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Marauder talents at birth
Posted: Sat Jun 08, 2019 8:27 am
by cksiu
Maurader's talents at birth include a point in heavy armour mastery which cannot be taken out, seeing how mobility now requires light armour, can they start with light armour mastery instead?
Re: Marauder talents at birth
Posted: Sat Jun 08, 2019 1:24 pm
by nsrr
They need a point in HAT to equip the helm they start with. Basically every character wants at least one point in HAT for the option to equip helms/gauntlets/greaves. There's also not that much reason to use light armor before you have trained reactions, so if you find better heavy armor than light in the early game, might as well be able to equip it. HAT training actually requires more strength than teir one heavy armor itself, so the free point is nice. LAT only requires around 16 Dex and you're going to want Dex early for flurry anyway. In the long run it's not going to make much difference, and I think getting one point in that particular talent for free is nice, because you'll want one and only one point there basically as soon as you can get it, anyway.
TL;DR
It's fine how it is, imo.
Re: Marauder talents at birth
Posted: Sun Jun 09, 2019 1:51 pm
by Doctornull
One easy solution would be to allow metal accessories (but not body armor nor shields) through a point in either armor training, so a character could have only points in LAT and also wear a nice hard hat.
Then there'd be no need for the confusion because characters limited to light armor but who want metal accessories (like Brawlers and Marauders) would not need any points in HAT.
Re: Marauder talents at birth
Posted: Mon Jun 10, 2019 1:22 am
by PseudoLoneWolf
Or you could just remove the distinction between light/heavy armor accessories. It doesn't take special lessons to wear a metal hat, or heavy boots. I think it's kind of pointless aside from flavor.
Re: Marauder talents at birth
Posted: Mon Jun 10, 2019 6:29 am
by Strongpoint
PseudoLoneWolf wrote:Or you could just remove the distinction between light/heavy armor accessories. It doesn't take special lessons to wear a metal hat, or heavy boots. I think it's kind of pointless aside from flavor.
It is not pointless if you play in a mode that gives no easy access to armor training like ID or Arena.
On other hand it is kinda stupid that, let's say archmage can't put a helmet on in arena... I think I'd prefer to see this requirement for metal boots\helmets\gloves either removed or represented in higher than usual fatigue from such items.
Actually, increasing base fatigue for non-body armor items and giving heavy-armor skill reduction of that fatigue (With most of it coming from the first point) looks like an interesting way to handle metal items.
Re: Marauder talents at birth
Posted: Wed Jun 19, 2019 10:15 am
by Strela_999
Sounds good to me as well, it'd make more sense, because heavy armor sometimes ends up having more downsides than upsides.