ZOS_JessicaFolsom wrote: »I forget to add it in my first post; what is going to happen for us heavy armor-dps users? As it is decent enough to use, but certainly not as good as using medium (after changes) or light armor. I would like to see heavy armor becoming a bit more viable for those who wish to melee-dps with it.
We're looking at ways we can improve the Heavy Armor skill line as well.
Can start by making it actually mitigate damage. Then, if you're giving Medium 14% max stamina regen/reduction, why not give Heavy 7% max magicka and 7% max stamina regen/reduction.
Go for the increase in mitigation and survival first. See how that plays out before screaming for regen. You have to be careful about keeping the balance. Everyone wants their armor type or play style to be the best, but that is unreasonable.
I thought it was a pretty reasonable suggestion.
Light armor gets pure +Magicka regen/reduction
Medium armor gets pure +Stamina regen/reduction
Heavy armor should get half the regen/reduction of each.
That makes all 3 armor types unique and equal when it comes to resource management.
frogprincess_q4 wrote: »As a medium armour NB, I'm pretty excited by these changes. Maybe I'll even be able to survive PvP for more than 30 seconds.
However, my biggest Medium Armour problem is that as a crafter and as a player that is permanently overlevelled, I am constantly having trouble sourcing the next level of medium armour crafting mats.
Atm I am level 46 with half of Reaper's March to go, so I need fell hide. There is NO fell hide to be had and I can't go to the next area for some. Maybe I can get some in Cyrodiil, but as I am so overlevelled already I'm just trying to get quests done before I outlevel them completely. Half of my journal is already greyed out.
I have trouble sourcing Medium Armour mats every single time I level into the next type. It's so sad
frogprincess_q4 wrote: »As a medium armour NB, I'm pretty excited by these changes. Maybe I'll even be able to survive PvP for more than 30 seconds.
However, my biggest Medium Armour problem is that as a crafter and as a player that is permanently overlevelled, I am constantly having trouble sourcing the next level of medium armour crafting mats.
Atm I am level 46 with half of Reaper's March to go, so I need fell hide. There is NO fell hide to be had and I can't go to the next area for some. Maybe I can get some in Cyrodiil, but as I am so overlevelled already I'm just trying to get quests done before I outlevel them completely. Half of my journal is already greyed out.
I have trouble sourcing Medium Armour mats every single time I level into the next type. It's so sad
I thought it was a pretty reasonable suggestion.
Light armor gets pure +Magicka regen/reduction
Medium armor gets pure +Stamina regen/reduction
Heavy armor should get half the regen/reduction of each.
That makes all 3 armor types unique and equal when it comes to resource management.
Thejollygreenone wrote: »Thejollygreenone wrote: »I forget to add it in my first post; what is going to happen for us heavy armor-dps users? As it is decent enough to use, but certainly not as good as using medium (after changes) or light armor. I would like to see heavy armor becoming a bit more viable for those who wish to melee-dps with it.
IMO, heavy armor as well as 1h/shield shouldn't yield as much damage oriented buffs as medium/light. Heavy armor exists because of it's increased defenses, same with 1h/shield. To expect something with increased defenses to have the same offensive output as something with less defenses is silly to me.
While I recognize this isn't necessarily what you expect or were implying, Denaia. I'm just using your comment as a vehicle to state my belief that someone who chooses to invest in some heavy armor shouldn't be absolutely crippled as a damage user, but should certainly give up some of that damage potential for a more defensive armor type. So I do agree with you to an extent.
Unfortunately one could argue light armor has enough defenses to make this all a moot point, but I think that was unintended and will be scaled down soon enough. My overall point is this:
Sure you should be able to go pvp as a melee or even caster in heavy armor and be effective due to your increased defenses and not have absolute crap offenses if you choose to use an offensive weapon.
However that by no means should go so far as to make heavy armor do the same or similar dps as the two dps oriented armor trees, light/medium, since the game works under the assumption that these two armor trees are less defensive, even though in the current state of the game that might not be the case(yet).
Until there's a significant defensive advantage to heavy over medium and light, then they'd best damn well be equal in terms of DPS capability.
As it is, anything over soft cap is mostly wasted because the DR curve is stupid, and the soft cap is ridiculously easy to reach.
If I have the same effect from any of the three armor types in terms of damage reduction, then there's no bloody excuse for them to not be equal in terms of damage output passives.
On top of it, VR level mobs have this lovely ability to hit me just as hard in plate as they do in cloth, making armor effectively POINTLESS.
What I described is in an ideal sense. Not in actuality. Of course right now heavy armor is under performing in it's defensive capabilities. But at its core, heavy armor exists to be the most defensive option.
We should work towards making heavy armor as defensive as it should be rather than making it a choice for dps. Doing the opposite as you seem to wish seems pretty out there to me.
EDIT: My thoughts are that light armors defensive capabilities are way too high and needs to be tuned down. Medium armor MAY need a similar treatment but it doesn't seem like it to me.
Maverick827 wrote: »Heavy armor needs cost reduction or some other way to help with resource management. Tanks have the hardest time since they need to invest in all three resources.
Casters can overcharge magicka, get amazing magicka cost reduction, and use only magicka skills. It's like a completely different game playing as a caster.
Disagree, that is what jewelry is for, if you add to much regen on heavy it would become the master armor.
If regen didn't suck complete butt I'd agree with you.
