Yeah, who knows. Maybe the game has too much armor pen on almost every mid to top weapon out there making all “more armor” gear variants useless simply because that armor is ignored by the system.
Then you stack every possible armor pen perk from agility on top of that and “for some reason” medium and heavy become worse than light armor.
Stagger is almost non existent all ready. But sure make stagger longer on light and medium than heavy, and keep the current stagger on the heavy armor and increase it on the light and medium. But that still wont make heavy more viable. Back in the days when all armors had same stam regenration, I found it more viable to use heavy armor. Even liked the “side step” dodge more than the current one. It had something now everything just is the same. Just less rolls.
You mean that medium armor does less protection than light? Yeah something is definitely wrong with the values there but there is a larger point sirdave is correct in…at the epic scale, the differences in armor are negligible with about 10% damage reduction between the levels. This is because the of the curve mellows out and we get meh increases in armor. They tried to correct this by altering the equation but it’s still out of sync once it gets past 50% DR. Around 300 armor is where the DR (40%) starts going to the crapper per armor. By 50%, it’s a much slower rate and gets worse with each point.
I believe the fix isn’t to touch bows but to redo armor because most of us sit at epic gear. Armor needs to provide real advantages with each type to promote various play styles. 10% between light, medium, and heavy armors just isn’t cutting it.
I found that the fencer modification works wonders on the katana. I hardly 3ven use heavy attacks with it and so adding 10 points to the light attacks is nice and I still use the special to get past enemies when cornered.
The problem is the buggy rolling thrust as you put it… since it adds 25% armor penetration on top of already getting 10% from carrying a lighter loadout…
So that’s 35% just from perks (which imo should only ever apply to Agility-only melee weapons)
On top of that you get 40% from the bow + arrow combo…
I am simply explaining why medium / heavy armor didn’t change much… since the armor penetration you get is ignoring most of it due to weird buggy perks etc, not to mention the change to armor penetration with 3.0 where it becomes less effective against lighter armor.
In any case, a lot of the issues seem to lead back to the attribute system and very often to this one rolling thrust perk primarily, though others have similar issues as well.
Stamina, Weapon Damage, Act after Dodging and then the perks.
Though I am still smiling about theoretical responses like the following. People don’t play PvP and do silly responses with no data backing them up on PvP threads. Just hilarious.
I mean, it’s a logical thing to jump to imo, but they more than likely didn’t account for this high of an armor penetration value from a bow shot. It does render the normal mechanics that you’d expect… quite useless…
I’m not even sure Funcom went and did a field test on this and looking at the whole picture other than the initial theoretical brainstorming when they came up with the perks.
That’s why I said it’s not the weapon’s fault the perks that enable it to be this OP and rendering armor and other counter-mechanics close to useless… there really should be some form of balancing and limitation of the cross-effects of these perks… and they could very easily be limited to PvP-only as well… so idk what they’re doing
But that is an issue not with bows but how AP is significantly OP than DR. DR is a limiting equation that self limits the more you go up it, while AP is just simple subtraction from that DR which is utter BS nonsense. AP needs to be redefined as armor value reduction vs direct DR affects. On top of that the equation of DR needs to show more delineation between the armor types. Perhaps a flat out DR value added to the type…like 1% DR for each type for light armor giving +5% total, 3% for medium giving +15% total and 5% for heavy giving+25% total. That would mean heavy WILL stop your one shot and provides value to seriously contemplate the reduction in stamina.
but way easier to avoid hits from also only deals broken dmg when having berserker and even more with madberserker. I think most of the problems is connected with the perks.
I think they havent tested some or them at all. Or im sure they havent tested last stand, and such in real situations. Because if they did they would never place it in game. Think it’s the same with more.
And I laugh at people who think fighting in a box in a staged video is PVP. I find it ironic you claim what we’ve said as theoretical but are using some theoretical set of circumstances lined up in an unrealistically perfect way to prove a point.
But this has been my point since the beginning. You’re not going to get those perfect rolling sniper shots unless you’re in a flat premade little dojo with players instructed to take the hit.