AssaultLemming wrote: »I think the worst thing here is that armour is now directly related to spell resistance. It seems so counter intuitive. Imo heavy armour should provide the best resistance against physical attacks and light armour the best against magicka attacks. Medium armour should provide half half.
Heavy armour 3/3 physical protection 1/3 magicka.
Medium 2/3 both
Light armour 1/3 physical 3/3 magicka.
Maybe what they intended was for light armour users to use damage shields, which scale off magicka and come from the light armour line? In this case I would say make magicka based damage shields have improved spell resist and stamina based damage shields have improved physical resists...
So long as damage scales from stat pools hybrid will never be viable, but that's another discussion.
pugyourself wrote: »I tried running all LA with Prodigy. Even with Hardened Ward, I got killed fast. I ended up putting on chest and legs heavy and taking the 5-piece bonuses while leaving Prodigy unticked. I survive a lot better now.
Light armor simply needs to go back to what it was in 1.5, with the change now, light armor wearers are nothing more than walking bags of 900 AP. Walking unmitigated bags of AP.
I really do not comprehend the changes made in 1.6 to light armor. Light armor was changed to have 1/4 of the armor of heavy armor, while medium armor remains at 3/4 of heavy armor. In addition to that concentration was changed to require 5 pieces of light armor, ruining hybrid builds. When you compare light and medium armor three things easily stand out as imbalanced. On top of that there is one independent variable that really makes it even worse.
1. Light armor is the only set with 2 passives requiring 5 armor pieces to activate.
2. Light armor and medium armor are both dps sets but the defense is incompatible.
LightMedium
- 1/4 armor
- Mitigationless shield which are also nerfed to -15%, and only protects against magic.
- Spell resistance
So the only thing not overcome by medium armor for defense is a mitigationless shield, nerfed 15%. Now there is the fact that we don't have to double tap our stamina but that comes with having no regen, cost reduction, or recovery for it either.
- 3/4 armor
- Dodge roll reduction allowing one to avoid damage often
- Elude - Evades damage and provides CC protection by evading it; unlike shields
- Armor naturally provides its own spell resist in 1.6
3. Offense. The highest spell damage I have heard reported is 2400 with entropy up, the highest weapon damage I have heard reported is 3200. In addition to this 2handers provide more spell damage than staffs. It doesn't make any sense, these are both dps sets. Why am I sacrificing so much defense for less damage?
4. With the changes to CC and what goes through block, along with the poor server timing that allows things to go through block that should not go through block, and the changes to block costs, you can no longer protect yourself from CC with Block. This puts breakfree on a 5 second timer. As soon as CC immunity goes down you will be CCd again, every 5 seconds. This could be overcome with immovable but it was nerfed off the table for anything but heavy users. This upsurge in stamina requirements puts a large demand on an undeveloped resource in light armor. To over come this a lot of people are running 4L 3medium, which means we lose the spell penetration from concentration. Even so 1.6 still puts a new demand on stamina and then pairs that demand with drastic nerfs to an armor line that already provides nothing for stamina.
Please review your changes to light armor. Light and Medium armor are both dps sets, they should be different, but comparable in dps and defense. We need light armor and medium armor to both be good choices, right now it seems like all we are doing is reversing the meta.
My suggestion is to increase the armor on light armor while leaving it below medium (scale spell resist down to compensate) and remove the 5 piece requirement for concentration by making it scale by pieces equipped.
When a magicka user has low health, they can protect or heal themselves, when a stamina user has low health, he dies. Your death rate now will be higher, and more in line with the death rate stamina users suffer from. Instead of nerfing light armor they could have given stamina users some proper shields or heals, but that makes little sense in any realistic way, since spells like that are meant to cost magicka, not stamina.
I really do not comprehend the changes made in 1.6 to light armor. Light armor was changed to have 1/4 of the armor of heavy armor, while medium armor remains at 3/4 of heavy armor. In addition to that concentration was changed to require 5 pieces of light armor, ruining hybrid builds. When you compare light and medium armor three things easily stand out as imbalanced. On top of that there is one independent variable that really makes it even worse.
1. Light armor is the only set with 2 passives requiring 5 armor pieces to activate.
2. Light armor and medium armor are both dps sets but the defense is incompatible.
LightMedium
- 1/4 armor
- Mitigationless shield which are also nerfed to -15%, and only protects against magic.
- Spell resistance
So the only thing not overcome by medium armor for defense is a mitigationless shield, nerfed 15%. Now there is the fact that we don't have to double tap our stamina but that comes with having no regen, cost reduction, or recovery for it either.
