Stmichael1989 wrote:In this situation, there is a clear strategy and purpose for each class. Right now, we don't have that. Both healers and tanks are extremely hard to kill even by classes that should supposedly have an advantage against them. On the other hand, without proper support, DPS classes have very little individual survivability. They get said survivability from tanks guarding them and healers pumping absurd amounts of healing into them. It's an imbalance between archetypes that strongly favors stacking tanks and healers because they have very little counter play.
What I propose would be far from a cure-all for the problems I've laid out, but it would be a big start. There needs to be 3 different hard caps for physical and magical resistance (and in the interest of simplifying everything, all 3 magic resists should be combined into one general one. It's stupid to have 3 of them.) Heavy armor focuses on stopping physical damage, so it caps at 75% physical resist just like it does now. However it doesn't protect much from magic, so wearing it hard caps you at 25% magic resist. Reverse those for light armor/robes. Medium meets in the middle, and caps at 50% for each. Combine that with some evening out of base wounds, and that would go a long way to establishing solid fundamentals in WAR.
Honestly, this is a very good solution IMO however I am afraid it will deviate too much from the "LIVE-WAR" guys idea of re-living LIVE days...
Ive always been frustrated about the way weaknesses and strengths are handled... MDPS always feels ultras squishy and therefore requires a tank in order to not get blown up by all ranged DPS. Tanks deal zero damage - and even crappy damage against robe wearers etc.
Proposing a large change in softcap based on archtype is actually a great way to re-position strengths and weaknesses. I do like this idea.
So:
Tank Arch-type: 75% Physical Cap (same). 25% Magic Cap (reduced from 40%). Making tanks more susceptible to non-physical damage.
Medium armor classes: 50% Physical cap. 50% Magic Cap (more balanced).
Light Armor Classes: 25% Physical cap. 75% Magic Cap.
This adds a creative layer as to balance. Now the BWs can sit back and try and nuke classes but will deal considerable LESS damage than they do now against medium and light armor classes but will deal MORE damage to tanks.
This way, when even a tank approaches the light armor casters in the back, he will now hit them MUCH harder than he does now. So its a rock - paper - scissors addition to balance that frankly could put LESS emphasis on a perfect 2-2-2 comp considering it will now matter what types of damage people deal, and debuffs become even more deadly...
In fact, I might even propose bumping up the caps slightly to:
Heavy Armor: 80%/30%
Medium: 55%/55%
Light: 30%/80%
This idea is actually very exciting!