As mentioned above by quite a few people the heavy armor traits are very lack luster.
Heavy Armour:
Passives all with maximum points -
Resolve:
Increase you Armor for each piece of heavy Armor equipped by level dependent amount (Not changed)
Reduce the duration of snare and disabling effects by 4% per piece of heavy armor equipped
Constitution:
Increase health recovery 4% per piece of heavy armor equipped (Not changed)
Armor enchantments and traits that increase your health also increase your stamina by (6% per piece of heavy armor equipped) of the value of health increased.
Juggernaught:
Increase Max Health 1% per piece (Not changed)
Increase your weapon damage by 3% per piece of heavy armor equipped.
Bracing:
Decrease Stamina Cost when blocking 20% (Not changed)
Reduce the effect of resistance penetration effects on you by 3% per piece of heavy armor equipped.
Rapid Mending:
Increase healing received 1% per piece (Not changed)
Reduce the effect of healing reduction effects on you by 2% per piece of heavy armor equipped.
made some tweaks, your base stats seemed over the top, especially that 10% weapon damage per piece... i'd stop using medium with that kind of damage :P
As mentioned above by quite a few people the heavy armor traits are very lack luster.
Heavy Armour:
Passives all with maximum points -
Resolve:
Increase you Armor for each piece of heavy Armor equipped by level dependent amount (Not changed)
Reduce the duration of snare and disabling effects by 4% per piece of heavy armor equipped
Constitution:
Increase health recovery 4% per piece of heavy armor equipped (Not changed)
Armor enchantments and traits that increase your health also increase your stamina by (6% per piece of heavy armor equipped) of the value of health increased.
Juggernaught:
Increase Max Health 1% per piece (Not changed)
Increase your weapon damage by 3% per piece of heavy armor equipped.
Bracing:
Decrease Stamina Cost when blocking 20% (Not changed)
Reduce the effect of resistance penetration effects on you by 3% per piece of heavy armor equipped.
Rapid Mending:
Increase healing received 1% per piece (Not changed)
Reduce the effect of healing reduction effects on you by 2% per piece of heavy armor equipped.
made some tweaks, your base stats seemed over the top, especially that 10% weapon damage per piece... i'd stop using medium with that kind of damage :P
I have an idea. Instead of removing Nourishing from the Champion System, why not combine it with Quick Recovery? That would retain the only potion-based star for points and actually make Quick Recovery a lot more attractive. Since you're combing a few other stars, this is also a merger which makes perfect sense.
Emma_Eunjung wrote: »I just want to say that I REALLY like the new combat text. It's much more useful to me than the FTC scrolling style because it puts the text exactly where I am already looking and is not distracting in any way.
Nice job, @ZOS!
I only took a brief look, but as a tank I am a bit worried about the changes to the resistance CP passives. I have for example 25 CP in spell resistance. Which currently gives me about 3698 additional spell resist. With this flat bonus, I would only get 1492 additional spell resist for my 25 CP. That is a loss of 2206 spell resist.
I didn't calculate for the physical resistance, but as the flat bonuses are the same for each armor type, I do expect a similar result.
This might force me to look for another item set combo as I can no longer efficiently use CP to close the gap, meaning I will be doing even less as a tank. Please consider this carefully before pushing this through.
First and foremost, I'm definitely not against nerfing the targets on Barrier.
But spending 200 ulti for a skill that only shields 6 targets, just isn't worth it compared to all the other ultis you can pop at that high cost. I presume the idea was to tone down Barrier to weaken ball groups, but this change makes it not worth slotting. No one will use it now.
Reduce the cost to roughly 125-150 ulti for a shield on 6 targets. That's reasonable and people will use it. Would also make Barrier a viable tool for non-templar healers in dungeons, since you could pop it more than once per boss fight.
Two new stars for Ultimates
At the moment we have just 1 offensive Ultimate (+ morphs) dealing physical damage, while all the other offensive Ultimates are buffed by Elemental Expert.
Some magicka DK would love to use Leap with dmg increased, so stamina players (especially templars, sorcs and nbs) would love to use more effectively an ultimate that uses magic, fire, cold or shock damage.
To avoid to make this issue too much complicated and to accomodate both stamina and magicka builds, the solution should avoid discrepancies.
A solution then could be two new stars only for Ultimates in Champion System.
