As someone with not much time in the I feel its a bit weird to start the game and find cloth or mesh armor around and be encumbered. Its strange that with no levels into carry weight I am still almost encumbered with this little amount of gear on. Not sure if its just me or what, ALSO this is not swaying me from playing the game I still am having a lot of fun.
Thanx Joots,
I too find it not just a bit weird, but downright non sensible to give us weight/movement class yet design it so you can’t stay easily in the Light/Fast section wearing all cloth armor and equipping a shield for instance. When I tried my two light/fast builds, I spent the early levels only wearing three pcs of armor, to get the weight down. That’s just not right.
You still dont want to use feather ring?
If feather ring has no purpose then they should probably remove it or change the effect so the character always is in fast/light weight class while wearing the ring?
Thanx askan,
I do use any and all feather rings found, especially on a light/fast build. There are also charms and gems to reduce weight. Not really the point though. As a light/fast build, you’re the most vulnerable to damage, so it would be better if we could use our ring/charm/gem slots for more important stuff than HAVING to use them just to stay in a weight class.
A character wearing cloth armor and equipping a bow, should be the lightest character in the game without buffs to reduce weight. This would help with an archer build, as their bows are less than impressive in general.
We are here to offer the Devs suggestions to improve their already fantastic game. We’ll see come the autumn, what the new Class system brings.
That is Correct for a full Cloth build yes.
The pro’s of using fast/light weight class is its high mobility, as you will have an easier time evading enemies attacks.
While it is the opposite for a heavy Plate user not “as” vulnerable to damage but you will have a harder time managing your stamina because of low stamina regen and low mobility so you are more prone to take damage or get hit.
Whether you take damage or not is “most of the time” dependent on the player’s mechanical skill?
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Yes i know and i hope you will keep offering more suggestions that can improve the game!
Remember to Vote on those suggestions you want the devs to see or that you want to increase the possibility of getting an answer for whether the suggestion is possible or not in the near future and in their current vision of the game.
Yes askan, your movement abilities are presumably why you’ve chosen a light build, and as you point out, stamina management is a key component.
That’s why it’s so frustrating to HAVE to use ring/charm/gem slots for weight reduction, especially if you want to equip anything other than a wand or knife as your weapon. Also, some of the cloth armor variants carry extra weight, so you lose out on elemental protections too, to stay light. That’s significant in a game where enemies use pretty strong elemental attacks a lot.
So, while you’re more vulnerable (when hit) to damage, you’re also pretty much forced into choosing close quarter, fast but light damage weapons too. This means that overall, it’s very important to use your ring/charm/gem slots to help with stamina, focus, health and damage reduction buffs etc.
It comes down to balance I guess, and I think it would be better if they gave us a bit more allowance before moving into the normal weight area, especially when you consider the extra weight of cloth + elemental protection armor.
Of course, we can spend points in equip load to help, but again, as they give a limited pool of points in a max level 30 game, and feature many weapons that require 36 points in prime, with quite high points in subsidiary attributes too, let alone spending points in health, stamina and focus, it feels unfair to HAVE to spend points simply to stay in a weight class.
