Urzigurumash wrote: »So you love the 3 shot meta and want it reduced to two? No offense but you must be new here cuz this is like the 3rd most suggested change for PvP, presumably always by gankers
Urzigurumash wrote: »So you love the 3 shot meta and want it reduced to two? No offense but you must be new here cuz this is like the 3rd most suggested change for PvP, presumably always by gankers
Urzigurumash wrote: »Anyhow apologies for the rude opening @PureeEvil , this happens to be my pet subject if you couldnt tell, I've ranted about it for years. Dont let me discourage you from posting new ideas
Unless its "make Corrosive just the penetration", then I'm pasting a phd thesis
Urzigurumash wrote: »So Medium should get -10% Healing Received or what? Cuz youre wrong that Heavy can deal equal damage. This has literally never been the case, and especially is not now with Crit Damage on Medium. Like I said above when Med gave Crit Chance this could be equalized with Mech Acuity, but Medium still had the Weapon Damage buff.
Urzigurumash wrote: »So Medium should get -10% Healing Received or what? Cuz youre wrong that Heavy can deal equal damage. This has literally never been the case, and especially is not now with Crit Damage on Medium. Like I said above when Med gave Crit Chance this could be equalized with Mech Acuity, but Medium still had the Weapon Damage buff.
if they cancel the damage scaling reduction, can add your debuff. But as long as the damage scaling reduction is there, there is already an unwritten debuff on medium armor.
I wanted to praise the subclassing and the entire update until I reached the highest mmr on BG on new acc. And it's about what happened to heavy armor. Or rather, what kind of damage can now be taken in full heavy armor. Due to the possibilities of sub-classing, as well as the reduction of damage scaling after a certain number of spd/wpd, we have equal damage for 3-5 parts havy armor playrs and playrse in middle/light armor. And that's not even taking into account the new bash builds. Vampire builds that reduce your health from 50,000 to 30,000 and deal a lot of damage. and that not normal. Havy armor cant give get damage level middle/light armor with only 5% speed debuff its not normal.
My suggestion is to add -10% damage to each piece of heavy armor in their debuffs. It doesn't affect PvE in any way. However, in PvP, it removes the ridiculous similarity in damage between medium and heavy armor. Alternatively, it can be used to remove the scaling reduction.
Urzigurumash wrote: »Let me repaste my most important point:
The different armor weights ought to be able to achieve a comparable level of overall defense and overall offense, through different means and at different resource costs.
Edit: also the Armor passives were revised more recently, remember when they added the Armor Penalties?
JustLovely wrote: »I wanted to praise the subclassing and the entire update until I reached the highest mmr on BG on new acc. And it's about what happened to heavy armor. Or rather, what kind of damage can now be taken in full heavy armor. Due to the possibilities of sub-classing, as well as the reduction of damage scaling after a certain number of spd/wpd, we have equal damage for 3-5 parts havy armor playrs and playrse in middle/light armor. And that's not even taking into account the new bash builds. Vampire builds that reduce your health from 50,000 to 30,000 and deal a lot of damage. and that not normal. Havy armor cant give get damage level middle/light armor with only 5% speed debuff its not normal.
My suggestion is to add -10% damage to each piece of heavy armor in their debuffs. It doesn't affect PvE in any way. However, in PvP, it removes the ridiculous similarity in damage between medium and heavy armor. Alternatively, it can be used to remove the scaling reduction.
I like the idea, but I think the scale should be different. I'd say a 2% dps cut for each piece of heavy armor would be more than enough. So a tank with 7 heavy pieces would have 14% less dps, which might not sound like that much, but it's a ton. Also, most of us PvP mains only wear 1-3 pieces of heavy armor anyway.
Avran_Sylt wrote: »Urzigurumash wrote: »Let me repaste my most important point:
The different armor weights ought to be able to achieve a comparable level of overall defense and overall offense, through different means and at different resource costs.
Edit: also the Armor passives were revised more recently, remember when they added the Armor Penalties?
What do you mean by "different resource costs"? Then the one with the smallest resource cost with comparable damage comes out on top.
Urzigurumash wrote: »Avran_Sylt wrote: »Urzigurumash wrote: »Let me repaste my most important point:
The different armor weights ought to be able to achieve a comparable level of overall defense and overall offense, through different means and at different resource costs.
