I think this would be a much more elegant solution to the issue of armor endorsement overusage, as well as how it trumps taking health regen. Leave the heavy weight classes alone with their 100/200/300 armor and current base health Nerf the medium classes to what light classes currently are getting with armor (75/150/225) and increase all the medium classes base health by 25 Nerf all light classes armor endorsements to 50/100/150 and give light classes 50 more base health
No thanks... tanks already kill a support with gold armor with a simple charge/death blossom. Making it easier for them to kill me would just be a slap in the face to support. No long range, no mobility, no armor, no thanks
Ok so did you actually take some time to fully work out how my post works? Current setup: Support with level 3 passive and gold armor: 600+250 = 850hp My suggestion: Support with level 3 passive and gold armor: 625+225 = 850hp Notice anything? SAME EXACT HEALTH. My point was to make armor less powerful but keep the effective health maximum the same. You lose absolutely nothing if you run the same armor endorsements you currently do, but you gain 25hp if you don't run any armor. What this does is make other endorsements more viable as you gain a smaller benefit from taking armor.
The base health is the way it is for a reason. Without armor you're vulnerable, get insta-killed by some things as lighter classes, and have a lot less durability for ordinary combat. The trade off is that if you're good at avoiding danger in the first place, you can pick a better endorsement for yourself instead. A lot of skills and weapons in the game do X amount of damage to match up with health values for certain classes. Changing base health even slightly would change a lot. And I think weakening the strength of bronze armor any more for light classes would devalue it to the point of making it completely worthless as a viable selection.
The only classes that get killed outright by charges are sin and sniper. The latter can camp out halfway across the damn map. The former is going to be in your killzone every so often, and being that damn fragile is a burden. Plus no armor endorsement on sin = hilariously fragile even in juice mode. You can't and won't get anything done with the class without silver at the very least, and gold is what most people run. The rest all have too much base health to get killed outright by face grapples and level 2 charges.
I agree with this idea. I get the impression that the last update was supposed to discourage people from using armor as an endorsement, but what it did was the complete opposite. Because armor is smaller, it gives me more reason to use Gold Armor, especially when I play Assassin and risk getting up and close to people. I tried running around with a new endorsement setup that didn't have any armor at all, and I would constantly die any time someone sneezed from across the map. If base health was larger and armor endorsement was smaller, then I would feel that it's a dead weight endorsement and just use something else in its place.