cRPG

cRPG => Suggestions Corner => Game Balance Discussion => Topic started by: Kato on August 26, 2011, 08:53:35 pm

Title: Nerf armor heirlooms
Post by: Kato on August 26, 2011, 08:53:35 pm
Armor heirlooms are OP, maybe not game breaking, but really BIG advantage.
Nerf all this superfast fake tincan in +14 medium armor.
Also people with 86 body armor are ridiculos (not seen often fortunately), he can laugh to your face while you trying kill him with sword. 


Title: Re: Nerf armor heirlooms
Post by: Thucydides on August 26, 2011, 08:55:01 pm
nerf armor looms if u bring back the glance buff plz
Title: Re: Nerf armor heirlooms
Post by: rustyspoon on August 26, 2011, 09:25:29 pm
As someone who primarily uses cut damage...I LIKE the armor heirlooms.

More survivability = longer, more interesting fights = more fun
Title: Re: Nerf armor heirlooms
Post by: Leshma on August 26, 2011, 09:36:45 pm
More survivability = longer, more interesting fights = more fun

More fun maybe on duel server. Point of battle is that people die fast, very fast.

Also why should I need 4-5 swings at someone to put him down when some cav needs just one to do the same? If you lower armor he'll still need 1 hit but I'll need 3 tops.

You make mistakes, you die. Enough with this battle of tanks, it's really annoying.
Title: Re: Nerf armor heirlooms
Post by: Tears of Destiny on August 26, 2011, 09:38:22 pm
More fun maybe on duel server. Point of battle is that people die fast, very fast.

Also why should I need 4-5 swings at someone to put him down when some cav needs just one to do the same? If you lower armor he'll still need 1 hit but I'll need 3 tops.

You make mistakes, you die. Enough with this battle of tanks, it's really annoying.

Same reason why I can oneshot the cav who one shot me? Speed cuts both ways.
Title: Re: Nerf armor heirlooms
Post by: Mithus on August 26, 2011, 10:08:26 pm
heirloom make no difference to advanced players,
because every serious and competitive player will have +7 to head,chest(gloves) and optional to the leg.
of course there are exceptions, there are players that dont give a damm to heirloom and play very well.

Also the heirloom system would be completely removed that people would continue to play in cRPG as usual,  the system is just illusion, because in the end everyone will have the same bonus. The heirloom system is just a grind to people play from level 1 several times again for people that choose that.

Of course with the small increase in the upkeep in the last patches, it forces people to retire because they want to have one more level of protection paying less compared to  veterans players have enough looms and money to play and do not care about it.

The best would be just revamp the heirloom system and create a system where players would customize items and make sense to fullfill what cRPG is different from native the possiblity to customize your build, but also to customize your items.

Every gear would be allowed to have max 6 heirloom points, you could end distribute points to speed,damage,lenght,difficult,weight.
So a sword of war for example would be have several different combinations

(+3 speed , +3 damage)
(+3 damage, +3 lenght)
(+2 speed,+2 damage,+2 lenght)
(-3 to weight,-3 dificult)
or even a (+4 to damage, or speed,lenght, with the sacrifice of other 3 points)

also halving the experience points from 1-31 to be at 4 million points would not increase the time to have a unique and different item from others players. I think would boost again cRPG.

Title: Re: Nerf armor heirlooms
Post by: Patricia on August 26, 2011, 10:53:21 pm
53b 43l

Triple heirloomed hourglass and light strange and light strange boots.

You're barely breaking the weight limit there, as well.
Title: Re: Nerf armor heirlooms
Post by: Digglez on August 26, 2011, 11:25:25 pm
heirlooms are fine.  maybe try NOT using a sword against someone in FULL FIELD PLATE
Title: Re: Nerf armor heirlooms
Post by: Leshma on August 26, 2011, 11:58:00 pm
Yeah, I should bring weapon for each occasion. Wait...slots?

You NA players are all str builds, no wonder you want armor looms to stay OP. Thank god devs don't listen to you very often  :P
Title: Re: Nerf armor heirlooms
Post by: Punisher on August 27, 2011, 12:07:58 am
I think the armor heirlooms are fine, they are now on par with weapon heirlooms and go hand in hand with the new armor soak formula. Fights are more interesting with an average of 4-5 hits to kill with a cut weapon and the random factor is reduced. You can still kill in 1-2 hits with a pierce or blunt weapon depending on your build, so you actually need to chose between the lenght and speed of swords and the damage of the pierce/blunt weapons rather then having swords as the best choice in any situation like it used to be. Some internal weapon class balancing is still needed, but I wouldn't touch armor heirlooms.

*This is my opinion as a player, the unbalancing team takes the decision in such cases.
Title: Re: Nerf armor heirlooms
Post by: Lichen on August 27, 2011, 03:32:36 am
Let's just get it over with and nerf everything.
Title: Re: Nerf armor heirlooms
Post by: Kato on August 27, 2011, 04:11:18 am
Let's just get it over with and nerf everything.

