I have some suggestions regarding balance that I was hoping you all would look at. I think build diversity in the current state is a little lacking, and the 'meta' is simple. I'm sure others have noted the same.
I think these tweaks to already existing systems may inject some health and balance (and realism) into the game.
1. Armor weight should count against max weapon str requirement above some threshold (maybe 15 kg): 22 kg armor and 110 str = max weapon str limit of 88. (this is just an arbitrary example)
It should be easier to swing a heavy mace when not in full plate, and conversely, you should not be able to swing optimally when in full plate.
2. Large bow damage reduction (debuff) when wearing heavy armor.
Like point 1, extending a bow fully in heavy armor is challenging.
3. Increased health from constitution. Health pools are too low, some fights between masters take ages, sure, but the average player loses >30% hp in the first seconds of combat.
3.1. Expand this to horses and other entities
I think these points all address a shift/violation of the trifecta of tank, dps, and utility (there's something fundamental to that formula : str/dex/int). Currently, mounted archers in heavy plate dominate the combat interactions. That also means that there is very little incentive for anyone to wear medium armor. I think these nudges in rebalancing (or others in the same vein) would go a long way to alleviating it.
I think these tweaks to already existing systems may inject some health and balance (and realism) into the game.
1. Armor weight should count against max weapon str requirement above some threshold (maybe 15 kg): 22 kg armor and 110 str = max weapon str limit of 88. (this is just an arbitrary example)
It should be easier to swing a heavy mace when not in full plate, and conversely, you should not be able to swing optimally when in full plate.
2. Large bow damage reduction (debuff) when wearing heavy armor.
Like point 1, extending a bow fully in heavy armor is challenging.
3. Increased health from constitution. Health pools are too low, some fights between masters take ages, sure, but the average player loses >30% hp in the first seconds of combat.
3.1. Expand this to horses and other entities
I think these points all address a shift/violation of the trifecta of tank, dps, and utility (there's something fundamental to that formula : str/dex/int). Currently, mounted archers in heavy plate dominate the combat interactions. That also means that there is very little incentive for anyone to wear medium armor. I think these nudges in rebalancing (or others in the same vein) would go a long way to alleviating it.