ShedsHisTail wrote: »alexandru987eb17_ESO wrote: »ShedsHisTail wrote: »Hedonist_Jester wrote: »
There are really only three answers to this problem:
1. Light armor needs the cost reduction to magicka skills removed or squelched.
2. Light armor needs negatives to balance what positives come from it (negative HPs per piece worn, increased susceptibility to fire, etc)
3. Medium and Heavy armor need passives that would bring them into desirability to an equal level.
4. Make staff skills use Stamina like every other weapon skill.
And make every weapon skill and light/heavy attacks use magicka.
No.
Why would you do that?
It serves no purpose.
Hedonist_Jester wrote: »Light Armor + Staff, 3 solutions
Hedonist_Jester wrote: »alexandru987eb17_ESO wrote: »if the OP is not smart enough to figure out that the Cost Reduction for casters is on the Armor while the one for melee/rangers is on the weapon then he should not make a thread....
Also... the crit chage Medium Armor gets... a light armor user uses a skill slot to get it.
People go on and on about armor without realizing that the only difference is the spell penetration and magic resistance... but then again Medium Armor gets something else more suited for a melee character...
Really, they should have a quick IQ test before the Poll option...
Cost reductions on the weapon do not affect class skills and spells like the light armor ones do. The crit chance medium armor gets is paid for with skill points the same way Prodigy is - both passive - neither using the ability bar. There is far more difference between the armors than spell penetration and magic resistance, but I guess I should be chastised for thinking I can start a thread without people like you being allowed to comment.
By the way, this wasn't a poll.
alexandru987eb17_ESO wrote: »ShedsHisTail wrote: »alexandru987eb17_ESO wrote: »ShedsHisTail wrote: »Hedonist_Jester wrote: »
There are really only three answers to this problem:
1. Light armor needs the cost reduction to magicka skills removed or squelched.
2. Light armor needs negatives to balance what positives come from it (negative HPs per piece worn, increased susceptibility to fire, etc)
3. Medium and Heavy armor need passives that would bring them into desirability to an equal level.
4. Make staff skills use Stamina like every other weapon skill.
And make every weapon skill and light/heavy attacks use magicka.
No.
Why would you do that?
It serves no purpose.
Neither would making a staff a stamina weapon...
alexandru987eb17_ESO wrote: »if the OP is not smart enough to figure out that the Cost Reduction for casters is on the Armor while the one for melee/rangers is on the weapon then he should not make a thread....
Also... the crit chage Medium Armor gets... a light armor user uses a skill slot to get it.
People go on and on about armor without realizing that the only difference is the spell penetration and magic resistance... but then again Medium Armor gets something else more suited for a melee character...
Really, they should have a quick IQ test before the Poll option...
MasterSpatula wrote: »What I see here:
1. Completely ruin the only setup that really works.
2. Not everyone wants to play the same way, but those who do want to play that way should have the experience ruined for them.
3. I guess, if you must, you could improve things for HA, MA, and Stamina builds. But really, why make everyone happy when you could make those who are happy miserable instead?
Seriously, you outline a very serious problem then present three solutions, two of which amount to nothing but "make everyone suffer."
EDIT: Just so we're clear, I absolutely want my HA/1H&S tank to be more viable. And I hate that my healer Templar is more effective in LA/DS/RS than in MA/DW/RS. But I like my Sorcerer just the way it is, and there's no good reason to make it worse.
Ragnar_Lodbrok wrote: »I agree nerf the hell out of staff and dress.
Also... the crit chage Medium Armor gets... a light armor user uses a skill slot to get it.
MasterSpatula wrote: »What I see here:
1. Completely ruin the only setup that really works.
2. Not everyone wants to play the same way, but those who do want to play that way should have the experience ruined for them.
3. I guess, if you must, you could improve things for HA, MA, and Stamina builds. But really, why make everyone happy when you could make those who are happy miserable instead?
Seriously, you outline a very serious problem then present three solutions, two of which amount to nothing but "make everyone suffer."
EDIT: Just so we're clear, I absolutely want my HA/1H&S tank to be more viable. And I hate that my healer Templar is more effective in LA/DS/RS than in MA/DW/RS. But I like my Sorcerer just the way it is, and there's no good reason to make it worse.
Ragnar_Lodbrok wrote: »
Shaun98ca2 wrote: »So, do you guys even compare the different amounts of spell resist & armor you get with full light, medium & heavy?
