Irony, indeed.deathcoyrwb17_ESO wrote: »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.
Ironically that is the current problem right now. Light Armor is too good that both Tanks and Non-Tanks must to wear them. Now both Caster and Tank have to be in Light Armor to get optimal performance.
Just that running with Heavy Armor is never optimal.
Shaun98ca2 wrote: »Magicka heavy builds in PVP people are going to find out SUCK when you have a Sorcerer/s around that want to rain on your parade. ESPECIALLY healers.
Negate Magic is an is more powerful the more your opponent leans on magic as Negate Magic takes it away. PLUS there is few abilities in the game that reflect magic abilities back.
arnaldomoraleseb17_ESO wrote: »Heavy armor is the worst armor by far. Is really useless in AvA.
I started this thread in AvA forum. Your support would be nice.
http://forums.elderscrollsonline.com/discussion/101062/heavy-armor-completly-useless-in-pvp#latest
The incoming healing bonus isn't as good as it sounds. You can be easily topped off when tanking in light, or medium.jesterstear wrote: »I say again, the incoming healing bonus needs a buff.
This would mean it makes sense for tanks to wear heavy again, without making the healer optional. It would also help anyone trying to make a paladin self healing type character. The incoming heal buff needs to be big enough that the character can sustain themselves longer in heavy than they can from going light with it's reductions to healing spell cost and regen boost. Yes, I'm thinking of my poor old Templar here.
Still_Mind wrote: »The incoming healing bonus isn't as good as it sounds. You can be easily topped off when tanking in light, or medium.jesterstear wrote: »I say again, the incoming healing bonus needs a buff.
This would mean it makes sense for tanks to wear heavy again, without making the healer optional. It would also help anyone trying to make a paladin self healing type character. The incoming heal buff needs to be big enough that the character can sustain themselves longer in heavy than they can from going light with it's reductions to healing spell cost and regen boost. Yes, I'm thinking of my poor old Templar here.
What Heavy needs is some tanky mechanics in passives. Like flat reduction in damage taken as your health diminishes, transfer a portion of damage taken (or award flat amounts, scaled with stamina, per damage taken, even through block) into magicka, stamina, or whatever, or award HMS for successful blocks, some srt of "recoil force", considerably enhancing damage after a successful block, etc, etc, etc.
Still_Mind wrote: »Haven't tanked as a Templar myself - only NB and DK (did Sorc, too, but sub-VR doesn't count). Self-healing (unless situational) isn't really an efficient way to spend Magicka while tanking, because it doesn't scale with content.
That said, I do believe this is one of the issues with Templar design - it doesn't have strong class-based tanking mitigation, and Nova is more like nerfed DK Banner\Veil of Blades.
jesterstear wrote: »Still_Mind wrote: »The incoming healing bonus isn't as good as it sounds. You can be easily topped off when tanking in light, or medium.jesterstear wrote: »I say again, the incoming healing bonus needs a buff.
This would mean it makes sense for tanks to wear heavy again, without making the healer optional. It would also help anyone trying to make a paladin self healing type character. The incoming heal buff needs to be big enough that the character can sustain themselves longer in heavy than they can from going light with it's reductions to healing spell cost and regen boost. Yes, I'm thinking of my poor old Templar here.
What Heavy needs is some tanky mechanics in passives. Like flat reduction in damage taken as your health diminishes, transfer a portion of damage taken (or award flat amounts, scaled with stamina, per damage taken, even through block) into magicka, stamina, or whatever, or award HMS for successful blocks, some srt of "recoil force", considerably enhancing damage after a successful block, etc, etc, etc.
It's not been my experience that healers are always able to top me off in group instances, they often run out of Magicka .. granted that can be because I made an error, or because someone else is standing in flames and sucking up all the heals. More of an issue solo though, I can't top myself up that much.
My Magika pool is half the size of my Health pool, and my Templar class healing skill only gives one point of health for every magicka it costs. OTOH the softcap for Magika regen is twice what it is for Health regen, so it works out that I can take twice as much damage in a 1 minute fight than if I had no self heal. But that's barely enough to compensate for my lack of range dps, cc , burst dps or in fact any kind of dps at all.
My character ATM
Health Pool 2330
Health Regen 50 every 2 sec = 1500/min
Magicka Pool 1331
Magika Regen 74 every 2 sec = 2200 /min
Honour the Dead Healing: Power Ratio 1.05 : 1
Honour the Dead Crit rate : 30%
Incoming Heal modifier : 5%
Overall, assuming average number of crits that's a ratio of 1.4 : 1
If honor the dead procs, the power return greatly improves the ratio, but that means allowing my health to go below 600 before casting a heal. Get stunned, or encounter a lag spike and you're dead, not worth it.
So assuming I use all magika for healing, don't use any pots, I can ship 8773 damage over a 1 minute fight, without my heals that'd be 3830.
ATM, going from 5H 2L to 7 Light armour would get me
20% more regen
15% lower power cost
..not to mention the effect of increased crit chance (35%?) which should affect my heals yes?
I'd take 20% more damage assuming the incoming is physical and not spells, and loose 5% incoming healing. Therefore, even as a self healer, light armour is a no brainer.... heavy armour incoming healing modifier needs to improve to close this gap.
Cheatingdeath23 wrote: »
"Health Pool 2330
Health Regen 50 every 2 sec = 1500/min
Magicka Pool 1331
Magika Regen 74 every 2 sec = 2200 /min"
I'm curious what other people have going for their characters. I was making glyphs for a friend who wanted all health for armor and we started discussing his build-- he had 1700 health and 880 stamina/magicka (or roughly that).
