#Add T4 and T5 medium helmet based on Raider Helmet

60 messages · Page 1 of 1 (latest)

shy gulch
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Tier 4 with 12 Armor and T5 with 14 armor, with tiny block and crit/cooldown bonuses would be highly appreciated.

If I want to make a Shield build with a block as my main defensive tool, while using medium armor, Barbute gives me no important stats aside from armor.

On the another hand if I want any of the revalant stats, then I have to give up 11 armor for Blademaster's Bonnet or Berserker Bear Cowl.

Currently, the best middle-ground helmet for my build is a Tier 3 medium Raider Helmet.

We have armor with Block and CD; There is Border Guard Brigandine, where is Border Guard Helmet?

shadow ivy
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That's the intended balance of different classes of armor. Light armor gives additional defensive/offensive attributes to compensate lack of defence; medium and heavy helmets normally give only protection-adjacent attributes. So, additional medium or heavy armor giving secondary attributes isn't planned. If you want to maximise relevant stats, you need to use light armor.

Besides, not all items meant to come as sets. Border Guards simply wear normal helmets.

shy gulch
# shadow ivy That's the intended balance of different classes of armor. Light armor gives add...

I never said anything about maximizing relevant stats. I would simply like some middle ground, or something with decent protection that doesn't punish my energy, or gives something else from the other two options.
Isn't that exactly what "medium" implies?

Currently, medium helmets are so niche that they barely serve any purpose, especially since now we have removable visors.
There's only two in T5; Barbute, and Captain's Barbute with a bit of extra protection and Fortitude.

Indeed, if I wanted to maximise stats, then Light, and if I wanted to maximize protection, then Heavy.
But what if I want something in between, or with entirely different stats set?

How about a:

  • Padded Skull Cap? (A Kettle helmet without the metal brim, and a leather earflaps/ curtain) — 14 Armor, 22% Physical Res, 15% Bleed Res, 18% Control Res, 10% Cold Res, 10% Fatigue Res.
  • Trollhide Cowl? — 12 Armor, 30% Physical Res, 8% Crushing Res, 8% Nature Res, 8% Control Res, 13% Fortitude, +5% Energy Replenishment.
  • Horned Casque ? (With animal horns) — 15 Armor, 20% Physical Res, 22% Bleed Res, 25% Control Res, +4 Block, +3% Block Chance.
  • Gulon Fur Cap — 11 Armor, 12% Physical Res, 28% Bleed Res, 13% Magic Res, 8% Rending Res, -5% Cooldowns Duration.

The stats between the helmets don't need to be the same as on Light, but they also don't need to be just defensive like on Heavy - for less penalty and less defensive stats you can give tiny buffs to other stats that could fit hybrid characters. 😉

deft girder
ashen pier
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And heavy helmets with raised visors are not only more expensive but also have less prot

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Compared to the medium helpet that they are equal to

shy gulch
ashen pier
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And i think its better to limit weird stats to either special equipment like the fjal heavy armor or to uniques

shy gulch
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Honestly I'd trade no energy punishment one for a tiny bit less protection, but that doesn't exist either

deft girder
shy gulch
deft girder
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well, thats the choices you are supposed to make

shy gulch
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If it had 13-14 Armor, and 5% Fatigue Resistance or even Fortitude instead of Dodge, then it would be worth consideration

deft girder
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you do know that negative dodge increases your chance to get hit right?

shy gulch
deft girder
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lol, its far from 'the best t5 medium' and its also faction/race specific, which are all having unique stats not found anywhere else

shy gulch
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It is the best helmet for my lvl 30 hybrid character

deft girder
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if you say so

shy gulch
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I'm playing Crossbow + Parrying Dagger + Heavy Shield, Str and Perception. Block and Crit.
This helmet has better defensive stats than Bear Cowl and more relevant stats than Barbute.

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I could go Blademaster's but then I'm forsaking any head protection vs occasional hits that slip through my block.

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It's kind of silly, but this helmet gives me the best results.

shy gulch
# deft girder lol, its far from 'the best t5 medium' and its also faction/race specific, which...

