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Light armour "Concentration" passive rework suggestion

Blackbird_V
Blackbird_V
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Currently the penetration passive on Light armour makes it the go-to for penetration, which means for optimal penetration on most classes in dungeons you want light armour. Regardless of Stamina or Magicka class.

My stamina characters run Order's Wrath + a Trial set in dungeons, with Order's Wrath being light armour just for penetration. Using a pen set like TFS is a DPS loss. So here's my suggestion:


Light Armour
  • Concentration - New:
    • Increase your Maximum Magicka by 0.25%/0.5% for each piece of light armour equipped. Similar to Medium Armour's "Agility", but not as strong.
(Maximum penetration from this passive at max rank is: 6937)


Undaunted
  • Undaunted Ferocity (Passive) - New:
    • Increase your Physical and Spell penetration by 3500/7000.
    • Unlocked at Undaunted Level 8 and 10.


Reason being is sustain issues doing so and it doesn't entirely feel right. Currently in Raids the meta is to run full medium armour as well, for Crit damage and Weapon/Spell damage.

Cons:
Could make Medium Armour BIS in dungeons.
Overpenetration in Raids if this passive works there.
Probably kill off pen sets.

Pros:
Better passive for light armour that gains a more direct combat benefit, even though penetration is important, in this suggestion that passive still exists, but elsewhere.
Unity for Magicka/Stam DD's to gain penetration.
Can actually run Medium armour in dungeons on my Stamina Characters without hindering myself.
Maybe more opportunity for tanks to wear other sets, other than penetration sets/tremorscale?

Other:
Fix the "Looking for group buff" updating Weapon/Spell damage values of characters over CP 160, but have no actual effect. It's misleading, or just make it work for us who are CP 160+
Edited by Blackbird_V on 6 April 2024 17:16
Difficulty scaling is desperately needed. 9 years. 6 paid expansions. 25 DLCs. 41 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the game.
  • dmnqwk
    dmnqwk
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    With Hybridization it'd be better to simply split light and medium armor into healers and DD than worry like that.

    Light (healer)
    Healers in lighter armour should be able to sprint faster and cheaper to keep up - it's silly to have stamina users get this bonus.

    Passive: Reduces the damage of any single target hit against you by 5% per piece worn once every 6 seconds. Increase DoT damage taken by 1% per piece worn.
    Piety: Increases your sprint speed by 1%/2%/3% and reduces the stamina cost by 2%/4%/6%.
    Grace: Increases your Magicka and Stamina recovery by 2%/3% per piece worn.
    Charity: When you heal another player their magicka and stamina recovery increase by 1% per 2/1 piece(s) worn.
    Prodigy: Increase spell and weapon power by 2/4% per piece worn.
    Concentration: Reduces the duration of snares and stuns by 2/4% per piece worn.

    Medium (dd)

    Passive: Reduce the cost of sneak and sneak speed by 3% per piece worn.
    Athletics: Reduce the cost of break free/dodge roll by 2%/4%/6%
    Endurance: Reduce the cost of Magicka and Stamina damage abilities by 2%/4%
    Agility: Increase critical chance by 1/2% and critical damage by 2%/4% per piece worn.
    Lethality: Increase spell/weapon penetration by 469/939 per piece worn.
    Efficiency: When you deal critical damage, regain 1% magicka and stamina per 3/2 pieces worn.

    Anyone who hates hybridization will hate this, of course, but I don't know many games wherein they kept healers sharing an armour type with damage dealers for HALF the options only.
  • AlterBlika
    AlterBlika
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    Too much free pen
  • yadibroz
    yadibroz
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    dmnqwk wrote: »
    With Hybridization it'd be better to simply split light and medium armor into healers and DD than worry like that.

    Light (healer)
    Healers in lighter armour should be able to sprint faster and cheaper to keep up - it's silly to have stamina users get this bonus.

