This thread is created as a critique of the armor choices for Gallant Armor.
With every campaign release, players alike look at the new armor in terms of stats, build, buffs, debuffs, synergies as well as style/fashion. Players then judge whether the effort to attain the armor set pieces is worth the time.
Old armor sets gave specific set bonuses when a certain number of pieces were equipped. Some of these bonuses were so good (Knight's Captain) that using them beyond mod 6 (before the bonuses were removed) were desirable. However, Cryptic has gone a different route with armor, putting specific bonuses per piece, so that players can mix and match armors over various campaigns, and the bonus effect completes the build, and the stats become secondary. This supposedly enhances the player experience as they search out that RNG drop for armor (e.g., survivors wraps for a dps GF, etc.) that would just be perfect for a niche build to get to META.
The Gallant Armor's has 4 pieces that (unless you login at a specific server reset time to take advantage of the overlap IOU quest) will take you 16 weeks to collect. Its Total Item Level rating maxes out at a whopping 600, which is 30 above the next available (Stronghold MW3 +1 set) and 50 above Castle Ravenloft. However, the piece bonus for two of the items (the feet and the arms) are so bad that the stats in the pieces themselves would hardly make up for the loss of another bonus effect from an older piece of gear. The Gallant Arms give an increasing Arm Pen stat of 200 based on number of enemies confronted. This bonus shows how poorly the person(s) who designed and approved this piece know the game. Arm Pen has a usability cap at 100% (for Castle Ravenloft), 85% for Chult, and 70% elsewhere. Having increasing Arm Pen, when you are already at or near cap is a complete waste of a stat. But, if you are well below the arm pen stat, then the only way the Arm Pen stat will help you is, if you are in a battle with 5, the Arm Pen increases...meaning solo PvE (die too fast and don't need max arm pen), most dungeon mobs (die fast), and most dungeon bosses (solo targets) are out. Perhaps they thought of this as a PvP tool, well...no because PvP is 1v1 usually (200 arm pen), and any 5v1 (1000 ar pen) won't last that long before you are dead. So, the Arms bonus is just a thoughtless inclusion. Yet, there is at least a small use for those who want to forgo Arm Pen and get that small increase up to cap (and maybe go over). But the Gallant Feet/Boots bonus is an absolute disaster. It is more of a gimmick, like the coin shower that follows you around, rather than something useful. The summoned sword does very poor damage, offers no buff or debuff (like maybe I was hoping), and frequently gets stuck in terrain and does not even move with you if you go from one mob enemy to another.
Such thoughtlessness in armor bonus design should be addressed BEFORE mod 16 comes out. Who knows if a level cap raise is coming? But it has been said that all new armor and weapons are coming, which means the grind for Gallant gear is all but pointless (you might get 1 or maybe 2 pieces if you are diligent to do the K team every week) before the next mod drops sometime in late February or early March? And, the 16 week grind for the Gallant Gear would start AFTER you have completed weeks to unlock it. And that assumes you can do every K team dungeon anyway. I avoided K Team CR because, well, it would have been the biggest waste of time trying to run that bug filled mess with even less stats and no deaths.
So, to Cryptic, I hope you put more thought into your player base and what bonuses you put into your armor pieces. I personally don't want gimmicks. Keep the gimmicks for stuff you can collect in events, and leave the armor sets alone.