Wtf is this? ok guys, we got DKs nerfed & sorc semi nerfed, lets find the next thing to cry about & get it nerfed?
instead of nerfing everything, propose things to bring the other armor types on par with light, instead of crying qq op nerf !!!!1!111!!!
i honestly thing they're fine as is, light gives magicka recovery, medium gives stam recovery, heavy gives hp recovery. Light gives bonus to spells, medium to weapons, heavy to survivability.
wtf is you guys problem? are you trying to run magicka based builds while you pump *** in stam? learn what different class abilities & weapon abilities are considered as, not all "spells" are spells ....
No they are certainly not balanced.
LA give extra damage with magicka skills, 21% cost reduction, 10% crit and magicka regen.and spell resist. I do think it is where the Line should be though. The other Armors are pretty bad compared and should be drastically buffed. I am now completely converted.
Also it isn't a matter of being able to cap armor in LA since armor seems to not do much when you are dead in 4 hits with either 1000 armor or 2000 armor.I prefer to let it at 1450 with 5 L/2H and use my jewel enchants for actually good stuff like extra magicka regen and reduced spell cost The whole mechanic of armor mitigation should be looked at. I am a Sword and Shield NB.
Armor Softcap is only 30% damage reduction for physical damage. Assume Spell resist is same. Its when you start pushing closer to Hardcap that the values mean something. 50% at hardcap.
Get the funny feeling people don't realize how good hardcap is for a character.
Shaun98ca2 wrote: »
Well disagree all you like, luckily the Developers took a different route with this game. Being able to Tank in any gear opens up opportunities for people to play how they want. Being a caster DPS and then being able to swap a few skill you can be a Tank. They even offer a ranged taunt that USES Magicka. But being a tank in Light Armor requires what I would say is a lot of effort on the players part to reach those soft caps wasting traits on armor.
Hedonist_Jester wrote: »The problems in balance and the inability to run viable stamina builds all boils down to the synergies between staves and light armor. This does not mean that stamina builds are not viable in the PvE world - simply that they will not be invited to trial groups generally, and will have harder times with resource management in order to come close to the healing/damage output of a light armor/staff build.
The synergies I'm talking about are two-fold. The first and most glaring is on the light armor side - The ability to negate 21% of the cost of your skills, coupled with a up to 28% regeneration of the magicka pool. Add to this set items that further reduce cost, flat cost reduction jewelry, and cost reduction racials and you can end up with a stupid amount of magicka per ability usage. While Pulsar and Elemental Wall are not the most damaging of AOEs, they are by far the most efficient since they use magicka. Cost reduction from the light armor tree makes these skills far more desirable than any of the weaponline counterparts (Whirlwind, Cleave, Volley, etc), since they become far more sustainable. The second issue is in staves using spell critical instead of melee critical in order to boost their damage. This negates the choice to run with medium armor as the Dexterity passive does nothing for either of the characters main skill lines. A simple delve into the Mage's Guild will provide anyone and everyone with 20% spell critical, another 10% from Prodigy since light armor is the obvious choice, and then an even further percentage from the Mundus stones since pool regeneration or increased maximums aren't necessary at this point.
When you make skills synergize like this, it becomes not only impossible to beat, but extremely difficult to even come close to through other means. Restoration staff, which should be used by whomever is playing the role of the healer, provides a 10% damage boost through the Cycle of Life passive. This is straight DPS to anyone who is using class skills instead of weapon skills as output! You may say "But Jester, the Dual Wield weapon line will also increase your classes damage output!" I'd quickly remind you that the abilities in the dual wield line also require stamina and stamina regeneration - which causes the entire synergistic effect of light armor to fall apart. When the light armor falls down, so does your spell critical. You pulled out the cornerstone from my Jenga tower... it's all coming down.
Destruction staff allows anyone to AOE with the best of them while wearing light armor, and Restoration staff allows anyone to increase their base DPS by 10% and base healing output by up to 30% while wearing light armor. While ZOS nerfs pulsar, and buffs individual class skills - they are ignoring the flaw at it's source: The overpowered nature of Light Armor.
If Light Armor gave cost reduction to dodge/roll/block and stamina based skills as well as magicka - do you honestly think you'd see the disparity in weapon choices? Heck no! You'd have robe wearing greatsword swinging knuckle draggers left and right. Robe wearing archers. All weapon lines would be able to be balanced accordingly. But light armor would remain ahead of the pack.