I see 0 noticeable difference with or without regen. I stack ability reduction instead. I'd rather take longer to run out than wait a year to get enough back to do something when I'm trying to not die.adam.s.jonesub17_ESO wrote: »IMO heavy armor should make cc break cheaper as well as blocking (put it in the same passive.) that would got a long way.
Are you talking as tank or other build?
For blocking, there are rings and enchants that takes care of this.
Blocking work very well. What you have to control is not to keep block up....but to time the block on the attack. Or even better, interupt and stun the incoming attack.
CC break cheaper? Mind explain? Not sure what you mean
blocking is extremely expensive maybe a dk tank that never uses stamina doesn't worry about it, but it cost about 300stamina to block an attack. if your sitting on a pool of 1200-500 that a big chunk.
CC breaker is when you hold left and hit right and hold. It breaks you out of cc's and stuns have to have as a melee class cost about 600 stamina to use.
30%, changes as you raise max. So cheaper for magicka builds of you look at actual cost number vs%.
Uses a percentage of max stamina from what I've seen.
Means putting points into stamina so you can use them more often is BS, basically.While your anger is understandable, you need to realize stamina users don't use stamina for just attacking, but also for defending, while magicka users only use magicka for attacking
Similarly, Stamina users can use their whole magicka pool for buffs, debuffs, utility and heals, and they do not impact their ability to attack when doing so.
I agree that things are currently imbalanced toward magicka builds, but the dynamic you describe does apply to everyone in some respect ;0
So you pay more than a stamina user for blocking/dodging/breakingcc? Do you mitigate less while blocking for using a wood stick to do it?
What about you start using circle of protection or immovable? Those are buffs based on stamina, so save the bs about the buffs being magicka and stamina being for block as if you couldnt use stamina for buffs as well.
And, breaking news, you will pay the same cost as stamina users for it (worth it, but does not work the other way) as they dont have any stamina cost reduction passive..
Seriously, these changes by ZOS make it clear they have absolutely no clue about how to handle the stamina issue.
If they think a few pewpew 10% damage buff to some skills (and the most buffed being an arrow skill rofl) is gonna make it worth, they are dead wrong.
Of course, heavy (the shittiest of all three armors right now) get absolutely ZERO.
Disagree on the heavy being the worst. Medium was the worst, heavy being a close second.
The crit chance on Medium automatically made it better than heavy, easy.
But the problem with stamina builds? Armor is the least of them.
We are like minded in most aspects, but I think the spell resist offered for the heavy is more than a comparable stat to medium crit. Medium is offensive, heavy defensive. Especially in this world of stick wielding bathrobes, the spell resistance is more useful. With these changes, we will be able to see if the game becomes more balanced.
frogprincess_q4 wrote: »As a medium armour NB, I'm pretty excited by these changes. Maybe I'll even be able to survive PvP for more than 30 seconds.
However, my biggest Medium Armour problem is that as a crafter and as a player that is permanently overlevelled, I am constantly having trouble sourcing the next level of medium armour crafting mats.
Atm I am level 46 with half of Reaper's March to go, so I need fell hide. There is NO fell hide to be had and I can't go to the next area for some. Maybe I can get some in Cyrodiil, but as I am so overlevelled already I'm just trying to get quests done before I outlevel them completely. Half of my journal is already greyed out.
I have trouble sourcing Medium Armour mats every single time I level into the next type. It's so sad
Ok, if they want to be a "pure" staminers - so be it!ZOS_JessicaFolsom wrote: »We look forward to hearing your thoughts!
Medium armor - +3% magicka cost per piece of Medium armor equipped
Heavy armor - +1% magicka cost per piece of Heavy armor equipped
Fair? Yes.
Have you *seen* DK magicka costs?
Before reduction.
My current alt is having issues and I'm rocking 3p Seducer/3p Magnus heavy...
I'm so stubborn to try making heavy armor work it's come to that. Divines with Mage stone too. Might switch that around a bit.
Anything to not be stuck in a dress. I *am* using restoration staff. Only weapon.
Stamina weapons problems come from a few things, and armor type is the least of it's problems.
Heavily relying on bleeds and stamina cost of abilities are pretty high up there in the "*sigh*" part.
if you aren't already using it you should try out the warlock set.
ZOS_JessicaFolsom wrote: »I forget to add it in my first post; what is going to happen for us heavy armor-dps users? As it is decent enough to use, but certainly not as good as using medium (after changes) or light armor. I would like to see heavy armor becoming a bit more viable for those who wish to melee-dps with it.
We're looking at ways we can improve the Heavy Armor skill line as well.
Can start by making it actually mitigate damage. Then, if you're giving Medium 14% max stamina regen/reduction, why not give Heavy 7% max magicka and 7% max stamina regen/reduction.
Go for the increase in mitigation and survival first. See how that plays out before screaming for regen. You have to be careful about keeping the balance. Everyone wants their armor type or play style to be the best, but that is unreasonable.
I thought it was a pretty reasonable suggestion.
Light armor gets pure +Magicka regen/reduction
Medium armor gets pure +Stamina regen/reduction
Heavy armor should get half the regen/reduction of each.
That makes all 3 armor types unique and equal when it comes to resource management.
Heavy armor is already set up to be, and has been in other TES games, the health stat set. Not the stamina and magicka set.
Edit, it just needs a little boost.
Increased armor and SPELL RESIST (this is a big one),
Nice to see some changes, but far from enough.