- Mighty and Elemental Expert just increase basic attacks and skills
- Melee Weapon Expert becomes Weapon Expert adding also bow within the weapons
- Bow Expert is replaced by a new star that increases the damage and healing of Ultimates
- Option A: Expert Defender then can reduce the damage of light/heavy attacks and Ultimates
- Option B: Light, Medium, Heavy Armor Focus are replaced by Armor Focus (working for all armors while wearing 5 pieces or more of any armor), Aedric Defense (reducing the damage of Ultimates), Nourishing (reintroducing this passive for healing potions)
As mentioned above by quite a few people the heavy armor traits are very lack luster.
Heavy Armour:
Passives all with maximum points -
Resolve:
Increase you Armor for each piece of heavy Armor equipped by level dependent amount (Not changed)
Reduce the duration of snare and disabling effects by 4% per piece of heavy armor equipped
Constitution:
Increase health recovery 4% per piece of heavy armor equipped (Not changed)
Armor enchantments and traits that increase your health also increase your stamina by (6% per piece of heavy armor equipped) of the value of health increased.
Juggernaught:
Increase Max Health 1% per piece (Not changed)
Increase your weapon damage by 3% per piece of heavy armor equipped.
Bracing:
Decrease Stamina Cost when blocking 20% (Not changed)
Reduce the effect of resistance penetration effects on you by 3% per piece of heavy armor equipped.
Rapid Mending:
Increase healing received 1% per piece (Not changed)
Reduce the effect of healing reduction effects on you by 2% per piece of heavy armor equipped.
made some tweaks, your base stats seemed over the top, especially that 10% weapon damage per piece... i'd stop using medium with that kind of damage :P
As mentioned above by quite a few people the heavy armor traits are very lack luster.
Heavy Armour:
Passives all with maximum points -
Resolve:
Increase you Armor for each piece of heavy Armor equipped by level dependent amount (Not changed)
Reduce the duration of snare and disabling effects by 4% per piece of heavy armor equipped
Constitution:
Increase health recovery 4% per piece of heavy armor equipped (Not changed)
Armor enchantments and traits that increase your health also increase your stamina by (6% per piece of heavy armor equipped) of the value of health increased.
Juggernaught:
Increase Max Health 1% per piece (Not changed)
Increase your weapon damage by 3% per piece of heavy armor equipped.
Bracing:
Decrease Stamina Cost when blocking 20% (Not changed)
Reduce the effect of resistance penetration effects on you by 3% per piece of heavy armor equipped.
Rapid Mending:
Increase healing received 1% per piece (Not changed)
Reduce the effect of healing reduction effects on you by 2% per piece of heavy armor equipped.
made some tweaks, your base stats seemed over the top, especially that 10% weapon damage per piece... i'd stop using medium with that kind of damage :P
As it stands with the 25% physical damage redux cp you will likely HAVE to take 5 Piece medium to compensate for the severe damage loss. My tank sorc will likely not work anymore as he can barely achieve enough damage at the same time as the necessary defensive stats and most of the time neither my defensive stats or offensive stats are fully adequate.
Rather than a flat damage buff for heavy you might also consider a large damage buff that functions as a mechanic of taking damage. Something like: when you take damage you gain the minor 10% damage buff for 10 seconds, and for every 1000 dmg you take your damage increases your damage by 1% up to say a max 30% for 3 or 4 seconds, refreshing every time you take damage. That way you can't just burst people from stealth, but when shots are fired you can fire back. I get that the numbers might need to be adjusted but the general concept is what I am trying to get across. I could see how that might be a bit excessive for pve. From a pvp perspective though, if a player outputs 30,000 damage on you and you are still standing, you arguably probably in a situation where you need some leverage to even the odds.
This would also create a dynamic response to being focus fired by many players at once and the subsequent aoe damage you could output - perhaps better burst than leather armor yes, but when you consider it is damage-in dependent and also how much more expensive heavy armor is to make, I think that is fair.
Also let's not forget that medium gives a significant damage advantage in terms of stamina sustainability and critical chance. Even withough a competitive damage bonus, medium armor would still easily retain the top slot for overall dps.
Right now the vendor in Cyrodiil is selling Leki's Necklace and Necklace of Vicious death.
Also the spawn of Mephala shoulders in light, medium, and heavy for either 99,905 gold or 200,000 AP.
Note that ALL of the shoulders are INFUSED, and I am unable to bank the monster sets (they may be character bound now)
@ZOS_GinaBruno Please tell me that the trait on the monster gear in Cyrodiil is NOT going to be useless. This is PvP - at least make it IMPENETRABLE! PvE players want Divines, and PvP players want either Divines or Impenetrable. Infused on minor pieces is a slap in the face after the past few months of us all complaining of useless traits.