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Proposed Armor Fix (Non-Nerfing Solution)

LordEcks
LordEcks
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I think to increase viability thus increasing "choice" the following changes should be considered. Let me know if I'm just off my rocker here... Its early afternoon and I'm slightly tipsy....

First off, my major goal with this is to improve the usage of Heavy armor... which currently isn't all that useful, and is usually worn because it looks cool.

My first suggestion is to redo Juggernaut. Make it work similarly to the Resto Staff Cycle of Life. +0.7%/1.5% universal dmg increase per piece of heavy armor worn.

The next suggestion would be an all around for each armor set, but add a 7/7 skill for each armor line.

Heavy Armor 7/7 Unstoppable Force = -40% Damage Reduction (All dmg)

Medium Armor 7/7 = Follow-Through = All Melee attacks (Light, Heavy, and Stamina based weapon attacks, including AoE) have a 25% of causing a 2 s stun to their target and 100% chance that 30% of the damage caused is repeated as bleeding damage over the next 4 seconds.

Light Armor 7/7 = Unstable Fields - Doubles thes area effect range of all magcika based area of effect abilities under 10m

These might seem OP, but remember this is 7/7 were talking here. You'd be giving up all benefits of the other armor lines, no mix and matching.

Am I crazy, or does this sound like it might help?
Edited by LordEcks on July 8, 2014 5:04AM
  • LordEcks
    LordEcks
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    So.. No? I'm crazy?

    Edited for shameless self bumping.
    Edited by LordEcks on July 8, 2014 8:15AM
  • AngryNord
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    Go for it
  • Clunan
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    Yer 7/7s would be utterly OP in every sense. However, I do agree Juggernaut should be a damage increase across the board AND should have more than 0.5/1 percent per piece. Good post as far as Juggernaut is concerned.
  • AlexDougherty
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    Might need tweeking, but it seems to be a good idea.
    People believe what they either want to be true or what they are afraid is true!
    Wizard's first rule
    Passion rules reason
    Wizard's third rule
    Mind what people Do, not what they say, for actions betray a lie.
    Wizard's fifth rule
    Willfully turning aside from the truth is treason to one's self
    Wizard's tenth rule
  • Akhratos
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    You havent ever played an NB if you are asking for a 25% chance to stun for 2s on melee hit. I dont see it, sorry.

    For the light armor bonus, Im not even sure Im understanding it correctly. You mean range for aoes? Like, you can place the aoe further? or making the radius larger?
    Edited by Akhratos on July 8, 2014 11:22AM
  • arnaldomoraleseb17_ESO
    LordEcks wrote: »
    My first suggestion is to redo Juggernaut. Make it work similarly to the Resto Staff Cycle of Life. +0.7%/1.5% universal dmg increase per piece of heavy armor worn.


    I like this. Juggernaut right now is pretty useless.
    Edited by arnaldomoraleseb17_ESO on July 8, 2014 11:33AM
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  • LordEcks
    LordEcks
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    Archaon wrote: »
    You havent ever played an NB if you are asking for a 25% chance to stun for 2s on melee hit. I dont see it, sorry.

    For the light armor bonus, Im not even sure Im understanding it correctly. You mean range for aoes? Like, you can place the aoe further? or making the radius larger?

    Doubles the radius of all AoE spells.

    So, say an AoE Heal/CC/DamageSpell has a radius of 8m, well with 7/7 light the same spell gets a radius of 16m.

    With the limitation that if the spell is already over 10m to begin with it wont be affected by this buff. So the largest this would make any aoe is 20m.

    Think this would make some spells that have a considerably small radius more useful, but for the most part I don't feel Light armor needs much help at this point so this is more a less a bone I'm throwing.
    Edited by LordEcks on July 8, 2014 3:13PM
  • kieso
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    in other ES games cloth (known as LA in ESO) had an armor rating of 0..

    just sayin`
  • Soloeus
    Soloeus
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    LordEcks wrote: »
    I think to increase viability thus increasing "choice" the following changes should be considered. Let me know if I'm just off my rocker here... Its early afternoon and I'm slightly tipsy....

    First off, my major goal with this is to improve the usage of Heavy armor... which currently isn't all that useful, and is usually worn because it looks cool.

    My first suggestion is to redo Juggernaut. Make it work similarly to the Resto Staff Cycle of Life. +0.7%/1.5% universal dmg increase per piece of heavy armor worn.

    The next suggestion would be an all around for each armor set, but add a 7/7 skill for each armor line.

    Heavy Armor 7/7 Unstoppable Force = -40% Damage Reduction (All dmg)

    Medium Armor 7/7 = Follow-Through = All Melee attacks (Light, Heavy, and Stamina based weapon attacks, including AoE) have a 25% of causing a 2 s stun to their target and 100% chance that 30% of the damage caused is repeated as bleeding damage over the next 4 seconds.

    Light Armor 7/7 = Unstable Fields - Doubles thes area effect range of all magcika based area of effect abilities under 10m

    These might seem OP, but remember this is 7/7 were talking here. You'd be giving up all benefits of the other armor lines, no mix and matching.

    Am I crazy, or does this sound like it might help?

    Crazy.

    And no to "7 set" abilities. And no to making every medium armor attack premise to eternal stun lock.

    Within; Without.
  • LordEcks
    LordEcks
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    kieso wrote: »
    in other ES games cloth (known as LA in ESO) had an armor rating of 0..

    just sayin`

    That's true, but.. I'm not sure I'm catching the relevance here <.<

    Can you elaborate?
    Crazy.

    And no to "7 set" abilities. And no to making every medium armor attack premise to eternal stun lock.
    Could lower it to 1s, or remove it altogether.

    As long as its an effect that focuses on the user having increased damage capacity with stamina based abilities.

    The whole point of these changes would be to better promote the 3 armor types for their roles.

    Heavy armor primarily for tanking, medium for melee dps, light for magic dps / healing.

    As it stands Light is best for all 4 of those roles.

    Edited by LordEcks on July 8, 2014 3:18PM
  • AlexDougherty
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    kieso wrote: »
    in other ES games cloth (known as LA in ESO) had an armor rating of 0..

    just sayin`

    No in other TES games Light Armour was your Leather and Hide Armour (and Glass and Elven) they had Armour ratings. Robes had Armour ratings of zero, but you had a wider selection of spells to compensate.

    Having robes and now jerkins as Light Armour meant they had to have some Armour rating, or they would be totally unviable. They appear to be overpowered in Veteran levels, where the caps come into full force. They really need to rejigg the caps for the veteran levels, and fix all the passives, then we can have serious conversations about whet needs rebalancing.
    People believe what they either want to be true or what they are afraid is true!
    Wizard's first rule
    Passion rules reason
    Wizard's third rule
    Mind what people Do, not what they say, for actions betray a lie.
    Wizard's fifth rule
    Willfully turning aside from the truth is treason to one's self
    Wizard's tenth rule
  • LordEcks
    LordEcks
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    Soloeus wrote: »

    Crazy.

    And no to "7 set" abilities. And no to making every medium armor attack premise to eternal stun lock.

    By the way did I mention this would only affect melee Light/Heavy attacks or stamina skills? This wouldn't be applicable to any class based skills like Ambush or what-have-you.

    I really don't see it being all that threatening given the current state of stamina attacks/builds. I think it would make people consider their usage more though.


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