Armorsmith Archive
Thread: Top 3 questions from an armor CONSUMER
1) I couldn't agree more, I spent ages getting the right look for my main toon and have only changed it very slightly in the game to remove a couple of traits I no longer liked. Problem is that for most of the game content composite is the best solution, hence there is little reason to make anything else. My prefered suit of armour for wandering about in is actually a mix of padded and composite, the padded is actually made using Acklay dropped segments but it still offers significantly inferior protection when compared with composite but its lightweight and I can wear it without buffs
The whole composite clone problem comes down to two simple factors, one is the lack of vulnerabilities on composite which makes it easy to cover all the resists and second is that secondary stat buffs have totally negated the real downside of composite which is the encumberance.
2) A lot of the armour wouldn't be inferior if they fixed the encumberance issue. Calculate encumberance based on unbuffed secondaries instead of buffed secondaries and people will have to forget about wearing all that 90% composite. Secondary buffing is the biggest problem with the balance of the current combat system.
A little history for you guys...
When the devs decided to have a completely "Player Run Economy" they heard outcries from the beta testing crafters that if any armor ingame that was "quest-able/loot-able", the economy would virtually fail becuase no one would "buy" the items that were crafted and it would become EQ (EverCamp) all over again. So, being the smart devs that they are, they created thepolicy that if any item that is "better" than what a crafter to make is going to be very, very, very hard to obtain, otherwise, crafters would not have anything to sell to the "combat characters". Again, this is a decision that was made VERY EARLY ON.
I hope that sheds some light on the situation...
hopnasty wrote:
A little history for you guys...
When the devs decided to have a completely "Player Run Economy" they heard outcries from the beta testing crafters that if any armor ingame that was "quest-able/loot-able", the economy would virtually fail becuase no one would "buy" the items that were crafted and it would become EQ (EverCamp) all over again. So, being the smart devs that they are, they created thepolicy that if any item that is "better" than what a crafter to make is going to be very, very, very hard to obtain, otherwise, crafters would not have anything to sell to the "combat characters". Again, this is a decision that was made VERY EARLY ON.
I hope that sheds some light on the situation...
...the problem with this is 99% of all questable/lootable items suck! ...the loot drop enhancements are even worse. So this may have been their verbal policy, but this is NOT what they did in application. In fact it's just the opposite. EVERY questable/lootable armor is only about 50% as effective a a good suit of master made compo. IF they actually did make this stuff better, the economy would actually be improved because it wouldn't be a one-armor show. IMHO of course ;-)
As for the issue of why compo is the best, I don't think it's an enc issue at all. If people want low enc grinding armor they just go buy ubese. Compo is the most versatile of all the armor types and nothing else can be layered up to 80% across the board so why buy anything else? I make 80% kinetic 66% base now and with base slices it goes up to 87%, with enc slices it goes down to the low 400's and you can wear it without buffing.
Given that one suit of armor covers such a wide range of uses, why would you buy anything else?
I started a thread on this a week or so ago on what I thought would fix armor. I think all the armor types should be equal, but in different fields of damage. For instance compo can have high elec/energy resists, but then it needs to be vulnerable to something more than just stun...like acid or blast. That way you can't just layer it and make a killer suit. Likewise other type should have the high resists compo doesn't, but they too will have severe weaknesses in other areas.
That's the only way I see to make all armor valuable. If every armor type was geared around a certain damage type/ damage weakness, you'd have to carry more than just compo to cover any possible battle you get in.
I agree. I'm not asking for better loot drops. We can leave the skill tapes and crafting components for loot drops. I'd rather BH armor weren't a loot drop.
What I would like to see is a variety of armor in the game supported by each armor type having specific strengths and weaknesses.
dlcnate1 wrote:
I havent heard that BH armor was loot only, all I know is that there are no schemats yet, there may bee some later, and as far as why composite is the best, its slicing of course, slicing armor makes no sense, weapons and shields i can understand, but I cant possibly think of anything someone can do to make armor less encumbering or more effective by just cutting a few wires with a laser precision knife, I mean seriously slicing is what has made composite the end all of armor, even while buffed losing 800 or more on your secondary stats is significant, but when you can drop a full suit to less than 400 who the hell cares anymore, or when you can get armor to 80+ on the base they can live with the 800 encumberance. That and the fact that we can still change the armor color even though they were supposed to take that out doesent hurt the composite economy either, I wish they would turn that option off like they said they would, maybe that way at least people would buy custom orders more often and make mass produced armor stuck being grey.