Item Trait Improvements
Item Traits have undergone revision to improve the viability and balance of each Trait. Some Traits have received complete redesigns, other Traits have gained new effects and bonuses, while some other Traits have simply received better number tuning.
Exploration: This trait now increases all gold gained from monster kills instead of increasing exploration experience gained, and has been renamed to Prosperous.
Impenetrable: This trait now also reduces the durability damage taken of the item, in addition to reducing the damage taken from Critical Hits.
Intricate: This trait now also increases the amount of refined materials you obtain whenever you deconstruct the armor, in addition to increasing the amount of inspiration gained.
Nirnhoned: This trait now increases Physical Resistance and Spell Resistance by a flat value.
Sturdy: This trait now reduces the cost of Block.
Training: This trait now increases all experience gained from all kills by a percentage, instead of increasing your armor skill line experience only.
Well-fitted: This trait now also reduces the cost of Roll Dodge, in addition to reducing the cost of Sprint.
Item Trait Improvements
Item Traits have undergone revision to improve the viability and balance of each Trait. Some Traits have received complete redesigns, other Traits have gained new effects and bonuses, while some other Traits have simply received better number tuning.
Exploration: This trait now increases all gold gained from monster kills instead of increasing exploration experience gained, and has been renamed to Prosperous.
Impenetrable: This trait now also reduces the durability damage taken of the item, in addition to reducing the damage taken from Critical Hits.
Intricate: This trait now also increases the amount of refined materials you obtain whenever you deconstruct the armor, in addition to increasing the amount of inspiration gained.
Nirnhoned: This trait now increases Physical Resistance and Spell Resistance by a flat value.
Sturdy: This trait now reduces the cost of Block.
Training: This trait now increases all experience gained from all kills by a percentage, instead of increasing your armor skill line experience only.
Well-fitted: This trait now also reduces the cost of Roll Dodge, in addition to reducing the cost of Sprint.
Forestd16b14_ESO wrote: »Forestd16b14_ESO wrote: »So shields balance was addressed in the shields not in HA
Nirnh9ne pens bslance addressed in nirnhoned not ha.
HA got a damage component psssive likely replacing a sustain ehich helps it support more roles, not just tanking.
Overall not bad. HA more versatile for a multitude of builds and more like the other armor types it must balance against.
Not a bad start, imo.
Yes not a bad start but tanks are meant to tank not deal damage as the new "wraith" skill is doing.
Heavy Armor does not mean Tank by default. Ive been running a HA based AoE DPS PvP spec, and an HA based unkillable healer for months. Both do their respective roles (damage and healing) quite well actually, the mitigation is just there for its intended purpose.
Too many minmaxers discard niche builds and must use cookie cutter cause someone told them to. And ye, my stuff works in Trials, too. Deal with it.
Yes yes yes hybrids and all but if some one is wearing full 7 pieces of HA you would assume they wanna take all the damage when they know they would most likely have to give up alot of their DPS. Not all of it but most of it. Yes this change is nice and over do but full metal plate armor should have the best defense and best mitigation.
Item Trait Improvements
Item Traits have undergone revision to improve the viability and balance of each Trait. Some Traits have received complete redesigns, other Traits have gained new effects and bonuses, while some other Traits have simply received better number tuning.
Exploration: This trait now increases all gold gained from monster kills instead of increasing exploration experience gained, and has been renamed to Prosperous.
Impenetrable: This trait now also reduces the durability damage taken of the item, in addition to reducing the damage taken from Critical Hits.
Intricate: This trait now also increases the amount of refined materials you obtain whenever you deconstruct the armor, in addition to increasing the amount of inspiration gained.
Nirnhoned: This trait now increases Physical Resistance and Spell Resistance by a flat value.
Sturdy: This trait now reduces the cost of Block.
Training: This trait now increases all experience gained from all kills by a percentage, instead of increasing your armor skill line experience only.
Well-fitted: This trait now also reduces the cost of Roll Dodge, in addition to reducing the cost of Sprint.
Joys, so I have to sacrifice crit resist for block cost reduction. Completely unnecessary.
Item Trait Improvements
Item Traits have undergone revision to improve the viability and balance of each Trait. Some Traits have received complete redesigns, other Traits have gained new effects and bonuses, while some other Traits have simply received better number tuning.
Exploration: This trait now increases all gold gained from monster kills instead of increasing exploration experience gained, and has been renamed to Prosperous.
Impenetrable: This trait now also reduces the durability damage taken of the item, in addition to reducing the damage taken from Critical Hits.
Intricate: This trait now also increases the amount of refined materials you obtain whenever you deconstruct the armor, in addition to increasing the amount of inspiration gained.
Nirnhoned: This trait now increases Physical Resistance and Spell Resistance by a flat value.
Sturdy: This trait now reduces the cost of Block.
Training: This trait now increases all experience gained from all kills by a percentage, instead of increasing your armor skill line experience only.
Well-fitted: This trait now also reduces the cost of Roll Dodge, in addition to reducing the cost of Sprint.
