Clearly you fail at reading because I was using that as a comparison.
Then it's a poor comparison. Are you trying to make yourself look worse?
Irrelevent.
>significantly nerfing newer players
>>doesn't see a problem with that
Ancient darkness for damage for starters, unless you want to bridge linked on a heavy armor oh wait, you need basic for that.
Ancient is 6-12, conceptual is 16, and darkness goes on heavy armours too.
Because crash shot and hybridding with melee. Unless you're telling me that mag spam is superior in every single circumstance.
Some people like being hipster:
EDIT:
Clearly you fail at reading because I was using that as a comparison.
So, you want all buffs and no nerfs, buff for 2 accessories which means no use for light armor at all. NONE. DO YOU NOT REALIZE THAT LIGHT ARMOR IS THE MOST NEGLECTED THING ON THIS PLANET?
Conceptual is a roll too, RARE AS FUCK. AND I MEAN RARE AS FUCK.
And if you used maiz title.
Your arguments promote hybrid, but don't promote game balance whatsoever.
Balance is stupid easy to get, 50% balance will be a cake for newbies, 80% for endgame.
All the posts till now
Chill, this is as already has been pointed out a[UB] TEST FIRST PATCH[/UB]. I just read through the topic, and you have consistently been nagging about something that may not even appear in this form at all. Even if it does, so far it seems mostly balanced.
And as has been pointed out, the only ones affected by dex are heavy armor users it seems. If you like the prot, keep using it. So who cares if your damage gets lower? If you dislike the loss, invest in light armor. Logically, it makes sense that there is a difference between light and heavy aside from one accessory.
Maybe this update will even out the playing field a bit, especially for alchemy and magic. [UB]THAT'S THE POINT FOR REBALANCING.[/UB] Geez.
Light armor and heavy armor's prior balance was the accessory issue, now that no longer remains an issue, it will be about forced dex issue.
Balance has been restored, pun intended.
Sure, why not. Since you're already being so biased anyway, I don't really care.
I'm as biased as you on this subject. That's why there's an argument. Wanna tell us how DevCat should balance out Clothing, Light Armor and Heavy Armor without making one useless?
Give clothing better enchants, light armour set effects, and make heavy armour not so randomly biased against one play-style. Done.
I'm sure DevCat is defining roles for different equipment before making specific enchant effects.
Example:
Clothing: Magic, Shooter.
Light Armor: Ranged, Fighter, Puppeteer.
Heavy Armor: Melee.
Except heavy armour doesn't penalize magic or guns at all. If it was an all or nothing (So it penalized everything except melee, or it didn't penalize and some kind of alternative was in place) then it'd be better.
Give set effects to light armour while you're at it too.
Most mage will not wear heavy armors due to the superior set effects and enchants from clothings.