Armors do not have their benefits for the sake of "realism" they have it for the sake of making each armor different and beneficial to wear in it's own way.
If you have a look at fantasy realism (this sounds like quite the paradox, I know), light armor is worn by mages not to hinder their casting, leather is worn by rogues and barbarians to allow for supple physical combat and heavy is worn by knights to protect themselves.
Thus giving light spellcasting benefits, medium physical goodies and heavy protection, just makes a lot of sense due to the armor's fantasy archetype.
Taking realism into the equation does not work when looking at a fantasy game. Looking at pure realism, magic does not even exist and even if it did, how would light armor benefit you? It does not hinder you and that's about it. Yet I think all of us are fine with light giving boons to spellcasters in a fantasy setting and think this is a logical way to go. The exact numbers do not have a specific reason based on realism, they have a reason for in-game balance and versatility.
Breg_Magol wrote: »You've been misled .. or the actor's aren't using real armour.
I've worn real chain mail (not plate armour) .. and you do feel encumbered. You certainly don't move or run as fast as if you're wearing street clothes ... and you're correct about the stamina drain.
Then why is heavy armor 400% more protective, when is gets pretty much the same passives as the other armors? And by same, I mean equivalent.
And Lightning would fry anyone wearing metal, right? If you had actually read the thread, you would have seen that my statements were not about realism, they were about balance. Seems all these heavy armor fans keep twisting what I said to serve themselves.I'm all for super-realistic armour. Heavy armour shouldn't really limit movement much, but should greatly reduce stamina regeneration in combat.
It should also be really expensive to make and repair.
Of course, I'd also expect to see the realistic benefits that plate armour brings in that case.
- Immunity to bladed weapons (sword, dagger etc.) and arrows except critical hits.
- Immunity to critical hits from more unwieldy weapons such as maces that lack the finesse to pierce vizor splits etc.
And of course the realism should not stop there but also project to the other armour classes. I.e. people wearing light armour should be pretty much 1-shotted by any succesful melee attack that hits.
Then why is heavy armor 400% more protective, when is gets pretty much the same passives as the other armors? And by same, I mean equivalent.
Have you taken a look at the heavy armor passives in comparison to the light ones? I used a V14 template for these, picking nothing but their Heavy and Light passives and slapping 7 pieces of either armor on them:
7/7 Light:
- 21% magicka cost reduction of all your skills.
- 28% extra magicka regen.
- Increases spell resist. (2464 on a V14 template)
- Spell crit.
- Spell penetration. (Applies minor breach in 1.6)
7/7 Heavy:
- Increases spell resist and armor. (2459 on a V14 template)
- 28% health regeneration & magicka and stamina return every 4 seconds when taking damage. (336 on a V14 template)
- 7% max health.
- 20% block cost reduction.
- 7% extra healing received.
Heavy has -nothing but- passives fitting their archetype, all of them are defensive. The only passive that comes remotely close to helping with resource management and mayhaps some offense is the Constitution passive. But even for this the person needs to be taking damage and it fades into nothingness compared to the regen Light gets on magicka and Medium on stamina. Their passive making them more elusive was moved to Immovable (break free cost reduction), their passive granting extra weapon damage was removed altogether, leaving heavy with just one trick: defense.
Light on the other hand has all but one passive that add to either their offense or their utility (which can be converted into things like healing, shielding, CC etc.).
Sure they have the same amount of passives and their own strength, but equivalent is not the word I would use.
clocksstoppe wrote: »Sure, only if your *** light armor gets permanently destroyed after 5 decent sword cuts. It's only a rag, isn't it?
TheShadowScout wrote: »Other things heady armor did in history...
- drag you under the water if you tried to swim (I really, really want to see something like That!)
- make it difficult to stand up when you fell on your back (turtle knights!)
