Armorsmith Archive
Thread: How I would change armor...one Master's perspective
To be honest with ya Dewi, I'm not gonna get into a pissing contest with ya cause there is no right or wrong answer here and I think by skipping posts in this thread, which you said you did, you're missing what is really being discussed here. You've made quite a few points that I prolly should respond to, but I think if you go back and read over everything that was said, you'd see you're really just agreeing with previous points. We're all ALREADY in agreement that 80% base is the problem. I also think you need to bury old hatchets and not makeit so personal. After all the title of the thread is not "What is wrong with Dewi's shop..."
To sum it up Iwill never agree with the "nerf it" attitude. A nerf implies taking something away without balancing it out in another area. SOE has done this repeatedly in the past and even they've recognized that it's the wrong way to approach problems with the game. The issue has to be dealt with balance, not nerfs. Otherwise it's just another bandaid solution that will eventually come undone elsewhere. They've created so many MORE issues with nerfs than they've ever fixed...IMHO
This issue is not a money issue, it never was. It's about the lack of effectiveness of other armor types. Every crafter I know, AS and WS,actually spends money just as fast asthey make it.The money is a byproduct of the process, not the engine behind it. A means to an end so to speak. That end being more crafting. I just blew 50mil on resources this week and by my standards I'm all but broke. I did that so I would have the best resources possible so I could supply my customers with the quality gear they've come to expect. If I was just in it for the money, I wouldn't spend upwards of 40cpu to get the best stuff for my players. It's not like there's anything to spend money on in this game anyway...besides more resources
To try and turn this into a money issue I think is doing the problem a great disservice because it couldn't be further from the point. To me anyway, the issue isn't the value of all the armor types or what we can sell them for, it's their actual effectiveness in battle. I personally like 80% resists, just not across the board. 80% resists are fun and that's why we all play the game. If we want realism, we have our own lives and don't need SWG. People like feeling as if they're uber and l33t...it's just gotten out of hand and everyone is pidgeon-holed into compo to get that feeling. I think having a high spread of resists offers smiths more creativity in their crafting...something that might get lost if we simply nerf compo back to 50% base. I would be more in favor of leaving compo with it's 80% base, but then adding in a big fat energy vulnerability and let half the weapons in existencetear throughthat high base. Then you're still giving players that uber feeling, but as soon as they're faced with the right weapon, they'll have to face thedownside of that uberarmor. I agree there should be pros and cons to each armor type, aside from buffs and enc, been saying that all along.
what would be gained though by simply normalizing all armor? what the point be of having more than one type then?
when I first started AS I just assumed each type would havea strength the others didn't...had no idea til I hit master what it was really like. Now looking back it really seems foolish the way they set it up.
I don't like vulnerabilities. I don't like the thought of fighting some creature or person, and then BAM, you get 1 hit killed by some damage type that leaks through a vulnerabilty.
Ubese is great pve armor cause you can be sure everythings going to be hitting that 76% kinetic resists (as long as you don't go hunting npcs anyways). But it's worthless in pvp because it has too many vulnerabilities.
IMHO vulnerabilities shouldn't be 0%, but maby 10-25% max instead. Then you could nerf composite all you like by adding more vuln damage types and I wouldn't mind. Until then tho, I don't want it nerfed.
Message Edited by Drewpey on 04-17-2004 12:05 PM
Yeah that's why I said 'strengths' and 'weaknesses'--since armor shouldn't be totally permeable to anything as it *is* a physical layer.
WHat do you guys think about little compromise balances so we go back to having viable Light [Mage], Medium, Heavy [Tank] armor categories for neutrals and GCW participants?
Srednii wrote:
I don't like vulnerabilities. I don't like the thought of fighting some creature or person, and then BAM, you get 1 hit killed by some damage type that leaks through a vulnerabilty.
Ubese is great pve armor cause you can be sure everythings going to be hitting that 76% kinetic resists (as long as you don't go hunting npcs anyways). But it's worthless in pvp because it has too many vulnerabilities.
IMHO vulnerabilities shouldn't be 0%, but maby 10-25% max instead. Then you could nerf composite all you like by adding more vuln damage types and I wouldn't mind. Until then tho, I don't want it nerfed.