Immovable Without Heavy Armor

  • tengri
    tengri
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    It should scale depending on the number of heavy pieces you wear.
    5+ piece requirement for max effect.
  • Catches_the_Sun
    Catches_the_Sun
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    tengri wrote: »
    It should scale depending on the number of heavy pieces you wear.
    5+ piece requirement for max effect.

    Good concept, but how would you scale immunity to CC? By making the duration shorter?

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  • Brutalis
    Brutalis
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    Asava wrote: »
    ShintaiDK wrote: »
    I would say 5 minimum.

    5 might be a bit much, after all that means that if you equip one piece of another type of armour the ultimate goes away.

    3 or 4 seems enough to me.

    What ultimate? Immovable is an active ability.

    Dont bother with him... likely, he wont read your post much less anything else.

    A Roman walks into a bar and hold up two fingers and says, "I'll have five beers please."
  • KracsNZ
    KracsNZ
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    How about 1.2s/heavy armor piece worn. So 7 pieces would put you near the current amount timer (or 1.5s so 5 piece heavy is close to current time). Mean the main advantage for it's use is with heavy armor wearers, but light and medium can still get a couple of seconds/cast if they're running a 5/2 set.
  • demonlkojipub19_ESO
    demonlkojipub19_ESO
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    People not wearing heavy armor should not be "immovable", period. 5 Pieces Minimum.
    Edited by demonlkojipub19_ESO on 4 June 2014 23:21
  • AlexDougherty
    AlexDougherty
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    Asava wrote: »
    ShintaiDK wrote: »
    I would say 5 minimum.

    5 might be a bit much, after all that means that if you equip one piece of another type of armour the ultimate goes away.

    3 or 4 seems enough to me.

    What ultimate? Immovable is an active ability.

    Sorry, I just remembered it all alone up there, where the ultimates usually are, my mistake.
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  • mndfreeze
    mndfreeze
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    ShintaiDK wrote: »
    5 might be a bit much, after all that means that if you equip one piece of another type of armour the ultimate goes away.

    3 or 4 seems enough to me.

    You wear 7 armour pieces. So 3 would allow a double active. Not that I have seen anyone using anything else than immoveable.

    Also the penalty needs to be high enough so people its not designed for wont use it to be OP instead.

    I dont think thats to much of an issue considering you have to lose another hotbar slot to use one of the other armor abilities with immoveable, which currently in the state its in can be done already right, and no one really does, so it shouldn't matter if there is only say a 3 piece requirement. The player that wants to use both heavy and light actives can, at the cost of that slot and having to wear 3 pieces of each armor type.

    Also since the most popular armor mix is 5/2, making it 3 specifically means if you want immovable you have to be 5 heavy, 2 light. And most people surely want 5 light and 2 heavy, so there is a much higher "cost" to get immovable now with it setup that way.

  • Nox_Aeterna
    Nox_Aeterna
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    While i can see why you get annoyed by this in PvP , i can assure you right now that considering the already huge problem with balance in this game , changing immovable will break PvE even more.

    In my opinion , until zen better balance the classes and the content itself , they should avoid chaging a skill many use to beat the current vet content.
    "Never attribute to malice that which is adequately explained by stupidity."
    -Hanlon's razor
  • leandro.800ub17_ESO
    leandro.800ub17_ESO
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    Also agree with this. Make it grow with more pieces and not usable with 0
  • captain_awesome
    captain_awesome
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    0 pieces of heavy Immovable skill lasts for 2 seconds and cost X stamina
    1 piece of heavy Immovable skill lasts for 3 seconds and cost X stamina
    2 pieces of heavy Immovable skill lasts for 4 seconds and cost X stamina
    3 pieces of heavy Immovable skill lasts for X seconds and cost X stamina
    4 pieces of heavy Immovable skill lasts for X seconds and cost X stamina
    5 pieces of heavy Immovable skill lasts for X seconds and cost X stamina

    Where X = whatever value you deem appropriate. The fewer heavy pieces worn the shorter the duration and the more stamina is needed to activate.

    /win
    Edited by captain_awesome on 5 June 2014 11:39
    Dominion FTW.
  • Rev Rielle
    Rev Rielle
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    The duration of it's effect should increase per piece of heavy armour.

