Armorsmith Archive
Thread: A Composite World
The problem is not composite. The problem is that everyone can afford composite.
To put it simply there's toomany creditsfloating around.
Composite is already difficult enough to make. For the first three months I was a master armorsmith I couldn't make the advanced segments because there was no Kiirium Steel on Wanderhome.
Somebody said something about an armor nerf? I hope that's not true. The problem isn't that I can make good armor. The problem is everyone can afford it.
Very mature discussion guys. Usually any call for nerfs or changes within a community are met by fierce resistance. Good to see that we can all agree that there is a problem (too much composite, not enough of other stuff). And discuss solutions or changes to diversify the armor out there. Here are my opinions of how the future of armor could go.
1. Nerf Composite, either in it's overall level, or by adding a vunerability or two. This would be met with the most resistance, cause it would affect so many, but would allow for a great rebalance on the part of the current armors in the game, RIS or Mandolorian or other'loot'style armorscould become the new Uber armor (RIS is so Hard, it isn't like you would ever see everyone running around it it), and faction and new armor couldthen be created that is equal level,or has differentvunerabilities.Pro's: Little work from the Devs, good expansion possiblity. Cons: The community is too fragile/reactive for SOE to risk the cancellations to do this
2. CreateNew armors. Thiswould be the least resistance road, in that nobody would complain. However, with Composite as good as it is now, no new armors would be acceptable unless they are as good or better. Certainly Faction Armors could do this, but after that, there isn't much room for further improvement. Additionally, thiswouldn't help make any of the other early game armors (Mabari, Tantel, Padded) any more prevalent. Pros: Easy to implement. Cons: Doesn't fix the balance, all people would wear Comp, Stormtrooper, Rebel Marine, instead of Just Comp.
3. Rebalance all armor. This is a hybrid move, it would involve buffing the early armors, changing vunerabilities, and partially nerfing composite. Some suggestions for this: Make Tantela full advanced suit, with a wearable helmet,make HAM on padded much lower, Make Mabari/Chitin/Padded/Composite with new resists/vunerabilities, Rebalance the HAM so that some suits had lower stats on some categories and higher in others (IE: Padded could be a lowHealth Suit with suit stats of like 150/300/300...etc. Do thisfor other suits too. Composite could be heavy mind at like 400/400/600 unlayered. Thus more would look elsewhere) This solutionwould take the most effort on the part of the DEVS, which worries me greatly. As well, it would have enemies in all comp wearers who didn't want their suits to be nerfed (see #1). However, it would make more diversity, and lead to the greatest possible expansion possibilities for new armor. Pros: Provides for the greatest solution. Cons: Has the most potential to fail, and could make alotof enemies in the adjustment period. And could suck if not balanced well.
Any other ideas on how we could see less Composite? Seems to me, it comes down to a decision on whether the community would accept a composite nerf or not. If they would, either #1 or #3 would work. If not, then only #2 is viable. Anyway, just my thoughts.
they should make faction armor craftable by armoursmiths and it should be able to get as strong as composite armor
it would be sweet if a lot of imps ran into coronet in full ST armor
/agree
More armor types. I like the idea (not mine) of factional armor being better or on par with compo. What better way to get more star warsy than to have players running around overt in a full set of player made storm trooper armor?
Shlo_mo_shun wrote:
Very mature discussion guys. Usually any call for nerfs or changes within a community are met by fierce resistance. Good to see that we can all agree that there is a problem (too much composite, not enough of other stuff). And discuss solutions or changes to diversify the armor out there. Here are my opinions of how the future of armor could go.
1. Nerf Composite, either in it's overall level, or by adding a vunerability or two. This would be met with the most resistance, cause it would affect so many, but would allow for a great rebalance on the part of the current armors in the game, RIS or Mandolorian or other'loot'style armorscould become the new Uber armor (RIS is so Hard, it isn't like you would ever see everyone running around it it), and faction and new armor couldthen be created that is equal level,or has differentvunerabilities.Pro's: Little work from the Devs, good expansion possiblity. Cons: The community is too fragile/reactive for SOE to risk the cancellations to do this
2. CreateNew armors. Thiswould be the least resistance road, in that nobody would complain. However, with Composite as good as it is now, no new armors would be acceptable unless they are as good or better. Certainly Faction Armors could do this, but after that, there isn't much room for further improvement. Additionally, thiswouldn't help make any of the other early game armors (Mabari, Tantel, Padded) any more prevalent. Pros: Easy to implement. Cons: Doesn't fix the balance, all people would wear Comp, Stormtrooper, Rebel Marine, instead of Just Comp.
3. Rebalance all armor. This is a hybrid move, it would involve buffing the early armors, changing vunerabilities, and partially nerfing composite. Some suggestions for this: Make Tantela full advanced suit, with a wearable helmet,make HAM on padded much lower, Make Mabari/Chitin/Padded/Composite with new resists/vunerabilities, Rebalance the HAM so that some suits had lower stats on some categories and higher in others (IE: Padded could be a lowHealth Suit with suit stats of like 150/300/300...etc. Do thisfor other suits too. Composite could be heavy mind at like 400/400/600 unlayered. Thus more would look elsewhere) This solutionwould take the most effort on the part of the DEVS, which worries me greatly. As well, it would have enemies in all comp wearers who didn't want their suits to be nerfed (see #1). However, it would make more diversity, and lead to the greatest possible expansion possibilities for new armor. Pros: Provides for the greatest solution. Cons: Has the most potential to fail, and could make alotof enemies in the adjustment period. And could suck if not balanced well.
I've actually thought about this a lot myself. I didn't want to jump in if I was going to come of as a "nerf herder" but I'm impressed that a community is looking in on itself and its own products like this and can consider a "nerf" without immediately going down in flames. For a long time I've been concerned about armor but I think that amorsmiths wouldn't really be hurt if some armors were made a little bit less effective -- you'd just have more options to sell different things.
I know Swordsmen are really starting to have problems in that our attacks just can't penetrate the really good armors. In combat we're seeing that the primary way to penetrate armor isn't armor piercing but rather is stun damage which greatly hurts the professions that are supposed to be strong damage dealers but don't have access to stun. Furthermore, the role of melee players in general as tanks is somewhat compromised when armor is simply a much more effective defensive tool.
A big part of the problem as I see it is simply that armor ramps in effectiveness so much in the very high % resists. A while back I created a graph to demonstrate this. If you look at how resists help you it is helpful to consider how much longer your armor will help you live. For example, a 75% resist means that you can take 4 times as much damage or live 4 times longer. I thought of this as the "utility" of armor versus an attack and then I plotted the utility of various resists.
You can see that here. As you see things ramp up tremendously near the end. Not only is composite just so free of vulnerabilities but it is the one armor that can really reach the "sweet spot" on this curve (and with high effectiveness sliced armor, it can do this for most resists).
Anyway, take this post for what it is, just discussion.
StGabe.
Message Edited by StGabriel on 03-31-2004 04:41 AM