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Concerns about Elementalist


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> @"javier.9786" said:

> I think there are a lot of ways to fix the heavy, medium and light armor diference other than armor value diferences.

>

> For example: you can add some game related buff to the armor like 2 stacs of stability for heavy. Vigor, swiftness or might for light, medium armor with a middle point between heavy and light.

> Maybe some number bonus like vitality for heavy and power, condi damage, healing, precision and/or ferocity for light armor, and again, some middle point for medium armor.

> You can think about how it feels diferent when you wear light vs heavy clothes and try to bring that feel to the game throw numbers and buffs

>

> If you gonna make something about this issue, please, make something that make you feel rewarded (not punished like it is right now) about being forced to use a certain armor type.

>

> Other thing you can do is allow every class in the game use every type of armor.

 

Sadly that not the way the game works heavy medium and light armor all act the same way for every thing they just simply have more or less def the same thing could be said for hp amounts. The only real fix would just have them give all the same def and open up skins for all classes.

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