This stat in most cases means nothing. Only by maxing out your armor stat up to a point does it begin to make a subtle difference.
This is unfair to classe builds that sacrafice speed and recovery. I believe this stat should carry a more effective role other then just a couple points of health.
Armor should be linked directly to the amount of stagger and flinch a Guardian is dealt when recieving damage.
This allows high armor class builds more survivability and edge when on the front lines, while other less armor based builds may have a slightly harder time.
More armor = less stagger/flinch
Less armor = more stagger/flinch
What do you think?
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So does armor state make difference in pvp?
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I actually like that idea better than extra health. I think it should be less stagger/flinch and no increased health from armor. Would make things much more balanced.
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Cool idea
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It makes sense and lovin the idea!!
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I like it as well. Great idea!
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It's a good idea, I like it But I also like the current benefits (like surviving a shoulder charge) It'll have to be a small amount though
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I like this
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Great idea!
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then why every top pvp player s using max armor if its so useless?
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Edited by Fridén: 5/19/2016 2:10:35 PM"This is unfair to classe builds that sacrafice speed and recovery. I believe this stat should carry a more effective role other then just a couple points of health." Wow... just wow.... Armor is extremely important and might as well be the definitive stat in the current Meta. Many weapons in Destiny are specific designed to have their TTK defined by your opponents armor stat. Boolean Gemini is king amoung low armor warlocks and hunters. My personal opinion is that recover and agility should be buffed to make those builds more appealing.
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I'd like to see the subclass stats become big game changers, why does a maxed recovery stat mean nothing? Or armour stat? A couple points of damage here and there? Idk
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The class stats are just another thing that prove bungie is incapable of correctly designing an RPG. The stats make almost no difference anywhere, and for all of year 1 they thought it made sense that titans were the fastest and warlocks were the tankiest.
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But if everyone runs max armor how am I supposed to get kills with trip mines.
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Edited by Benzene21: 5/19/2016 8:09:49 PMNo. More flinch should he added in this game, not the other way around!
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[quote]More armor = less stagger/flinch Less armor = more stagger/flinch[/quote] Honestly, that idea is pretty interesting. I'd be up for it, as long as the difference isn't HUGE, it sounds perfectly fine
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I like where your coming from, the armor recovery and agility stats only work if you max them out, or rather are noticable. Giving a reduction to flinch for armor would be good. But for balances sake adding something like reduction to DoT effects duration for recovery and increased weapon proficiencys for agility (ads time, movement speed reloads etc.) would make the other two stats viable. The issue now however is that clases like hunters that already have high agility and have perks that already increase ads times would stack and they may become too strong. With some tweaks here and there though and the idea is valid.
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So titans can then become the best snipers in the game? I don't think I agree with that change. Hunters are the class of character that pretty much HAS to fight at range due to its low health, even when armor is maxed. Since you sacrifice little health by going 0 Armor, the best stat setup is for armor/recovery IMO. But even if you don't agree with me on that point, a max armor hunter is not really capable of going toe-to-toe with the other classes without some sort of advantage built in (invisibility). The Hunter is just a character better built for range, so why should it stagger more than a titan who is max armor and who is skilled/designed for up-close and personal fighting? Now, what i may agree on is that RECOVERY from stagger (i.e., ability to re-center on target after stagger) should be influenced by the recovery stat. This would give the advantage to the character which was designed/intended to be the long-range character, and it would actually make some logical sense. After all, if your recovery stat is high, shouldn't you be able to recover from a glancing blow more quickly?
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Why, if there were a choice...would anyone then NOT go for more armor?. Less stagger and flinch? Might as well have that be the only choice because that is what any intelligent player would opt for.
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Flinching should not scale with armor, it should scale with the [b]impact[/b] of the gun you are being shot with. Higher impact guns cause more flinch, lower impact cause less.
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Depends of your play style, if you're a ferocious shotgunner jumping and sliding all the time arround the entire map...MAX agility you need. If you like a more pasive pvp from safe ranges, max armor is the way.
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That's where Bungie -blam!-ed up. They made the races too indistinguishable. Hunters should've been speedy, low armor builds. Titans should've been their opposite, slower with more HP. Warlocks somewhere inbetween. But, that would've been consistent with an RPG type game and we all know - consistency has never associated with Bungie/Destiny.
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No, because then snipers would run max armour and dome you even easier whilst soaking up rounds.
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So kinda like dark souls 1/2 poise Not 3 though. Poise does fck all in ds3
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You'd be surprised what full armour can do.
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But then everyone will only use armor because it provides the biggest advantage and no one will care about agility. However recovery is probably the best stat to max out at the moment with firebolts being a thing
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Well, part of the problem is that you already want a high armor. It doesn't give you a lot of health, but a few points can make the difference between life or death in a few situations. Hunters and warlocks already have to put a few points into armor just so that they aren't two shot by guns like The First Curse, or insta-gibbed by tripmines.