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what is the new heavy armor passive like?

DuelWieldingCheesyPoofs
I cant get onto game due to fatal error 11 anyone tried out nightblade full heavy ?
  • Lionxoft
    Lionxoft
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    It's nothing to get excited about. 0.15% of resource return per piece of HA.
  • Lynx7386
    Lynx7386
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    It'd be great if it didnt have a 4 second internal cooldown.
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  • DuelWieldingCheesyPoofs
    Isn't is a 2 sec dc with two skill points?
  • Wifeaggro13
    Wifeaggro13
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    inspiral1 wrote: »
    I cant get onto game due to fatal error 11 anyone tried out nightblade full heavy ?

    The Heavy armor passive is nothing. ZOS 's game design baffles me. Light armor can tank as well or better then Heavy DPS and heal better then Medium or heavy. But heavy/medium armor can no where near achieve the benefits of light. DPS ing in heavy/medium armor is comparable to jogging in cement shoes. This game is clearly still in beta concept wise, balance wise and implementation.
  • UrQuan
    UrQuan
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    The Heavy armor passive is nothing. ZOS 's game design baffles me. Light armor can tank as well or better then Heavy
    Is that true now that the soft caps have been raised? I haven't checked out any specifics of what they're like now, and how light and heavy compare now in terms of armor values.
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  • Durham
    Durham
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    Light builds dps has increased another 15% imo.. Melee based build still suffer from same issues.... this is still a stick game
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  • c0rp
    c0rp
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    Durham wrote: »
    Light builds dps has increased another 15% imo.. Melee based build still suffer from same issues.... this is still a stick game

    With the spell damage cap nerfed I would find that hard to believe. Got any proof?

    Edited by c0rp on 5 August 2014 23:37
    Force weapon swap to have priority over EVERYTHING. Close enough.
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  • c0rp
    c0rp
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    inspiral1 wrote: »
    Isn't is a 2 sec dc with two skill points?

    yes


    Force weapon swap to have priority over EVERYTHING. Close enough.
    Make stamina builds even with magicka builds.
    Disable abilities while holding block.
    Give us a REASON to do dungeons more than once.
    Remove PVP AoE CAP. It is ruining Cyrodiil.
    Fix/Remove Forward Camps. They are ruining Cyrodiil.
    Impenetrability needs to REDUCE CRIT DAMAGE. Not negate entire builds.
    Werewolf is not equal to Vamps/Bats.
  • Elder_III
    Elder_III
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    Ur-Quan wrote: »
    The Heavy armor passive is nothing. ZOS 's game design baffles me. Light armor can tank as well or better then Heavy
    Is that true now that the soft caps have been raised? I haven't checked out any specifics of what they're like now, and how light and heavy compare now in terms of armor values.

    I tired hard to hit the new stamina softcap at Vr1 and it was somewhere around 2250-2300 if I remember correctly.... way higher then it was before. I actually had to use enchants, tower stone, food and all the Redguard passives to reach it. I haven't tested any of the other specifically yet.
    Semi retired from the trading aspects of the game.
  • Maverick827
    Maverick827
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    For those who can't see it:
    Constitution
    With one or more pieces of heavy armor equipped

    Increases Health Recovery by 4% per piece of Heavy Armor equipped.

    Restore .15% of Max Health as Magicka and Stamina each time you are hit. Value is increased per piece of Heavy Armor equipped an can occur once every 2 seconds.
    @ZOS_GinaBruno‌, @ZOS_JessicaFolsom‌

    The new Health soft cap, what most tanks will probably shoot for, is 3138. With seven pieces of Heavy Armor equipped, that's equal to:

    3138 * (.0015 * 7) = 32.949 ≈ 33 magicka and stamina every 2 seconds.

    You'll notice that "every two seconds" is the frequency with which Magicka, Stamina, and Health recovery tick, so this new passive can essentially be thought of as Magicka and Stamina Recovery that is unaffected by overcharge. However, this comes with a major downside: it assumes that you will be getting hit every two seconds, which is not a realistic scenario at all.

    Any phase in which a boss does...anything, really, is a moment in which you are gaining nothing from this passive. Some bosses don't even swing once every two seconds even when doing nothing else!

    The effective value of this passive is pretty much impossible to determine because it's dependent on boss mechanics. It certainly is not +33 Magicka Regen, +33 Stamina Regen, which is unfortunate, because even that alone would not even begin to offset the reign of Light Armor.

    I would suggest the following:

    1. Increase the values. I'm not even sure at this point if doubling it would be enough. I have a feeling you put this out there as a test with plans to increase it in the future if it's not enough. I hope you don't wait too long to come to this conclusion (1.3.4 would be great :smiley:).

