Strider_Roshin wrote: »Heavy seems to be the go to with many builds nowadays since the benefits greatly outweigh the disadvantages. What do you think needs to be changed to medium, and light armor?
Medium Armor
With so much being undodgeable, medium armor is becoming more like a punching bag. If ZOS isn't going to make more abilities more dodge-able then it needs to be more innately defensive. A suggestion that I've heard that I thought was great is to make each piece of medium armor grant you 150 crit resistance. This was you could spec more into reinforced, well-fitted, nirnhoned, sturdy, etc.
Light armor
Light armor is all around in great shape with damage shields, and penetration. One glaring weakness it has is that there's no magicka version of Shuffle; therefore I think each piece of armor should reduce the duration of snares, and roots by x%
These were some great ideas Derra came up with that I felt needed sharing.
sodantokb16_ESO wrote: »Most a foremost, medium needs to make sense. If you look at passives 1/3 of them doesnt work with second 1/2 and second 1/3 with third 1/3...
For a supposed high regen builds, a lot of things they do is shutting it down - sprinting, sneaking, blocking...
Then there is sneaking cost, that everybody has at 40% with Legerdemain. Yes medium gets 48% on top of it, but it is useless in PVE, it is useless in PVP unless you gank a lot or are scared of other players during your voyage from AD gate to Bruma. There is CP that can do it too. Make gankers use it if they care about stealth cost.
If ZoS start adding more and more undodgeable skills (like cliff racer) they need to start giving medium armor some defense to them that doesnt kill all their regen. Each block cost like 4-6k stamina (1-2 times killed stam regen and one instance of blocked damage).
Either by making block gradually increase stam reduction up to 100% the longer you old it, or by giving dodge roll some sort of block mechanic (during dodge roll, block x% of every undodgeable damage), or by increasing healing gained.
And dont get me started how everything is % based, so if you dont have any stam regen set pieces your regen is barely bigger than of that dude in heavy armor with his constitution. Same goes for weapon damage.
//EDIT:
Forgot the stealth detection radius. I guess thats useful if people move next to you. And if you move in stealth with something that isnt khajiit/bosmer (why tho)
THEDKEXPERIENCE wrote: »There needs to be a way to make people to want to use light and medium armor and deal with the reprocussions of dying more often. And it needs to be ridiculous, bordering on game breakingly obvious.
For example, add in a 5 piece perk of 20% extra magic for light, and 20% extra stamina for medium.
As of right now all of the bonuses sound cool when on a spreadsheet but that speadsheet doesn't work too well in Cyrodiil.
sodantokb16_ESO wrote: »Most a foremost, medium needs to make sense. If you look at passives 1/3 of them doesnt work with second 1/2 and second 1/3 with third 1/3...
For a supposed high regen builds, a lot of things they do is shutting it down - sprinting, sneaking, blocking...
Then there is sneaking cost, that everybody has at 40% with Legerdemain. Yes medium gets 48% on top of it, but it is useless in PVE, it is useless in PVP unless you gank a lot or are scared of other players during your voyage from AD gate to Bruma. There is CP that can do it too. Make gankers use it if they care about stealth cost.
If ZoS start adding more and more undodgeable skills (like cliff racer) they need to start giving medium armor some defense to them that doesnt kill all their regen. Each block cost like 4-6k stamina (1-2 times killed stam regen and one instance of blocked damage).
Either by making block gradually increase stam reduction up to 100% the longer you old it, or by giving dodge roll some sort of block mechanic (during dodge roll, block x% of every undodgeable damage), or by increasing healing gained.
And dont get me started how everything is % based, so if you dont have any stam regen set pieces your regen is barely bigger than of that dude in heavy armor with his constitution. Same goes for weapon damage.
//EDIT:
Forgot the stealth detection radius. I guess thats useful if people move next to you. And if you move in stealth with something that isnt khajiit/bosmer (why tho)
Yea the % based stats are an issue, but that's more or less a problem with how they coded the game versus math for your build. A percent of any high value will be better than at lower values (same logic applies to store sales. 20% off a t-shirt that's 15 bucks is 3 dollars off the ticket price. But using the 10 dollar off coupon means you reduced the cost by 66% whereas the percentage only saved you 3 total dollars.)
sodantokb16_ESO wrote: »sodantokb16_ESO wrote: »Most a foremost, medium needs to make sense. If you look at passives 1/3 of them doesnt work with second 1/2 and second 1/3 with third 1/3...
