ThatArgonianGuy wrote: »You can reinforce metal armor, just like you can reinforce leather and cloth. All it takes is more material.
Little incentive to wear medium? I'll let my 70%+ weapon critical speak for itself.
Med armor, 2000 magicka, 73.5% weapon crit, 32% spell crit, 84 magicka regen, 90 stamina regen, 1300 spell resist, 2100 armor (I'm using jewelry that adds armor around1600 without rings, still good for medium).
Yeah, no incentive to use medium at all.
Good, because up until now we were just fooling around about armor.
Go in a trial without a heavy armor tank. Good luck .
AshySamurai wrote: »...IMO it's better to rework impenetrable trait. Why just to not reduce damage from crit (for now it's imposible to crit to person, who wears 7/7 impenetrable)? So, you can crit, and sorcs have critical surge works. But they crit for a little damage and get a little heal in PvP. IMO it's more balanced than what we have now.
Thrymbauld wrote: »Go in a trial without a heavy armor tank. Good luck .
Because high end tanking should be the sole province of an entire armor type. I disagree. The vast majority of the game heavily favors ignoring heavy armor completely.
Making the armors "role centric", in my opinion, guts them in its entirety. Magicka use for anything but tanking means light armor. You ARE gutting yourself to go any other way. Same with medium armor and physical damage. If you want to use heavy armor, you ARE heavily removing yourself from advantages that an identical build, except with a resource dependent tilt, can offer.
Gear and level creep in no way nullifies this, even though it can "gloss over" the problem by allowing people to reach a point in which that particular choice is trivial(being able to "cap" a variety of things in heavy armor is caused by this alone).
I would suggest a few things.
1. Make all armor "usable" buttons only usable with a majority, preferable five or more, of that item on. Immovable is easily the best example, and if heavy armor was its sole user it may be enough right there to see its usage.
2. "Hybridize" it. If we really must have role/resource specific armor types, I would submit that we're badly lacking in a hybrid type to combine weapon and magicka skills on the same bar.
Instead of the trivial+cooldown "on hit" resource gain from heavy armor, give it half the bonus the other types get, for EACH resource. That is to say, instead of constitution giving a small percentage on hit, give it an "always on" percentage of 2% per piece or armor, or something of that nature. Actual numbers adjusted for balance, of course.
Make Juggernaut give a percentage to both spells and weapons, in lieu of the critical hit gains from the other armors. Keep in mind that "spells" in this game are really just class abilities, it isn't really a disparity between finger wagglers and sword swingers so much as it's blue bar versus green bar.
3. Get rid of the caps already, or at least raise them to something logical. Soft capping armor rating just by putting on heavy armor is ridiculous. Easy to use, high uptime skills easily keep the other armors just as soft capped as the guy in heavy, which means that the heavy armor user armor encounters drastic diminishing returns immediately, trivializing his mitigation advantage in all but the most "end game" PvE scenarios---the ones mentioned above. Currently, a heavy armor users TTK and TTL levels are badly askew--you can survive longer, but your reduced output means that your functionality doesn't bring that survivability a proper usage.
Thrymbauld wrote: »3. Get rid of the caps already, or at least raise them to something logical. Soft capping armor rating just by putting on heavy armor is ridiculous. Easy to use, high uptime skills easily keep the other armors just as soft capped as the guy in heavy, which means that the heavy armor user armor encounters drastic diminishing returns immediately, trivializing his mitigation advantage in all but the most "end game" PvE scenarios---the ones mentioned above. Currently, a heavy armor users TTK and TTL levels are badly askew--you can survive longer, but your reduced output means that your functionality doesn't bring that survivability a proper usage.
MercyKilling wrote: »SCREW THE NUMBERS!!! I just want to have cosmetic modding on armor so I can run around wearing this:
Or maybe this:
AshySamurai wrote: »...IMO it's better to rework impenetrable trait. Why just to not reduce damage from crit (for now it's imposible to crit to person, who wears 7/7 impenetrable)? So, you can crit, and sorcs have critical surge works. But they crit for a little damage and get a little heal in PvP. IMO it's more balanced than what we have now.
Buffing Impenetrable like this would be a significant nerf to Sneak Attacks, as well as Crit Build Nightblades.
Prefer how Impenetrable works now. It certainly does not need to be buffed to reduce crit damage instead.
AshySamurai wrote: »...IMO it's better to rework impenetrable trait. Why just to not reduce damage from crit (for now it's imposible to crit to person, who wears 7/7 impenetrable)? So, you can crit, and sorcs have critical surge works. But they crit for a little damage and get a little heal in PvP. IMO it's more balanced than what we have now.
Buffing Impenetrable like this would be a significant nerf to Sneak Attacks, as well as Crit Build Nightblades.
Prefer how Impenetrable works now. It certainly does not need to be buffed to reduce crit damage instead.
How on earth is this a nerf to crit build NBs who already aren't critting anybody at all in Impenetrable?
Some extra damage seems like it would be better than the 0 extra damage they are getting right now in PvP.
It would be a nerf to sneak attack openers, which is literally 1 attack in the entire fight, and let's just be completely honest: there's 0 skill involved in stacking a big opener from stealth, and even less skill involved in hitting players who can't react.
Forestd16b14_ESO wrote: »OR and follow me on this... we fix there skills cause in case you haven't seen yet alot of clothed players are using immoveable the heavy armor skill. This reason right here is why armor is weird like need 1 or more armor to use the passive skill so why can you use the skill with out even wearing one piece of the armor. Me personal i find this wrong and need fixed cause i worked my ass off getting 50 heavy armor and used so many skill point into heavy armor and worked my ass off again leveling up immoveable to get it maxed morphed and with all that blood sweat and tears to get 10 or 11 secs of boosted armor and spell res and immune to stuns was worth it. But to see light armor wearers using it just to be immune to stuns is basicly a middle finger to use heavy armor users. It's like them saying "hey we can use your skill too without training or wearing heavy armor". A way to fix it? Make the skill need 5 pieces of said armor to use said armor skill. It will also be step in the right direction of fixing pvp to. Stopping all the gank-piers spamming it to grant immunity from silver blots and dawnbreaker. Fixing this will be fixing PvP too 2 guards knees with one arrow as they would say.
MercyKilling wrote: »SCREW THE NUMBERS!!! I just want to have cosmetic modding on armor so I can run around wearing this:
Or maybe this:
Hortator Indoril Nerevar wrote: »MercyKilling wrote: »SCREW THE NUMBERS!!! I just want to have cosmetic modding on armor so I can run around wearing this:
Or maybe this:
I wish armor like that represented how much protection it would actually give. Aka none and people who wear nothing should be one hit....
Go in a trial without a heavy armor tank. Good luck .
PlagueMonk wrote: »A system like this would allow that Sorc. to outfit themselves in full plate and STILL be able to have magicka cost cutters BUT they would be moving like slugs if they didn't invest in stamina.