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Screw heavy armor now lol.
It can be still be worthwhile to use, if you level up your Stamina first, but with 2 Stamina cost I think they need to increase the base armor value to at least 30.
They won't do much but they won't die immediately in the beginning.
Though that exhaustion kinda sucks.
If Heavy Armor was like 80 instead that would be cool.
I understand that there isn't time to switch armor between every battle, but if you have time to find more Blackfoots in the tavern, couldn't you maybe trade armor then?
The number of unviable recruits is making it much harder to get to 6 heroes. For some with talents and passives that really synergize, I will carry their deadweight for a few battles. But I find I am passing on recruits pretty often, despite enjoying a big party.
Hidden Plates starts you off with 40, and gives you 40 everytime you have no armor left. And with no downside (well, it does have a downside now).
Light armor now is actually really decent. Combine a leather wearer with Bastion and they will be beastly. I won't even go passed Medium armor now, since Superior Med. starts the stamina debuff, and it just gets worse the higher you go.
Unless they buff heavy armor to give a HUGE amount of starting armor, or add some other type of effect that could reduce damage, give bolster or something, heavy won't be worth using for any build. Especially now that we seem to run into more unique armors early on like Steadfast.
I agree on Medium armor being worse than Superior Light (the one that gives you +1 Stamina and 10 armor), because 14 armor is not that great.
I will consider using heavy armor, but not until I have 2 or 3 Stamina left to use after wearing it (which depends a lot on what weapons and cards I have) and not if I will have better options on the table.
But yes, with these changes some balancing to Medium and Heavy armors is needed.
With Light armour being buffed, I fail to see why Medium isn't the 'base' armour ...just straight armour, no benefit or negative. Heavy could perhaps sit at a -1 stamina malus. The base armours are just that, base; they're meant to be upgraded asap.
Otherwise, superior heavy needs a boost to make it even a consideration,perhaps add retaliation to it. Or at the very least make it so stamina debuff expires at the end of the round, rather than the start, so there's at least some interaction with things like Cornered.
Light (+1 Stamina) (15 armor)
Medium (Stamina is unchanged) (25 armor)
Heavy (-1 Stamina) (50 armor)
Hidden Plates (0 armor) (Always has 1 stack of brace)
Survivalist (0 armor) (Gain 3 armor and 3 vitality every start of your turn)
Soldier (15 armor) (Any damage above 50 is converted into armor, death comes first however)
Rogue (10 armor) (+1 Stamina every time the wearer uses a weapon card or is moved)
Templar (30 armor) (Gain +1 will when a enemy dies)
Journeyman (0 armor) (Gain 3 armor for every card played on your turn)
Talbard (20 armor) (Allies in rank gain 5 armor every time the wearer hits someone)
Gambeson (10 armor) (When being hit with a multi attack, the hits after the first only do 1 damage)
If you only have 1-2 heroes, then light armor / medium armor tiers are good.
If you have 3+ heroes, heavy armor starts to look really, really attractive.
If you have characters who cancel out +Winded or take advantage of it, Heavy Armor is more attractive.
There's some benefits to playing with different armor types. If you want to use Heavy Armor, try a composition that has more than 2 heroes and you'll notice that having the stamina spread across your heroes helps a lot.
I found 4 heroes was a good number for a team composition that leaned into heavy armor a lot (one hero with Bastion, 3 others sitting in the rear).
And it's even more frustrating when you go pick up a new recruit and he's got heavy armor on, and he can't even do anything until you change his armor/level him up.