For a supposed high regen builds, a lot of things they do is shutting it down - sprinting, sneaking, blocking...
Then there is sneaking cost, that everybody has at 40% with Legerdemain. Yes medium gets 48% on top of it, but it is useless in PVE, it is useless in PVP unless you gank a lot or are scared of other players during your voyage from AD gate to Bruma. There is CP that can do it too. Make gankers use it if they care about stealth cost.
If ZoS start adding more and more undodgeable skills (like cliff racer) they need to start giving medium armor some defense to them that doesnt kill all their regen. Each block cost like 4-6k stamina (1-2 times killed stam regen and one instance of blocked damage).
Either by making block gradually increase stam reduction up to 100% the longer you old it, or by giving dodge roll some sort of block mechanic (during dodge roll, block x% of every undodgeable damage), or by increasing healing gained.
And dont get me started how everything is % based, so if you dont have any stam regen set pieces your regen is barely bigger than of that dude in heavy armor with his constitution. Same goes for weapon damage.
//EDIT:
Forgot the stealth detection radius. I guess thats useful if people move next to you. And if you move in stealth with something that isnt khajiit/bosmer (why tho)
Yea the % based stats are an issue, but that's more or less a problem with how they coded the game versus math for your build. A percent of any high value will be better than at lower values (same logic applies to store sales. 20% off a t-shirt that's 15 bucks is 3 dollars off the ticket price. But using the 10 dollar off coupon means you reduced the cost by 66% whereas the percentage only saved you 3 total dollars.)
Yeah, but then they went on and added "raw" stam sustain to heavy armor and raw penetration to light. And then decided everything should just block regen, but not the raw one. And then decided crit or penetration should be best damage increase. And suddenly medium armor in pve is good mostly for its crit chance bonus. And regen isnt important at all (times may change) and some people in PvP should have uncrittable shields and the rest should mitigate half of crit damage anyway... and we arrived at current medium. Good only for dodgeroll, thats gets nerfed patch after patch.
THEDKEXPERIENCE wrote: »There needs to be a way to make people to want to use light and medium armor and deal with the reprocussions of dying more often. And it needs to be ridiculous, bordering on game breakingly obvious.
For example, add in a 5 piece perk of 20% extra magic for light, and 20% extra stamina for medium.
As of right now all of the bonuses sound cool when on a spreadsheet but that speadsheet doesn't work too well in Cyrodiil.
THEDKEXPERIENCE wrote: »There needs to be a way to make people to want to use light and medium armor and deal with the reprocussions of dying more often. And it needs to be ridiculous, bordering on game breakingly obvious.
For example, add in a 5 piece perk of 20% extra magic for light, and 20% extra stamina for medium.
As of right now all of the bonuses sound cool when on a spreadsheet but that speadsheet doesn't work too well in Cyrodiil.
Maybe not 20% but adding more Max pool could be incentive.
Though they do give medium armor additional WD already. Ultimately people slot HA to escape dying too quickly. We need to give players across all armor lines the ability to defend themselves, but at a sacrifice to dmg. And vice versa for HA, give the ability to do dmg but at cost to survivability.
If we can balance the armor lines within 2-5% of each other in terms of effectiveness, it comes down to personal playstyle choice with the ability to stack either dmg or survivability and never both.
THEDKEXPERIENCE wrote: »THEDKEXPERIENCE wrote: »There needs to be a way to make people to want to use light and medium armor and deal with the reprocussions of dying more often. And it needs to be ridiculous, bordering on game breakingly obvious.
For example, add in a 5 piece perk of 20% extra magic for light, and 20% extra stamina for medium.
As of right now all of the bonuses sound cool when on a spreadsheet but that speadsheet doesn't work too well in Cyrodiil.
Maybe not 20% but adding more Max pool could be incentive.
Though they do give medium armor additional WD already. Ultimately people slot HA to escape dying too quickly. We need to give players across all armor lines the ability to defend themselves, but at a sacrifice to dmg. And vice versa for HA, give the ability to do dmg but at cost to survivability.
