Hey there,
I'd just like to talk a little about Armor types.
Currently in game, we have access to three different types of armor, with varying rarities. First there is Leather Armor, with medium armor values per tier, Metal Armor, with high armor values per tier and the virtually undropped Cloth Armor, with lower armor values per tier.
Despite the differences in base armor values, there is no recognizable difference between the modifiers/stats that you can find on armor pieces of differing armor types. Because of this, there isn't any reason to care about armor types, and metal armor is automatically the most valuable of the three.
This is a little concerning to me, because it makes Blacksmithing the most valuable equipment crafting skill (although not right now due to the lack of metal recipes) and partially invalidates Leather working and Textile/Tailoring on the side.
And on the PvP balancing side of this (however irrelevant to Citan's final vision), there is no downside of having Metal armor. Ranged characters and melee characters search for the same types of armor. Melee still have the massive downside of being melee, while range get all the benefits of distance as well as having the same tankiness.
Even in the PvE that I've seen, being melee limits you in what dungeons or monsters you can fight. Necro tower is death for lower level/undergeared melees, while Ranged can clear slowly as long as they are careful. Same with Goblins, same with Faces.
I'm not asking for armor type set buffs (like other newer MMOs) that lock characters into archetypes, because I've enjoyed playing plate mages in other games. However I'd like to see some thought put into why people use the armor they do (past the modifiers).
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I'd like to throw out a suggestion, to start this conversation.
For heavier armors, increase the amount of armor that players get, but also increase the power usage of skills. Platemail is not easy to swing a sword or cast a spell in, so characters become tired more easily.
OR
Decrease the movement speed of characters in heavier armors. Lighter armor provides more mobility and hence it makes sense that it is easier to move around in, compared to bulky metal.
I'd just like to talk a little about Armor types.
Currently in game, we have access to three different types of armor, with varying rarities. First there is Leather Armor, with medium armor values per tier, Metal Armor, with high armor values per tier and the virtually undropped Cloth Armor, with lower armor values per tier.
Despite the differences in base armor values, there is no recognizable difference between the modifiers/stats that you can find on armor pieces of differing armor types. Because of this, there isn't any reason to care about armor types, and metal armor is automatically the most valuable of the three.
This is a little concerning to me, because it makes Blacksmithing the most valuable equipment crafting skill (although not right now due to the lack of metal recipes) and partially invalidates Leather working and Textile/Tailoring on the side.
And on the PvP balancing side of this (however irrelevant to Citan's final vision), there is no downside of having Metal armor. Ranged characters and melee characters search for the same types of armor. Melee still have the massive downside of being melee, while range get all the benefits of distance as well as having the same tankiness.
Even in the PvE that I've seen, being melee limits you in what dungeons or monsters you can fight. Necro tower is death for lower level/undergeared melees, while Ranged can clear slowly as long as they are careful. Same with Goblins, same with Faces.
I'm not asking for armor type set buffs (like other newer MMOs) that lock characters into archetypes, because I've enjoyed playing plate mages in other games. However I'd like to see some thought put into why people use the armor they do (past the modifiers).
------------------------------------------------------------------
I'd like to throw out a suggestion, to start this conversation.
For heavier armors, increase the amount of armor that players get, but also increase the power usage of skills. Platemail is not easy to swing a sword or cast a spell in, so characters become tired more easily.
OR
Decrease the movement speed of characters in heavier armors. Lighter armor provides more mobility and hence it makes sense that it is easier to move around in, compared to bulky metal.