    It should be that way for all the active armour abilities: cloth, medium, heavy. The ability should be useless if you're not wearing any of that armour-type.
    Edited by Rev Rielle on 5 June 2014 11:44
    If you can be anything, be kind.
  • leandro.800ub17_ESO
    leandro.800ub17_ESO
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    It already increases by piece armor but 35% of 8s is to low
    Edited by leandro.800ub17_ESO on 5 June 2014 11:56
  • Peligrad
    Peligrad
    Soul Shriven
    I don't understand why they put a such hard, soft cap on defensive stats in the first place...

    Talk about pidgeon holing people all into the same gear...

    I've only been playing for 4 days and am already seeing MASSIVE balancing issues.

    Game was balanced by a bunch of novices it would seem.

    Everyone running around in the same armor, wielding the same weapon sets, using the same skills.

    2 classes almost strictly better than the other 2.

    It would seem as though you can either be a DK mage or a Soc Mage.

    It's enough to make a guy slam his head against a desk.

    I'm enjoying leveling my toon, but can't see myself sticking around for more than a month or two.
  • Unsanctified
    Unsanctified
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    Rev Rielle wrote: »
    The duration of it's effect should increase per piece of heavy armour.

    It should be that way for all the active armour abilities: cloth, medium, heavy. The ability should be useless if you're not wearing any of that armour-type.

    Why should armor effects cross each other at all?
    As I was going out one day,
    My head fell off and rolled away.
    And when I saw that it was gone,
    I picked it up and put it on.

    -Cadwell
  • Rev Rielle
    Rev Rielle
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    Rev Rielle wrote: »
    The duration of it's effect should increase per piece of heavy armour.

    It should be that way for all the active armour abilities: cloth, medium, heavy. The ability should be useless if you're not wearing any of that armour-type.

    Why should armor effects cross each other at all?

    Sorry, I don't understand what you're asking.
    I'm saying, that an armour's active skill (be it cloth, leather or heavy), should be effected by the number of pieces of that armour you're wearing.
    Edited by Rev Rielle on 5 June 2014 12:42
    If you can be anything, be kind.
  • Unsanctified
    Unsanctified
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    Rev Rielle wrote: »
    Rev Rielle wrote: »
    The duration of it's effect should increase per piece of heavy armour.

    It should be that way for all the active armour abilities: cloth, medium, heavy. The ability should be useless if you're not wearing any of that armour-type.

    Why should armor effects cross each other at all?

    Sorry, I don't understand what you're asking.

    I didn't really word that correctly. I meant to say, why should anyone be able to use armor abilities while not fully equipped in that armor? It doesn't make much sense to make it "scale." If someone were wearing just a heavy helm and gauntlets and cloth everywhere else how would that make them less "movable?"
    As I was going out one day,
    My head fell off and rolled away.
    And when I saw that it was gone,
    I picked it up and put it on.

    -Cadwell
  • Rev Rielle
    Rev Rielle
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    Rev Rielle wrote: »
    Rev Rielle wrote: »
    The duration of it's effect should increase per piece of heavy armour.

    It should be that way for all the active armour abilities: cloth, medium, heavy. The ability should be useless if you're not wearing any of that armour-type.

    Why should armor effects cross each other at all?

    Sorry, I don't understand what you're asking.

    I didn't really word that correctly. I meant to say, why should anyone be able to use armor abilities while not fully equipped in that armor? It doesn't make much sense to make it "scale." If someone were wearing just a heavy helm and gauntlets and cloth everywhere else how would that make them less "movable?"

    Well I think they should be able to use them still if they like, just if they only have two pieces of that armour-type equipped, the skill will be largely useless. But in the end it's still their choice.
    For example:
    • Annulment:
      Creates a damage shield for 3 seconds, per piece of light armour equipped. Player takes 50% less damage from spells whilst shield holds. (i.e. full light armour equipped will give you 21 seconds).
    • Evasion:
      Player gains a 15% dodge chance for 2 seconds, per piece of medium armour equipped when activated. (i.e. Wearing a full medium armour set will give you 14 seconds).
    • Immovable:
      Increases Armour and Spell Resistance for 1 second, per piece of heavy armour equipped. Grants immunity to knockback and disabling effects for the duration. (i.e. seven pieces of heavy armour will give you 7 seconds)
    If you can be anything, be kind.
  • Unsanctified
    Unsanctified
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    It just seems a bit unrealistic to me to get bonuses from having odd pieces of gear. To each their own I guess... just doesn't seem logical to me.
    As I was going out one day,
    My head fell off and rolled away.
    And when I saw that it was gone,
    I picked it up and put it on.

