Dygz wrote: » What's wrong with losing because you're not wearing the correct armor. Seems like that's to be expected.
Lashing wrote: » You have to answer the question of why. Why does a mage want to use light armor with magic reduction when they will not always be up against other mages. To answer this question the devs have proposed adding secondary effect to the armor type that have nothing to do with actual defense. Now instead of 1 balance knob of magic vs physical you have many. It makes balancing 3 unique defenses against each other seem trivial. My specific examples are something I though up in less than a minute and are probably flawed. However I strongly believe that armor type choice should be based on wanting a specific stat that is not based on opponent but based on how you intend to fight that opponent. Magical/physical damage reduction can still be a stat on gear to add however you see fit via crafting.
Lashing wrote: » Maybe play-style is too nebulous of a thing for people and people simply want "I am a mage so I use cloth" and the fact that it mitigates more magic damage is just a bonus. It is mostly medium armor that is in an awkward place of being slightly good at everything but never the best.
Lashing wrote: » In a pvp scenario you will never know exactly what type of damage you will encounter so you can never preplan for it....
Lashing wrote: » Basically yes to your last point, I feel like mitigating that feeling of the unknown variable is valuable to armor type choice. Right now the main way to do that is simply pick medium so you get a bit of both but that is kind of a non-choice to me.
Lashing wrote: » I am looking at it from the perspective of your own playstyle, not the playstyle of your opponent. You double down on how you want to play, it will not always be optimal against every opponent but that is not the goal. I do not think "I lost because I did not press my equip light armor button before the fight" is a valuable feeling. I think the core stats on the armor should be functional in all scenarios at least slightly. I get that "I want to burst people down so I am building anti-burst armor" sounds a bit odd. I am less hung up on my own hasty design for this and more so on how the current design is kind of all or nothing based on opponent.
Lashing wrote: » In the recent social media post and in the recent stream they brought up concepts for Light, Medium, and Heavy armor variants. If we go by what has been said about armor types in the past we are in for a very limiting and binary system for armor with it being magic/physical mitigation based on type. I believe this will lead to issues where players simply feel like they lost because they were not wearing the right armor. I think armor defense should reinforce specific playstyles instead. With each armor type having a unique defense type. For example: Light - antiburst focused defense with an energy shield that takes a while to recharge, gives a larger initial health pool so you can get in deal damage and get out. Medium - reduced periodic damage (damage over time), reduces damage taken by a flat amount like -15 from every damage tick with a short cooldown. In general this would reduce damage taken from bleed or poison effects the most. It would be good for medium or longer duration fights. Heavy - reduced sustained damage, increasing damage reduction if you have been hit recently up to a cap based on armor stats and quality. You would want this for longer duration fights like tanking a raid boss. Getting hit by a lot of people in a short time would stack this up faster. Armor shred mechanics could remove stacks. In the examples each armor type would fill a niche without being obviously better in every scenario. They could remove armor bonus for equipping all the same armor type and instead add stats on gear that increase the effect of the defense type. Like reduced energy shield recharge time or increased max damage reduction on heavy armor. This gives you stats to play around with on gear and allows some hybrid gearing options. I am sure they could come up with something better than just a scaling magic or physical damage reduction ratio. I feel as though trying to add in other bonuses like mobility on light or damage stats on medium would just create more balance issues without solving the core problem.
Lashing wrote: » My stance is to make it as uncomplicated as possible. I actually fear the idea that Light armor gives mostly magic DR. So the situation where you carry around light armor set on your tank just in case being significantly more complicated than just having a set of gear for what you plan on doing as a tank. If your goal is to tank a large amount of damage in a short time you go light armor, If your goal is to be disruptive for a long period of time you go heavy. Maybe play-style is too nebulous of a thing for people and people simply want "I am a mage so I use cloth" and the fact that it mitigates more magic damage is just a bonus. It is mostly medium armor that is in an awkward place of being slightly good at everything but never the best.
Depraved wrote: » every time you replace one effect with another, you can run into the same scenario that you want to try to avoid...you lost because you weren't wearing the correct armor.