As the title suggests, I analyze the issue with armor in the game. The fact that players exclusively opt for heavy armor—because it offers significantly higher protection—creates a heavy armor meta. I propose solutions to address this issue and, in turn, improve crafting, or the current lack thereof, in the game.
I also weigh in on the “nerf mentality” and suggest some necessary tweaks for “enchanting.”
Game was sold to us as souls like combat. Once you figure out the runes and focus/health Regen on damage dealt it is not-it becomes single button spam. Don’t need to dodge, don’t need to parry, don’t need to use potions, don’t need to use food. Don’t need to use stamina. THE ENTIRE COMBAT SYSTEM gets thrown out the window.
And you don’t think that needs to be addressed? Your videos prove it is a problem.
I agree with the base sentiment that a lot of player simply want to nerf stuff to ‘‘fix’’ things.
However, certain elements should be nerfed or removed even in my opinion. Mainly focus gain on rune usage.
I’d much rather see some sort of overhaul of the rune system where we have cooldowns on runes. A lot of people will disagree with me on this. But, how many videos are there where people are spamming 1 rune rather than using all 4 rune slots. I’d much rather use different runes for different circumstances, than default to 1 rune over and over. It messes with the core loop of the gameplay too much, rune spam that is.
Fixing the Armor Issue
Here is my analysis, it includes a poll and results:
Summarized:
Too much incentive to Plate > Mesh > Leather > Cloth
Too little incentive to Cloth > Leather > Mesh > Plate ← Solution
I would add this incentive before implementing armor type unique incentives.
Crafting
I want more crafting and not play the Blacksmith Lottery/Gacha, so I agree with you.
Talking about Enchanting Fixes
Enchanting is has too much Randomization and too little Customization.
I agree with you on the differences between rare and cursed gear being weird and curses in general being odd.