I cant get onto game due to fatal error 11 anyone tried out nightblade full heavy ?
Is that true now that the soft caps have been raised? I haven't checked out any specifics of what they're like now, and how light and heavy compare now in terms of armor values.Wifeaggro13 wrote: »The Heavy armor passive is nothing. ZOS 's game design baffles me. Light armor can tank as well or better then Heavy
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Light builds dps has increased another 15% imo.. Melee based build still suffer from same issues.... this is still a stick game
Is that true now that the soft caps have been raised? I haven't checked out any specifics of what they're like now, and how light and heavy compare now in terms of armor values.Wifeaggro13 wrote: »The Heavy armor passive is nothing. ZOS 's game design baffles me. Light armor can tank as well or better then Heavy
@ZOS_GinaBruno, @ZOS_JessicaFolsomConstitution
With one or more pieces of heavy armor equipped
Increases Health Recovery by 4% per piece of Heavy Armor equipped.
Restore .15% of Max Health as Magicka and Stamina each time you are hit. Value is increased per piece of Heavy Armor equipped an can occur once every 2 seconds.
Is that true now that the soft caps have been raised? I haven't checked out any specifics of what they're like now, and how light and heavy compare now in terms of armor values.Wifeaggro13 wrote: »The Heavy armor passive is nothing. ZOS 's game design baffles me. Light armor can tank as well or better then Heavy
What they need is to put an additional mitigation value . Like 2% per piece, so you would end up with a 14. % damage mitigation. on top of the capped 50% for both physical and spell damage. so capped Heavy tank would recieve a 64% as opposed to 50% which should be medium. And Light well in my opinion with all the damn crit and magica reduc and regen. Mitigation should cap at 30% in light armor. The changes really are negligent . The current constitution bonus is like welfare for heavy armor wearer'sMaverick827 wrote: »For those who can't see it:@ZOS_GinaBruno, @ZOS_JessicaFolsomConstitution
With one or more pieces of heavy armor equipped
Increases Health Recovery by 4% per piece of Heavy Armor equipped.
Restore .15% of Max Health as Magicka and Stamina each time you are hit. Value is increased per piece of Heavy Armor equipped an can occur once every 2 seconds.
The new Health soft cap, what most tanks will probably shoot for, is 3138. With seven pieces of Heavy Armor equipped, that's equal to:
3138 * (.0015 * 7) = 32.949 ≈ 33 magicka and stamina every 2 seconds.
You'll notice that "every two seconds" is the frequency with which Magicka, Stamina, and Health recovery tick, so this new passive can essentially be thought of as Magicka and Stamina Recovery that is unaffected by overcharge. However, this comes with a major downside: it assumes that you will be getting hit every two seconds, which is not a realistic scenario at all.
Any phase in which a boss does...anything, really, is a moment in which you are gaining nothing from this passive. Some bosses don't even swing once every two seconds even when doing nothing else!
The effective value of this passive is pretty much impossible to determine because it's dependent on boss mechanics. It certainly is not +33 Magicka Regen, +33 Stamina Regen, which is unfortunate, because even that alone would not even begin to offset the reign of Light Armor.
I would suggest the following:
1. Increase the values. I'm not even sure at this point if doubling it would be enough. I have a feeling you put this out there as a test with plans to increase it in the future if it's not enough. I hope you don't wait too long to come to this conclusion (1.3.4 would be great ).
2. Change it from restoring on hit to something uniform. Every 2 seconds while in combat. Every two seconds while you retain threat on an enemy. I'm not sure if you want this to be useful only to tanks or to DPS as well.
I have my doubts that any of this will be good enough overall, however. Cost reduction is so much more absurdly powerful than resource regeneration because it applies to every spell you cast, whereas regeneration only affects a single resource pool.
My overall suggestion is to remove cost reduction from Light Armor and Medium Armor, apply those values to every spell and ability innately, and replace those passives with something else. As long as such huge cost reduction bonuses are tied to armors, only those armors will be worn.
The problem isn't the heavy armor passives, but rather the incorrect expectations. Not everything in the game is about DPS. Heavy armor is more about tanking, as it should be.Wifeaggro13 wrote: »The Heavy armor passive is nothing. ZOS 's game design baffles me. Light armor can tank as well or better then Heavy DPS and heal better then Medium or heavy. But heavy/medium armor can no where near achieve the benefits of light. DPS ing in heavy/medium armor is comparable to jogging in cement shoes. This game is clearly still in beta concept wise, balance wise and implementation.
If they want to fix armor balancing they should do the following:
1. Heavy armor- 10% movement penalty (your wearing 130+ pounds of metal, if should effect movement speed)
spells do 5% more damage to you.
increased health
increased health regen
sword and shield/ two handed cost skills cost reduction 5%
increased damage with one and two handed attacks and weapon abilities by 20% (except daggers)
heavy armor degrades slower by 25%
2. Light armor - reduce max armor rating by 200 points
light armor degrades faster then med or heavy
reduce spell cost
increased mana regen
increased spell damage and penetration.
destro staff/resto staff 20% damage and healing bonus.
bows and dagger attacks do 5% more damage against you.
3. Medium armor - faster weapon attacks 10%
stamina bonus
increased stamina regen
increased damage with bows and daggers 20%
bow abilities 5% cheaper to use
sword and shield/two handed skills do 5% more damage to you.
now each armor type has a clear strength and a clear weakness. Makes the choices much deeper. As each amor type has clear drawbacks as well as advantages.
also add an athletics skill the more you run around not using your horse , dodge, block, cc break more the skill levels, every 10 points reduces dodge roll, cc break, sprint , block cost by 0.5% with 100 in skill resulting in 25% cost reduction for those skills.
I think it would be a good start.
This would make heavy armor even worse and light amor still clearly the best choice.If they want to fix armor balancing they should do the following:
1. Heavy armor- 10% movement penalty (your wearing 130+ pounds of metal, if should effect movement speed)
spells do 5% more damage to you.
increased health
increased health regen
sword and shield/ two handed cost skills cost reduction 5%
increased damage with one and two handed attacks and weapon abilities by 20% (except daggers)
heavy armor degrades slower by 25%
2. Light armor - reduce max armor rating by 200 points
light armor degrades faster then med or heavy
reduce spell cost
increased mana regen
increased spell damage and penetration.
destro staff/resto staff 20% damage and healing bonus.
bows and dagger attacks do 5% more damage against you.
3. Medium armor - faster weapon attacks 10%
stamina bonus
increased stamina regen
increased damage with bows and daggers 20%
bow abilities 5% cheaper to use
sword and shield/two handed skills do 5% more damage to you.
now each armor type has a clear strength and a clear weakness. Makes the choices much deeper. As each amor type has clear drawbacks as well as advantages.
also add an athletics skill the more you run around not using your horse , dodge, block, cc break more the skill levels, every 10 points reduces dodge roll, cc break, sprint , block cost by 0.5% with 100 in skill resulting in 25% cost reduction for those skills.
I think it would be a good start.