A list of underpowered armors

    • A list of underpowered armors

      HELMS:

      Most helms are pretty balanced in that they are at least useful somewhere at some point.

      Graveguard Helmet (Sacrifice): The NDA patchnotes have already indicated that this helmet is planned to recieve a buff, however it's ability in and of itself is a bit tricky to balance as it needs to compete with A. Emergency Heal and B. Healers. Let's first take a look at the kind of people who'd actually be able to make use of this ability, notably healers may take a look at it, however they give up on themselves a defensive slot and put themselves at risk. The other people who may want to use it are front line support types that want to mix between bashing and helping the rest of the frontline, these people must additionally also give up a defensive in order to this, and these are very crucial for the frontline. A notable combo with this helm is cleric robe's everlasting spirit followed up by the heal in order to avoid the sacrifice component (which also removes the helmets uniqueness. In a similar vein you may see an Arcane user shield themselves and then cast the ability, this seems to be the most in line with the intended (or most benefited) wearers of this helmet. At 20% of ones health you're looking at an average of probably about 400HP healed at the loss of about 300HP for the caster (equating to a 100HP heal if not defended on cast). Compare this to the plate helm emergency heal which on a cleric user with heal power passives will heal for about 375HP in a 4m AoE and you can see why no one is running this helm. A 2 second block or other defensive on the other hand, may very well save the user from 400-1000 damage.

      Proposed changes: If if we up the heal by 5% (another ~100hp in the heal) it will likely still rarely see use. This ability can pair really nice with a defensive used beforehand, however most defensives are on the helmets themselves. Change the HP lost to about 5% and add in a resistance debuff (similar to defenseless rush) or some other debuff effect like a stun or root. Alternatively change the Health Given and Health returned down to about 5% and drastically reduce the cooldown, this could give it the opportunity to be paired in interesting ways with mage robes or soldier armor.

      Plate Helms (Emergency Heal): This ability is really strange. First off, it's the only heal in the game that is not on a nature staff or holy staff (excluding the above graveguard helmet) and that's not necessarily a bad thing. This is a plate helmet, and yet it is affected by healpower, which makes it difficult to synergize with the rest of the armors in your build. Finally the heal sucks, as mentioned above, if wearing cloth it'll only heal for 375 which will likely net a user in an emergency .5-1 second of extra survivability.

      Proposed changes: Reduce the CD, the other armor type helmet spells all have a 30s CD. Change the spell to a flat heal percentage, like Graveguard helmet, for about 10/15% this should open it up to other armor classes like tanks and other plate wearers. Increase the range by about x2 to make it able to effectively heal allies in a battle situation.

      Leather Helms (Howl): The slow in and of itself is pretty decent (on par with a witchwork E). However, there are virtually no attack speed based builds which makes that debuff pretty useless.

      Proposed changes: Change the attack speed debuff to a damage debuff.

      ARMORS:

      Soldier Armor (Fury): This ability seems lackluster in two ways, 1. It increases you damage, but the passive damage buff on soldier armor is really low (10%) 2. You need to get hit for it to be useful but most enemies aren't going to be focusing a tank anyways. While the potential damage bonus can potentially exceed obsessive burst, unlike obsessive burst the stacks do not last after the stacking ability expires. There are also very few weapons that actually benefit from the CC duration and AD combination (hammer, but you lose a utility W in place of heavy smash, frost staves, and potentially daggers after the patch). The CC duration bonus also isn't as high as one would think because the CC duration soft cap starts kicking in, relatively early.

      Proposed changes: Reduce max stacks to about six but make the ability function like obsessive burst. Potentially change the Damage bonus to a Resistance buff or other more useful buff for a tank (Movespeed, LifeSteal, maxhealth, etc).

      Plate Armors (Taunt): This ability only has any affects in PvE... why? It's essentially got a one time mob pull that doesn't otherwise interact with the current threat generation system. Another thing to consider is that when doing PvE in this game you run the risk of finding PvP as well, in which cases having a wind wall or other PvP skill will prove way more useful.

      Proposed changes: Increase the damage reduction debuff on players, significantly. Preferably make the skill give target and nearby enemies reduced damage unless they are attacking the player using taunt. Also change the taunt ability to an self-cast AoE ability that increases simply increases threat.