    -Cadwell
  • Rev Rielle
    Rev Rielle
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    It just seems a bit unrealistic to me to get bonuses from having odd pieces of gear. To each their own I guess... just doesn't seem logical to me.

    Sorry, what bonus are you talking about?
    If you can be anything, be kind.
  • Unsanctified
    Unsanctified
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    The skills in question. It's obvious what I mean, so I'm not sure if you're simply being pedantic or what.
    As I was going out one day,
    My head fell off and rolled away.
    And when I saw that it was gone,
    I picked it up and put it on.

    -Cadwell
  • Zabus
    Zabus
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    Nope, I think it's fine the way it is. It's the only method to avoid CCs and negate.
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  • Rev Rielle
    Rev Rielle
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    The skills in question. It's obvious what I mean, so I'm not sure if you're simply being pedantic or what.
    Yes, so obvious I had to ask you.

    There's no bonus. It's only ever a reduction compared to what we're getting now. That is why I asked.
    If you can be anything, be kind.
  • Unsanctified
    Unsanctified
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    That's a fair point I suppose, though I guess it just comes down to a difference in perspective-I'd rather it not apply at all unless one's using the armor type they're getting the skill from.

    My thing is, if they intended anyone to be able to use any of the armor skills, why even have them as armor skills and not simply "World" tree skills?
    Edited by Unsanctified on 5 June 2014 13:08
    As I was going out one day,
    My head fell off and rolled away.
    And when I saw that it was gone,
    I picked it up and put it on.

    -Cadwell
  • Rev Rielle
    Rev Rielle
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    That's a fair point I suppose, though I guess it just comes down to a difference in perspective-I'd rather it not apply at all unless one's using the armor type they're getting the skill from.

    My thing is, if they intended anyone to be able to use any of the armor skills, why even have them as armor skills and not simply "World" tree skills?

    True.
    Most all of us seem to area that it would be smarter, better, nicer - and more logical - if they were more tied to the armour your character was actually wearing. Indeed, these sorts of threads talk about the armour active skills come up quite a bit. Just how to go about that tying though... *shrugs*.
    If you can be anything, be kind.
  • Orizuru
    Orizuru
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    Guppet wrote: »
    Brutalis wrote: »
    Armor skills should indeed require 5 or more pieces of the armor they are derived from equipped.
    5 or more??
    You do realise that 5 pieces is the maximum.
    Feet, Legs, Torso. Hands and Head. 5 places to equip armour. Shield is not light/medium/heavy.

    ^^^^ Cant be none more wrong... 7 pieces is max, Shoulders and Belt. IQ +1

    Right and wrong are absolute values. So it's not possible to be more wrong :p

    @Guppet‌ It’s a little wrong to say a tomato is a vegetable, it’s very wrong to say it’s a suspension bridge. ;P
  • Guppet
    Guppet
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    Orizuru wrote: »
    Guppet wrote: »
    Brutalis wrote: »
    Armor skills should indeed require 5 or more pieces of the armor they are derived from equipped.
    5 or more??
    You do realise that 5 pieces is the maximum.
    Feet, Legs, Torso. Hands and Head. 5 places to equip armour. Shield is not light/medium/heavy.

    ^^^^ Cant be none more wrong... 7 pieces is max, Shoulders and Belt. IQ +1

    Right and wrong are absolute values. So it's not possible to be more wrong :p

    @Guppet‌ It’s a little wrong to say a tomato is a vegetable, it’s very wrong to say it’s a suspension bridge. ;P

    Thank you Stuart!
  • sagitter
    sagitter
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    I agreed, actives like passives, bonuses shoul be blinded wearing armor type.
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