Riamus
Well-known member
Ahh. Yeah, they seem to be found in any loot that can contain clothing or armor in past versions.Fully aware of the RNG aspect, as I was just completely unaware they even had a chance of spawning in loot bags.![]()
Ahh. Yeah, they seem to be found in any loot that can contain clothing or armor in past versions.Fully aware of the RNG aspect, as I was just completely unaware they even had a chance of spawning in loot bags.![]()
Honestly though putting a significant number of points and resources into heavy armor, I'd be disappointed if I wasn't tanky.Point exactly
This.Honestly though putting a significant number of points and resources into heavy armor, I'd be disappointed if I wasn't tanky.
Agreed It needs a movement speed penalty even with the book..the book helps with some armors but really heavy armor needs to make you slowerThis.
Heavy armor should be heavy. Instead of nerfing the safety, nerf the other stats. Make the movement penalty much heavier: such as, no running. Leave it as it is and make the penalties for using it weigh against the benefits of taking little or no damage.
What's the point of teching up, perking up, and saving scads of resources to make armor that just never quite does it?
Just my opinion.
As it is, with the heavy armor nerf, ALL the other armors will now need nerfing.
Ugh.
Maybe along with your buffs you get a few debuffs.Armor plating was removed from heavy armor.
Instead, why not make penalties for having a plating piece attached to already "heavy" armor? Movement penalty. Increase in Food and Water consumption. Stamina drain. - all of these offset (somewhat) by perks and books.
At the top end, Level 6 Heavy Armor with Armor Plating, the previous invulnerability with no running, increased Stamina, Food and Water usage. What is WRONG with that?
We're on a path of never-ending nerfs now and nerfage never ends well. Granted the invulnerability wasn't intended, but there are other choices in attempting to "balance." The nerfing game is going to Rekt the balance all down the line.
Quite agree with this, if 5th armor slot not possible before weather content expansion update, can we have those old clothes turn into armor mod cosmetic at the very least? for example, the Nerd armor chest piece right now, why not have a specific slot for cosmetic only that changes the short pants into long jeans or something? no offense to whoever designed the Nerd set, it's just.. well I'm sure most of us here loved the mix armor set from the previous alpha, so having an option to wear something else instead short pants that coming with chest pieces would be nice.Hi devs, would you consider bringing back visual mods for armor? maybe old mods and clothing like the cap, hat, puffer, etc as cosmetic mods now. Have two ideas
- A21 cosmetic mods without stats, to compete on the paint slot of armor pieces or a second slot, one for paint and one for the appearance model
- A21 mods with heat and cold resistance, dedicated slot, could even open space to bring back a more impactful weather effect
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About the mod Super Charger, memory may be failing me but I think it used to show its effect on the vehicle stats in A21? it doesn't now, and I'm unsure its just not reflecting on the stats or that mod is really not working at all
Love the variable hit points, I get into a rhythm on hitting zombies that take certain number of hits, Then bam one is like nope, hit me againYes been like that sense alpha 21
On Console zombies are even weaker one hit with a barbed club and they're dead so I'm going to be really refreshed when I have to fight stronger tougher zombies.Love the variable hit points, I get into a rhythm on hitting zombies that take certain number of hits, Then bam one is like nope, hit me again
All you end up with doing that is to create a min/max situation. If a player can't run in heavy armor or the movement penalty is just really high, but armor is so powerful it can make you invincible (that was why they changed things), then players are just going to put on the heavy armor as soon as they start a POI or horde night and not wear it when moving. It doesn't take much time to swap armor, so that's what they'd do. That isn't a good solution. A player should never be invulnerable because of the armor they wear.This.
Heavy armor should be heavy. Instead of nerfing the safety, nerf the other stats. Make the movement penalty much heavier: such as, no running. Leave it as it is and make the penalties for using it weigh against the benefits of taking little or no damage.
What's the point of teching up, perking up, and saving scads of resources to make armor that just never quite does it?
Just my opinion.
As it is, with the heavy armor nerf, ALL the other armors will now need nerfing.
Ugh.
Hi devs, would you consider bringing back visual mods for armor? maybe old mods and clothing like the cap, hat, puffer, etc as cosmetic mods now. Have two ideas
- A21 cosmetic mods without stats, to compete on the paint slot of armor pieces or a second slot, one for paint and one for the appearance model
- A21 mods with heat and cold resistance, dedicated slot, could even open space to bring back a more impactful weather effect
---------------------
About the mod Super Charger, memory may be failing me but I think it used to show its effect on the vehicle stats in A21? it doesn't now, and I'm unsure its just not reflecting on the stats or that mod is really not working at all
Quite agree with this, if 5th armor slot not possible before weather content expansion update, can we have those old clothes turn into armor mod cosmetic at the very least? for example, the Nerd armor chest piece right now, why not have a specific slot for cosmetic only that changes the short pants into long jeans or something? no offense to whoever designed the Nerd set, it's just.. well I'm sure most of us here loved the mix armor set from the previous alpha, so having an option to wear something else instead short pants that coming with chest pieces would be nice.
Do you really believe there is no min-max in 7DTD?All you end up with doing that is to create a min/max situation
Yes just yes. thats how it should workDo you really believe there is no min-max in 7DTD?
You likely don't really believe that and the comment was just a quick way to dismiss the idea.
Nothing will ever stop players from min-maxing.
Likewise, nothing will ever stop some players from roleplaying deliberate design weaknesses.
As for "tank in the middle of the road during Blood Moon" disadvantage ideas...
+Cop spit takes away 50% of armor health on metal (tanky) armor
+Successive hits received greater chance of infection
+Successive hits increased chance of fatigue
+Double Food and Drink drain
+Chance of Sprain
+Chance of Concussion
+Demo explosions result in Stun
+Double Cold/Heat penalty
"Greater/increased chance" = more than normal.
Those disadvantages would definitely stop me from wearing metal tank armor. Would it stop min-maxers? Nothing will ever stop min-maxers.
ETA: my opinion on metal armors - all heavies should have a minimum 2-point penalty to Agility. Perhaps 1 point to Perception. Whatever the case, I hope the avalanche of armor nerfs works out.
+Successive hits increased chance of fatigue
+Double Food and Drink drain
+Chance of Sprain
+Demo explosions result in Stun
+Double Cold/Heat penalty
Who at the TFP hates the heavy armour.
Please fix the heavy armour, you guys have nerfed way it way to hard, it only give you like 7 extra armour for the whole set and 60% more stamina drain and 50% movement speed reduction, Over medium armour
And you can't fit the banded armour mod for some reason.
It's simply not worth wearing at this point over medium due how little benefit vs cost.