Armor is the end all / be all statistic, and any career can stack armor through talisman slots and armor potions.
Why this is an issue
The capability to implement extreme armor for all careers causes the following additional problems:
- Reduces the value of physical damage across the board
- Inflates the value of armor pots, tactics and talismans (more armor to ignore armor debuff)
- Creates a need for maximum armor debuff in pre-made groups thereby elevating certain careers over others
- Muddles the role arch types (everyone can tank damage)
“Armor Arch type” solution:
Institute a hard armor percentage cap by armor type:
- Heavy – 75%
- Medium – 50%
- Light – 25%
Change all armor debuffs to be percentage based, and equalize them:
- Morale debuff – 20%
- Mastery debuff – 15%
- Career debuff – 10%
Institute a resistance percentage cap by armor type:
- Heavy – 25%
- Medium – 50%
- Light – 75%
Change all resistance debuffs to be percentage based, and equalize them:
- Morale debuff – 20%
- Mastery debuff – 15%
- Career debuff – 10%
The final benefit of having hard values that you cannot "overcap" is this will lead to less power inflation due to new armor (more armor just allows you to prioritize other stats over armor tali's and potions), and provides a smaller power gap for the newly 40 versus the seasoned vet.
Closing
Extreme physical resistance is only a problem when every class can obtain it. The flip side of that coin is that along with everyone being able to be physically resistant, they can also become magically resistant which also creates natural challenges for magic RDPS, and also potentially led to the inflation of their class mechanics. A natural solution is to lock real armor hard caps by armor arch type, while also creating a vulnerability.
Example of caps implemented:
- Chosen – 75% armor & 25% resists
- Archmage – 25% armor & 75% resists
- Witch Hunter – 25% armor & 75% resists
- Disciple of Khaine – 50% armor & 50% resists
Example of reworked armor debuffs:
- Marauder – Cutting Claw 15%
- White Lion – Forced Opportunity 15%
- Iron Breaker – Stone Breaker at 100 grudge – 10%
- Black Guard – Horrific Wound at 100 hate – 10%
Thank you for your time and consideration.