      Hunter Jacket (Haste): This jacket suffers the most from a lack of attack speed based builds, but has other issues mainly centered around its passive stats. It has a 10% damage increase on the active skill, but that only puts it on par with the passive damage of an Assassin jacket but the active skill only lasts 8 secs while on a 60 second cooldown. Even if we assume that all damage from a build is coming from AAs then 60% attack speed bonus roughly translates to 9% damage bonus over the rotation of the skill meaning that it is still way outclassed by an assassin jacket passive bonus. (100DPS x 60 (duration of CD on hunter jacket) = 6000dmg without and buffs. 100 x 1.1(dmg bonus from hunter jacket) x 1.6 (attack speed bonus) x 8 (duration of spell effect) = 1408dmg done during 8 sec buff. 1408 + (52 x 100) = 6608dmg done during total rotation of haste spell. 6000/6608 =~ .9)

      Proposed changes: The overall best change to this armor would be to simply move the passive stats around: Give hunter armor the passive stats of assassin armor, Assassin the passive of merc, and merc the passive of hunter. However, it may be a little too late to make such a change. Another change would be to reduce the CD to 30 seconds, increase the flat damage bonus to 15% and increase the attack speed bonus or give it a movement speed bonus.

      Royal Jacket (Royal Banner): This ability is worded wierdly, it essentially gives you and nearby allies 50% CDR while ignoring CDR soft caps. The radius is only 5m meaning it'll be hard to get multiple people in it. Attack speed bonus is really lame considering there are only 2 attack speed based weapons in the game and one is melee and the other ranged.

      Proposed changes: extend the range to 7 or 8M, change the attack speed bonus to 10% physical attack damage bonus.

      Mage Robes (Berserker): This ability requires you to be low on HP to use it effectively, however it also has the lowest passive resistance in the game. There are no tools to effectively decrease your own hp in this game meaning in order to activate this ability you will either need to be out of position or already be "on the ropes". It might make a cool turn the tide of the fight spell, however it only lasts 4ish seconds which makes it difficult to not only time damage spells, but to even use the resistance buff enough to be able to survive.

      Proposed changes: increase the duration of the effect to about 8-10 secs

      Fiend Robes (Fear Aura): Fear is a cool effect, and aside from knockbacks and a few pulls there is a relatively small number of forced movement effects. The range is really short which makes it hard to use by most caster types (who are the most likely to use it) and also only provides about 4 seconds of "protection" from melee.

      Proposed changes: Increase the duration or range by about 50%

      BOOTS:

      All Armor Specific (Rejuvenating Sprint, Refreshing Sprint, Energetic Sprint): These abilities provide some unique per second bonuses, however they are also all short duration sprint abilities, meaning you hardly get anything out of the per second bonuses.

      Proposed changes: Change the movespeed bonus to about 20% over 10 seconds.

      Guardian Boots (Giant Steps): Strangely enough, the biggest downside to these shoes are that you'll never be able to effectively chase down your targets as a tank, in addition to messing with your healer.

      Proposed changes: Increase movement speed by about 5%, reduce the CD by 50% and reduce the max health gain to about 50%.

      Graveguard Boots (Defensive Sprint): The duration of this skill is typically not enough for your team to start receiving "reaction" damage from the enemy, meaning you need to work out some strange timing to take advantage of the resistance buff.

      Proposed changes: Increase the duration by about 2 seconds, reduce the movement speed by about 20%

      Demon Boots (Inspiring Charge): Similar to the above graveguard shoes, but also the AoE range is rather small.

      Proposed changes: Increase AoE range by 50%, Increase duration by 50%, reduce movespeed by 50%

      Mercenary Shoes (Invisibility): You're invisible... but rooted. This means that you essentially have to wait for someone to walk on top of you when you just so happened to have used the ability if you want to use it aggressively. Of course you could also use it defensively to disengage and then run, but it just gives your enemy time to surround you and then kill you when you come out of invis.

      Proposed changes: Remove the movespeed bonus. Instead make it so that the user doesn't have to channel but has 20 or 30% reduced movement speed while invis.

      Hellion Shoes (Mark of Sacrifice): This ability sounds cool on paper, but the mechanics are quite clunky. Sometimes the user doesn't actually go invis for 2 seconds but rather just blinks in and out of existence (probably a bug and unfortunately I don't have a vid). The healing debuff only lasts 3 seconds but the user can't charge abilities during the channel, which makes it essentially impossible to follow up and take advantage of the healing debuff. The knockback in the skill is also essentially non-existant.