 :D You've got a point. Everything was nerfed except armor heirlooms , so they are op now. You can survive 1-3 hits more in battle, thats a big difference.   
Title: Re: Nerf armor heirlooms
Post by: Digglez on August 27, 2011, 11:25:03 am
:D You've got a point. Everything was nerfed except armor heirlooms , so they are op now. You can survive 1-3 hits more in battle, thats a big difference.   

its not the heirlooms, its the change in the way armor works.  soak (fixed value reduced off of attack BEFORE resistance) was decreased to stop tin cans from being immune to weaker attacks.  Armor resist which is a % of damage absorbed went UP to prevent 1 and 2 shot fights.

It helps to know what you are talking about.  Armor looms havent changed and neither has your strategy of trying to kill tanks with cutting weapons.
Title: Re: Nerf armor heirlooms
Post by: Casimir on August 27, 2011, 02:48:37 pm
Having had Heirloomed armor from may before the upkeep patch i would argue that these days looming armor is probably now slightly more advantageous than loomign weapons, if you loom the correct armor.


I have owned a fully loomed set of plate including helm, mittens and greaves and tbh you are so slow that the additional armor you gain makes little difference now that the armor system has changed.

Looming a mid to high teir armor such as saranid guard armor up to coat of plates is the most efficient way to loom.  You receive a similar armor rating to transitional or above and it ends in you  being just as fast as many other players.

looming a light armor does not really give enough bonus for it to have  noticeable effect and so really should be looked into.

I feel however as peple continue to retire this problem will soon stop being an issue as eventually all players will have loomed armor.
Title: Re: Nerf armor heirlooms
Post by: gazda on August 27, 2011, 02:53:52 pm
armour looms arent really a problem. No matter how many times you loomed your favourite armour (takeing in mind its nor one of the best ones, plates for wxample) you can just buy a better non loomed.If we put away the price, armours have only one variable, armour, though with weapons its not the case, weapons have more then one, speed, damage, weight, lenght.
Title: Re: Nerf armor heirlooms
Post by: Kato on August 27, 2011, 03:34:16 pm
Cheapest plate have 55 body armor and weight 24.
With lordly armor you can have it with weight 13!
Medium armor is problem here, you can be lighting fast with great protection.
+5 modifier on lordly level look more balanced to me.
Title: Re: Nerf armor heirlooms
Post by: San on August 29, 2011, 07:01:36 pm
I think that:
Armor should have diminishing returns on its heirlooms.

When mid-tier armor heirloomed makes it as sturdy as plate, and heirloomed plate make you even tougher, to a large degree, I feel that something is wrong.

I don't think it's too bad, but I agree that it's a very large advantage.

Loomed weapons may make you kill MAYBE 1 hit faster, but heirloomed armor can work for you much more. Although I do think that killing in 1 less hit is more important than taking 1 more hit in general.
Title: Re: Nerf armor heirlooms
Post by: Chagan_Arslan on August 30, 2011, 12:01:53 am
+1

all looms got nerfed, but armor looms got buffed on 3rd.. i say make them all +1 each time
Title: Re: Nerf armor heirlooms
Post by: Camaris on August 30, 2011, 08:49:49 pm
+1

all looms got nerfed, but armor looms got buffed on 3rd.. i say make them all +1 each time

And nerf horse-heirlooms!
Title: Re: Nerf armor heirlooms
Post by: marco1391 on August 30, 2011, 09:59:19 pm
I voted no however I think a +6 modifier for lordly armors replacing the ending +3 with a +2 would be a step forward for the mod and be way more balanced
Title: Re: Nerf armor heirlooms
Post by: DrKronic on August 31, 2011, 02:52:29 am
nerf armor/crossbow heirlooms, also certain "mighty" weapons get +1, some do not, mighty moringstar/mighty elegant poleaxe get +1 speed, but maces do not

after change to way armor works pierce weapons have way more relative damage compared to cut especially

and even somewhat compared to blunt vs armor

WHAI?

 
Armor went from : Armor Value = (Mostly Soak) + (Low Reduce) ......Armor Now = (Mostly Reduce)/(Low Soak)

*i.e. laymans terms less glancing less damage from weapons*

BUT not exactly

if we look at the three weapon types, they behave differently vs armor (in regular joes terms)

Pierce = Best vs Reduce portion of Armor Value & 2nd place vs Soak portion of Armor Value (best damage per point)

Blunt = 2nd Place vs Reduce portion of Armor Value & Best vs Soak portion of Armor Value (i.e. lowest glance rate, 2nd best damage per point)

Cut = Great at being Worst at both! (most glances, 38 c not anywhere equal to 38 p vs any armor ESPECIALLY now, etc)


So we have good armor heirlooms for mail+ basically not all leather, but we have pierce weapons that are basically ignoring the effects of the "cRAPG" Armor values we have now, benefiting from no correlating changes in weapon values to account for the increased power of PIERCE weapons after the NERF TO MAKE U TAKE MOARHITS LOL

also if you look at nerf history we've nerfed cut weapons(2h weapons are mostly cut) pretty hard while at the same time boosting spear speeds/1h thrust damages, weakening 2h thrusts through animation and multiple damage/speed nerfs

and as far as ranged goes it all benefits because most of the crap coming at you has all or some pierce damage in it so its bypassing the new armor and never glances

 
a different style of play works now which is fine but it feels slightly off, or just layer on the extremest of heavy armor/high IF and just rambo that team up