Forestd16b14_ESO wrote: »And here I am still waiting for ZOS to fix heavy armor to make it the best option for defense.
Seriously yes heavy armor has high stats but that means nothing to penetration and doesn't help when shield stacking and dodge rolling are litteraly 10X better than actual defense.
Forestd16b14_ESO wrote: »And here I am still waiting for ZOS to fix heavy armor to make it the best option for defense.
Seriously yes heavy armor has high stats but that means nothing to penetration and doesn't help when shield stacking and dodge rolling are litteraly 10X better than actual defense.
You haven't played this game much since the patch, have you?
Forestd16b14_ESO wrote: »Forestd16b14_ESO wrote: »And here I am still waiting for ZOS to fix heavy armor to make it the best option for defense.
Seriously yes heavy armor has high stats but that means nothing to penetration and doesn't help when shield stacking and dodge rolling are litteraly 10X better than actual defense.
You haven't played this game much since the patch, have you?
Yes I have and HA still falls short to LA and MA. Yes you have better armor and spell res that goes well with the reduce damage but still falls short when a player in full HA still gets killed by 3 players to a player in full LA shield stacking which still takes 6 or 7 players with shield breaker to kill. HA still needs buff and the fact ZOS buffed LA with 100% more armor just put another nail in HA in PVP coffin .
Cause as stated many times LA and MA offer resource gain along with DPS gain to HA that only offers a defense gain that isn't even much. So what you think players are gonna use armor that offers just as good if not better defense options stacked with amazing DPS bonuses or a armor that only offers a small boost to defense that doesn't even include reduce breaker free cost or snare effect.
Tbh I don't see a reason why medium armor should have better resistances. Never made much sense to me in the first place so I would say its a reasonable change if it is intended to be like it is now.
anitajoneb17_ESO wrote: »Tbh I don't see a reason why medium armor should have better resistances. Never made much sense to me in the first place so I would say its a reasonable change if it is intended to be like it is now.
Because medium armor is linked to stamina which is linked to melee physical damage (except for bow) and melee implies more risks of physical damage from encounter ? Whereas light armor is linked to magicka which is linked to range magical damage which implies less risk of physical damage from encounter ?
Light armor = Magickaanitajoneb17_ESO wrote: »Tbh I don't see a reason why medium armor should have better resistances. Never made much sense to me in the first place so I would say its a reasonable change if it is intended to be like it is now.
Because medium armor is linked to stamina which is linked to melee physical damage (except for bow) and melee implies more risks of physical damage from encounter ? Whereas light armor is linked to magicka which is linked to range magical damage which implies less risk of physical damage from encounter ?
Templar also has 2k extra spell resistance.
I just remember it had been like this in 1.6
Light was 1/4
Med was 3/4
Heavy 4/4
and now it should be in 1.7
Light 2/4
Med 3/4
Heavy 4/4
Tho now it looks like Light and Med are equal again. Mag Dk is wearing 5L/1M/1H. Stam Temp is wearing 5M/1L/1H. How does that bring them to almost the same values?
Templar also has 2k extra spell resistance.
I just remember it had been like this in 1.6
Light was 1/4
Med was 3/4
Heavy 4/4
and now it should be in 1.7
Light 2/4
Med 3/4
Heavy 4/4
Tho now it looks like Light and Med are equal again. Mag Dk is wearing 5L/1M/1H. Stam Temp is wearing 5M/1L/1H. How does that bring them to almost the same values?
Yes, but DK has more.
Wouldn't it be nice if everyone didn't have easy extra spell resistance...
anitajoneb17_ESO wrote: »@contact.opiumb16_ESO , @Sanct16 :
I wasn't stating what should be or what I think is right (thus the question marks in my post), I was just stating what I believe to be the underlying reasoning behind the difference in armor rates. I know you can build non-typical builds (and you can use the undaunted sets for that purpose), but you cannot deny that most stamina builds are melee and most magicka builds are distant.
I have no opinion if armor ratings should be equal, but if they're made equal, they'll have to rename them from LA/MA to cloth/leather or whatever.