Snipe - reducing range - really?? It needed a slight increase actually, many regular class spells have the same range, without cast time, and as much or more damage, plus some have things like knockdown on top of it. I can hit people sniping at me with a standard attack from a resto staff.
Do you know what really makes light armor better than medium? It's not just cost reduction, it's spell penetration. Why use a poison arrow that does 350 damage against full armor, when I can use a spell for more damage and get past 47% of their spell resistance.
That on top of the variety offered by all magicka, if I mix staff powers with class powers they all do extra damage from my stamina build. If I mix class powers with weapon powers on a stamina build, the class powers do crap for damage.
There is a lot more going on problem wise than what you are tinkering with.
While I am happy that the developers are making improvements. I am going to post this from a different post I created just to see what people think seeing how we are on the topic of armor adjustments.
Here are the passives for each armor as they stand:
Light Armor
Evocation - Reduces Magicka cost of spells by 3% per piece of Light Armor equipped. Max bonus: 21%.
Recovery - Increases Magicka recovery by 4% per piece of Light Armor equipped. Max Bonus: 28%.
Spell Warding - Increases base Spell Resistance by 8% per piece of Light Armor equipped. Max bonus 32% (shows as the actual value in game, even though the character sheet does not show how much that value actually helps).
Prodigy - Grants 10% chance for spells to cause Critical Damage while a Light Armor set of 5 or more pieces is equipped.
Concentration - Player's spells ignore 6% of enemy Spell Resistance per piece of Light Armor equipped. Max bonus 42%.
Medium Armor
Dexterity - Increases Critical Strike chance with physical attacks by 3% per piece of Medium Armor equipped. Max bonus: 21%.
Wind Walker - Increases Stamina Recovery by 4% per piece of Medium Armor equipped. Max bonus: 28%.
Improved Sneak - Decreases the detection area size by 5% and the cost of sneaking by 7% per piece of Medium Armor equipped. Max bonus 35% detection area decrease, 49% Sneak cost decrease.
Agility - Increases attack speed by 10% when a Medium Armor set of 5 or more pieces is equipped.
Athletics - Increases sprint move speed by 3% and decreases the stamina cost of roll dodge by 4% per piece of Medium Armor equipped. Max bonus 21% Sprint speed, 28% dodge roll reduction.
Heavy Armor
Resolve - Increases Armor by 3% and base Spell Resist by 3% for each piece of Heavy Armor equipped. Max bonus 21% Armor, 21% Spell Resist (shows as the actual value in game, even though the character sheet does not show how much that value actually helps).
Constitution - Increases Health Recovery by 4% per piece of Heavy Armor equipped. Max bonus 28%.
Juggernaut - Increases Weapon Damage with melee attacks by 1% per piece of Heavy Armor equipped. Max bonus 7%.
Bracing - Decreases cost of blocking by 20% when a Heavy Armor set of 5 or more pieces is equipped.
Rapid Mending - Increases healing received by 1% per piece of Heavy Armor equipped. Max bonus 7%.
If you look at these, for the most part they follow a pattern:
First Passive - Increases efficiency of the general role based on the armor type, Light reduces magicka cost, Heavy reduces received damage(the armor increase should be a little more in my opinion, 6% instead of just 3%), Medium increases critical chance?...This is where I have an issue. Stamina is, for every role, a defensive resource, so for medium armor using weapon skills it is also their offensive as well as defensive resource. So why does medium armor not reduce stamina cost of spells and abilities. Dexterity needs to be changed to reflect that, so stamina abilities can be used with the same efficiency as magicka ones. They are adding the 2% per piece for 14% total to Wind Walker, when they should remove the critical from Dexterity to 3% stamina reduction per piece (for those screaming about the weapon skill reductions, first, magicka does not have to use its primary resource for CC break, second, hold your breath because I will get to that in a minute).
Second Passive - Increases Magicka, Stamina, and Health recovery respectively. Fits the pattern across the board. Here is where I would make one change though, for the heavy armor wearing, this is where the increased healing received should be, and it should keep the same percentages, ie, 4% per piece for 28% max healing received. My though process on this has changed from my other post because after hearing more and more heavy armor users complaining about how they do not have enough resource generation, I realize they need a boost, but I feel that giving them resource generation is against the concept of the armor. Heavy armor is suppose to last long enough that you can afford to regenerate magicka and stamina slower. This would be a sizable boost in healing, making tanks more tanky. If this % needs to be tweaked down to not make tanks overpowered, then it would be easy to change it to 2% or 3% per piece.
Third Passive - Because Light is pointed down the direction of casters (DPS or healing, not directly taking damage) this is a defensive passive (opposite of the rest of the passives for this skill line), increase spell resist, that way they do not take as much damage from other casters behind the enemy lines, or from AOE during PvE encounters. Because Heavy is pointed down the direction of tanks, this is an offensive passive (opposite for said reasons above), increases damage with melee weapons, so they can play a DPS role or a PvP tank role and still dish out some damge...though the 7% is weak, it should be 2% per piece for 14% total, this only effects melee damage, therefore weapon skills, not class skills. This should also be changed to effect other weapon skills (bows and staffs). This will help even the balance of how much damage a tank can dish out. Because Medium is geared towards melee DPS (or bow for ranged), it increases sneak efficiency...wait...this is only good out of combat or prior to the fight starting, so, more of an offensive boost. This is where Athletics needs to be. Move Athletics down here so it can act as a real defensive boost for Medium Armor, increased sprint and reduced dodge cost, especially seeing how stamina is pulling double duty in this tree. This reduction of sneak cost and detection should be removed completely from medium armor (before calling me a traitor, or going off the walls about sneaky sneaky, I have a better balanced suggestion for this too).