    2. Change it from restoring on hit to something uniform. Every 2 seconds while in combat. Every two seconds while you retain threat on an enemy. I'm not sure if you want this to be useful only to tanks or to DPS as well.

    I have my doubts that any of this will be good enough overall, however. Cost reduction is so much more absurdly powerful than resource regeneration because it applies to every spell you cast, whereas regeneration only affects a single resource pool.

    My overall suggestion is to remove cost reduction from Light Armor and Medium Armor, apply those values to every spell and ability innately, and replace those passives with something else. As long as such huge cost reduction bonuses are tied to armors, only those armors will be worn.
  • Wifeaggro13
    Wifeaggro13
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    Ur-Quan wrote: »
    The Heavy armor passive is nothing. ZOS 's game design baffles me. Light armor can tank as well or better then Heavy
    Is that true now that the soft caps have been raised? I haven't checked out any specifics of what they're like now, and how light and heavy compare now in terms of armor values.

    The mitigation is the same. Sure caps are higher easily negated. Health increase is the only thing that effects tanking
  • Wifeaggro13
    Wifeaggro13
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    For those who can't see it:
    Constitution
    With one or more pieces of heavy armor equipped

    Increases Health Recovery by 4% per piece of Heavy Armor equipped.

    Restore .15% of Max Health as Magicka and Stamina each time you are hit. Value is increased per piece of Heavy Armor equipped an can occur once every 2 seconds.
    @ZOS_GinaBruno‌, @ZOS_JessicaFolsom‌

    The new Health soft cap, what most tanks will probably shoot for, is 3138. With seven pieces of Heavy Armor equipped, that's equal to:

    3138 * (.0015 * 7) = 32.949 ≈ 33 magicka and stamina every 2 seconds.

    You'll notice that "every two seconds" is the frequency with which Magicka, Stamina, and Health recovery tick, so this new passive can essentially be thought of as Magicka and Stamina Recovery that is unaffected by overcharge. However, this comes with a major downside: it assumes that you will be getting hit every two seconds, which is not a realistic scenario at all.

    Any phase in which a boss does...anything, really, is a moment in which you are gaining nothing from this passive. Some bosses don't even swing once every two seconds even when doing nothing else!

    The effective value of this passive is pretty much impossible to determine because it's dependent on boss mechanics. It certainly is not +33 Magicka Regen, +33 Stamina Regen, which is unfortunate, because even that alone would not even begin to offset the reign of Light Armor.

    I would suggest the following:

    1. Increase the values. I'm not even sure at this point if doubling it would be enough. I have a feeling you put this out there as a test with plans to increase it in the future if it's not enough. I hope you don't wait too long to come to this conclusion (1.3.4 would be great :smiley:).

    2. Change it from restoring on hit to something uniform. Every 2 seconds while in combat. Every two seconds while you retain threat on an enemy. I'm not sure if you want this to be useful only to tanks or to DPS as well.

    I have my doubts that any of this will be good enough overall, however. Cost reduction is so much more absurdly powerful than resource regeneration because it applies to every spell you cast, whereas regeneration only affects a single resource pool.

    My overall suggestion is to remove cost reduction from Light Armor and Medium Armor, apply those values to every spell and ability innately, and replace those passives with something else. As long as such huge cost reduction bonuses are tied to armors, only those armors will be worn.
    What they need is to put an additional mitigation value . Like 2% per piece, so you would end up with a 14. % damage mitigation. on top of the capped 50% for both physical and spell damage. so capped Heavy tank would recieve a 64% as opposed to 50% which should be medium. And Light well in my opinion with all the damn crit and magica reduc and regen. Mitigation should cap at 30% in light armor. The changes really are negligent . The current constitution bonus is like welfare for heavy armor wearer's

  • Sadae
    Sadae
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    The Heavy armor passive is nothing. ZOS 's game design baffles me. Light armor can tank as well or better then Heavy DPS and heal better then Medium or heavy. But heavy/medium armor can no where near achieve the benefits of light. DPS ing in heavy/medium armor is comparable to jogging in cement shoes. This game is clearly still in beta concept wise, balance wise and implementation.
    The problem isn't the heavy armor passives, but rather the incorrect expectations. Not everything in the game is about DPS. Heavy armor is more about tanking, as it should be.

