Armorsmith Archive
Thread: Guess what MAJOR ARMOR NERF IN PUBLISH 10 from e3
Meth,
unfortunately while those ideas MAY be fun for a handful of people, the vast majority would not support a change that nerfed everything down to 50% resists...and regardless of your personal wishes, your $15 alone will not keep the game running so somewhere a more realistic solution will need to be implemented.
...you'd see a mass exodus of people leaving the game over such a foolish change
The bottom line is you NEED high end armor to do any kind of soloing in this game and the devs have only made the dungeons harder and harder as time goes on to compensate
It's not the level of resists a suit of armor has that makes it invincible, it's the lack of an exploitable vulnerability. 80% kinetic compo is great in melee, but rather useless against a 500+ geo pistol. Unfortunately stun itself is not a big enough vulnerability for this armor and the geo labs for example do not have a wide enough variety of damage types to make it challenging for someone in 80% kinetic armor.
You keep saying NERF IT NERF IT NERF IT, but you're biased. You're not looking to make the game better for the community, you're just trying to twist it around your own wishes regardless of the impact on everyone else. My first though is are you a wookie? That alone would explain it all. It's not gonna happen and you're free to voice the opinion, but you have to at least recognize it's ridiculous and impractical.
GrueLokk wrote:
I really hate to be the bearer of bad news for everyone. But there is a very good reason that composite and ubese are the only armors that are made often. Let me run down a quick list of the reasons this is going to screw you if they nerf those two armors. Ill list them in order of seriousness. Note I am an armorsmith and have quite literally mastered most of the inner workings of composite.
Armor is going to be changed 'across the board'. Positive and negative modifiers will be added to all armor types, bringing them closer to a common scale of efficiency. I don't think it's very meaningful to presume, at this point, that the changes will be nothing but a blanket 'nerf' to the (currently) most useful armor types.
Also, armor changes have to be placed within the correct context: professions, damage amounts, damage types, buffs, HAM bars, et. al. are all going to be changed. The changes to armor will all be made relative to these other changes.
You can't remark on armor 'nerfing' without taking into account the entire effort that is being put forth to balance several systems at once.