- make jumping almost impossible (duh, try jumping with a sack of bricks weighing you down)
- need help putting it on (Nah, that'd be too much realism)
This is just light armor not being the be all end all whining disguised as a realism thread. It's not worth arguing about as the OP isn't really interested in hearing good points. He just wants to make his own that light armor is nerfed too much. I might tend to agree with it being only 1/4 of heavy compared to medium being 3/4 of heavy and the consequential complete devastation of the spell resistance; but lets call it like it is.
This is just light armor not being the be all end all whining disguised as a realism thread. It's not worth arguing about as the OP isn't really interested in hearing good points. He just wants to make his own that light armor is nerfed too much. I might tend to agree with it being only 1/4 of heavy compared to medium being 3/4 of heavy and the consequential complete devastation of the spell resistance; but lets call it like it is.
I never said the word realism. I said balance. Why are you people confusing the two? Heavy armor is expected to have more protection but what is the trade? Do not use light armor passives to justify the heavy armor protection, because heavy armor has its own passives. Or are we to conclude that light armor passive are suppose to be better to justify that it has less protection?
TheShadowScout wrote: »Actually if you talk with people who wear medieval armor for reenactment events, they will tell you you can move just about as fast in well made heavy armor then in normal clothes.
You just can't do it as long... because heavy armor is -heavy-. Just like carrying a backpack with 80 to 120 pounds will exhaust you a LOT quicker when running, running in heavy armor is exhausting, but not really much slower (less maneuvrable, possibly... bit harder to change direction quickly when your inertia had all that weight added, but...).
So, if they add that realism, which I would fervently support, then heavy armor ought to give a hefty penalty to stamina cost for sprinting, not reduce speed.
Other things heady armor did in history...
- drag you under the water if you tried to swim (I really, really want to see something like That!)
- make it difficult to stand up when you fell on your back (turtle knights!)
- make jumping almost impossible (duh, try jumping with a sack of bricks weighing you down)
- dull your senses - those big enclosed helmets reduced your field of view and dampened your hearing (Stealth detection debuff, dependent on head slot only?)
- need help putting it on (Nah, that'd be too much realism)
And Lightning would fry anyone wearing metal, right? If you had actually read the thread, you would have seen that my statements were not about realism, they were about balance. Seems all these heavy armor fans keep twisting what I said to serve themselves.I'm all for super-realistic armour. Heavy armour shouldn't really limit movement much, but should greatly reduce stamina regeneration in combat.
It should also be really expensive to make and repair.
Of course, I'd also expect to see the realistic benefits that plate armour brings in that case.
- Immunity to bladed weapons (sword, dagger etc.) and arrows except critical hits.
- Immunity to critical hits from more unwieldy weapons such as maces that lack the finesse to pierce vizor splits etc.
And of course the realism should not stop there but also project to the other armour classes. I.e. people wearing light armour should be pretty much 1-shotted by any succesful melee attack that hits.
TheShadowScout wrote: »I have worn chain mail too, once. And talked with people who wear plate for medieval events.
The chain alone I found pretty heavy, true, though I espect someone who trains for it... maybe ask some soldiers if they can run with their backbags and other assorted gear, all together probably weights as much as a set of medieval chainmail; I expect they can, and unfit, nerdy me couldn't, much.
...
With the upcoming changes to make heavy armor better, I'm really surprised that armor does not have weight. If someone is wearing armor that gives them more protection, they should not be able to move and run as fast as someone in lighter gear. This was suppose to be the trade in TES, sacrificing protection for mobility.
I take it you haven't actually played in heavy in 1.6. Better? ha, yes maybe in pure numbers but resource management is so bad that you cannot outlast a sorc in light armour who can shield stack to be equally protected whilst still being able to dish out the dps. No, heavy armour is already pathetic enough it doesn't need anymore negatives.
http://youtu.be/NqC_squo6X4I will say this: Tanking should require heavy. Maybe allow for 1 medium and 1 light, but mostly heavy at a minimum. Heavy needs a purpose aside from PVP gear.