- 3/4 armor
- Dodge roll reduction allowing one to avoid damage often
- Elude - Evades damage and provides CC protection by evading it; unlike shields
- Armor naturally provides its own spell resist in 1.6
3. Offense. The highest spell damage I have heard reported is 2400 with entropy up, the highest weapon damage I have heard reported is 3200. In addition to this 2handers provide more spell damage than staffs. It doesn't make any sense, these are both dps sets. Why am I sacrificing so much defense for less damage?
4. With the changes to CC and what goes through block, along with the poor server timing that allows things to go through block that should not go through block, and the changes to block costs, you can no longer protect yourself from CC with Block. This puts breakfree on a 5 second timer. As soon as CC immunity goes down you will be CCd again, every 5 seconds. This could be overcome with immovable but it was nerfed off the table for anything but heavy users. This upsurge in stamina requirements puts a large demand on an undeveloped resource in light armor. To over come this a lot of people are running 4L 3medium, which means we lose the spell penetration from concentration. Even so 1.6 still puts a new demand on stamina and then pairs that demand with drastic nerfs to an armor line that already provides nothing for stamina.
Please review your changes to light armor. Light and Medium armor are both dps sets, they should be different, but comparable in dps and defense. We need light armor and medium armor to both be good choices, right now it seems like all we are doing is reversing the meta.
My suggestion is to increase the armor on light armor while leaving it below medium (scale spell resist down to compensate) and remove the 5 piece requirement for concentration by making it scale by pieces equipped.
1. General balance purposes.
2. In general magicka skills are more powerful than stamina skills, provide more utility, healing, protection and defence.
3. Twohanders are melee, staves are ranged, melee should always do more damage than ranged.
4. Light armor was simply far too powerful, and light armor magicka builds always superior to any stamina build, now this got changed I understand you are disappointed, but game balance is more important than some people's dissapointment, because imbalance causes far more disappointment and frustration. Light armor magicka builds have such powerful healing and shield abilities, none of which are available to medium armor users, therefor nerfing light armor was badly needed.
When a magicka user has low health, they can protect or heal themselves, when a stamina user has low health, he dies. Your death rate now will be higher, and more in line with the death rate stamina users suffer from. Instead of nerfing light armor they could have given stamina users some proper shields or heals, but that makes little sense in any realistic way, since spells like that are meant to cost magicka, not stamina.
m2super_ESO wrote: »I am pretty confident that leather armor would provide more defense than a bathrobe.. just sayin.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Elijah_Crow wrote: »This entire thread assumes that spell resistance is always equal to physical for all. In my experience spell resistance is generally lower on mobs and players which explains why spell damage does not need to be as high weapon damage to be on par. The changes have makes sense. I hope they stand as is.
1. General balance purposes.
2. In general magicka skills are more powerful than stamina skills, provide more utility, healing, protection and defence.
3. Twohanders are melee, staves are ranged, melee should always do more damage than ranged.
4. Light armor was simply far too powerful, and light armor magicka builds always superior to any stamina build, now this got changed I understand you are disappointed, but game balance is more important than some people's dissapointment, because imbalance causes far more disappointment and frustration. Light armor magicka builds have such powerful healing and shield abilities, none of which are available to medium armor users, therefor nerfing light armor was badly needed.
When a magicka user has low health, they can protect or heal themselves, when a stamina user has low health, he dies. Your death rate now will be higher, and more in line with the death rate stamina users suffer from. Instead of nerfing light armor they could have given stamina users some proper shields or heals, but that makes little sense in any realistic way, since spells like that are meant to cost magicka, not stamina.
m2super_ESO wrote: »I am pretty confident that leather armor would provide more defense than a bathrobe.. just sayin.
im pretty confident you can move more silently, run longer, make roll dodges alot easier in a bathrobe than a leather armor unless the leather is so thin its mitigation advantage is nonexistant.
When a magicka user has low health, they can protect or heal themselves, when a stamina user has low health, he dies. Your death rate now will be higher, and more in line with the death rate stamina users suffer from. Instead of nerfing light armor they could have given stamina users some proper shields or heals, but that makes little sense in any realistic way, since spells like that are meant to cost magicka, not stamina.
Yeah right...because every stamina user is a DW/Bow NB tyro without any defensive skills slotted.
How about a Vigor, Rally, Green Dragon Blood(scales of max health not magicka fyi) spamming DK, that can dodge roll forever on top of that. Totally dies instantly when low on health, sure
4. Game balance is the focus and reason for the OP. Several abilities were changed to stamina in 1.6 and even in 1.5 it had stamina heals, stamina shields and even it's own guild line. Now it just has a lot more options along with 1.5's consolidated functionality, ex wrecking blow.