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I have not really found the slowdown from the armor to be too big in the game. When I'm playing the tank, my main damage reduction is the shield, armor mostly helps when fighting really big enemies like trolls, and swarms. I stow my weapons when out of combat, and when I try to run away, basically wanting to leave combat entirely, at which point I sprint. For regular pauses the walking is good enough, if you time it to make enemies swing at empty air.
That being said, a skill that reduces the penalties might be interesting, but you need to be careful with how much the bonus is, because at some point it will make the difference negligible compared to light armor. Considering that the player usually doesn't change their armor often, it will level up naturally, even faster than Sprinting.
That is interesting that you have had a different experience. For some context, the thing that spurred on my writing this post, was that I am trying to play the main tank for a group in a very difficult world. This means that enemies go 20% faster. To give a little perspective, when your run skill is at 100 you sprint (but not walk) 25% faster. Thus, while I am walking at 100%-35%= 65% run speed is rather slow when compared to the enemies 120% run speed (that's a speed of 1.84 greater). I do not know what number these (de)buffs are modifying, but if we assume there is a mob that goes the exact speed as the PC, than they would be going about twice the speed. On normal difficulty it would be 65% vs 100%.
The game is already very generous when it allows to bring with an heavy armour set in our backpack without any hinderance, and equip it in seconds just before a fight.
I don't think that the armour paradigm popularized by some other games, where heavy armoured tanks can move as fast as other characters, and are only penalized by the skills they are forbidden to learn and use, is appealing. Between D&D and Rolemaster, I'd rather play the later.
Your slowness does NOT result from the heavy armor but mostly from the shield. Tower shields slow you by 20%, that's more than half of your speed reduction.
So your suggestion would not solve your problem at all. If you reduce the movement penaltiy of heavy armor from 10% to 5% you would still be 30% slower.
You should try a different shield instead. Even for tanking. Don't rely on the block armor alone. Keep in mind that you have a parry bonus, that is multiplied with your block armor whenever you parry.
Imagine a different apporach to tanking:
Tower shield means: You block an knock back the mobs. That's all. You might even save the mobs from your group's attack if you have unlucky timing.
Round shield means: You can still block, but parrying becomes an option. Parrying with a round shield even surpasses the block armor of the tower shield. And it has a second advantage: You stagger the mob, so all of the group has a timeframe to do double damage.
For the buckler, this moves more towards parrying and away from just blocking.
And you can move faster with anything lighter than a tower shield.
So if movement speed is your concern, you should consider using other shields.
I would also like to mention, although I only recently saw this on the wiki that the slow from armor is increased by 50% when sprinting. Meaning to say that players are slowed by 35% while walking, their sprint is slowed by about 50%.
I do like the idea of using the parry as it is a lot stronger. For purposes of tanking the parry is definitely superior (especially when combined with the bubble staff), and provides greater utility of doubling damage for the rest of your group. I do feel like this leaves the tower shield with practically no utility. When it comes to enemies, the ones I would actually want to knockback dont seem to be able to be knocked back (ie troll) and it is much easier/safer to just use the harpoon (no possibility of getting hit/staggered) if you are trying to push/pull the enemy into spikes/traps.
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With regards to your advice. Thanks!!! That is very kind of you. Unfortunately, I am not very good at parrying (in any game, I usually play RTS D&D, like baldurs gate 2)
@Nerd, I agree, I feel like the slow is a little too much (being contributed to mostly by the tower shield.
This is an interesting thought. Although I have not tried it, based on my experience I feel like this would, still be difficult/less viable against multiple targets. In addition, I feel like this still leaves the tower shield/heavy armor with little to no function.
This being said, I will give this a shot. Thanks for the advice!
Parrying is the best thing ever. You block all the damage, stun the opponent and get double damage for a few seconds which is very satisfying to utilize and on top of that you are barely being slowed down by a buckler.
Regarding towershields: I do agree that the slowdown from towershield could be slightly reduced. It`s quite excessive.
I'd like to add that using the dodge roll to evade an attack has the same timeframe as parrying. So if that works for you, you should give parrying a shot.
On a multiplayer server we even did parry training (activate PvP for that), which helped a lot.
Greydwarves are good for training, too. Especially the brutes.
If you are new to parrying I would suggest you use a banded shield as soon as you have access to iron. Round shields are a good in-between solution, because they still work quite good for "just blocking". So if you should block early, the block will be more effective than with a buckler.
Regarding the tower shields:
I think it's okay to go "turtle mode" with them, but a bit more block armor on them would be great. Right now I would rather go with round shields because their block armor is not much less, they don't slow you down that much and you can still parry.
But there is still a way to go faster with a tower shield: Just sheathe your weapons before you run away. The move speed penalty only applies when your weapons are drawn.
Thanks for the info. Thanks really helpful! I just assumed it was more like elden ring
Also, I do sheath my weapons practically all the time. It is still rather frustrating (not having to do that would be a quality of life change)