the dmg buff medium armor is giving, i wanted to play a stam build with the way the bonuses currently are
with your change there would be literally no reason to play medium armor, light armor would get both the pen and dmg bonuses everyone would just play a magicka armor build at that point because its already easy enough to get to 50% crit chance without losing anything (on a stam build that gets no crit chance from armor currently), that just seems like a massive self bias you have to using light armor as there would be effectively no downside unless you wanted a stamina build
Necrotech_Master wrote: »its called i think things are fine as is with the armor and dont need to be changed
and again, i also see a huge balance problem with one armor only giving crit chance and crit dmg, and the other one giving the much more important stats of penetration and dmg
you can get good crit chance without heavily building into it and using full medium armor now and still get the dmg and crit dmg bonuses
and like i said, if everyone gets those massive flat fixed health values, it will make the tank meta in pvp 100x worse than it is now with everyone running 50k+ hp (we arent far off of that now with the minimum most people run is 35k unless they are a ganker/bomber)
these changes would likely affect the way the game is played but not break the game..
Healing recieved buffs only affect heals recieved from other sources than yourself...
Heavy armor: juggernaut passive now grants a flat amount of 2000 health per piece of armor rather than a subjective percentage.. This everyone to get the same benefits from wearing heavy armor as some builds might not have other sources of max health...
Dual wield: Slaughter passives grant damage boost of 10% for some time after a kill at second stage
[EDit] Dual wield: dual wield expert passive now grants 10% damage to all dual wield skills at second stage
One hand and shield: Sword and board passive grants you 10% damage boost to enemies below 50% health per stage: Sword and board has some good options but is not the best dps tool.. Adding execute range damage seems realistic for a front lines defensive tool...
One hand and shield: Bash damage modifiers no longer apply to bash damage skills... Bashing is the one thing this skill line does exceedingly well and i dont want to take that away but there ARE other skills that could be buffed.. So people arent just spamming bash..
Healing now no longer scales with w/spell damage but only slightly and mainly with sources of healing power... This change makes sure that healing becomes less of a necessity for characters who dont want to have to use healing spells and opens up options for other forms of defense buffs..
Light armor: Prodigy passive now grants 4% healing power when wearing five or more pieces at first stage and 8% at second stage. This gives mages and light armor hybrids access to the level of healing they truly deserve..
Light armor: Concentration now gives you weapon and spell damage instead of crit chance per piece... This seems more appropriate to me...
Medium armor: Agility provides flat 10%percent crit chance at five or more pieces instead w/spell damage per piece... This seems more appropriate to me.. medium armor users would typically have just enough armor and agility to surprise an enemy with some more risky maneuvers such as taking a hit to trade for one well placed critical hit..
Crit chance: sources of crit chance are buffed to provide more crit chance and are no longer crit ratings but a percentage of crit chance....
How would this change the game?
This places characters back into being only able to main one role and substitute for another instead than allowing them to be capable of doing all three; essentially eliminating the standard group competition and promoting the current meta.. seasoned rpg Players who are newer to this game would have more access to the game's content rather than having to learn a playstyle that vets had taken the time to FIND and promote just to be able to do group content... I would say that these changes promote a better sense of individuality...
How can you be sure this would help?
well honestly it is just a start... there are tons of sets in the game that are criminally underperforming in my opinion.. so i guess once you adress the tank meta then the next step would be to balance set composition of builds (two 5 pieces one monster, one 5 piece one 3 piece + monster/mythic, etc) and balance all sets to provide general viability...
There is a lot of depth to this game so there likely is something that im forgetting to address at this point in time but i do feel as if these changes would help the game.
Necrotech_Master wrote: »its called i think things are fine as is with the armor and dont need to be changed
and again, i also see a huge balance problem with one armor only giving crit chance and crit dmg, and the other one giving the much more important stats of penetration and dmg
you can get good crit chance without heavily building into it and using full medium armor now and still get the dmg and crit dmg bonuses
and like i said, if everyone gets those massive flat fixed health values, it will make the tank meta in pvp 100x worse than it is now with everyone running 50k+ hp (we arent far off of that now with the minimum most people run is 35k unless they are a ganker/bomber)
No. Its called you enjoy a playstyle that takes zero skill to play and using a broken system as if it werent broken... hence, the quote saying you have no problems with armor balance in the game.
