azrid wrote:Heres hoping they do actually give incentive to wear the less used armors and weapons
Astarisk wrote:If we felt that we needed plate armor to kill a mammoth, we'd carry a set in our inventory. But mostly, we'd just eventually try to overcome any issue through stats.
Glad you brought these up.
#BringBackStatCap
Also could add effect of getting full openings when changing combat gear in action.
I know you hate me saying this but its realistic
that if you take off your clothes to change them you have a huge opening in form of a naked, pink, soft body.
First off, no stat caps are an ugly limitation added to the game that just tells players they shouldn't bother playing anymore. I ended up quitting because I hit the stat caps, and had even more LP just sitting around unspent, the game became boring. I ended up creating an alt at one point, capped his attributes, and probably got more LP than most players in the two weeks I played him before I finally just had enough. Sadly they removed the caps too late for me as my place had fully lost its life, animals included, and I didn't feel up to rebuilding it.
Stat caps kill a lot of the games industry. I just made enough cheese to reach my goal and never looked backed, I had no reason to sell the cheese, nor did I have reasons to buy cheese from anyone else. There just isn't a lot of dynamic end game things to do once you hit them, especially since they are so easy to hit.
As to fights with animals like mammoths, before this patch it didn't matter too much what your stats were like, you'd still get wrecked. I don't like the idea of animal fights just being a solid stat check on whether or not you take damage, they should be more fun, engaging, and dynamic. There should be ways to mitigate damage that just isn't purely based on what gear you rock, and what stats you have. Moves like the mammoth boulder throw should appear in more ways, and when you end up being defeated it should feel like it was your fault for playing poorly. The current game just has you zerg mobs, there really isn't much though or tactics in a take down.
azrid wrote:Astarisk wrote:But when it comes to pvp, the king is speed, if we can just swarm and surround a guy wearing plate, then that plate really wont help him out, the small cuts he is saving himself from are nothing compared to the large blows he will eventually be receiving by players than can dance circles around him.
Give more options for the armored man to at least win small ganks such as 2v1. I don't think you should be winning vs an army.
Your answer to that however is a stalemate where no one wins if they keep moving. In fact everyone loses since you all waste time.
Wearing plate shouldn't give you an automatic win in a 2v1, though it would hardly matter when your opponents can choose when and how to engage, giving themselves time to poke openings in the plated guy, while being able to back off and recover theirs. Eventually the movement speed loss is just going to cause him to succumb through a prolonged fight. Being able to choose when to engage a fight is one of the biggest combat advantages this game can offer. For example, its possible to just follow behind him keeping in locked in combat while more of our guys show up, giving us an even greater number advantage, or if its a group fight we know the people in armor typically wont be able to keep up, so we can just target down the leather guys, etc etc
When it comes to armor I'd rather see more decisions like plate gauntlets vs cut throat knuckles, where you can choose to have more armor, or choose to have UA moves powered up a meaningful bit, touching movement speed is a horrible way to try to make different armors appealing.