So make the game tedious and not fun for those that prefer heavy armor. Ye, lets mess with the stamina drain. That will teach those heavy users a lesson.
I prefer heavy. I don’t want to wear darfari rags like I’m some T1 dancer in a sandstone hut.
There are differences between heavy and light in regards to stamina drain and reg in 2.4. Test it yourself.
I think the encumbrance based dodge could work.
I guess the important question is, is the weight difference between light and heavy big enough to make light armor worth it? Like, can you have good dodge and enough extra stat points to put elsewhere compared to how many stat points you would need to put in encumbrance to have good dodge in heavy. And is good dodge good enough compared to bad dodge.
If the balance is right, it could be an okay change.
And if weights need change, make light armors lighter, not heavy armors heavier. If it’s heavy armors heavier there will just be a bunch of people stocking up on old weight armors.
Why don’t they ever try to add a new function to heavy armor? Instead of balancing it to the point that it is just simply superior to all other armor types.
Stagger/Knockdown resistance would be more interesting. It would give heavy armor its own identity and would just make more sense. Kind of silly to me to have someone wearing heavy armor rolling around like someone in light armor.
Light armor is for flexibility
Heavy armor is for solidarity
Worst armor balance I’ve seen in a game tbh.
Love the way you wrote this post. Thank you for your input, especially in such a coherent and non-emotional manner.
The only problem I have with not being able to transfer at least your inventory is the fact that some items are only obtainable on each map. I want the ability to play with one character on both Exiled Lands and Siptah, but not with just the items and resources unique to those lands. Why shouldn’t I be able to have Eldarium Reinforced Chests in the Exiled Lands, or Voidforge Weapons?
I’m NOT disagreeing with you on the pay-2-win aspect at all. This is a BIG problem they need to address with character transfer. But character transfer with inventory is something that I feel would help expand the life and enjoyability of the game.
I get that the possible lack of server transfer in SP is vexing, since I’m a single-player guy myself. However, I think it is waaaaay more important for them to figure how to make this feature work in multiplayer than it is in SP.
Yes, it is inconvenient having to admin-spawn your stuff back in the other map, but let’s be honest, how much would it take? 15 minutes, tops?
EDIT: Just to be clear: I would hate everybody getting the server transfer feature and not SP. I’m just saying it is a lot more important for them to find a way to make it work on Multi than it is for SP.
I think it makes sense, honestly. What would be the point of having Siptah, if not for the recipes and resources you can find there and ONLY there? If you want Eldarium chests, bring some when you transfer servers, and they will be treasured relics from another land. Otherwise, what’s the point of a separate map with heavy characterization if you can find everything, everywhere?
Exactly my point. This is why having character transfers with inventories makes sense.
Croms was a chosen of Asura for a reason. They, like myself really care about this game. I am a Builder, Explorer, and Man-The Wall type of player that loves the game and ALSO plays with the hardcore PvP crowd. NO ONE I have talked to in game or in discord wants this crazy Ambro nerf. Not the hardcore PvPers, Not the PvErs, Not the Builders, OR the explorers. For the latter two groups all this change does is make it more of a pain to heal while traveling because they have to get off their horse to heal. For the PvP crowd, the only people screaming “AMBRO NEEDS TO BE NERFED” are people who don’t want to farm their own Ambro, but still expect to be able to stand toe to toe with someone using it.
While I personally think Ambrosia (as it is currently implemented on official servers) is OKAY the way it is–and most of the PvPers I know agree with me.
I for one may agree that Ambrosia could benefit from a small nerf. But replacing it with “Sated” is WAYYY overkill.
However, I also understand that Ambrosia is the ONLY feasible way of healing on horseback, and that you are trying to curb non-stop mounted slaughter; however, I would suggest that you guys looking into marginally reducing the healing amount, or simply removing the ability to use ambro on horseback, rather than removing the healing in it’s entirety (NOTE: “SATED”. Is not viable healing). I have tested these changes on testlive at this point, and the +1Vit/+1STR buff is insufficient to replace the previous usefulness of ambro, and will only serve to produce chest-fuls of Ambro that no one will ever use, clogging up the database.