Just because the only people still playing this game enjoy playing the same builds as everyone else or doesnt bother to complain about some of the game's real problems doesnt justify poor balance...
and i am not convinced that proposed changes would make things worse as if tanks build for heals then they would likely lose out massively on damage and thus would be more healers than tanks.. And if they dont build for heals then they would have to rely on healers/light armor mages to be capable of regenerating massive amounts of health... If i can stack 20k resists and 20k health on a squish dps toon and die in SECONDS then a tank with idk 40-50k health and similar resistances would only realistically be able to last a minute on their own without a healer/light armor mage...
dont even cry about not being able to solo content such as dungeons because it was never meant to be solo content... if it is really such an issue then they should nerf normal dungeon difficulty so people who want to solo arent forced to adopt these absurd builds.
i once tried to make a hybrid blood mage dps for solo play and it realistically should work, right?? no it doesnt, because you cant just rely on damage and healing alone you also have to have insane resistances... and after a while of having the current meta the content being made has become FOR that meta with maybe a few things here and there for your horsefly squishblade or hopping mad shield mage.. yet so many people just accept it for what it is without imagining how different things can be when individualism isnt purely cosmetic...
Necrotech_Master wrote: »its called i think things are fine as is with the armor and dont need to be changed
and again, i also see a huge balance problem with one armor only giving crit chance and crit dmg, and the other one giving the much more important stats of penetration and dmg
you can get good crit chance without heavily building into it and using full medium armor now and still get the dmg and crit dmg bonuses
and like i said, if everyone gets those massive flat fixed health values, it will make the tank meta in pvp 100x worse than it is now with everyone running 50k+ hp (we arent far off of that now with the minimum most people run is 35k unless they are a ganker/bomber)
dont even cry about not being able to solo content such as dungeons because it was never meant to be solo content... if it is really such an issue then they should nerf normal dungeon difficulty so people who want to solo arent forced to adopt these absurd builds.
Necrotech_Master wrote: »its called i think things are fine as is with the armor and dont need to be changed
and again, i also see a huge balance problem with one armor only giving crit chance and crit dmg, and the other one giving the much more important stats of penetration and dmg
you can get good crit chance without heavily building into it and using full medium armor now and still get the dmg and crit dmg bonuses
and like i said, if everyone gets those massive flat fixed health values, it will make the tank meta in pvp 100x worse than it is now with everyone running 50k+ hp (we arent far off of that now with the minimum most people run is 35k unless they are a ganker/bomber)
dont even cry about not being able to solo content such as dungeons because it was never meant to be solo content... if it is really such an issue then they should nerf normal dungeon difficulty so people who want to solo arent forced to adopt these absurd builds.
There are literally SOLO arenas. Where you have to self heal, tank, and DPS, all by yourself...
Necrotech_Master wrote: »its called i think things are fine as is with the armor and dont need to be changed
and again, i also see a huge balance problem with one armor only giving crit chance and crit dmg, and the other one giving the much more important stats of penetration and dmg
you can get good crit chance without heavily building into it and using full medium armor now and still get the dmg and crit dmg bonuses
and like i said, if everyone gets those massive flat fixed health values, it will make the tank meta in pvp 100x worse than it is now with everyone running 50k+ hp (we arent far off of that now with the minimum most people run is 35k unless they are a ganker/bomber)
dont even cry about not being able to solo content such as dungeons because it was never meant to be solo content... if it is really such an issue then they should nerf normal dungeon difficulty so people who want to solo arent forced to adopt these absurd builds.
There are literally SOLO arenas. Where you have to self heal, tank, and DPS, all by yourself...
there is no reason any solo content/overworld content should require that.. its just a simple matter of nerfing wipe/unavoidable damage mechanics and giving damage dealers better defense...