trimsic_ESO wrote: »In order to be useful in AvA, the passive bonuses of the heavy armor skill lines need a love. For instance, I would suggest to increase the spell resistance passive bonus, and, as already mentioned for the future of the game, I would suggest to also have a passive skill that increases the ultimate regeneration rate while tanking.
Without a buff to the heavy armor skill tree, tanks in heavy armor will not be as useful as they should be in AvA. Tactically speaking, having real tanks could be a counter-measure to the pulsar-bomber technique currently in place in AvA, providing that they can hold the line and use AOE skills to debuff the enemies. This would add an interesting dimension to the meta game.
tylarthb16_ESO wrote: »heavy is becoming increasingly redundant in the vet lvls when melee is close to suicidal with out full block or chain cc powers. So a buff to passives to make heavy actually help significantly with survival would be nice.
trimsic_ESO wrote: »The issue with heavy armor lays also in the current game mechanics:
- when we dodge, we need stamina
- when we interrupt, we need stamina
- when we CC break, we need stamina
- at the end, we have a short amount of stamina left for dealing damage with physical weapons
- light armor bonuses are very attractive; the entire skill tree is some sort of all-in-one skill tree
In short, damage dealt with physical weapon is not as attractive as damage dealt with magical skills. And that's a big issue for the game balance, with a negative side effect on the heavy armor utility in AvA.
Indeed, in AvA we barely need an heavy armor because most damage we take is magical damage, and the heavy armor skill tree does not help us much in that domain.
If the magical skills remain too attractive, then a buff to the heavy armor is required as a mean to balance the game in AvA, and as a mean to give the tank builds some sort of utility in a group.
Suggestions:
- Buff the passive skills of the heavy armor skill tree
- Add a 5 pieces of armor requirement to all the armor active skills (such as immovable for the heavy armor), or make the duration / effect of these skills depend on the number of pieces equipped
- Reduce stamina cost of dodge / interrupt
- Make the cc break cost magicka instead of stamina
- Make the 2H and DW skill trees more attractive (cost less stamina, deal more damage)
trimsic_ESO wrote: »The issue with heavy armor lays also in the current game mechanics:
- when we dodge, we need stamina
- when we interrupt, we need stamina
- when we CC break, we need stamina
- at the end, we have a short amount of stamina left for dealing damage with physical weapons
- light armor bonuses are very attractive; the entire skill tree is some sort of all-in-one skill tree
In short, damage dealt with physical weapon is not as attractive as damage dealt with magical skills. And that's a big issue for the game balance, with a negative side effect on the heavy armor utility in AvA.
Indeed, in AvA we barely need an heavy armor because most damage we take is magical damage, and the heavy armor skill tree does not help us much in that domain.
If the magical skills remain too attractive, then a buff to the heavy armor is required as a mean to balance the game in AvA, and as a mean to give the tank builds some sort of utility in a group.
Suggestions:
- Buff the passive skills of the heavy armor skill tree
- Add a 5 pieces of armor requirement to all the armor active skills (such as immovable for the heavy armor), or make the duration / effect of these skills depend on the number of pieces equipped
- Reduce stamina cost of dodge / interrupt
- Make the cc break cost magicka instead of stamina
- Make the 2H and DW skill trees more attractive (cost less stamina, deal more damage)
This sums up the current issues pretty nicely.
Thechemicals wrote: »Tanking in clothing...lawls.
If you tank in heavy gear alone and use things like circle of protection or other buff spells...youll notice a singificant difference even with overcharge.
Ragnar_Lodbrok wrote: »Ive not had any problem in PvE with heavy armor bonus'. At 31 Ive got all I can spend points in, and I can stand getting whacked on without hardly any damage, and what damage I get is regened quickly (thanks to passives). So I ask you not to just call for a buff/nerf based on pvp.
trimsic_ESO wrote: »The issue with heavy armor lays also in the current game mechanics:
- when we dodge, we need stamina
- when we interrupt, we need stamina
- when we CC break, we need stamina
- at the end, we have a short amount of stamina left for dealing damage with physical weapons
- light armor bonuses are very attractive; the entire skill tree is some sort of all-in-one skill tree
In short, damage dealt with physical weapon is not as attractive as damage dealt with magical skills. And that's a big issue for the game balance, with a negative side effect on the heavy armor utility in AvA.
Indeed, in AvA we barely need an heavy armor because most damage we take is magical damage, and the heavy armor skill tree does not help us much in that domain.
If the magical skills remain too attractive, then a buff to the heavy armor is required as a mean to balance the game in AvA, and as a mean to give the tank builds some sort of utility in a group.
Suggestions:
- Buff the passive skills of the heavy armor skill tree
- Add a 5 pieces of armor requirement to all the armor active skills (such as immovable for the heavy armor), or make the duration / effect of these skills depend on the number of pieces equipped
- Reduce stamina cost of dodge / interrupt
- Make the cc break cost magicka instead of stamina
- Make the 2H and DW skill trees more attractive (cost less stamina, deal more damage)
This sums up the current issues pretty nicely.
Quite so. Heavy armour looks like it was designed to be the "tank" armour, yet a lot of VR content tanks are, in fact, using medium, or even *light* armour. That speaks volumes.Mephiston87 wrote: »Lets face it putting the passives next to eachother light wins by far, medium is still decent not coming too far behind... and waaaaaay back there is heavy armour...
trimsic_ESO wrote: »The issue with heavy armor lays also in the current game mechanics:
- when we dodge, we need stamina
- when we interrupt, we need stamina
- when we CC break, we need stamina
- at the end, we have a short amount of stamina left for dealing damage with physical weapons
- light armor bonuses are very attractive; the entire skill tree is some sort of all-in-one skill tree
In short, damage dealt with physical weapon is not as attractive as damage dealt with magical skills. And that's a big issue for the game balance, with a negative side effect on the heavy armor utility in AvA.
Indeed, in AvA we barely need an heavy armor because most damage we take is magical damage, and the heavy armor skill tree does not help us much in that domain.
If the magical skills remain too attractive, then a buff to the heavy armor is required as a mean to balance the game in AvA, and as a mean to give the tank builds some sort of utility in a group.
Suggestions:
- Buff the passive skills of the heavy armor skill tree
- Add a 5 pieces of armor requirement to all the armor active skills (such as immovable for the heavy armor), or make the duration / effect of these skills depend on the number of pieces equipped
- Reduce stamina cost of dodge / interrupt
- Make the cc break cost magicka instead of stamina
- Make the 2H and DW skill trees more attractive (cost less stamina, deal more damage)
Shaun98ca2 wrote: »I think the problem with Armor passives is making them TOO good like you MUST wear Light Armor to be a caster or you MUST wear Heavy Armor to be a tank.
Shaun98ca2 wrote: »Im a healer in Heavy Armor so the passives don't help my casting but they help my survivability. Which is what I need as a healer.