If we can balance the armor lines within 2-5% of each other in terms of effectiveness, it comes down to personal playstyle choice with the ability to stack either dmg or survivability and never both.
Here is why I suggested a massive 20% gain. If you've been playing this game long enough you will have come across this guy.
"Dude, my toon now has 4765 weapon damage! I'll be unstoppable!"
Dead 30 seconds later.
Followed by an angry forum posts about newbs who need to learn to play without using cheese.
Meanwhile, the heavy armor guy with 3000 weapon damage or spell power won the fight and is still fighting 45 minutes later having killed 10 times the people as the weapon damage guy.
If light and medium are too be buffed, and as a heavy user THEY DO NEED TO BE BUFFED, it cannot simply be by adding more armor. Cloth and leather are not as good as steel, so that solution is out due to stupidity. But ... if there is something that can be done where light and medium armor gets some absurd bonus to make people more ok with having to play horse riding simulator 2k17 then they should. In my view the only thing that makes enough sense would be to give a resource boost bordering on insane.
Using my own Magplar, I currently have 49k magic in 5 heavy armor. After my Templar circle is casted I sit around 30k in each resistance. But ... if by switching to light armor maybe I could deal with 15k resists in exchange for an additional almost 10k magic, which would be 20% for me.
So I ask you ... would you rather have 59k magic and 15k resists or 49k and 30k? If the answer isn't "definitely the first one" then the buff still isn't strong enough.
Father_X_Zombie wrote: »Make people have to use the skill line armor ability if they are wearing 5pc of that armor type. For example: you have to be using 5 pieces of medium armor to use shuffle, and 5 pieces of light armor to use annulment.
Father_X_Zombie wrote: »Make people have to use the skill line armor ability if they are wearing 5pc of that armor type. For example: you have to be using 5 pieces of medium armor to use shuffle, and 5 pieces of light armor to use annulment.
THEDKEXPERIENCE wrote: »THEDKEXPERIENCE wrote: »There needs to be a way to make people to want to use light and medium armor and deal with the reprocussions of dying more often. And it needs to be ridiculous, bordering on game breakingly obvious.
For example, add in a 5 piece perk of 20% extra magic for light, and 20% extra stamina for medium.
As of right now all of the bonuses sound cool when on a spreadsheet but that speadsheet doesn't work too well in Cyrodiil.
Maybe not 20% but adding more Max pool could be incentive.
Though they do give medium armor additional WD already. Ultimately people slot HA to escape dying too quickly. We need to give players across all armor lines the ability to defend themselves, but at a sacrifice to dmg. And vice versa for HA, give the ability to do dmg but at cost to survivability.
If we can balance the armor lines within 2-5% of each other in terms of effectiveness, it comes down to personal playstyle choice with the ability to stack either dmg or survivability and never both.
Here is why I suggested a massive 20% gain. If you've been playing this game long enough you will have come across this guy.
"Dude, my toon now has 4765 weapon damage! I'll be unstoppable!"
Dead 30 seconds later.
Followed by an angry forum posts about newbs who need to learn to play without using cheese.
Meanwhile, the heavy armor guy with 3000 weapon damage or spell power won the fight and is still fighting 45 minutes later having killed 10 times the people as the weapon damage guy.
If light and medium are too be buffed, and as a heavy user THEY DO NEED TO BE BUFFED, it cannot simply be by adding more armor. Cloth and leather are not as good as steel, so that solution is out due to stupidity. But ... if there is something that can be done where light and medium armor gets some absurd bonus to make people more ok with having to play horse riding simulator 2k17 then they should. In my view the only thing that makes enough sense would be to give a resource boost bordering on insane.
Using my own Magplar, I currently have 49k magic in 5 heavy armor. After my Templar circle is casted I sit around 30k in each resistance. But ... if by switching to light armor maybe I could deal with 15k resists in exchange for an additional almost 10k magic, which would be 20% for me.
So I ask you ... would you rather have 59k magic and 15k resists or 49k and 30k? If the answer isn't "definitely the first one" then the buff still isn't strong enough.
You really shouldn't be able to get 49k mag/stam in HA with 30k resists buffed is my argument. Pick one, deal with subpart of the other. Or build more balanced where you can compete or where hybrid builds can play.
It's about that diversity, not "all eggs in one basket".
