Feedback talk:User/Bold Baby Undies/Armor weight

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Personally, I think you're over think a little. It also seems to be an unnecessary hassle. But maybe that's just me.--Will Greyhawk 15:15, 6 July 2010 (UTC)

Well, adding the feature would allow players to be flexible in terms of speed and armor, as they could sacrifice armor for speed and vice versa.--Bold Baby Undies 23:45, 6 July 2010 (UTC)
Armor weight is already in the game, its classified as Heavy, Medium, or Light, defining your profession's classification. This technically already defines the strength requirement to wield the armor. Also if it slows a person down, how do you explain the warrior's blade skills that make the warrior jump from enemy to enemy, flitting about the battlefield? This would be harshly contradictory to your idea if not changed, which I think it wont be considering it is already well implemented in the game. If you are of a soldier class, then Id assume you already have the strength to wield the armor and know how to move in it effectively. So follows the idea of casters. If the casters are using light armor, they would be faster than the soldier class professions. That is a disadvantage considering that the casters are ranged, whereas the soldier classes are melee oriented. It would force the game into a setup of everyone being ranged just to counteract the speed advantage given to casters, or all the heavy armor wielders just wont use good armor to keep it balanced. If you think the best light armors would weight the same as a heavy armor to keep the balance up, then your contradicting the basic laws of weight. No, keeping everyone moving at the same speed is the only option. Without this basic principle the entire balance of the PvP and even PvE structure of the game falls apart.--Neithan DiniemUser Talk:Neithan Diniem 19:59, 18 July 2010 (UTC)
The idea was that different proffesions would have different strengths, making it so that would generally be the case. However, I'm asking for some versitility here. I'm asking for a situation where a warrior might have several different max armor sets, meaning the biggest bang for their buck (Armor protection to weight ratio). This means a warrior could don a set of armor that could tank a single, challenging oppenent, like a boss, or a yeti, as it was slo, yet was strong, so the warrior could put up a fight for alot longer. Then, he could don his speed armor, which would provide the least protection, but he would be able to go very fast. Finnally, he gets into a zone with mainly mobs of enemys, so he needs to be able to jump from enemy to enemy, while at the same time hold as much armor as possible. This is where he dons his average set of armor. --Bold Baby Undies 16:38, 19 July 2010 (UTC)
The thing is that those are determined through the skills. Longsword skills make the warrior flit from enemy to enemy, where as shields would provide the tank skills. Mace for stuns, greatsword for heavy attacks. Having armor weight wouldn't be necessary,as a person could just use different armors with different attributes that boost those skills. I myself do this already on my warrior, having one armor for melee protection, one for magic protection, one for farming, and another for energy. The speed of my movements would be determined by my skills and cons I use, not by weight of my gear. The idea is realistic sure, but the idea doesnt fit well with this game in my opinion. All the characters of a party should have the same base movement speed, anything more is your skills you use and how you use them. An armor that has weight to determine the movement of the wearer is poor here, as in reality lighter armor means armor that protects less. That would mean that as you get better armor, the protection goes up, and thus it gets heavier. Your idea would logically make the player need to wear lower AR armor to get the speed boost which is minimal when considering the skills in play that do the same thing. With the healing skills, attack and movement speed depending on weapon choice, and parties in general, this idea become invalid for GW2.--Neithan DiniemUser Talk:Neithan Diniem 19:58, 25 July 2010 (UTC)

Just because there are other things in the game that give you the same option, doesn't mean that this idea is invalid. In fact, I would take it so far as to add weapon weight aswell. For example, a player with a greatsword may have the skill rush, but rush would only help deal with the greatsword's weight. However, you are looking at mainly the warrior. Look at the elementalist. The elementalist, could, for example, don a set of heavy robes to go to a PBAoE mode. Using a skill like ride the lighting, they could flit between enemies causing death all around them. Or, they could don a light set for the same job, hoping that they can kill their enemy quickly enough using their armor. I'm not asking for a major difference here. I'm just asking for a small difference that, stacked with other variables, makes the game more customizeable.--Bold Baby Undies 21:35, 25 July 2010 (UTC)

Bold touched base on it, but I'll go farther with it. By my understanding of how everything is working, the armor is put into the 3 classes, heavy, med, and light, but the question that i think our good friend is trying to get at is can the classes themselves have different armor within those catagories? I am a primary warrior in gw1 and have done the same thing as neithan and made my 5 different armors for different things (hammer, sword, strength, farming ect) but would it hurt that if you just want to run on threw an area you have armor that reflected that. for example, the gladiator armor has a rating of 80, but it doesn't cover much (female glad) while the templer covers more of the body but still has the same armor rating. wouldn't it be more logical to make it so that yes the catagories are there, but instead of only being by profession (war has heavy, ele has light and necro have med) we have it within the classes. and with the weapon... sorry going diablo and fable, more you use said weapon (sword) you get stronger with it. My thoughtsOcren
I like the idea, and have played games where weight did make a difference. The idea of a slow, heavily armored warrior tanking a group of baddies, makes much more sense than that same heavily armored warrior flitting about as though they were thin, agile, lightly clothed assassins. (A fact that has always annoyed me in GW1!)--Warzog Watch your six! 02:46, 28 January 2011 (UTC)