Fourth Passive - 5 set bonuses, each one is good, each one applies to the stereotype for the armor. This follows the pattern of light is caster, medium is weapons, and heavy is tank. Maybe the bonus on each set needs to be increased by 50% to make the set feel more important? Not sure
Fifth Passive - HUGE DPS increase for Light Armor, ignore 42% of enemy spell resistance? Unless your enemy is also wearing Light Armor, that will crush the amount of damage offered by the increased critical chance offered by medium armor, not to mention unless they change how critical works (I feel they should just combine spell and weapon critical and just have critical, change out one of the critical blocks on the character screen to critical magnitude, show us how much more our critical damage hits for, be it from passives, weapon traits or mundus stones) light armor can make up for that critical with mage light morph. So they can have the critical and the spell penetration. Medium armor...yeah, this is where your defensive passive is instead of where it is compared to the rest of the armors pattern of passives. Athletics needs to be moved to where improved sneak is, and a new passive to add armor penetration needs to be added here, with the same % as spell penetration that light armor gets. This passive difference is the biggest reason for the disparity between light magicka and medium stamina builds DPS in both PvP and PvE. The reduction of costs being a close second. Heavy armor, increased healing here right now, but this is where I would put their health regeneration just because of the % benefit I would assign to it. I would match the same 6% per piece that light, and my suggestion for medium would give. Giving heavy armor 6% health regeneration per piece for 42% total increase. Health regeneration is already base lower than the other two, and this should be a big enough increase for tanks to actually notice their health go up.
My end suggested passives:
Light Armor
Evocation - Reduces Magicka cost of spells by 3% per piece of Light Armor equipped. Max bonus: 21%.
Recovery - Increases Magicka recovery by 4% per piece of Light Armor equipped. Max Bonus: 28%.
Spell Warding - Increases base Spell Resistance by 8% per piece of Light Armor equipped. Max bonus 32% (shows as the actual value in game, even though the character sheet does not show how much that value actually helps).
Prodigy - Grants 10% chance for spells to cause Critical Damage while a Light Armor set of 5 or more pieces is equipped.
Concentration - Player's spells ignore 6% of enemy Spell Resistance per piece of Light Armor equipped. Max bonus 42%.
Medium Armor
Dexterity - Reduces Stamina cost of abilities by 3% per piece of Light Armor equipped. Max bonus: 21%.
Wind Walker - Increases Stamina Recovery by 4% per piece of Medium Armor equipped. Max bonus: 28%.
Athletics - Increases sprint move speed by 3% and decreases the stamina cost of roll dodge by 4% per piece of Medium Armor equipped. Max bonus 21% Sprint speed, 28% dodge roll reduction.
Agility - Increases attack speed by 10% when a Medium Armor set of 5 or more pieces is equipped.
Weapon Master - Player's abilities ignore 6% of enemy Armor per piece of Medium Armor equipped. Max bonus 42%
Heavy Armor
Resolve - Increases Armor by 6% and base Spell Resist by 3% for each piece of Heavy Armor equipped. Max bonus 42% Armor, 21% Spell Resist (shows as the actual value in game, even though the character sheet does not show how much that value actually helps).
Rapid Mending - Increases healing received by 4% per piece of Heavy Armor equipped. Max bonus 28%.
Juggernaut - Increases Weapon Damage with attacks by 2% per piece of Heavy Armor equipped. Max bonus 14%.
Bracing - Decreases cost of blocking by 20% when a Heavy Armor set of 5 or more pieces is equipped.
Constitution - Increases Health Recovery by 6% per piece of Heavy Armor equipped. Max bonus 42%.
Now about the two issues I asked people to wait for regarding weapon skill cost reduction passives and sneak passives.
First, change all the weapon skill reduction passives from 10%/20% stamina reduction to the following:
Decreases stamina costs and increases ability damage by 5%/10%.
That does two things, it would still give stamina a much needed stamina reduction, and also give them a moderate damage boost to make up for the fact that they are (for the most part) melee abilities.
Second, I suggested we remove sneak stamina reduction and sneak detection radius passives from medium armor. The sneak cost reduction belongs on the "well-fitted" armor trait in addition to the sprint. It should reduce both sprint and sneak. That way you can have your sneaky mages, or sneaky knights in addition to your sneaky rogues. Give players the choice to craft their gear sneaky or not.
As for the detection radius, keep that out of the game until Thief Guild and Dark Brotherhood are introduced. They are going to need passives like sneak detection reduction in their skill lines to match up with who they are.
Ok, if they want to be a "pure" staminers - so be it!ZOS_JessicaFolsom wrote: »We look forward to hearing your thoughts!
Medium armor - +3% magicka cost per piece of Medium armor equipped
Heavy armor - +1% magicka cost per piece of Heavy armor equipped
Fair? Yes.
Have you *seen* DK magicka costs?
Before reduction.
My current alt is having issues and I'm rocking 3p Seducer/3p Magnus heavy...
I'm so stubborn to try making heavy armor work it's come to that. Divines with Mage stone too. Might switch that around a bit.
Anything to not be stuck in a dress. I *am* using restoration staff. Only weapon.
Stamina weapons problems come from a few things, and armor type is the least of it's problems.
