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: »
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.
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
if you aren't already using it you should try out the warlock set.
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.
Would be if my only set wasn't on my templar.
Her magicka problems are worse. She's been wearing it since level 15 >.>
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 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.
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.
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.
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.
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: »
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.
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: »
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.
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