SirknightMMB wrote: »Resolve: Change to: [...] Max benefit: 21% reduction to all incoming damage.
Thats a bit much i think maybe .5 per maxing at 10.5% as 21% + the 10% from pvp set and the armor base brings total DR way to high and would lead to everyone having only heavy
Jade_Knightblazerb14_ESO wrote: »Overall good post, however the build in taunt is a bit much. Also you killed the DPs for heavy armor wearers xD. Yes I play that heavy clad knight and as a NB, I need that little weapon damage to counter siph strikes.
pinstripesc wrote: »Cool changes, at least makes heavy armour's passives interesting and related rather than not particularly useful.
Thanks man, I appreciate the supportI really hope to see some heavy armor buffs soon. Nice post!
Even though I am using 5 heavy as tank, I am not sure making heavy armor only tank suited.
All gear should be able to suits a multitude of mixes of builds.
These changes would suit me, yes, and are needed, yes. BUT, they kinda make heavy tankish only. Shouldnty heavy have more uses then tank?
I agree that it is a bit narrowly focused. Though I would point out two things:Rev Rielle wrote: »I agree, the OP's suggestions make it a little too narrow in its target focus. Especially the Threatening Presence.
I personally think Heavy armour should be loosely focused on up-close-and-personal style of combat.
pinstripesc wrote: »"Health based DPS would have to come from sacrificing health to deal damage, or "reactive" damage based upon damage taken.
Health based Healing could come from sacrificing Health and funneling it to an ally.
If the Health regen were high enough on Heavy Armor, I guess I could see it, and it may be cool, but it just doesn't seem likely.
It would require an entirely new subset of abilities to be created to use Health as a resource. ... but it is interesting "
That's also a very cool thought. Anything that offers different approaches to playing I think is going in the right direction. But yes, this would require a lot of reworking, I think.
Thanks for the feedback. The cap is another issue, and worth digging into, imo. But with this, I'm just trying to bring all of the Armor skill lines into a "near parity" state.I think its good as is. The problem wasnt heavy armor, it was cap, so you could wear robe and get same armor as heavy. Cap raced, DKs in robe with staff cries, problem solved.
[snip]
Balance wise, what I seen (And there is a lot I dont know), it seams alrightish.
Sure, needs more tweaking but nothing hugely OP.[snip]
It is pretty likely that we have all read the hubbub about the viability, or rather the lack of viability, of the Heavy Armor skill tree.
So let's talk about some (hopefully) sensible changes.
My suggestions:
- Resolve: Change to: "Reduces all incoming damage by 1% per piece of Heavy Armor equipped." This would improve to 2% and 3% per piece, respectively, for the second and third points in the skill. Max benefit: 21% reduction to all incoming damage.
- Constitution: Roll-in the benefits of the Rapid Mending passive, below, increasing healing received.
- Juggernaut: Replace this ability with:
- Retaliation: "When you block a single target attack, the attacker suffers damage equal to 0.5% of the damage blocked per piece of Heavy Armor equipped." This would improve to 1% per piece for the second point. Max benefit: 7% of blocked damage returned to the attacker.
- Bracing: Leave as is, I see no issue here
- Rapid Mending: The benefits of this ability have been rolled-in to the Constitution passive above. Replace with:
- Threatening Presence: "Block-slams and Shield slams taunt the target for 1 second per piece of Heavy Armor equipped." This would improve to 2 seconds per piece for the second point. Max benefit: 14 second taunt.
- Immovable: Change this ability to require 5 pieces of Heavy Armor, in order to prevent "cherry-picking", and to bring this ability in-line with the weapon abilities. Weapon based abilities require the use of the weapon they are connected with. Armor actives should receive the same treatment. The other two Armor skill line active abilities should be changed to fit this as well.
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- Threatening Presence: "Block-slams and Shield slams taunt the target for 1 second per piece of Heavy Armor equipped." This would improve to 2 seconds per piece for the second point. Max benefit: 14 second taunt.
Good idea. Maintain the DPS increase AND open it up to all styles. I like it.... Here are some of mine ...
Juggernaut could be changed to 7% power. Removing the melee and weapon components. That would make it comparable but still less than the other armors.
I could definitely see this instead of my Threatening Presence idea.Rapid Mending would be better replaced with you Retaliation idea and add that the damage returned generates more threat than equal damage(but does not taunt). And the damage would probably need to be capped by some factor so that you cannot return a significant amount of damage.
The Evocation idea is a very good one. It would tone down Light Armor by an acceptable amount, without gutting it, and give a new passive to boot. I like it.I am also going to add in some ideas for the armor types to go along with that so that they fit the same mold.
Medium armor given its recent changes is fine as is. (However, the uses of stamina and a lot of the stamina abilities are not. But that's another thread.)
Evocation (for light armor) should be rolled in with Recovery and by effect reduced. It can be replaced with an effect similar to Magnus's Gift 3 piece set bonus to give them back the efficiency lost. Or perhaps something another kind soul comes up with.
Hey, thanks man, I appreciate itCaptainSilverbrow wrote: »I like the cut of your jib, and most of your ideas
I see your point, and I agree. Maintaining the non-tank side of Heavy Armor is now one of my priorities as well.... Why, then, will the players that believe this is acceptable try to shoehorn Heavy Armor wearers into tanking roles, or apply passives that would possibly conflict with an actual Tank's effort in a group with HA DPS players? With the overarching design paradigm in mind, Heavy Armor should offer both optimal tanking conditions and unique, competitive DPS opportunities. Leave the tankiness to Sword'nBoard.
Thanks againTl;dr: I agree with most of these ideas (most here do both in and out of mechsuit do, I imagine) they're creative
Will do, and thanks for jumping into the discussion @CaptainSilverbrowstop trying to force those among us not tanking at the moment into tanking situations, kthnx.
Hey thanks for the support and for jumping into the discussion as well @jamie.goddenrwb17_ESOjamie.goddenrwb17_ESO wrote: »I love you guys right now, keep this thread going
Will do, and thanks for jumping into the discussion @CaptainSilverbrow
resolve-no
retaliation-no
immovable-maybe
rest is fine
pinstripesc wrote: »I don't have much to add, but a great discussion here. It's so nice to get away from the General Discussion forums and read something perceptive.
mousekime111rwb17_ESO wrote: »Idk, I like the idea of threatening presence