Yes we all know it ppl still using old armours aka fast swappign to get rez on cd, more dmg, more morale or something like that.
The more content is coming the More armours will get but ppl will still using old1 for bonuses in raid content or even in solo.
I think Devs should do something with it like once u own full armour set its been adding to 1 u wear and u can chose bonuses or something like that.
and i Think RoR should bring it to save our fingers and space in bags.
No. Weighing options and making choices is part of the development of a character. What you propose would result in super-human everything characters, and every character of a certain class would be exactly the same as every other. One of the nice things to come along recently is that there are actually some viable choices for most classes to build/balance to suit your playstyle, not a single generic template.
You want to be great at X? Fine, but Y is going to suffer a bit. Balance.
Informed by Science, Inspired by Art
RK/Mini/Capt/Hnt/Champ -- Raiding on Brandywine and Meneldor.
Yes we all know it ppl still using old armours aka fast swappign to get rez on cd, more dmg, more morale or something like that.
The more content is coming the More armours will get but ppl will still using old1 for bonuses in raid content or even in solo.
I think Devs should do something with it like once u own full armour set its been adding to 1 u wear and u can chose bonuses or something like that.
and i Think RoR should bring it to save our fingers and space in bags.
My solution would be different than yours. I'd love to see in combat armor swapping not allowed by the game engine...
It encourages use of macros for in game advantage. It offends my sense of "realism". Not that the game in many aspects is realistic, I guess this is just one other way it is not. But "please wait, you 6 orcs in melee range, while I swap my heavy armor (a 10-15 minute job most likely)...
LI swapping isn't very palatable to me either in terms of game-play enjoyablility. I do it on my Captain to rebuff and for long cooldowns like rez, for SOW healing (due to fact that I have 4 majors I want to use other than SOW, and that SOW legacy only applies to Shield Brother), or are legacy intensive (Time of Need has 2 related legacies). I do it manually, don't think it is quite right to use macros for advantage -- others obviously choose differently there. Changing weapons in combat at least is vaguely plausable.
Armour set bonuses and gear swapping do need to go.
re: gear swap
i. It does encourage macro
ii. When it becomes mandatory to have a swap LI for increased buff effects (buff book/stick/emblem) or reduced cooldowns (various res and reset skills), then those bonuses might as well have been made passive and native to the classes. The gear-swap mechanic adds nothing to gameplay.
re: armour set bonuses
My complaint on armour set bonuses is a little bit different. The stat bonuses are fine, but it's the other behaviour-modifying bonuses that are little bit too much. Things like "-20% Defeat Event Cooldowns" or "-1 Focus Cost to Pen Shot/Blood Arrow" or "Flank Heals Affect Fellowship" are gameplay-changing. Your skill rotations and priorities and even base combat roles are radically different with and without these type of bonuses.
In the current armour set system, viable class builds are inherently limited to the number of available raid and pvp sets at current end-game, and it's part of the reason why everyone wears almost the same things. Viable class builds should not be revolving around the latest armour sets like that.
I have an idea that is similar to the OP's. I think these armour set bonuses should be removed and changed into earnable and permanent "epic traits" instead. You earn access to these "epic traits" the same way you earn access to the armour sets, after which you get two or three "epic trait" slots in which you get to mix-and-match which "epic traits" you actually want. It's functionally similar to the way players are mix-matching 3-piece sets now, but the difference comes when the level cap gets raised. As "epic traits", the bonuses remain relevant and usable even after level cap raise, and the number of options and viable class builds increase every time Turbine launches new content because players gain access to new "epic traits" as well as retain old "epic traits" (but obviously can't equip them all and have to choose just two or three at any time).
A solution to this would be a simple one, but one I will not state in detail:
Legendary Armour - but not quite like the Legendary Item System.
Briefly, you would collect 6 pieces of armour, and for each piece of the same level obtained, you will gain the option to unlock a new set-bonus which you can increase its tier by using the points you earn...from each level it obtains perhaps? The choices can be ones currently found on 75 armour, and the good thing about this method is that the new set-bonuses can be added with upcoming expansions. No more need to grind seals endlessly for several sets of gear.
Perhaps getting metalsmisth profession the ability to melt two standard armour pieces that exist now in game(common, or rarer) and getting a new peice randomly infused with better stats that appeared on either of the 2 pieces.
A solution to this would be a simple one, but one I will not state in detail:
Legendary Armour - but not quite like the Legendary Item System.
Briefly, you would collect 6 pieces of armour, and for each piece of the same level obtained, you will gain the option to unlock a new set-bonus which you can increase its tier by using the points you earn...from each level it obtains perhaps? The choices can be ones currently found on 75 armour, and the good thing about this method is that the new set-bonuses can be added with upcoming expansions. No more need to grind seals endlessly for several sets of gear.
I like the way you think
Never in the field of human conflict was so much owed by so many to so few