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Health Vs. Armor Thoughts

Discussion in 'General Discussion' started by BaronXIII, Feb 23, 2017.

  1. Nyhilist Nyhilist Active Member


    You can have 1 health and be alive you can have 0 armor and still be alive why cus of that one health Health > armor always. You don't need armor to stay alive it just helps. at least that's my opinion.
    BaronXIII and ProteusVM like this.
  2. Armor is for classes that want to play peek a boo and for GA's with shields BUT only as long as you remember to take regen delay gear.

    I think the delay reduction gear is more important than the armor stat boosts themselves honestly.
    Chuffster likes this.
  3. Atarius Atarius First Blood!

    Hm, maybe I'm wrong, but even as an Apothecary (supporter) I go for more armor and armor regen befor I choose health. Mostly because I can heal myself up anyways and more armor gives me a bit more reaction time and it regens itself pretty fast with the additional items. But I guess it's a bit of a philosophy question / personal preference.

    Anyways, the LP-cost for +1/+3 Armor is ridiculous and should be changed (more armor per LP)
    D_Snow likes this.
  4. It really depends on your play style and faction.

    If your playing Orks or Space Marines then Health really goes a long ways. Your almost always regenerating from healing beacons especially when your playing as a team. When I boost health I definitely feel like I can take more punishment before I drop, where as the armor bar is gone in an instant typically (unless your playing classes that have higher base starting armor)

    Shield ground assaults definitely benefit more from armor, and they start with more armor than other classes. That's because you can alternate between your shields protective barrier and in between recharges your armor tanks the rest of the damage. Meaning that while your using one shield the other shield is recharging.

    A larger health bar means if your being supported by healing effects you have one large bar thats jumping up and down throughout combat, which means more health per second to counter your enemies DPS.

    Armor is more beneficial on solo classes or jump/flying classes. Your mobility means that when you are hit its only for a brief moment and then your either engaged in melee or you flew away. Your also so mobile that you dont always get to benefit from support effects and healing, so you need to rely on self regenerating effects to stay afloat.
  5. BaronXIII Arkhona Vanguard

    So again, they both have their place they shine pretty equally. So is it worth considering Health and Armor having the same LP cost?
  6. Chuffy Chuffster Deacon

    Yeah, absolutely. If you can avoid fire between kills armour regen is a free passive heal, so anything you can do to up this is a genuinely useful bonus.
  7. Personally, I like health having less points cost as I can kit out my classes to be a little tankier with health as I almost always have a dedicated apothecary backing me up.
  8. BaronXIII Arkhona Vanguard

    See that was what I was getting at. Health is just generally better as long as you can replenish it, which is easy, and if you have support it's just straight better. So when it has benefits like that over Armor (not saying armor doesn't have it's own), they seem to come out to a choice of playstyle, not effectiveness. So why would one cost more than the other?
    Algernon likes this.
  9. Ser DJ Hodor TheBurgerMeister Well-Known Member

    Yup, not sure wtf they were thinking with this one. WTf is the purpose of an item that gives you ONE armour point? Honestly... wtf?!

    Shitty dev decisions aside, neither stacking armour nor health matters right now. Even with a full toughness build, the TTK is so atrociously high, that you go down like a sac of shit no matter what.

    Stacking loads of armour + regen used to be good and you'd see Elites with lots of armour. Because you can go take cover and regenerate it and then come back out and fight on your terms. But not anymore.
  10. Atarius Atarius First Blood!

    Health is cheaper because you have more possibilities to regenerate it (via items, boxes, vehicles and of course other players) with the downside that you depend on something / someone. Amor on the other hand regenerates itself without any interactions and this makes it more "expensive". At least that's my theory.
    BaronXIII likes this.

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