Anyway, as suggested before, there can be simply more of the exotic helmets:

  • Padded Skull Cap? (A Kettle helmet without the metal brim, and a leather earflaps/ curtain) — 14 Armor, 22% Physical Res, 15% Bleed Res, 18% Control Res, 10% Cold Res, 10% Fatigue Res.
  • Trollhide Cowl? — 12 Armor, 30% Physical Res, 8% Crushing Res, 8% Nature Res, 8% Control Res, 13% Fortitude, +5% Energy Replenishment.
  • Horned Casque ? (With animal horns) — 15 Armor, 20% Physical Res, 22% Bleed Res, 25% Control Res, +4 Block, +3% Block Chance.
  • Gulon Fur Cap — 11 Armor, 12% Physical Res, 28% Bleed Res, 13% Magic Res, 8% Rending Res, -5% Cooldowns Duration.
    It's not as if someone is prohibiting the devs from adding more variety to the game. 😉
deft girder
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they are adding items literally every update

shy gulch
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yes, and i'm tring to suggest what should be added 😉

deft girder
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the thing is you want to eat the cake and have the cake with your proposals

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which is contradictory to design choice they made

shy gulch
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I don't think these above are in any way, shape or form OP

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simply different, to fit more but two-three playstyles

marble pumice
# deft girder the thing is you want to eat the cake and have the cake with your proposals

while I think he's maybe asking a bit much, he isn't wrong about medium armour choices
both light and heavy armour get quite a few different pieces for each slot where as medium has very little choice, especially in terms of helmets
I also don't think the categories need to be so strict personally - there are already a LOT of variations for light and heavy helmets, why can't there be a little more choice for medium?

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(just for the sake of completeness I think the changes to medium armours and new armours are a good move forward)

deft girder
# marble pumice while I think he's maybe asking a bit much, he isn't wrong about medium armour c...

i've never said we don't need more variants tho, Im only saying that his examples are medium armors with medium benefits AND light benefits, with no medium downsides. There is no denying that currently medium has the least choice from all the armor types. But his propositions are against design choices, fitting more for unique items than just your standard shop choices. Which you can see in all of his 12938148 suggestions he made.

There was a time where medium had the most variety. And look where we are now. They are 'filling the gaps' with every single patch and they will continue to do so.

marble pumice
shy gulch
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If anything medium should have the most varied mixtures of stats as well as gaps and drawbacks.

It should lack in same departments of both like usual control, or dodge, or have energy penalty, while ALSO having lesser but more varied stat benefits, like Fatigue Resistance, Block, Magic/Nature/Cold resistance, Fortitude, Better Crushing Res but weaker Piercing and Rending, CD duration, Less Physical and Armor but not as little to go into single digit of Light.

Now it's just plain and should be called "bit less heavy" rather than medium, or "heavy lite" version.

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The variety is bad. Especially with helmets and boots.
I feel like Chest is the only thing with some variety because it directly influences Armored Combat.
But what of the Leg Sweep or Mighty Kick?
What of the hybrid characters that don't just mid-max into one defensive tool?

ashen pier
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I would like more variety, specially for heavy armor in gloves and boots but im sure more equipment is planned

shy gulch
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Variety is the key

shy gulch
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medium has been in extremely weird place for the past few major updates and it's simply unfun to play it

ashen pier
shy gulch
shy gulch
shadow ivy
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Adding stat buffs to Medium will make it easily the best choice as it'll offer a reasonable mix of both defensive and offensive stats with mitigable penalties

shy gulch
# shadow ivy Adding stat buffs to Medium will make it easily the best choice as it'll offer a...

Yes and no.
I'd argue it should be the optimal option for some builds. Otherwise there are useless.

Even at the risk of getting severely hurt, when looking at the current Light and Medium options, people will always risk it and go for stats from Blademaster's unless they are truly min-maxing Armor.

To be honest, it's a problem, because this is silly; my character looks silly, and even if I have my dodge in negatives, like -16% Dodge Chance, the light helmets the block and counter from Blademaster's still compels me to pick it, even if I'm wearing medium Chest 9/10 times, the last 10% being Bear Cowl for it's bleed res.

There are buffs that neither Heavy or Light has:

  • Magic and Piercing resistances, so you could use it for ranged and magic characters, that would rather prefer to buff their defensive stats against ranged opponents, rather than physical defence.
  • Fatigue Resistance in case of Spell and Skill-heavy character builds that don't want to go Willpower and would rather pick Vitality and Perception.
  • Cold, Unholy or Nature Resistance, in case of characters that buff their physical resistance enough to not be bothered by regular attacks but it gets bypassed by other forms of damage. I'm talking about defensive tools such as Stone Armor, which is one of the enablers for Combat Mage archetype.
  • Bleed Resistance for the multi-hit enemies with bleed chance are the Medium Armor's bane, and aside from Ring and Belt Enchants there's little protection you can find.
  • I also sometimes don't need Control and/or movement Res on my helmets but I still need the protection and those stats are a waste. It's the main reason why I never go medium, and when I do, I get disappointed by it. I'd like some variety, where those can be lowered and I get a tiny bonus to something else from the above list.
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I'd say medium is a perfect spot for the unusual/niche stat buffs, that's what different furs, carapaces, and leathers do provide in real life as well 😉

ashen pier
# shy gulch Yes and no. I'd argue it should be the optimal option for *some* builds. Otherw...