Heavily relying on bleeds and stamina cost of abilities are pretty high up there in the "*sigh*" part.
if you aren't already using it you should try out the warlock set.
Would be if my only set wasn't on my templar.
Her magicka problems are worse. She's been wearing it since level 15 >.>
david.haypreub18_ESO wrote: »Also, am I the only one who would prefer to still have the range on Snipe? The cast time doesn't seem to me to be the issue.
Agreed
Snipe suffers from the ultimate cap in this game, the pvp balance cap. You shall never one shot your opponent in pvp. As long as this rule is on and they cannot find a way to disengage skills from their pvp dmg (like adding protection passives in a tree against certain attacks), snipe (and a lot of other skills) will remain useless.
But you can two shot with snipe, if the first attack happens to be from behind, it stuns, allowing the second shot and kill.
I could go into Bows as well, Snipe cast time should go down in cast time when it gets maxed out, not a lot, maybe 2.5 sec instead of 3, and should have a longer range. Why do I get hit by normal attacks when I'm at snipe range if it's so great an ability? At this point, other than working with others to co-snipe something, there isn't really a reason to use Snipe over a heavy attack/light attack opening.
I mostly agree with your whole post. On snipe though, I have a suggestion.
Have the whole snipe mechanic work more or less like light/heavy attack combo. Press the key for less than 3 secs and you get snipe as it is. Press it , hold it and interesting stuff happens. After 3 secs pressing it, you no longer have a minimum range. It makes no sense losing an aimed shot when the target gets closer. Even better, while you are still pressing the key after the 3 secs, have it every second draw (for example) 200 extra from your stamina and add 10% (for example again) damage . You can hold it till all your stamina goes off. When you release, it goes off and does the final modified damage. You can have a great opener but at the cost of your stamina reserves when it goes off. You choose.
While I am happy that the developers are making improvements. I am going to post this from a different post I created just to see what people think seeing how we are on the topic of armor adjustments.
Here are the passives for each armor as they stand:
Light Armor
Evocation - Reduces Magicka cost of spells by 3% per piece of Light Armor equipped. Max bonus: 21%.
Recovery - Increases Magicka recovery by 4% per piece of Light Armor equipped. Max Bonus: 28%.
Spell Warding - Increases base Spell Resistance by 8% per piece of Light Armor equipped. Max bonus 32% (shows as the actual value in game, even though the character sheet does not show how much that value actually helps).
Prodigy - Grants 10% chance for spells to cause Critical Damage while a Light Armor set of 5 or more pieces is equipped.
Concentration - Player's spells ignore 6% of enemy Spell Resistance per piece of Light Armor equipped. Max bonus 42%.
Medium Armor
Dexterity - Increases Critical Strike chance with physical attacks by 3% per piece of Medium Armor equipped. Max bonus: 21%.
Wind Walker - Increases Stamina Recovery by 4% per piece of Medium Armor equipped. Max bonus: 28%.
Improved Sneak - Decreases the detection area size by 5% and the cost of sneaking by 7% per piece of Medium Armor equipped. Max bonus 35% detection area decrease, 49% Sneak cost decrease.
Agility - Increases attack speed by 10% when a Medium Armor set of 5 or more pieces is equipped.
Athletics - Increases sprint move speed by 3% and decreases the stamina cost of roll dodge by 4% per piece of Medium Armor equipped. Max bonus 21% Sprint speed, 28% dodge roll reduction.
Heavy Armor
Resolve - Increases Armor by 3% and base Spell Resist by 3% for each piece of Heavy Armor equipped. Max bonus 21% Armor, 21% Spell Resist (shows as the actual value in game, even though the character sheet does not show how much that value actually helps).
Constitution - Increases Health Recovery by 4% per piece of Heavy Armor equipped. Max bonus 28%.
Juggernaut - Increases Weapon Damage with melee attacks by 1% per piece of Heavy Armor equipped. Max bonus 7%.
Bracing - Decreases cost of blocking by 20% when a Heavy Armor set of 5 or more pieces is equipped.
Rapid Mending - Increases healing received by 1% per piece of Heavy Armor equipped. Max bonus 7%.
If you look at these, for the most part they follow a pattern:
First Passive - Increases efficiency of the general role based on the armor type, Light reduces magicka cost, Heavy reduces received damage(the armor increase should be a little more in my opinion, 6% instead of just 3%), Medium increases critical chance?...This is where I have an issue. Stamina is, for every role, a defensive resource, so for medium armor using weapon skills it is also their offensive as well as defensive resource. So why does medium armor not reduce stamina cost of spells and abilities. Dexterity needs to be changed to reflect that, so stamina abilities can be used with the same efficiency as magicka ones. They are adding the 2% per piece for 14% total to Wind Walker, when they should remove the critical from Dexterity to 3% stamina reduction per piece (for those screaming about the weapon skill reductions, first, magicka does not have to use its primary resource for CC break, second, hold your breath because I will get to that in a minute).
Second Passive - Increases Magicka, Stamina, and Health recovery respectively. Fits the pattern across the board. Here is where I would make one change though, for the heavy armor wearing, this is where the increased healing received should be, and it should keep the same percentages, ie, 4% per piece for 28% max healing received. My though process on this has changed from my other post because after hearing more and more heavy armor users complaining about how they do not have enough resource generation, I realize they need a boost, but I feel that giving them resource generation is against the concept of the armor. Heavy armor is suppose to last long enough that you can afford to regenerate magicka and stamina slower. This would be a sizable boost in healing, making tanks more tanky. If this % needs to be tweaked down to not make tanks overpowered, then it would be easy to change it to 2% or 3% per piece.
