The armor weight should effect your speed.
Just like it does for mounts. The heavier your armor the slower you move.
They need a way to promote wearing lighter armors, but speed isnt it. Speed just makes it so if ur on foot and they are on foot, they can run for free.
The issue with most heavy armor nerfs is they make the lower tier heavy armors complete crap. And ones that scale, like based on weight, nerf the good armors, which weigh more. Which are supposed to be good. So it bugs me when the higher end gear is somehow worse.
They need to make it so you make light medium and heavy armors out of the same materials. Then they can make benefits to each. Right now not heavy armor is shit protections. And mages wear super light. The middle serves no real purpose. You should be able to make steel light armor or somethign that has a benefit for specific fighter styles but less tanky.
I think the concept that different materials have properties that relate to magic resistances would be better if they were morespecialized to different magics.I personally think psyche should be entirely overhauled as an attribute to be the main stat for healers and lose all it's magic protection stuff. Then create a magic protection rating for armors and stack it more toward high-value light armor materials.
In particular, fish scales should have the highest, wool (especially harder to gather forms of it) should give the should get the next best, and stone should be given a decent bit to make it kind of the balanced between physical and magical protection armor type.
In other words, fish scale would be the premium material for anti-magic armor. Wool would be the favored anti-magic padding (Which is great because it's currently not favored for anything) and stone would be the meta for a heavy armor wearer who wants to balance their protection against all forms of damage. Which is pretty cool as flakestone and jadeite are two of the coolest-looking armor sets in the game but both make an armor which costs way too much for the meagre protections they give.
I think the concept that different materials have properties that relate to magic resistances would be better if they were morespecialized to different magics.
Personally think if they made it all or nothing you would have more of a defined meta that would over take the enjoyment of making decisions. would be interesting if fish scales could be used in different ways though and one would be a magical resist to a certain kind of magic.
He says their data shows players using all kinds of armors and not just heavy armors. He doesn't realize that the data (that probably doesn't even exist) is taking into account mages and hybrids as well.
For a speed focused build (e.g. dagger fighter) I would especially go for more armor, because of the less total life......And even 15kg is light if you're not going for an insanely speed focused build....
No, Heavy armor is already punished by the stamina regen penalty to much.
No, Heavy armor is already punished by the stamina regen penalty to much.
One armor mat could haev a bit more prot for 1 magic type vs another, but good magic armor should still be good magic armor. It would be stupid whe nyour armor is liek 50% ecu resist but 0 necro and sucks v everything else. It wouldnt be good often enough to be worth it. Vs 50% eco 40% necro, would still be good. I feel like thats just getting overly complex tho. Just the base of having magic resistance along with the normal stats would be a big change and give a lot of hope to the worse materials.