P.S. When people say PvP is broken, a lot of the time they mean “playing on a PvP server is pointless”. Funcom is making a lot of changes to the game’s PvP mechanics, but the biggest problem this game has on PvP servers is “Demolition Derby” gameplay where structures are so easy to destroy that real PvP combat rarely takes place. Often players just offline nuke each other.
I feel like this is a bad characterization. All the PvPers I know HATE this Ambro change. It’s going to make PvP fights less interesting, as it will force players to have almost non-existent healing during combat. If that is the wish of Funcom, so be it. But the way I see it, with the current damage system and values (assuming weapon damage and armor-pen, and strength mechanics stay the same) removing all in fight healing, will end all fights with less than 2 combos–shortening PvP fights to the point of “first hit wins”.
Ambro healing is not instant. It gives you a heal-over time effect similar to potions that is not interrupted by damage. It heals MUCH less than potions and only lasts a few seconds. The ways in which it’s advantageous over potions (despite healing much less):
- Doesn’t require an animation to use.
- Can be used on Horseback (Useful for PvErs on horseback if you take fall damage)
Therefore, it’s used a lot in PvP to keep you above the “1 hit killzone”. This prolongs the PvP fight slightly, but it allows someone caught unaware to stand at least a sliver of a chance at escaping or fighting back.
Do they unmount and play the sleep emote to heal?
You can use any feast to get 17 hp every 3 sec for traveling or resting between battles. That’s 340hp in 1min regardless if you’re on a horse or not.
If you want to pvp and jump around while your health goes 1%-100%-1% every 10 sec, that’s just ridiculous and unrealistic. Learn to PvP.
PS: I’m glad ambrosia got nerfed. Finally.
Realism and fun aren’t necessarily the same thing. It’s most realistic that 90% of blows would 1 hit kill a player. It’s also realistic that a jab through the breastplate with a sharpened lance would 1 hit kill a player. This isn’t real life. It’s supposed to be fun. If perfect realism were the goal, Funcom shouldn’t be nerfing horses.
So it should take a player a full minute to reach full health? I disagree. Sounds like wasting the gamer’s life to me. PS. Use of feasts assumes that the player doesn’t take ANY damage (including fall damage on horseback). Also Feasts are expensive for low level and newer players.
I never said game should reflect real life. Having a button that heals your hp in seconds makes fights boring and long. If they revert ambrosia to what it was, they might as well bring back exotic meat spam which is the same thing.
As for feasts, it must be really hard to farm mushrooms, feral flesh and stone. (That’s feast of Ymir btw)
I used to spam exotic meat back when that was as thing… ambro is significantly less effective.
I understand your reasoning @CodeMage, but fundamentally disagree. People who come to PvE or PvEC servers to grief people are going to do it anyway. Most of these people don’t care about character transfers and will still be just as likely to roll a new character on the server to be a nuisance.
Additionally, on a more selfish note, I may one day wanna retire from PvP and move to a PvE-C server with my character, and removing this upcoming “Feature” to prevent griefing feels like wearing a straight jacket all day to prevent hurting yourself (i.e. effective, but not practical).
I think you nailed these. I’ve fallen into all of these categories at one point or another. I for one am not a fan of the “Locust” lifestyle however.
That’s what they do now, roll a new character. That doesn’t mean that they wouldn’t care about transfer. After all, if they can start griefing faster and more easily, it’s even better for them, right?
I respect your opinion. Mine is as selfish as yours: I don’t want to make it easier for griefers to move around like locusts, and if it means that you can’t “retire” easily, I’m just as fine with that as you are with making the griefers’ life easier
Well, from what I’ve seen on testlive, the answer is NO.
Because
Their character will get deleted from their previous server, so they can only go 1 way onto a PvE-C server. So, they would be more likely to just roll a new character and keep everything they have on their other server. Besides… most locusts have mastered the game enough to level rapidly.
Not bad! That might help with the “griefer locust” problem, at least.
I’m sorry I jumped the gun there. In my defense, I don’t have TestLive, so I didn’t know the details, and the patch notes don’t describe this.
I hope they keep it like that in the final implementation.