Aller au contenu

Photo

So armor is pretty much useless and only for the looks?


  • Veuillez vous connecter pour répondre
32 réponses à ce sujet

#26
animedreamer

animedreamer
  • Members
  • 3 056 messages

Don't know how true this is but, I heard armor ratings are bugged in every mode except routine. Meaning those two modes don't take into account your armor.

 

I wouldn't be surprised my hunter gets 2 shotted on perilous at lv 17 with fully upgraded armor, and i mean fully upgraded.



#27
TormDK

TormDK
  • Members
  • 1 152 messages

It's about mob damage scaling.

 

My templar gets hit for 1 point of damage on Routine,50-70 on Threathening and 175-225 on Perilous, and thats with the tank passives.

 

Hopefully Bioware will make the heavy armour users scale better as the game progresses.



#28
Adhin

Adhin
  • Members
  • 2 997 messages

Outside of damage numbers 1 change they could actually make would be in how much Guard we can build based off are max life. Currently it's a base of 25% and we have a rather small health pool. Warrior classes, for whatever reason, have about the same HP as any other class (+100-200 more at base, generally). We all gain the same from Con which barely shifts it that much overall.

 

What this means is, if you have 800 HP as a warrior, and you have a full guard bar even knowing you only have 25% as guard it still 'feels' kinda weird when it all immediately disappears because it's only 200. I mean it can take awhile to build guard with most abilities. Can bull charge a large group and often come out with full then a single hit and it's all gone + part of your HP. If guard was 100% of are HP, instead of 25%, building it would actually mean something in DAMP. In single player it... its useless early on then becomes trivial when most things can only hit you for 1-5 (kinda like routine is now).

 

Anyway outside of rebalancing damage numbers I think that's one of the biggest chances that would help warriors not feel like slow ass rogues (except the legionnaire which i find relatively boring to play with the 4 skill limitation). Outside of that I feel like the higher difficulties where balanced off the idea we would of promoted characters 100+ times over and I quite frankly am sick of promoting. It wasn't something I did often in ME3 and I've already done it far to many times for my liking in DAI and it feels like I'm extremely gimped because of this. Not sure who thought it was a good idea to have some no-limit stat gain via promoting in... but or is there an actual limit I'm unaware of?



#29
TormDK

TormDK
  • Members
  • 1 152 messages

100% would be too powerful in it's current state. Barrier decays, but Guard takes in armour (+passives) as well when calculating how much is lost.

 

Now, I'm not saying that the passives couldn't be better, but 100% is too much.



#30
Adhin

Adhin
  • Members
  • 2 997 messages

I don't think it would be if things are left up to 'as is'. Right now a warrior on Perilous will die in a good 2-4 hits. Guard as is, wont survive a full hit right now. So... at 100% it wouldn't survive as long as Barrier does right now. Keep in mind while barrier takes 100% of the DMG, outside of resetting your chars a 100+ times we don't have the armor to make the difference.

 

Katari removes 100 of the dmg at top armor right? Still takes 200-300 dmg in Perilous. That's 300-400 with barrier on, but barrier is 2-3k+ total HP. Guards 200... at 100% it would be 800-ish. That's still way, way weaker then barrier regardless if it degrades or not.


  • animedreamer aime ceci

#31
animedreamer

animedreamer
  • Members
  • 3 056 messages

I don't think it would be if things are left up to 'as is'. Right now a warrior on Perilous will die in a good 2-4 hits. Guard as is, wont survive a full hit right now. So... at 100% it wouldn't survive as long as Barrier does right now. Keep in mind while barrier takes 100% of the DMG, outside of resetting your chars a 100+ times we don't have the armor to make the difference.

 

Katari removes 100 of the dmg at top armor right? Still takes 200-300 dmg in Perilous. That's 300-400 with barrier on, but barrier is 2-3k+ total HP. Guards 200... at 100% it would be 800-ish. That's still way, way weaker then barrier regardless if it degrades or not.

 

It's also a lot harder to generate Guard than it is barrier which depending on the build can be recharged and cast insanely fast, especially in comparison to say Guard.



#32
Adhin

Adhin
  • Members
  • 2 997 messages

Oh hands down. It's easy to build small increments of guard, but only 3 skills (2 of which are only on the legionnaire) can build a full guard bar instantly. 2 of those require an entire group of enemies to manage. Counter Attacks the only skill that can, like Barrier, instantly apply full guard. That's only on 1 of the 4 warriors and has a minute long CD. War Cry, Unbowed can with enough enemies nearby. Bull Charge can if you hit enough enemies in a line but... again it would still be weaker outside of a 100 or so war promotions (well, warrior 'and' rogue promotions as ranged would still tare you a new one instantly otherwise).

 

As far as guard becoming overpowered because of armor thats true in single player regardless of how much guard you can build. You could play a 200hp war with a whopping 50 guard max and if you only take 1 dmg from everything due to absurd armor values your still immortal. There will be enemies that can heavily cut into that. Archers all have abilities that ignore your armor - in fact every move they do that's NOT there basic shot heavily impacts your armor totals. They can go from doing only 1-2 dmg to you, to all of a sudden hitting you for 200 dmg because they did a little 3 run and skip move and quick shot.

 

Frankly I'd like to see guard become 100% HP and Armor values get rebalanced in single player all together since they're a tad absurd atm. but this being MP only board, and the only part we're talking about they could hopefully make guard be 100% HP in just MP alone. That would go a long way to making it not so funky. Doubt we'll get that but you never know, they did a lot of balance changes in ME3... some of those effected single player too though. Not sure if anyone remembers this but on release tech combos could only be done on a kill, not at any time. Half a year out and they changed it so they could happen at any time to match up with Biotics. All of a sudden a buncha completely useless classes became extremely viable, I kinda feel warriors are in that boat for the most part right now.


  • animedreamer aime ceci

#33
rich1051414

rich1051414
  • Members
  • 2 messages

On all of my characters, I stack the crap out of Heal on kill. That is enough for my heals to heal for well more than a hit or two, which is enough to get me through stages with max or near max health. On tanks though, I focus on getting my guard as high as possible first, then it is easier to survive when too many things are hitting you at once, just keep your guard as high as possible.