      Proposed changes: Increase healing debuff to about 10 seconds, increase the knockback to about 10m (so 5m after cc resit)

      Cleric Sandals (Blink): Overall not a bad skill but it is outclassed by mage shoes and stalker shoes. The range on mage shoes is twice as far on the same CD with only a 1 sec delay and stalker shoes have essentially the same range on the same cooldown but also give a damage + healpower buff when done.

      Proposed changes: Reduce the cooldown to 15 secs.

      Scholar Sandals (Focused Run): This ability is just chalked full of contradictions one has to simply wonder what the actual purpose of the skill is. So you can run away decently fast and get resist buff, but the more you get hit the shorter it lasts. You also get mana while running, but you can't cast spells while doing so. I just don't even understand why I would want to use this...

      Proposed changes: Scrap everything in the skill, let's start from 0. 60% movespeed for 5s. Increase Resistance (CC AR and MR) by 100-150 for the duration of the skill. You cannot attack during this skill.

      Druid Sandals (Frost Walk): Overall reaction to this skill just seems to be meh, most likely because the movespeed buff and duration is not enough to make it actually good at escaping.

      Proposed changes: Increase movement speed to 40%, duration to 8secs and reduce enemy slow to 40%

      ARMOR PASSIVES:

      Leather (Swiftness): Let go back to the discussion on the hunter chest and assume that your character is only doing auto-attacks. On the chest piece you get a 8% damage bonus over Balanced mind (which also gives you damage to your other skills and additional damage reduction) and you get 4% damage over aggression (which also gives damage to your other skills). Now lets take a look at the builds that actually use attack speed: bows and daggers. On daggers you would lose out on the additional damage from your E (and lets say it's the 1H dagger, more than 50% of your damage come from the E ability during its active duration meaning you actually end up losing out on a bunch of damage. On bows you lose out on damage from Qs and your W if you're using explosive arrows meaning you will also be missing out on a ton of potential damage.

      Proposed changes: 3% attack speed increase on the chest and 1.5% on helm and boots OR 2% increased damage on the Chest and 1% increased damage on the helm and boots (potentially greater numbers here, would need to do a bit more math)

      Leather (Quick Thinker): The numbers on the passives are fine, but they almost always suffer from the CDR soft cap which is at about 15% the 3.5% CDR ends up being only about 1% if you're using an omelette, a difference of literally hundreths of seconds on some skills.

      Proposed changes: Increase the CDR on leather armors or raise the soft cap on CDR in general.

      Cloth (Efficiency): The type of people who could benefit most from this passive are high energy cost bursty builds. Most of those people will opt for aggression to be even more bursty, this passive will in the end save them relatively little energy. Perhaps this be changed when mana is nerfed in Joseph, but probably not.

      Proposed changes: Change it from reduced energy cost to increased mana regen. This will help it be useful even while you're in the back line waiting for cooldowns.




      Thanks for reading please leave any comments or suggestions below. Let me know if there are any other armors that should be added to this list. I'm planning on making a list for underpowered weapons as well (I was going to include them in this post, but just the armors took me a lot of time)

      Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von Endymion () aus folgendem Grund: Easier to read

    • Endymion schrieb:

      Hunter Jacket (Haste): This jacket suffers the most from a lack of attack speed based builds, but has other issues mainly centered around its passive stats. It has a 10% damage increase on the active skill, but that only puts it on par with the passive damage of an Assassin jacket but the active skill only lasts 8 secs while on a 60 second cooldown. Even if we assume that all damage from a build is coming from AAs then 60% attack speed bonus roughly translates to 9% damage bonus over the rotation of the skill meaning that it is still way outclassed by an assassin jacket passive bonus. (100DPS x 60 (duration of CD on hunter jacket) = 6000dmg without and buffs. 100 x 1.1(dmg bonus from hunter jacket) x 1.6 (attack speed bonus) x 8 (duration of spell effect) = 1408dmg done during 8 sec buff. 1408 + (52 x 100) = 6608dmg done during total rotation of haste spell. 6000/6608 =~ .9)

      Proposed changes: The overall best change to this armor would be to simply move the passive stats around: Give hunter armor the passive stats of assassin armor, Assassin the passive of merc, and merc the passive of hunter. However, it may be a little too late to make such a change. Another change would be to reduce the CD to 30 seconds, increase the flat damage bonus to 15% and increase the attack speed bonus or give it a movement speed bonus.
      It's happening. Haste is getting a 30 sec CD.