    Yes you can get the same armor rating with light/medium using skill buffs, but then you have waste a skill slot, and the resources and time to cast them. But more importantly, without the heavy armor passives, light/medium will never tank as good as heavy armor. THAT is what it's about!
  • DuelWieldingCheesyPoofs
    I agree with you, but it should have some kinda of dps buff, but then wouldn't everyone be just wearing heavy instead of light lol, i want heavy to be good or better for tanking, i like the way it looks and feels, it feels weird tanking in light so now i hope can tank in heavy and it will be good. Also for dps i guess it will be good with nightblade becos of all the stam regen buffs
  • RinaldoGandolphi
    RinaldoGandolphi
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    If they want to fix armor balancing they should do the following:

    1. Heavy armor- 10% movement penalty (your wearing 130+ pounds of metal, if should effect movement speed)

    spells do 5% more damage to you.

    increased health

    increased health regen

    sword and shield/ two handed cost skills cost reduction 5%

    increased damage with one and two handed attacks and weapon abilities by 20% (except daggers)

    heavy armor degrades slower by 25%

    2. Light armor - reduce max armor rating by 200 points

    light armor degrades faster then med or heavy

    reduce spell cost

    increased mana regen

    increased spell damage and penetration.

    destro staff/resto staff 20% damage and healing bonus.

    bows and dagger attacks do 5% more damage against you.

    3. Medium armor - faster weapon attacks 10%

    stamina bonus

    increased stamina regen

    increased damage with bows and daggers 20%

    bow abilities 5% cheaper to use

    sword and shield/two handed skills do 5% more damage to you.


    now each armor type has a clear strength and a clear weakness. Makes the choices much deeper. As each amor type has clear drawbacks as well as advantages.


    also add an athletics skill the more you run around not using your horse , dodge, block, cc break more the skill levels, every 10 points reduces dodge roll, cc break, sprint , block cost by 0.5% with 100 in skill resulting in 25% cost reduction for those skills.

    I think it would be a good start.
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  • jamie.goddenrwb17_ESO
    woodsro wrote: »
    If they want to fix armor balancing they should do the following:

    1. Heavy armor- 10% movement penalty (your wearing 130+ pounds of metal, if should effect movement speed)

    spells do 5% more damage to you.

    increased health

    increased health regen

    sword and shield/ two handed cost skills cost reduction 5%

    increased damage with one and two handed attacks and weapon abilities by 20% (except daggers)

    heavy armor degrades slower by 25%

    2. Light armor - reduce max armor rating by 200 points

    light armor degrades faster then med or heavy

    reduce spell cost

    increased mana regen

    increased spell damage and penetration.

    destro staff/resto staff 20% damage and healing bonus.

    bows and dagger attacks do 5% more damage against you.

    3. Medium armor - faster weapon attacks 10%

    stamina bonus

    increased stamina regen

    increased damage with bows and daggers 20%

    bow abilities 5% cheaper to use

    sword and shield/two handed skills do 5% more damage to you.


    now each armor type has a clear strength and a clear weakness. Makes the choices much deeper. As each amor type has clear drawbacks as well as advantages.


    also add an athletics skill the more you run around not using your horse , dodge, block, cc break more the skill levels, every 10 points reduces dodge roll, cc break, sprint , block cost by 0.5% with 100 in skill resulting in 25% cost reduction for those skills.

    I think it would be a good start.

    I like where you're going. I'm happy to be slower if I can still dps in heavy. Making heavy tank only would be extremely disappointing for an Elder Scrolls game not to mention boring build wise.
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  • Maverick827
    Maverick827
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    woodsro wrote: »
    If they want to fix armor balancing they should do the following:

    1. Heavy armor- 10% movement penalty (your wearing 130+ pounds of metal, if should effect movement speed)

    spells do 5% more damage to you.

    increased health

    increased health regen

    sword and shield/ two handed cost skills cost reduction 5%

    increased damage with one and two handed attacks and weapon abilities by 20% (except daggers)

    heavy armor degrades slower by 25%

    2. Light armor - reduce max armor rating by 200 points

    light armor degrades faster then med or heavy

    reduce spell cost

    increased mana regen

    increased spell damage and penetration.

    destro staff/resto staff 20% damage and healing bonus.

    bows and dagger attacks do 5% more damage against you.

    3. Medium armor - faster weapon attacks 10%

    stamina bonus

    increased stamina regen

    increased damage with bows and daggers 20%

    bow abilities 5% cheaper to use

    sword and shield/two handed skills do 5% more damage to you.


    now each armor type has a clear strength and a clear weakness. Makes the choices much deeper. As each amor type has clear drawbacks as well as advantages.


    also add an athletics skill the more you run around not using your horse , dodge, block, cc break more the skill levels, every 10 points reduces dodge roll, cc break, sprint , block cost by 0.5% with 100 in skill resulting in 25% cost reduction for those skills.

    I think it would be a good start.
    This would make heavy armor even worse and light amor still clearly the best choice.
  • phaneub17_ESO
    phaneub17_ESO
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    Then Light Armor would have a 50% chance to be destroyed when running through fire or taking a critical hit from a bladed weapon.
  • TheBull
    TheBull
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    It's noticeable. I started to look for it after a short while.
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