1: the high prot already helps against magical damages with heavy armor users
2: Heavy armor is not suposed to be easy to weild so giving some armor fatigue resistance feels weird imo
3: There are no cold damage sources so its not needed yet, unholy and nature work the same as magic damage
4: Bleed and other debuffs are much more diminished in dodge builds since fumbles are unable to proc debuffs
5: Control and move res are extremely important since both protect from some of the strongest side effects of the game optimistic

shy gulch
# ashen pier 1: the high prot already helps against magical damages with heavy armor users 2:...

1: the high prot already helps against magical damages with heavy armor users
Protection is 50% less effective vs nature and magic. There are ranged, or cc builds where 12+ armor and 20% Physical Resistance is sufficient, but all my defenses get bypassed by spells and nature damage.

2: Heavy armor is not suposed to be easy to weild so giving some armor fatigue resistance feels weird imo
But I'm talking medium here. Fur, Thick Leather, Carapace, Wood, Tollhide, Bone, Thin plate or rivets with padding. Stuff that isn't too heavy and is comfortable.

3: There are no cold damage sources so its not needed yet, unholy and nature work the same as magic damage
Wraiths.
Especially spellcaster type.

4: Bleed and other debuffs are much more diminished in dodge builds since fumbles are unable to proc debuffs
You don't go Dodge in medium, at least not always.
It doesn't even always buff it: Medium Brigandines don't give any Dodge buffs, and Captain Cuirras even has dodge penalty.

5: Control and move res are extremely important since both protect from some of the strongest side effects of the game
Yes, and I sometimes don't need them, like on my ranged builds, or ones with Not This Time, or I'm pretty much immune to them either way on my Berserker with 30 vitality. optimistic

ashen pier
# shy gulch > 1: the high prot already helps against magical damages with heavy armor users ...

1: actually is 33% less effective, it was changed recently alongside buffs in prot for heavy armor
2: I dont think it would be as fitting but maybe as an enchant/unique
3: optimistic forgot about them, still adding only cold protection for a couple of enemies is kinda weird
4: You still have defensive options, like staggering for example
5: piggy but debuffing them for higher protection would be dumb, its still a useful stat

shy gulch
# ashen pier 1: actually is 33% less effective, it was changed recently alongside buffs in pr...

1: that is a pleasant change then, I did in fact notice it to be a problem long time ago. Was the main reason I never went heavy armor - necromancers with a small army of mobs and T4-5 briggands with rooms of 2 kiting mages were a problem for CC/tank builds.

2: I don't mind it being dwarven/nistrian/elven gear, but unique wouldn't work. As long as it exists and I can get it if I'm patient. Sometimes my build isn't a mage, but it suffers from fatigue, and I really would rather give up on some helmet protection rather than boots, especially if I have Leg Sweep and Mighty Kick.

3: Not as weird if they're the only ones who wreck you late game. 😉
Hell, I wouldn't mind having it in my Caravan Stash and swapping just for the Crypt. Frost stacks ridiculously fast if you stumble upon Wraith Templars or 1-2 casters with a small army of undead.

4: Sure, on CC builds, Maces, 2H Sword, some Athlethics but this requires heavy investment. What if I'm using a 2H Axe and my main defensive tool is to kill them fast enough? Gulon aside, there are now more enemies with high bleed chance or multi-hit skills on top, such as Double Lunge, or Flurry, or whatever the Impaler uses since it feels like it's a guaranteed bleed.

5: Not dumb if it works. 😉 And not always useful, as I already gave examples, why would you say that?

ashen pier
# shy gulch 1: that is a pleasant change then, I did in fact notice it to be a problem long ...

1 it also applies to block power with shields btw
2 Why you think it woudlnt work as uniques?
3 Honestly i just bring consumables to deal with them
4 Actually any build could get stagger with elg sweep, or use flexible defense, since 2h axe has poor defenses its a good idea to have flexible defense as a defensive tool
5 Like i said, i see no reason on debuffing certain stats because they dont work as well on every single build

shy gulch
ashen pier
shy gulch
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3 As for fatigue, foods are technically possible, but limiting, especially in the T1-T3, where it's the most annoying, there's but a few recipies, and the fancy ones replenish 2-4% at most.
You could bring like 4 dishes, but that requires a lot of time to gather the ingredients, or purchase, which would cut deep into the profit margin from a contracts.
The only reliable and consistent gear are Boots, or Lei'fs Endurance Training (which you will most likely not go for in all cases either once we start getting alternative caravan members)

shy gulch
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having more options is never bad

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I have hundreds of hours under my belt in this game, I've done the most straightforward builds, now I would like to mix and match and medium gear is lacking in variety and is a perfect spot for unusual combinations

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I'm honestly fed up with Light Armor being the most optimal pick in 80-90% of builds

ashen pier
ashen pier