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Do you think that STR requirement for Medium/Heavy tier armours, should be increased?

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Author Topic: Increase the difficulty requirement on Medium/Heavy tier armours, #2.  (Read 2195 times)

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Offline woody

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Re: Increase the difficulty requirement on Medium/Heavy tier armours, #2.
« Reply #45 on: June 04, 2014, 04:25:57 pm »
+1
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Offline Konrax

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Re: Increase the difficulty requirement on Medium/Heavy tier armours, #2.
« Reply #46 on: June 04, 2014, 04:27:01 pm »
0
Heavy armour is so damn expensive, nerfing it's effectiveness further will just make people not want to use it all.

Many of the most skilled players refuse to wear heavy armour already, strength gets an intrinsic buff from using it, and agility just gets a bit less squishy.

I am all for maybe doing a minor shift of strength values on armour, but no more than +3-4 on the requirement as this would throw things heavily back into the strength build category again. (Strength had their run, things finally feel a bit balanced now)

Offline BlueKnight

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Re: Increase the difficulty requirement on Medium/Heavy tier armours, #2.
« Reply #47 on: June 04, 2014, 04:43:18 pm »
+2
(click to show/hide)

Well, if you ask me, the problem with Love_more/Hate_more is the tankiness of his horse, not the armour that he wears. It's a bad example if you ask me. If HX/HA couldn't use heaviest horses then he wouldn't be annoying at all, because sooner or later some ranged player would dismount him. Simply the look of the horse discourages ranged from pew-pewing at it.

About the armours on agiwhores, I don't think it's such a problem. They usually don't go too heavy, else they wouldn't be able to SSSSSSSS enough. If you have a pierce or blunt weapon, their armour does shit anyway and their tiny HP pool drains pretty quickly. Increased req on armours wouldn't do much except for adding new limitations to the game.

EDIT:
I didn't quite read Tydeus' posts thoroughly, but ... wpf ... the amount of wpf you have under a ...

I don't believe it's the amount of WPF of agihorses in armours that annoys Panos. I believe that the survivability that bothers Panos comes from either poor speed bonus (S-ing enemy/Panos), usage of a cutting weapon or Panos just doesn't realise that actually average agi build has around 20% less hp than average str build, which isn't a big difference. Sometimes a str guy that got hit with 1 arrow during the battle may have same or less hp than the agi-guy when they enter a fight. Anyway, it's not WPF's fault WPF is fine.
« Last Edit: June 04, 2014, 04:58:45 pm by BlueKnight »
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Offline Kafein

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Re: Increase the difficulty requirement on Medium/Heavy tier armours, #2.
« Reply #48 on: June 04, 2014, 05:05:45 pm »
0
or Panos just doesn't realise that actually average agi build has around 20% less hp than average str build, which isn't a big difference.

Take a 15/24 agi build with 0 IF, you get 50 HP.
Opposite str build 24/15 with max IF, you get 75 HP, 50% more than the agi build (33% if you count it backwards). Within usual armor values this means between 2 and 4 more hits to kill, which is a huge difference in lifetime.

Offline BlueKnight

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Re: Increase the difficulty requirement on Medium/Heavy tier armours, #2.
« Reply #49 on: June 04, 2014, 05:11:31 pm »
0
Take a 15/24 agi build with 0 IF, you get 50 HP.
Opposite str build 24/15 with max IF, you get 75 HP, 50% more than the agi build (33% if you count it backwards). Within usual armor values this means between 2 and 4 more hits to kill, which is a huge difference in lifetime.
Take 18/24 lvl 34 and 24/18 same level (maxed IF) and you get 65hp vs 75hp. I gave the estimated number of 20% cuz builds vary depending on level and agi/str-whoreness
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Offline Kafein

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Re: Increase the difficulty requirement on Medium/Heavy tier armours, #2.
« Reply #50 on: June 04, 2014, 05:25:31 pm »
0
10HP is still one or two hits depending on how things go. Anyway, my opinion is that the amount of hits to kill is too high across the board for all melee weapons and against all armor values. It just gets more ridiculous with HP sponge builds and high armor rating.