    Passive: Reduces the damage of any single target hit against you by 5% per piece worn once every 6 seconds. Increase DoT damage taken by 1% per piece worn.
    Piety: Increases your sprint speed by 1%/2%/3% and reduces the stamina cost by 2%/4%/6%.
    Grace: Increases your Magicka and Stamina recovery by 2%/3% per piece worn.
    Charity: When you heal another player their magicka and stamina recovery increase by 1% per 2/1 piece(s) worn.
    Prodigy: Increase spell and weapon power by 2/4% per piece worn.
    Concentration: Reduces the duration of snares and stuns by 2/4% per piece worn.

    Medium (dd)

    Passive: Reduce the cost of sneak and sneak speed by 3% per piece worn.
    Athletics: Reduce the cost of break free/dodge roll by 2%/4%/6%
    Endurance: Reduce the cost of Magicka and Stamina damage abilities by 2%/4%
    Agility: Increase critical chance by 1/2% and critical damage by 2%/4% per piece worn.
    Lethality: Increase spell/weapon penetration by 469/939 per piece worn.
    Efficiency: When you deal critical damage, regain 1% magicka and stamina per 3/2 pieces worn.

    Anyone who hates hybridization will hate this, of course, but I don't know many games wherein they kept healers sharing an armour type with damage dealers for HALF the options only.

    Medium should be 4% than 2
  • ESO_Nightingale
    ESO_Nightingale
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    While i don't think that this is the solution, light armor is crap for organised pve dps and it's not even that well designed for healers and there are too many people defending it's current design for niche solo content. Magdps sustain suffers while we're stuck with this and there needs to be some change.
    Edited by ESO_Nightingale on 7 April 2024 20:58
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • Treeshka
    Treeshka
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    Too much free pen indeed. This would make a lot more power creep in raids. Maybe the value can be lowered on the passive you have suggested though.
  • Sockermannen
    Sockermannen
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    That’s way to much penetration to just hand out with no requirements, it’s basically the best passive from the light armor tree active at all times. This comes across like nerf to light armor and as an indirect buff to medium because light looses what some would argue to be it’s most important passive and instead get a very weak passive in return while medium gets to keep it’s already highly valuable damage and crit damage bonuses. Outside of sustain LA would have very little offensive merit compared to medium.

    With suggested numbers i’d get 3.5% more max mag with 7 light, if i have say 31k max mag i’d get 1085 extra mag, or the equivalent of ~104 wpn/spell damage.

    I do agree that light and medium armor needs to be looked at by the devs but this is not the way. Personally i’d say buff crit chance for light armor or give it bonuses to status effect application rates/damage. Since penetration is more easily taken care of by the supports in a raid setting the passives would need to be quite strong to contend with MA’s % weapon scaling.

  • BXR_Lonestar
    BXR_Lonestar
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    Honestly, penetration isn't really an issue anymore, and so this "rework" wouldn't amount to light armor being used more or less anyways. My tank setup provides the group ~ 16k armor/spell penetration, meaning my group needs just 1 sharpened weapon or a line of penetration + 1 light armor piece to reach penetration cap. Unless they gave us bonus damage for overpenetration (something I've advocated for btw), adding increased pen to the light armor is not going to make it more or less desirable than it already is.

    IMO, what makes medium armor so strong are 2 things: 1 a low crit chance cap of 60% which makes it much less rewarding to stack crit chance (increased by light armor), and the fact that medium armor represents a unity of increased raw damage stat (each medium piece increases weapon/spell damage by 2%) AND an increase in critical damage done (each piece increases your crit damage done by 2%).

    When hybridization came out, the idea was to make people choose between damage stats and penetration in order to balance builds, but because of all the sources of penetration, they've only made medium armor the obvious winner.

    The real solution? Get rid of hybridization. It's not been great for the game, it has only concentrated the meta so there isn't much difference between mag and stam meta, and its homogenized the game which should be about build variety. I much preferred the old days of ESO when Mag characters were built completely different than Stam characters.
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