Third Passive - Because Light is pointed down the direction of casters (DPS or healing, not directly taking damage) this is a defensive passive (opposite of the rest of the passives for this skill line), increase spell resist, that way they do not take as much damage from other casters behind the enemy lines, or from AOE during PvE encounters. Because Heavy is pointed down the direction of tanks, this is an offensive passive (opposite for said reasons above), increases damage with melee weapons, so they can play a DPS role or a PvP tank role and still dish out some damge...though the 7% is weak, it should be 2% per piece for 14% total, this only effects melee damage, therefore weapon skills, not class skills. This should also be changed to effect other weapon skills (bows and staffs). This will help even the balance of how much damage a tank can dish out. Because Medium is geared towards melee DPS (or bow for ranged), it increases sneak efficiency...wait...this is only good out of combat or prior to the fight starting, so, more of an offensive boost. This is where Athletics needs to be. Move Athletics down here so it can act as a real defensive boost for Medium Armor, increased sprint and reduced dodge cost, especially seeing how stamina is pulling double duty in this tree. This reduction of sneak cost and detection should be removed completely from medium armor (before calling me a traitor, or going off the walls about sneaky sneaky, I have a better balanced suggestion for this too).
Fourth Passive - 5 set bonuses, each one is good, each one applies to the stereotype for the armor. This follows the pattern of light is caster, medium is weapons, and heavy is tank. Maybe the bonus on each set needs to be increased by 50% to make the set feel more important? Not sure
Fifth Passive - HUGE DPS increase for Light Armor, ignore 42% of enemy spell resistance? Unless your enemy is also wearing Light Armor, that will crush the amount of damage offered by the increased critical chance offered by medium armor, not to mention unless they change how critical works (I feel they should just combine spell and weapon critical and just have critical, change out one of the critical blocks on the character screen to critical magnitude, show us how much more our critical damage hits for, be it from passives, weapon traits or mundus stones) light armor can make up for that critical with mage light morph. So they can have the critical and the spell penetration. Medium armor...yeah, this is where your defensive passive is instead of where it is compared to the rest of the armors pattern of passives. Athletics needs to be moved to where improved sneak is, and a new passive to add armor penetration needs to be added here, with the same % as spell penetration that light armor gets. This passive difference is the biggest reason for the disparity between light magicka and medium stamina builds DPS in both PvP and PvE. The reduction of costs being a close second. Heavy armor, increased healing here right now, but this is where I would put their health regeneration just because of the % benefit I would assign to it. I would match the same 6% per piece that light, and my suggestion for medium would give. Giving heavy armor 6% health regeneration per piece for 42% total increase. Health regeneration is already base lower than the other two, and this should be a big enough increase for tanks to actually notice their health go up.
My end suggested passives:
Light Armor
Evocation - Reduces Magicka cost of spells by 3% per piece of Light Armor equipped. Max bonus: 21%.
Recovery - Increases Magicka recovery by 4% per piece of Light Armor equipped. Max Bonus: 28%.
Spell Warding - Increases base Spell Resistance by 8% per piece of Light Armor equipped. Max bonus 32% (shows as the actual value in game, even though the character sheet does not show how much that value actually helps).
Prodigy - Grants 10% chance for spells to cause Critical Damage while a Light Armor set of 5 or more pieces is equipped.
Concentration - Player's spells ignore 6% of enemy Spell Resistance per piece of Light Armor equipped. Max bonus 42%.
Medium Armor
Dexterity - Reduces Stamina cost of abilities by 3% per piece of Light Armor equipped. Max bonus: 21%.
Wind Walker - Increases Stamina Recovery by 4% per piece of Medium Armor equipped. Max bonus: 28%.
Athletics - Increases sprint move speed by 3% and decreases the stamina cost of roll dodge by 4% per piece of Medium Armor equipped. Max bonus 21% Sprint speed, 28% dodge roll reduction.
Agility - Increases attack speed by 10% when a Medium Armor set of 5 or more pieces is equipped.
Weapon Master - Player's abilities ignore 6% of enemy Armor per piece of Medium Armor equipped. Max bonus 42%
Heavy Armor
Resolve - Increases Armor by 6% and base Spell Resist by 3% for each piece of Heavy Armor equipped. Max bonus 42% Armor, 21% Spell Resist (shows as the actual value in game, even though the character sheet does not show how much that value actually helps).
Rapid Mending - Increases healing received by 4% per piece of Heavy Armor equipped. Max bonus 28%.
Juggernaut - Increases Weapon Damage with attacks by 2% per piece of Heavy Armor equipped. Max bonus 14%.
Bracing - Decreases cost of blocking by 20% when a Heavy Armor set of 5 or more pieces is equipped.
Constitution - Increases Health Recovery by 6% per piece of Heavy Armor equipped. Max bonus 42%.
Now about the two issues I asked people to wait for regarding weapon skill cost reduction passives and sneak passives.
First, change all the weapon skill reduction passives from 10%/20% stamina reduction to the following:
Decreases stamina costs and increases ability damage by 5%/10%.
That does two things, it would still give stamina a much needed stamina reduction, and also give them a moderate damage boost to make up for the fact that they are (for the most part) melee abilities.