Offline Tydeus

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Re: Increase the difficulty requirement on Medium/Heavy tier armours, #2.
« Reply #51 on: June 04, 2014, 05:29:43 pm »
0
Take 18/24 lvl 34 and 24/18 same level (maxed IF) and you get 65hp vs 75hp. I gave the estimated number of 20% cuz builds vary depending on level and agi/str-whoreness
Except the agi guy is more likely to sacrifice IF for WM than the str guy is. Most people don't have enough skill points to max all of their main skills, which means things have to be sacrificed. With a level 30 build, you have to make sacrifices even with a low conversion 18/21 build. Either Panos and such people are essentially complaining about level 35+ guys who can max everything, or their complaint is with the extremes. The initial cannot be addressed without greatly harming players who continue to retire and the latter would seem to make your comparison irrelevant.
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Offline San

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Re: Increase the difficulty requirement on Medium/Heavy tier armours, #2.
« Reply #52 on: June 04, 2014, 05:53:52 pm »
+2
Agi + heavy armor is great when the whole server is wearing similarly heavy armor. In most other cases, it's stilll good, but lighter armors are probably equally to slightly more effective most of the way down in most scenarios.

I had something where armor looms were changed so that light gear had decreased weight and heavy gear increased weight but gave you more armor. Gloves were also adjusted so that light gloves gave less armor and weight while heavy gloves gave around the same armor but with a hefty weight penalty.

Finally, difficulties were scaled down from 24 for body armors and 21 for the other equipment, mostly decreasing by 2 at every difficulty decrease (gloves received +2-3 with the same scaling since the scaling is good already). Milanese: 24, Churburg: 20, coat of plates: 18, etc. That particular scaling would allow the use of most armor while also giving the strength builds some exclusivity with the best heavy armors.

(click to show/hide)

Higher difficulty is pretty much shut down at this point based on the current votes, but difficulty was a separate vote from the loom values. Even without the difficulty increases, the way the stats would work would give more intrinsic penalties/benefits, allowing a person to choose between movement speed or wpf penalties. At the same weight, the average armor would be lower by a few points, while the extremes would be compensated with the appropriate cost.

Offline Bronto

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Re: Increase the difficulty requirement on Medium/Heavy tier armours, #2.
« Reply #53 on: June 04, 2014, 05:55:47 pm »
0
I think the real problem is when looms factor into the equation. You loom gloves and body armor and instantly have 10 more armor on which, in my opinion, seems a bit much.

Offline BlueKnight

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Re: Increase the difficulty requirement on Medium/Heavy tier armours, #2.
« Reply #54 on: June 04, 2014, 05:58:44 pm »
+1
Except the agi guy is more likely to sacrifice IF for WM than the str guy is. Most people don't have enough skill points to max all of their main skills, which means things have to be sacrificed. With a level 30 build, you have to make sacrifices even with a low conversion 18/21 build. Either Panos and such people are essentially complaining about level 35+ guys who can max everything, or their complaint is with the extremes. The initial cannot be addressed without greatly harming players who continue to retire and the latter would seem to make your comparison irrelevant.

I think it's something between the former and the latter. EU is filled with high levels + Panos tends to get a specific point of view and stick to it for a long time instead of analysing if he isn't making any mistakes himself. Probably a few good holds, a change in damage type or something else could help him, dunno.

Also it's pretty easy to deliver huge damage with minmaxed build like 27/18 + some high damage weapons (miaodao/axes/bec/others). With a build like this you may see things die faster, even if armoured.

I very often fill IF as the last thing.

EDIT:
Agi + heavy armor is great when the whole server is wearing similarly heavy armor. In most other cases, it's stilll good, but lighter armors are probably equally to slightly more effective most of the way down in most scenarios.

