Heavy armour movement speed penalty

No, it is 5% for heavy (except Glorious Plate, which has 0% reduced movement speed oddly enough) and 3% for the normal armors. It's easily tested in game. I don't have a Sacrificial Garb to test, but considering the wiki's data about everything else is accurate and these numbers were gone over thoroughly back in June I'm inclined to say that Sacrificial Garbs are 3% as the wiki says.

Shields are all 3% reduced movement speed, and that reduction is also negated by the Duelist's Art of the Gladiator node. Again, easily tested in game. I can provide screenshots if absolutely needed.
I feel like armour speed penalty is an antiquated remnant of Diablo II, and it doesn't bring anything interesting to the game.
What portion of the player base has any idea of what that penalty is? What are the benefits of that mechanic?
The movement penalty has become really accented with the labyrinth. That -8% makes the difference between saws and discs catching up to players, making classes like the templar and marauder at a disadvantage for navigating the traps right there. Not only that but it makes the difference in moving out of the way of the Vaal Death Orb's, Voll's, and Izaro's slams. The armor penalties in general are contradictory of the the dance and movement expected of them in the game, making it user-hostile if anything because of the labyrinth especially.

World of Tanks didn't add the players randomly breaking down in the field for the sake of realism (though it was considered) because it would have conflicted with the game being that; a game. The way this game expects players to weave and dodge the bosses' large attacks makes armor movement penalties also inhibiting, where whatever realism it adds, actually works against the people performing what is expected of them.
What bothers me most is that this is a hidden modifier, that you will only discover if you look at your stats in detail or if you stumble upon it in the wiki or on the forums.
I like that mechanic, it's especially important for racing.

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Thieldan wrote:
It's not a too big deal I guess, but it kinda makes the duelist starting area the "mandatory" path to take for builds using heavy armors.


For me it adds flavor to that area. If your melee build can't get it for some reason there is also whirling blades and leap slam.

Besides, that penalty is equally bad for a ranged char.

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