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Armor Concept.

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Hey Asulon,

I just had an idea for balancing armor. What if I recoded it so armor acted as a shield? What I mean by this is that durability on armor acts as an extension of your HP bar; so you can't take any damage until your armor is fully broken.

This would increase realism, balance slowness, increase value of raw materials and armor, etc.

Thoughts?

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Replace this with the slowness for armour, if so I would be up for that.

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Feel like a stamina debuff over a slow debuff is the simplest solution. Is realistic and helps balance out the right things.

This makes armor REALLY strong in terms of melee, but doesn't solve the problem of kiting, just extends the time an armored person has to close the infinitely impossible sprint gap. Kind of shifts the wrong things...

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That's actually pretty brilliant. BUt you would have to nerf armor a teeny bit so it wouldnt take too long to break. But this is actually pretty freaking awesome! I love it!

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I also don't see the realism behind it either. It creates impossibly invincbile tanks where armor reduces all damage on the person. In reality, it took one or two clobbers to the head to knock out someone, even in full plate.

Armor doesn't negate all damage, and if the point of morephysics is to bump up the realism, this isn't doing it. It is just making it so that diamond-clad are night invincible in melee fights and kiting takes longer but is still as effective. I don't see this as the solution.

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Feel like a stamina debuff over a slow debuff is the simplest solution. Is realistic and helps balance out the right things.

This makes armor REALLY strong in terms of melee, but doesn't solve the problem of kiting, just extends the time an armored person has to close the infinitely impossible sprint gap. Kind of shifts the wrong things...

[11:40:09 AM] [Finals until June 6th.] Vaquxine - [email protected]:you can be

[11:40:09 AM] [Finals until June 6th.] Vaquxine - [email protected]: in leather

[11:40:12 AM] [Finals until June 6th.] Vaquxine - [email protected]: with iron pants or w/e

[11:40:15 AM] [Finals until June 6th.] Vaquxine - [email protected]: and chase archer

[11:40:19 AM] [Finals until June 6th.] Vaquxine - [email protected]: and still absorb damage

[11:40:22 AM] [Finals until June 6th.] Vaquxine - [email protected]: like a boss

[11:40:23 AM] [Finals until June 6th.] Vaquxine - [email protected]: while in a war

[11:40:25 AM] [Finals until June 6th.] Vaquxine - [email protected]: you'd want full armor

[11:40:27 AM] [Finals until June 6th.] Vaquxine - [email protected]: to have max. survivability

Seventh

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But all this would do is make it so diamond armored people once again get a super buff. Diamond takes ages to break down into yellow, let alone be destroyed. Normally a diamond set can last 4-5+ raids. While this would increase the rate of repair, it also makes it so a diamond armored guy can take on multiple enemies because he is invincible as long as he has armor on.

What if he slaps on a fresh set of armor by going into cover? He's the juggernaut if he's invincible, constantly switching into fresh sets and slaughtering without any damage. And if armored people can chase the archers, while kiting may be gone, it may just be a nerf to make bows a secondary. If bows are desired to be a secondary on Lotc, so be it, but I think having a stamina over a slow debuff, adding new elements to axes + swords, and keeping current archer damage under low armors would be more balanced, rather then giving a whole new favor to those who can wield and switch armors in war.

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But all this would do is make it so diamond armored people once again get a super buff. Diamond takes ages to break down into yellow, let alone be destroyed. Normally a diamond set can last 4-5+ raids. While this would increase the rate of repair, it also makes it so a diamond armored guy can take on multiple enemies because he is invincible as long as he has armor on.

What if he slaps on a fresh set of armor by going into cover? He's the juggernaut if he's invincible, constantly switching into fresh sets and slaughtering without any damage. And if armored people can chase the archers, while kiting may be gone, it may just be a nerf to make bows a secondary. If bows are desired to be a secondary on Lotc, so be it, but I think having a stamina over a slow debuff, adding new elements to axes + swords, and keeping current archer damage under low armors would be more balanced, rather then giving a whole new favor to those who can wield and switch armors in war.

Ok, obviously I would code it to be reasonable. I.E.

Diamond Chest - 40 hearts

Diamond Helmet - 10 hearts

etc

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I really like the idea, Vaquxine. However, would it be possible to simply prevent sprinting while wearing armor?

It has come to a point where armor can almost be un-bearably slow, so I feel with your new implication (Of armor being an extension of your health) and simply disallowing sprinting, it will be able to off-set the downgraded armor types.

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Ok, obviously I would code it to be reasonable. I.E.

Diamond Chest - 40 hearts

Diamond Helmet - 10 hearts

etc

Still takes a while to strip down all that armor, 40 hearts is like 6-8 sword swings. And it still doesn't bar someone from switching armors in battle.

"Oh crap, my armor is in red! I will get into cover and indiscreetly switch armors."

*procedes to do so, getting a whole new coat of invincibility and continue a killing spree*

It's difficult to monitor that, as many people will be getting into cover anyway in battle and its very exploitable. Not the best solution, while making diamond armor tank-y is a solution, the problem lies more in kiting and the slowness of the armor (because speed is essential in all PvP). I really, really don't see the issues in stamina debuffs and the other proposals brought up, and I do see some issues here.

EDIT: I'll also note that something like 40 hearts for a chestplate is still quite easy to dispatch through kiting. Archery does a lot, and while it would take around 6-8 shots to finally rid the person of his armor, he cannot catch up to you. He will slug behind taking hundreds of arrows and eventually be put down. I'll refrain over and over again, but the problem simply lies in the slowness permitting even melee kiting, which voids all solutions of tankiness.

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