Second, I suggested we remove sneak stamina reduction and sneak detection radius passives from medium armor. The sneak cost reduction belongs on the "well-fitted" armor trait in addition to the sprint. It should reduce both sprint and sneak. That way you can have your sneaky mages, or sneaky knights in addition to your sneaky rogues. Give players the choice to craft their gear sneaky or not.
As for the detection radius, keep that out of the game until Thief Guild and Dark Brotherhood are introduced. They are going to need passives like sneak detection reduction in their skill lines to match up with who they are.
Now the problem becomes where do medium armor wearer get the crit they'll need to be competitive dpsers? Though i have got to say I had overlooked the issue with the lack of armor penetration, though assigning it to medium armor seems a bit out of place, it seems like that would fit better as a weapon passive.
ZOS_JessicaFolsom wrote: »I forget to add it in my first post; what is going to happen for us heavy armor-dps users? As it is decent enough to use, but certainly not as good as using medium (after changes) or light armor. I would like to see heavy armor becoming a bit more viable for those who wish to melee-dps with it.
We're looking at ways we can improve the Heavy Armor skill line as well.
Can start by making it actually mitigate damage. Then, if you're giving Medium 14% max stamina regen/reduction, why not give Heavy 7% max magicka and 7% max stamina regen/reduction.
Go for the increase in mitigation and survival first. See how that plays out before screaming for regen. You have to be careful about keeping the balance. Everyone wants their armor type or play style to be the best, but that is unreasonable.
I thought it was a pretty reasonable suggestion.
Light armor gets pure +Magicka regen/reduction
Medium armor gets pure +Stamina regen/reduction
Heavy armor should get half the regen/reduction of each.
That makes all 3 armor types unique and equal when it comes to resource management.
Heavy armor is already set up to be, and has been in other TES games, the health stat set. Not the stamina and magicka set.
Edit, it just needs a little boost.
Needs more than a little.
All the health in the world isn't going to do anything when health recovery rate sucks and might as well not exist, and when VR mobs hit you as if you're not wearing armor at all.Increased armor and SPELL RESIST (this is a big one),
Did you see where armor and spell resist don't do jack to reduce incoming damage?
And on top of it, you can cap your armor and spell resist in light armor. Fairly easily too. You get *more* spell resist in light armor.
Until they make armor rating worth having, wear a dress and save your breath.Nice to see some changes, but far from enough.
Snipe - reducing range - really?? It needed a slight increase actually, many regular class spells have the same range, without cast time, and as much or more damage, plus some have things like knockdown on top of it. I can hit people sniping at me with a standard attack from a resto staff.
Do you know what really makes light armor better than medium? It's not just cost reduction, it's spell penetration. Why use a poison arrow that does 350 damage against full armor, when I can use a spell for more damage and get past 47% of their spell resistance.
That on top of the variety offered by all magicka, if I mix staff powers with class powers they all do extra damage from my stamina build. If I mix class powers with weapon powers on a stamina build, the class powers do crap for damage.
There is a lot more going on problem wise than what you are tinkering with.
I don't know of a single class ability with a range as far as Snipe's range.
Everything is set at 28 meters. Snipe was like what, 35 with a morph to extend it?
With my changes medium armor would have armor pen instead of critical to make up the damage the same way light has spell pen. I would also like to see spell and weapon critical combined into one stat. That way light would only have a 10% critical over any other armor type, and mage light would give a boost to either. Leaving most of the critical to be gained from the Thief Mundus stone.
Actually this sums ups what's wrong with this entire 'balance' process .. it's driven by endless PVP QQ with little to no consideration for the MAJORITY of your players who don't PVP and whose PVE in repeatedly screwed around with to pander to them: I'm not saying his post is QQ, it's not, but it's one of the few PVP posts that aren't.ZOS_JessicaFolsom wrote: »trimsic_ESO wrote: »@ZOS_JessicaFolsom
This is one interesting step towards the right direction, but still a small step at this point.
Let me take an example so as to illustrate the exact issue we have with a stamina build. I'm DK, wearing a full leather armor set, with one hand and a shield and dual wield.
My one hand and a shield bar, in a raid group for AvA combat:
- Flame Lash (used to finish off fleeing enemies)
- Fragmented Shield (a very nice tool in AvA)
- Coagulating Blood (sometimes useful when holding the line)
- Shielded Assault (to charge the enemies in an assault)
- Choking Talons (to immobilize the enemies)
My Dual Wield bar, in a raid group for AvA combat:
- Blinding Flurry (used against NPC guards, rarely on players)
- Burning Breath (used to decrease the armor of the enemies)
- Volcanic Rune (a very nice CC tool in AvA)
- Steel Tornado (to finish off wounded enemies)
- Igneous Weapons (damage buff)
The one hand and a shield bar is used to hold the line; the dual wield bar is used to counter attack the enemy raid.
Can you see the issue? Well, let me help you:
- In the first bar, there are 4 magicka based skills, and only one stamina based skill
- In the second bar, there are 3 magicka based skills, and 2 stamina based skills
- The most important skills for my role in the raid are magicka based, with the exception of Tornado Steel.
- Only one skill in my bars takes a real advantage of my stamina build: Tornado Steel.
The end of the story:
The other DKs of my guild are playing with a one and a shield bar and a destruction staff bar, with a full set of light armor, and are out performing me, for obvious reasons.