There are really only three answers to this problem:
1. Light armor needs the cost reduction to magicka skills removed or squelched.
2. Light armor needs negatives to balance what positives come from it (negative HPs per piece worn, increased susceptibility to fire, etc)
3. Medium and Heavy armor need passives that would bring them into desirability to an equal level.
Until this is fixed, any boosting/nerfing of class abilities and/or staff based weapon skills have no effect on the paradigm. You reduce the damage on Pulsar, the Dragonknight robe wearer simply uses a different AoE in it's place. You increase the damage on Impale, the Nightblade robe wearer thanks you. Now if you were to give an "Evocation" passive to the medium/heavy armor tree, and a fighter's guild passive that allowed dodge/roll/block stamina to come from the magicka pool? Your 8 different robe wearing staff weilders become thousands of effective builds.
Heavy Armor Passive: Strength of Will. Rank 1 Combat Manuevers cost Magicka instead of Stamina while wearing 5 pieces of heavy armor or more.
Heavy Armor Passive: Empowered Plates: Rank 1/2/3 Reduces the Stamina cost of spells and skills by 1%/2%/3%, and increases maximum HPs/Stamina by 0.5%/1%/1.5% per piece of heavy armor worn.
Medium Armor Passive: Catlike Reflexes Rank 1 Combat Manuevers costs are split between your Magicka and Stamina pools equally while wearing 5 or more pieces of medium armor.
Medium Armor Passive: Dexterity: Rank 1/2 Reduces the cost of all spells and skills by 1%/2%, increases melee critical strike chance by 1%/2%, and increases melee critical strike damage by 1%/2% per piece of medium armor worn.
Nerfing Light will not make Medium and Heavy any less crappy.It will just make all builds gimp. Unfortunately this is the direction that ZOS seems to want to take.
What a boring game this will be in a couple of months.
Only this will allow you to no die in 1st two-three seconds of fight with mage?demonlkojipub19_ESO wrote: »No, they remove the magica cost reduction and spell pen and I will be pretty damn happy.
Shaun98ca2 wrote: »So, do you guys even compare the different amounts of spell resist & armor you get with full light, medium & heavy?
Wtf is this? ok guys, we got DKs nerfed & sorc semi nerfed, lets find the next thing to cry about & get it nerfed?
instead of nerfing everything, propose things to bring the other armor types on par with light, instead of crying qq op nerf !!!!1!111!!!
i honestly thing they're fine as is, light gives magicka recovery, medium gives stam recovery, heavy gives hp recovery. Light gives bonus to spells, medium to weapons, heavy to survivability.
wtf is you guys problem? are you trying to run magicka based builds while you pump *** in stam? learn what different class abilities & weapon abilities are considered as, not all "spells" are spells ....
No they are certainly not balanced.
LA give extra damage with magicka skills, 21% cost reduction, 10% crit and magicka regen.and spell resist. I do think it is where the Line should be though. The other Armors are pretty bad compared and should be drastically buffed. I am now completely converted.
Also it isn't a matter of being able to cap armor in LA since armor seems to not do much when you are dead in 4 hits with either 1000 armor or 2000 armor.I prefer to let it at 1450 with 5 L/2H and use my jewel enchants for actually good stuff like extra magicka regen and reduced spell cost The whole mechanic of armor mitigation should be looked at. I am a Sword and Shield NB.
Armor Softcap is only 30% damage reduction for physical damage. Assume Spell resist is same. Its when you start pushing closer to Hardcap that the values mean something. 50% at hardcap.
Get the funny feeling people don't realize how good hardcap is for a character.
Hm. Interesting. I am not sure though how that extra 20% mitigation would compare with the extra self HPS I can get by going light .
Hedonist_Jester wrote: »Wow. I'm so glad everyone is posting for me to stop nerfing things. Because you know, not only am I the lead developer for some international online video game, but I'm also just looking to make said game impossible to play.
ExiledKhallisi wrote: »If they gimped cost reduction good luck getting healed by any class other than op infinite mana sorc.
All these complaint threads on stamina when my vr6 pure stam NB archer face rolls vr content...I don't understand....
The price of dealing more damage is taking more..
Light armour builds gets *** on in cyrodil vs melee.
Right now, nerfs are not the answer buffs are. Also the soft cap is way to low, why would you run heavy armor, if you can hit the soft cap with light and give yourself more mana to fight with?