Good advice, but I don't think the Penetration given by Concentration should be cancelled.
Medium Armor is the only type that doesn't have Penalties, so I think those armor types that do have Penalties should be given more advantages to make up for the loss caused by Penalties.
For example:
The Critical added by Prodigy has been increased from 219 to 657 (just equal to a bonus provided by the set.)
Concentration now adds healing done and damage shield in addition to Penetration.
In addition to the original effect of Evocation, an additional 2% of the maximum resources are added.
As for heavy armor, you can emphasize survival, such as:
In addition to its original effects, Juggernaut also adds a new feature that reduces the debuff time it receives.
Revitalize can add another new feature: reduce the stamina consumed when breaking free.
ZOS should give more advantages to light and heavy armor, so that medium armor is no longer the best choice in PVE and PVP.
Adding healing done to light armor, whether as a passive or as part of the bonuses, would not be a bad thing. It would sort of mirror the healing taken passive that heavy armor has. But other than that, I think of all the balance issues present in ESO currently, armor balance is pretty low priority. I feel like it's in a pretty good place right now.
ESO_Nightingale wrote: »Good advice, but I don't think the Penetration given by Concentration should be cancelled.
Medium Armor is the only type that doesn't have Penalties, so I think those armor types that do have Penalties should be given more advantages to make up for the loss caused by Penalties.
For example:
The Critical added by Prodigy has been increased from 219 to 657 (just equal to a bonus provided by the set.)
Concentration now adds healing done and damage shield in addition to Penetration.
In addition to the original effect of Evocation, an additional 2% of the maximum resources are added.
As for heavy armor, you can emphasize survival, such as:
In addition to its original effects, Juggernaut also adds a new feature that reduces the debuff time it receives.
Revitalize can add another new feature: reduce the stamina consumed when breaking free.
ZOS should give more advantages to light and heavy armor, so that medium armor is no longer the best choice in PVE and PVP.
The penetration would be replaced with damage done. that would give benefit to the wearer at all times rather than nothing at all in organised group content.
ESO_Nightingale wrote: »Good advice, but I don't think the Penetration given by Concentration should be cancelled.
Medium Armor is the only type that doesn't have Penalties, so I think those armor types that do have Penalties should be given more advantages to make up for the loss caused by Penalties.
For example:
The Critical added by Prodigy has been increased from 219 to 657 (just equal to a bonus provided by the set.)
Concentration now adds healing done and damage shield in addition to Penetration.
In addition to the original effect of Evocation, an additional 2% of the maximum resources are added.
As for heavy armor, you can emphasize survival, such as:
In addition to its original effects, Juggernaut also adds a new feature that reduces the debuff time it receives.
Revitalize can add another new feature: reduce the stamina consumed when breaking free.
ZOS should give more advantages to light and heavy armor, so that medium armor is no longer the best choice in PVE and PVP.
The penetration would be replaced with damage done. that would give benefit to the wearer at all times rather than nothing at all in organised group content.
Of course, in an organized team, Penetration is less important. But not all the time we can meet an organized team.
So I think the original Penetration passive of light armor should still be retained, and additional buffs should be added on top of it. Otherwise, some classes that lack Penetration will be affected and forced to choose some bonus sets with Penetration to make up for the lack of Penetration, but this will make them give up the better 5 sets bonus. (For example, replace Aegis Caller with Icy Conjurer, etc.)
So please don't get me wrong, I support improving the passive of light armor, I just think that the original Penetration passive should not be cancelled.
The best change to light armor should be to provide more damage gains without changing the original effect, such as more Critical Chance, maximum resources (different from the 2% damage of medium armor), healing, and shields improvement, etc.
Let light armor, an armor with a punishing passive, provide more effects than medium armor to truly provide incentives and make up for the punishment brought by the passive.
Zodiarkslayer wrote: »While I absolutely agree that light armour could use a boost in organised PvE, I would hate to loose my passive penetration in SOLO ESO.
There are many more players playing alone and without aid from abilities, sets or glyphs to punch through monster armor value. I mean, is everybody now expected to wear Alkosh, Tremorscale and use an Infused crusher glyph on the frontbar, when they want to farm some WBs? Just to offset the pen loss? Or will we be expected to run mauls and maces on magicka toons?
It is much harder to source penetration for a solo player. The cat bites its tail here.
@ESO_Nightingale Deleting passive penetration means effectively a drop of anywhere between 2% to 14% in damage. Remember, the concentration passive gives 939 pen per piece and 500 armor value means about 1% of damage mitigation. So, if anything, you'll need 2% damage done as the bonus of your new light armor passive. Not just 1%. And at that you'll still havent buffed light armor. You switched out one bottleneck for another.
One could also argue, that it isnt light armor that is weak, but medium that is too strong. 😳 I think you cannot change one armor type and have a good balance for everyone, without touching at least the other two, or providing accessible bonuses to penetration in other areas of the game to set off the net loss.
Penetration is really tough to balance, imo, because, even if you only just scratch the surface, you'll create so many ripples in the pond. And maybe even waves.