In a hope this little example will help your teams to better understand the issue
Thank you very much for this thoughtful and detailed break-down @trimsic_ESO. We'll make sure the team in charge of balance sees it.
fromtesonlineb16_ESO wrote: »Actually this sums ups what's wrong with this entire 'balance' process .. it's driven by endless PVP QQ with little to no consideration for the MAJORITY of your players who don't PVP and whose PVE in repeatedly screwed around with to pander to them: I'm not saying his post is QQ, it's not, but it's one of the few PVP posts that aren't.ZOS_JessicaFolsom wrote: »trimsic_ESO wrote: »@ZOS_JessicaFolsom
This is one interesting step towards the right direction, but still a small step at this point.
Let me take an example so as to illustrate the exact issue we have with a stamina build. I'm DK, wearing a full leather armor set, with one hand and a shield and dual wield.
My one hand and a shield bar, in a raid group for AvA combat:
- Flame Lash (used to finish off fleeing enemies)
- Fragmented Shield (a very nice tool in AvA)
- Coagulating Blood (sometimes useful when holding the line)
- Shielded Assault (to charge the enemies in an assault)
- Choking Talons (to immobilize the enemies)
My Dual Wield bar, in a raid group for AvA combat:
- Blinding Flurry (used against NPC guards, rarely on players)
- Burning Breath (used to decrease the armor of the enemies)
- Volcanic Rune (a very nice CC tool in AvA)
- Steel Tornado (to finish off wounded enemies)
- Igneous Weapons (damage buff)
The one hand and a shield bar is used to hold the line; the dual wield bar is used to counter attack the enemy raid.
Can you see the issue? Well, let me help you:
- In the first bar, there are 4 magicka based skills, and only one stamina based skill
- In the second bar, there are 3 magicka based skills, and 2 stamina based skills
- The most important skills for my role in the raid are magicka based, with the exception of Tornado Steel.
- Only one skill in my bars takes a real advantage of my stamina build: Tornado Steel.
The end of the story:
The other DKs of my guild are playing with a one and a shield bar and a destruction staff bar, with a full set of light armor, and are out performing me, for obvious reasons.
In a hope this little example will help your teams to better understand the issue
Thank you very much for this thoughtful and detailed break-down @trimsic_ESO. We'll make sure the team in charge of balance sees it.
His post iis however entirely from a PVP perspective yet that's what you're going to pass to your 'team' for them to implement.
Others have posted some PVE views which you've totally ignored, you certainly haven't passed those on it seems.
ZOS_JessicaFolsom wrote: »trimsic_ESO wrote: »@ZOS_JessicaFolsom
This is one interesting step towards the right direction, but still a small step at this point.
Let me take an example so as to illustrate the exact issue we have with a stamina build. I'm DK, wearing a full leather armor set, with one hand and a shield and dual wield.
My one hand and a shield bar, in a raid group for AvA combat:
- Flame Lash (used to finish off fleeing enemies)
- Fragmented Shield (a very nice tool in AvA)
- Coagulating Blood (sometimes useful when holding the line)
- Shielded Assault (to charge the enemies in an assault)
- Choking Talons (to immobilize the enemies)
My Dual Wield bar, in a raid group for AvA combat:
- Blinding Flurry (used against NPC guards, rarely on players)
- Burning Breath (used to decrease the armor of the enemies)
- Volcanic Rune (a very nice CC tool in AvA)
- Steel Tornado (to finish off wounded enemies)
- Igneous Weapons (damage buff)
The one hand and a shield bar is used to hold the line; the dual wield bar is used to counter attack the enemy raid.
Can you see the issue? Well, let me help you:
- In the first bar, there are 4 magicka based skills, and only one stamina based skill
- In the second bar, there are 3 magicka based skills, and 2 stamina based skills
- The most important skills for my role in the raid are magicka based, with the exception of Tornado Steel.
- Only one skill in my bars takes a real advantage of my stamina build: Tornado Steel.
The end of the story:
The other DKs of my guild are playing with a one and a shield bar and a destruction staff bar, with a full set of light armor, and are out performing me, for obvious reasons.
In a hope this little example will help your teams to better understand the issue
Thank you very much for this thoughtful and detailed break-down @trimsic_ESO. We'll make sure the team in charge of balance sees it.
Increased armor and SPELL RESIST (this is a big one),
Did you see where armor and spell resist don't do jack to reduce incoming damage?
And on top of it, you can cap your armor and spell resist in light armor. Fairly easily too. You get *more* spell resist in light armor.
Until they make armor rating worth having, wear a dress and save your breath.
trimsic_ESO wrote: »
Can you see the issue? Well, let me help you:
- In the first bar, there are 4 magicka based skills, and only one stamina based skill
- In the second bar, there are 3 magicka based skills, and 2 stamina based skills
- The most important skills for my role in the raid are magicka based, with the exception of Tornado Steel.
- Only one skill in my bars takes a real advantage of my stamina build: Tornado Steel.
frogprincess_q4 wrote: »As a medium armour NB, I'm pretty excited by these changes. Maybe I'll even be able to survive PvP for more than 30 seconds.
However, my biggest Medium Armour problem is that as a crafter and as a player that is permanently overlevelled, I am constantly having trouble sourcing the next level of medium armour crafting mats.
Atm I am level 46 with half of Reaper's March to go, so I need fell hide. There is NO fell hide to be had and I can't go to the next area for some. Maybe I can get some in Cyrodiil, but as I am so overlevelled already I'm just trying to get quests done before I outlevel them completely. Half of my journal is already greyed out.
I have trouble sourcing Medium Armour mats every single time I level into the next type. It's so sad