That kind of meshes with what you have, but is far from what I have-- my level 39 character has roughly 1260 health and 1150 magicka/stamina.
I can switch some glyphs from magicka/stamina to health, potentially increasing it a bit, but I haven't really had cause to. When I die it is because I am overwhelmed with enemies and having more health wouldn't have made much of a difference-- as it is I can use Breath of Life and transfer magicka to health when necessary, so I kind of use magicka as my overflow health bar that can be translated into damage if I'm not in danger.
Thoughts? Should I just start speccing for health big time?
jesterstear wrote: »ATM, going from 5H 2L to 7 Light armour would get me
20% more regen
15% lower power cost
..not to mention the effect of increased crit chance (35%?) which should affect my heals yes?
I'd take 20% more damage assuming the incoming is physical and not spells, and loose 5% incoming healing. Therefore, even as a self healer, light armour is a no brainer.... heavy armour incoming healing modifier needs to improve to close this gap.
Probably has more to do with the fact that Magicka-based skills are much more functional than Stamina skills (will only be a mild exaggeration to say that "anything Stamina can do, Magicka can do better"), and do not share resource pools with core defensive utility (dodge, block, CC break).Shaun98ca2 wrote: »I wonder if the issue isn't that Heavy/Medium armor passives suck its that Light Armor passives are too good.
The play as you want thing is still relevant if you want to wear Light Armor but occasionally tank without changing your gear set all you do is set up your Light Armor to reach soft cap. Sure you can "Tank" but a Heavy Armor person should simply be able to do it SLIGHTLY better. Same thing goes for Medium Armor, MOST NightBlades usually want to wear Medium Armor as it fits the rogue mentality and then if they want to tank they push it up to soft cap and again Heavy Armor does it SLIGHTLY better.
Armor shouldn't be role defining any more than class choice is. That being said the passives for Light Armor are probably just too good is why everybody is choosing it.
Still_Mind wrote: »Probably has more to do with the fact that Magicka-based skills are much more functional than Stamina skills (will only be a mild exaggeration to say that "anything Stamina can do, Magicka can do better"), and do not share resource pools with core defensive utility (dodge, block, CC break).Shaun98ca2 wrote: »I wonder if the issue isn't that Heavy/Medium armor passives suck its that Light Armor passives are too good.
The play as you want thing is still relevant if you want to wear Light Armor but occasionally tank without changing your gear set all you do is set up your Light Armor to reach soft cap. Sure you can "Tank" but a Heavy Armor person should simply be able to do it SLIGHTLY better. Same thing goes for Medium Armor, MOST NightBlades usually want to wear Medium Armor as it fits the rogue mentality and then if they want to tank they push it up to soft cap and again Heavy Armor does it SLIGHTLY better.
Armor shouldn't be role defining any more than class choice is. That being said the passives for Light Armor are probably just too good is why everybody is choosing it.
And I'm fully convinced that Medium armour needs a passive armour penetration skill to mirror Light armour's spell penetration.
Still_Mind wrote: »^
That's only in theory, friend. Practice has it that Magicka offers pretty much everything at once, while asking very little in return.
I do enjoy running a Stamina Bow build in Cyrodill (bow ganks are fun as hell because you can cram 2 hits into the sneak attack, then 2 hits immediately after), but I really wouldn't use it for PvE DPS, or organized PvP.
I get what you're saying, but the overall repertoire of Magicka functionality, and its cost-to-effect ratio, even pre-cost reduction, is noticeably superior to Stamina skills - even if we take into consideration generally higher weapon damage of Stamina-oriented styles (although DK passives+magelight turns a Destro Fire staff into a very solid source of sustainable free damage).Shaun98ca2 wrote: »Still_Mind wrote: »^
That's only in theory, friend. Practice has it that Magicka offers pretty much everything at once, while asking very little in return.
I do enjoy running a Stamina Bow build in Cyrodill (bow ganks are fun as hell because you can cram 2 hits into the sneak attack, then 2 hits immediately after), but I really wouldn't use it for PvE DPS, or organized PvP.
Again that's due to the fact every class other than Templar can work around the resource management.
Except it should be at the top - well, maybe not top 1, but within top 3, especially with the current state of balance.Shaun98ca2 wrote: »Im sure more balancing will come just got to get everything working 1st. But its a LONG journey as there is a LONG list of things that need to be fix.....balancing is at the bottom of the list.
Shaun98ca2 wrote: »Stamina and Magicka were supposed to have 2 different playstyles.
Magicka is High Damage low sustainment
Stamina is Normal damage high sustainment
Where Magicka is supposed to suffer from running out of Magicka, Stamina builds gain from the fact that their survivability and Light/Heavy Attacks are STRONGER than a Magicka build sustaining good damage.
The real issue is Magicka builds never run out of Magicka unless your a Templar. Due to that fact a Stamina build is completely worthless cause you never run out of High Damage.
There is only 1 fix to that and people wont like it so you cant really fix the balance without a pissed off player base.
With Devs so quiet its hard to know whats to be expected of this game and how its meant to be played.
Trayyacakes wrote: »
Medium Armor
Dexterity - reduces the cost of all non weapon ability stamina skills as well as class skills by 3% per piece
Wind walker- leave as is
Improved Sneak- leave as is
Agility- When wearing 5 or more pieces of medium armor increase crit chance by 10%
Athletics- leave as is(possibly add armor penetration)
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"