Suggestion: Natural Armor Resistance

Suggestion: Natural Armor Resistance

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Posted by: akuzum.5263

akuzum.5263

I’m playing gw2 since it’s published. Just had a break for a while there were no exciting content. So I’m back since this September.
My thoughts on HoT are almost incredible. Developpers are shocked me in a good way. Very nice content. Not really easy like almost all other games are now. But it’s doable with coordinated players. I believe the MMORPG closed a little bit more to its meaning. METAs are awesome. I’m just disappointed Tangled Depths META got nerfed too much. Yes It was too hard but now it’s too easy to do ^^.
Anyways, here is what came up in my mind recently as the topic.
Why do the armors not have natural resistance for fire, ice, lightning, poison etc…?
i.e. Light armors should have higher fire resistance (ice, poison w/e) and vise versa.

ps: I had looked for it but couldn’t find, if it is already discussed.

Edit:grammar

Suggestion: Natural Armor Resistance

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Posted by: Agemnon.4608

Agemnon.4608

Balancing is a nightmare as it is.

Suggestion: Natural Armor Resistance

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Posted by: FrostSpectre.4198

FrostSpectre.4198

And that ANet scrapped all other damage types long time ago, exceptions being Direct Damage and Condition Damage.

Well, some type of elemental damage does exist, but it’s primarily kill animations (fire skill/weapon causes enemies killed with it to be set on fire and they scream in agony until they fall to the ground and remain motionless, every other element with their own)

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

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Posted by: Khisanth.2948

Khisanth.2948

Meh …

GW1 had that and at first I would pay attention but eventually I just stopped caring.

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Posted by: Andraus.3874

Andraus.3874

Anet won’t do it. It would just be more work for things like raids to have multiple armor sets for each boss based on element. That and slaying potions are not too far from your suggestion. They nerfed those to some extent as they are not applicable in all of PvE such as raids. It was annoying to carry all those potions around. This would be worse because you would carry so many armor sets around. Inventory would be a huge problem. Not to mention crafting more ascended armor and how pricy that would be. Yes you could say it is optional but it would have the potential to move into the Mets and end up like the current exotic vs ascended debacle.

Suggestion: Natural Armor Resistance

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Posted by: akuzum.5263

akuzum.5263

Maybe I wasn’t clear enough. I’m not suggesting new armor sets, I wonder why do the existing armors not have resistance.
It’s obvious that linen armor has more resistance than metal armors, so light armor guys can change their disadvantage into some kind of ranged advantages and again vise versa. A huge pyhsical defense heavy armors should have less resistance on those kind of damages like poison, fire etc.

Suggestion: Natural Armor Resistance

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Posted by: Astra Lux.2846

Astra Lux.2846

The gear and combat system in Guild Wars 2 is way too streamlined and simplified for that to work without redoing a lot of content. Guild Wars had armour v. just about everything along with profession-specific ratings (rangers having much more resistance against elemental damage, for example), with enemies having resistances or immunities and weaknesses to certain elements, skills that triggered with specific elemental damage, etc.
With weapon skills being standardised and the game revolving around physical and condition damages, I think the work involved would probably ruin the game or change it far too drastically. I mean stuff like the elementalist would be interesting, if not imbalanced, but I can’t see it working without overhauling it to the point where it isn’t GW2.