I had something where armor looms were changed so that light gear had decreased weight and heavy gear increased weight but gave you more armor. Gloves were also adjusted so that light gloves gave less armor and weight while heavy gloves gave around the same armor but with a hefty weight penalty.

Finally, difficulties were scaled down from 24 for body armors and 21 for the other equipment, mostly decreasing by 2 at every difficulty decrease (gloves received +2-3 with the same scaling since the scaling is good already). Milanese: 24, Churburg: 20, coat of plates: 18, etc. That particular scaling would allow the use of most armor while also giving the strength builds some exclusivity with the best heavy armors.

(click to show/hide)

Higher difficulty is pretty much shut down at this point based on the current votes, but difficulty was a separate vote from the loom values. Even without the difficulty increases, the way the stats would work would give more intrinsic penalties/benefits, allowing a person to choose between movement speed or wpf penalties. At the same weight, the average armor would be lower by a few points, while the extremes would be compensated with the appropriate cost.

That's nice! Tell me San, if things are getting balanced in a way so that everything has some sort of a role, can we expect any upkeep rebalance? (heavy glance, greatswords, etc.? Ex. Longsword, when it comes to stats, is exactly between HBS and Two Handed Sword yet is more expensive then those 2 other swords. My crappiest 2h (GGS) is also my most expensive weapon. Epic Bec and epic Lance are somehow cheap and Flamberge even though it's a good weapon, it's very occasional and it's upkeep is too high imo. There are probably more examples)

TL;DR Going to rebalance upkeep of weapons?
« Last Edit: June 04, 2014, 06:12:13 pm by BlueKnight »
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Offline darmaster

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Re: Increase the difficulty requirement on Medium/Heavy tier armours, #2.
« Reply #55 on: June 04, 2014, 06:04:07 pm »
0
and nerf loomed armor (or at least buff unloomed armors); you can't get +10 body armor and weight 5/6 less, it's bullshit.
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Offline Tydeus

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Re: Increase the difficulty requirement on Medium/Heavy tier armours, #2.
« Reply #56 on: June 04, 2014, 06:14:01 pm »
0
I think it's something between the former and the latter. EU is filled with high levels + Panos tends to get a specific point of view and stick to it for a long time instead of analysing if he isn't making any mistakes himself. Probably a few good holds, a change in damage type or something else could help him, dunno.
Perhaps. If that's the case, then I think raising armor difficulties would most certainly go overboard.

and nerf loomed armor (or at least buff unloomed armors); you can't get +10 body armor and weight 5/6 less, it's bullshit.
Indeed, but figuring out the most appropriate change, rather than just saying "You now have less armor, nothing else has changed", isn't quite so straightforward.
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Offline karasu

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Re: Increase the difficulty requirement on Medium/Heavy tier armours, #2.
« Reply #57 on: June 04, 2014, 07:16:44 pm »
+1
Lets all be 9/30 and spam katanas what fun

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Offline Corsair831

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Re: Increase the difficulty requirement on Medium/Heavy tier armours, #2.
« Reply #58 on: June 04, 2014, 08:45:05 pm »
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IMO increase the difficulty of all armours by like 6; personally, i never understood why anyone would want to use anything heavier than a red gambeson but i'm in the minority ..

.. increasing the difficulties does sound like a really good idea though
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Offline Corsair831

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Re: Increase the difficulty requirement on Medium/Heavy tier armours, #2.
« Reply #59 on: June 04, 2014, 08:47:45 pm »
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also, nerf hand armour already please, 16 body armour for 2 weight is just ridonkulous!

.. sure you lose a lot of wpf with the heaviest gauntlets, but if you min/max, take the 13 or 12 body armour ones, you're still getting a huge amount of body armour for almost no weight penalty, and only ~~ 4-5 weight WPF penalty, there's practically no reason not to take the min/maxy gauntlets atm

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