I’m sorry that it’s all in a single topic but those things are just all connected. To fully elaborate on B subject you sometimes have to elaborate on A subject.
1. First i will elaborate on the agility and armor:
I believe that you funcom (with whole respect) should decide what do you want the agility to be, what the best profits for wearing each armor category type (light, medium, heavy) should be and what their disadvanteges should be. Agility’s gains and perks currently feel like they are being incosistent or blurr imo, it’s like you guys don’t know if it is designed for heavier or lighter armors. I would personally prefer the agility to be the “tank,fighter attribute”. The Effortless leap and extended leap perks feel funny on tank build and tiny flat armor bonus is irrelevant so it would be good to replace:
-flat armor bonus with a percentage damage reduction equal to 0,5% for each agility point ivested added on top of the damage reduction granted by armor, that would highly favour player investing attributes into agility if he’s a heavy armor user.
-Efortless leap with like “nimble senses” perk that would grant you 50% chance to avoid stun or knockdown (perk that you would very much like to have in pve and pvp alike, especially if wearing heavy armor that impairs your rolls)
-(replace) Extended leap with 5th grit perk “artful dodger” that reduces stamina cost on rolling. It has to work well with nimble tumbler(4th agility perk)-armor bonus when rolling. Artfull dodger on the grit axis would be replaced with new perk that would make you swing and run 10% faster.
-“Iron endurance” should swap places with grits 3rd perk “iron hard muscles”, because iron hard muscles is weakest perk of all and it’s not worth investing that many point just to achieve it, on the other hand it is well suited for someone who does not intend to put many points into agility and who has low/light armor. Also the iron endurance is pretty powerfull perk in fact and as the heavy armor wearers are not the best sprinters i guess (hehe) it should belong to grit.
-How quick a character recover after rolling - it means how quickly the character can attack or take other action after making a roll should be dependant on the number of agility points, that one is good but how far away the character rolls with a single roll should be moved to the grit attribute. “Why” you want to ask? To split strategies and builds: while some players will use roll solely to attack, counter-attack or get out of stunlock, others may only want to use it for dodgeing and disengaging solely. With the above mentioned upgrade suggestions on agility it would be bad to force all playstyles (even the archer) to invest points in it. This change will encourage players to put more points into grit instead of or as addition to agility depending on individual tactic that suits them or on enemy to encounter.
2 Next subject is to make amor penetration more commonly used. There are plenty of enemies in this game who you could think about should have high armor stat like rhinoceroes, elephants, shalebacks, undead warriors, the red mother (or dragons in general) etc. Armor penetration is very situational because most enemies are sponges. Let’s make maces and hammers be more usefull by transfering some of the enemies defensive power from their hp to their armor, because these weapons get very little love in this game, because monsters are resistant to knockdown and are sponges and everyone uses spears and daggers all the time.
3 Shields should be more usefull tbh but they are not and there are few crucial reasons for it. It would be cool if you solved some or all of these:
First: the monsters are insanely sticky to their targets, they never change their target unattacked even if a player stands between their target and them, they will not attack him on purpose sometimes even despite getting plenty of hits from him, this is not fun, how can you protect your teammate if enemy is that ridiculously stubborn? You should make monsters and npcs to be more likely to change targets. (Often monsters that are normally hostille to one another team up against you, and they even hit one another plenty of times and they still don’t fight themselves which is plain nonsense and frustrating btw.)
Second: On every PvP server players hit one another accidentaly in combat while you cannot make monsters hit one another another because their friendly fire is disabled.
And this is why shield doesn’t have crowd control potential it that it could have. Turning on friendly fire on pvp servers would be kinda cool and as i believe fair-play (but rather not gamebraking however).
Third: Shield slam should have seperate slam attack not being part of a combo, like when you cover behind shield and press attack it could be an instant slam attack.
Fourth: The time delay after attack when you can cover behind shield is unclear, not fluid and risky because if you attempt to block too fast you will not attack and get hit in the face instead. Player do not experience being protected because of using it. Risk for reward is just high, results of using it are hardly predictible. You can at least make that “unsuccessfull” shield use to block half damage or to be able to block only single hit without interrupting enemy combo, or any other idea that could make shield more handy to cover.
Fifth: Shield cover could also protect you from being knocked down with an attack or halve the damage from the knockdown attack, currently if you get hit from a boss for example it doesn’t make a difference if you cover with shield or do nothing.
Long story short: please make using shields more rewarding.
4 Finally:
Every instance of detrimental effect like poison and bleed should have a it’s own separate timer but also stack indefinitely. If this nerf to detrimental effects is implemented then you should probably increase their base durations by 100 or even 200 % to remain these usefull enough. “Why”?
First reason is that poison for example is in fact a slow killer so it would make sense and be cool thing, giving exitement of insecurity on one hand and granting player more time for drinking antidote on the other.
Second reason is that poisons are highly overused to cheese world bosses. Maybe even all poisons could be diminished on damage by 75% but on the other hand have increased duration by up to impressive 12 times!
Third reason is for survival attribute to be alot more reliable in this manner. You can only fully benefit from survival if the detrimental effects are not refreshed. Combo of refreshing detrimental effect can “swallow” up to 100% of the effect that survival is suppose to have.
I hope you like it. What you think about it? Write also if you have any objections or there is something that you didn’t like about it.