Edit: also the Armor passives were revised more recently, remember when they added the Armor Penalties?
What do you mean by "different resource costs"? Then the one with the smallest resource cost with comparable damage comes out on top.
Med and Light have the Regen and Skill Cost modifiers, Windwalker and Evocation, Heavy has Constitution and Rejuvenation. Importantly, much like DK's passives Combustion and Battle Roar, Heavy's sustain only functions while in combat, whereas Medium and Light's function at all times, in fact they are stronger OUT of combat. This helps promote the Facetank vs Kite playstyle we would expect in Warrior vs Thief.
@PureeEvil Can you explain what you meant when you said Medium and Light's damage bonus doesnt work as well after 5k WD? How does Lights Pen and Crit Chance lose effectiveness with more WD after 5k?
Urzigurumash wrote: »Avran_Sylt wrote: »Urzigurumash wrote: »Let me repaste my most important point:
The different armor weights ought to be able to achieve a comparable level of overall defense and overall offense, through different means and at different resource costs.
Edit: also the Armor passives were revised more recently, remember when they added the Armor Penalties?
What do you mean by "different resource costs"? Then the one with the smallest resource cost with comparable damage comes out on top.
Med and Light have the Regen and Skill Cost modifiers, Windwalker and Evocation, Heavy has Constitution and Rejuvenation. Importantly, much like DK's passives Combustion and Battle Roar, Heavy's sustain only functions while in combat, whereas Medium and Light's function at all times, in fact they are stronger OUT of combat. This helps promote the Facetank vs Kite playstyle we would expect in Warrior vs Thief.
@PureeEvil Can you explain what you meant when you said Medium and Light's damage bonus doesnt work as well after 5k WD? How does Lights Pen and Crit Chance lose effectiveness with more WD after 5k?
I don't remember exactly at what value the increase in weapon power starts to give a smaller increase after 4000 or 5000. But yes, at some point, the increase in damage from weapon power becomes not 2.5% per 100 weapon power for example, but 1.5%.
Urzigurumash wrote: »Urzigurumash wrote: »Avran_Sylt wrote: »Urzigurumash wrote: »Let me repaste my most important point:
The different armor weights ought to be able to achieve a comparable level of overall defense and overall offense, through different means and at different resource costs.
Edit: also the Armor passives were revised more recently, remember when they added the Armor Penalties?
What do you mean by "different resource costs"? Then the one with the smallest resource cost with comparable damage comes out on top.
Med and Light have the Regen and Skill Cost modifiers, Windwalker and Evocation, Heavy has Constitution and Rejuvenation. Importantly, much like DK's passives Combustion and Battle Roar, Heavy's sustain only functions while in combat, whereas Medium and Light's function at all times, in fact they are stronger OUT of combat. This helps promote the Facetank vs Kite playstyle we would expect in Warrior vs Thief.
@PureeEvil Can you explain what you meant when you said Medium and Light's damage bonus doesnt work as well after 5k WD? How does Lights Pen and Crit Chance lose effectiveness with more WD after 5k?
I don't remember exactly at what value the increase in weapon power starts to give a smaller increase after 4000 or 5000. But yes, at some point, the increase in damage from weapon power becomes not 2.5% per 100 weapon power for example, but 1.5%.
So if I have 1000 WD and I add 500, I increased my WD by 50%. If I add an additional 500, I've increased it by only 33%. 500 after that, it's 25%. You mean like that?
Urzigurumash wrote: »Avran_Sylt wrote: »Urzigurumash wrote: »Let me repaste my most important point:
The different armor weights ought to be able to achieve a comparable level of overall defense and overall offense, through different means and at different resource costs.
Edit: also the Armor passives were revised more recently, remember when they added the Armor Penalties?
What do you mean by "different resource costs"? Then the one with the smallest resource cost with comparable damage comes out on top.
Med and Light have the Regen and Skill Cost modifiers, Windwalker and Evocation, Heavy has Constitution and Rejuvenation. Importantly, much like DK's passives Combustion and Battle Roar, Heavy's sustain only functions while in combat, whereas Medium and Light's function at all times, in fact they are stronger OUT of combat. This helps promote the Facetank vs Kite playstyle we would expect in Warrior vs Thief.