One glaring weakness it has is that there's no magicka version of Shuffle
One glaring weakness it has is that there's no magicka version of Shuffle
But there is a magicka version of shuffle. The fact that only magblades have it is one of the few halfway-decent distinctives we still have as a class. I suppose I would be fine with giving this to everyone, as long as Blur was buffed.
thankyourat wrote: »Medium and light are fine, nerf the damage of heavy armor. If heavy armor players damage was lowered it wouldn't force everyone into heavy armor. As it is right now heavy armor builds can just bully you if you aren't wearing heavy as well. It's like a child trying to fight an adult. Wearing 5 pieces of heavy needs some sort of damage reduction like minor main. That way heavy armor players will hit medium and light for the same damage they are being hit for.
The reason I say bring heavy down to medium and light is because if you buff medium and lights damage it will just force everyone into heavy because damage would be too high
Strider_Roshin wrote: »One glaring weakness it has is that there's no magicka version of Shuffle
But there is a magicka version of shuffle. The fact that only magblades have it is one of the few halfway-decent distinctives we still have as a class. I suppose I would be fine with giving this to everyone, as long as Blur was buffed.
I was referring to snare/root immunity.
THEDKEXPERIENCE wrote: »Strider_Roshin wrote: »One glaring weakness it has is that there's no magicka version of Shuffle
But there is a magicka version of shuffle. The fact that only magblades have it is one of the few halfway-decent distinctives we still have as a class. I suppose I would be fine with giving this to everyone, as long as Blur was buffed.
I was referring to snare/root immunity.
Mist Form.
THEDKEXPERIENCE wrote: »There needs to be a way to make people to want to use light and medium armor and deal with the reprocussions of dying more often. And it needs to be ridiculous, bordering on game breakingly obvious.
For example, add in a 5 piece perk of 20% extra magic for light, and 20% extra stamina for medium.
As of right now all of the bonuses sound cool when on a spreadsheet but that speadsheet doesn't work too well in Cyrodiil.
Ragnaroek93 wrote: »THEDKEXPERIENCE wrote: »There needs to be a way to make people to want to use light and medium armor and deal with the reprocussions of dying more often. And it needs to be ridiculous, bordering on game breakingly obvious.
For example, add in a 5 piece perk of 20% extra magic for light, and 20% extra stamina for medium.
As of right now all of the bonuses sound cool when on a spreadsheet but that speadsheet doesn't work too well in Cyrodiil.
That's an awesome idea if you want to remove everything except petsorcs from the game. Ressource increase always favour magicka while dmg increase favour stamina.
I think light armor is pretty strong right now. Skeleton Pirate, Shuffle (yes, it's available for magicka builds while Dampen isn't available on stambuilds) and Dampen Magicka turn them into tanks. Only weakness are snares and I agree that they shouldn't suffer that much from it but the other points should get a nerf.
Medium armor is a tough one. Would actually like to see that more stuff becomes dodgeable again. I literally died to my friend on his manablade just to one Soul Strike and one Skoria proc and nothing else while permablocking in medium armor... A 90k tooltip damage skill which ignores dodgeroll is just completely stupid (probably even worse than shieldbreaker and shieldbreaker is already one of the worst designed things in the game).
The main problem I see is what dodgeroll does cost and what it gives actually. As long as I can trust my stamina bar, the first dodgeroll already costs me 2.8k stamina, so almost the same as dampen magicka and much more than hardened ward (not even talking about stacking hardened and harness which costs basically nothing at all if you get hit by magicka damage lmao). I think that this is just way over the top compared to how cheap block and shieldspam is right now. Yes, there is a break even point then dodgeroll becomes better if getting hit by multiple enemies. But at that point you will most likely die anyways so it doesn't matter.
1. They should definitely scrap that stupid stealth passive and replace it with something more meaningful.
2. Replace the toxic passive dodge in Evasion with something that provides more consistent mitigation. See here: https://forums.elderscrollsonline.com/en/discussion/333460/remove-major-evasion-replace-with-new-major-deflection#latest
3. Restore regen while blocking and sprinting but give them a scaling cost penalty similar to that of Streak or dodge roll. This way you can actually use them reactively without bleeding all your precious stamina. This would also curb block builds and perpetual block-casting in general because if they do it too long their stam will inevitably dry up.