Joys, so I have to sacrifice crit resist for block cost reduction. Completely unnecessary.
Item Trait Improvements
Item Traits have undergone revision to improve the viability and balance of each Trait. Some Traits have received complete redesigns, other Traits have gained new effects and bonuses, while some other Traits have simply received better number tuning.
Exploration: This trait now increases all gold gained from monster kills instead of increasing exploration experience gained, and has been renamed to Prosperous.
Impenetrable: This trait now also reduces the durability damage taken of the item, in addition to reducing the damage taken from Critical Hits.
Intricate: This trait now also increases the amount of refined materials you obtain whenever you deconstruct the armor, in addition to increasing the amount of inspiration gained.
Nirnhoned: This trait now increases Physical Resistance and Spell Resistance by a flat value.
Sturdy: This trait now reduces the cost of Block.
Training: This trait now increases all experience gained from all kills by a percentage, instead of increasing your armor skill line experience only.
Well-fitted: This trait now also reduces the cost of Roll Dodge, in addition to reducing the cost of Sprint.
Joys, so I have to sacrifice crit resist for block cost reduction. Completely unnecessary.
Change all your impen to sturdy, slot harness magicka, wear 5/1/1 HA
thank me later.
Forestd16b14_ESO wrote: »I think that the direction of ZOS is consistent
The "easy" ways to mitigate damage, almost as from armchair, are increased in costs.
The other thing, and I consider that almost elegant (!), is that the stagnation of HA balancing, in making HA a "normal" Armor choice, is that the "hot potatoe" property of HA, the reduced Blocking costs, is simply removed.
This frees up HA to be balanced towards LA & MA in a normal way.
Whether the HA buff package is enough is what we have to find out together.
But IF the buff is not good enough, I would expect that a further buffing would not stagnate again.
I tried ofc to do some quick and dirty Math on rhe other changed passives of HA.
But that is too complicated to shoot from the hip.
So I have to experience it first in PTS.
Yea same here but their is no mention of changing mitigation cap or removing it all together so as far as I know mitigation is still caped at 50%.
I saw nothing related to the 50% Armor damage mitigating cap. So I guess it has stayed the same.
But a little bit related to that 50% cap is that there are two traits changed relevant for achieving a high armor mitigation %.
The Weapon trait Defensive will in future give a fixed value. No PTS yet. So unknown how much, but it will diminish the difference between LA, MA and HA.
The Armor trait Sturdy will in future reduce Block costs. Again no PTS yet and no values known, but this does put the HA build for the choice to invest the trait in more Blocking uptime or better Armor mitigation when not Blocking.
So if the new Weapon trait lowers the Armor gained for HA and you feel to choose Sturdy as Armor trait, I think it will be unlikely that coming close to the 50% cap will still deliver a good Tank build.
Forestd16b14_ESO wrote: »Forestd16b14_ESO wrote: »I think that the direction of ZOS is consistent
The "easy" ways to mitigate damage, almost as from armchair, are increased in costs.
The other thing, and I consider that almost elegant (!), is that the stagnation of HA balancing, in making HA a "normal" Armor choice, is that the "hot potatoe" property of HA, the reduced Blocking costs, is simply removed.
This frees up HA to be balanced towards LA & MA in a normal way.
Whether the HA buff package is enough is what we have to find out together.
But IF the buff is not good enough, I would expect that a further buffing would not stagnate again.
I tried ofc to do some quick and dirty Math on rhe other changed passives of HA.
But that is too complicated to shoot from the hip.
So I have to experience it first in PTS.
Yea same here but their is no mention of changing mitigation cap or removing it all together so as far as I know mitigation is still caped at 50%.
I saw nothing related to the 50% Armor damage mitigating cap. So I guess it has stayed the same.
But a little bit related to that 50% cap is that there are two traits changed relevant for achieving a high armor mitigation %.
The Weapon trait Defensive will in future give a fixed value. No PTS yet. So unknown how much, but it will diminish the difference between LA, MA and HA.
The Armor trait Sturdy will in future reduce Block costs. Again no PTS yet and no values known, but this does put the HA build for the choice to invest the trait in more Blocking uptime or better Armor mitigation when not Blocking.
So if the new Weapon trait lowers the Armor gained for HA and you feel to choose Sturdy as Armor trait, I think it will be unlikely that coming close to the 50% cap will still deliver a good Tank build.
@hrothbern On PTS and the new defending trait gold level on a 2H...... a F****** 5160 resistance boost I'm at freaking 31K physical and spell resistance XD and 4 of armor pieces are still at purple level. ALL HAIL TEH NEW TRAIT !!!!!!!
Forestd16b14_ESO wrote: »So shields balance was addressed in the shields not in HA
Nirnh9ne pens bslance addressed in nirnhoned not ha.
HA got a damage component psssive likely replacing a sustain ehich helps it support more roles, not just tanking.
Overall not bad. HA more versatile for a multitude of builds and more like the other armor types it must balance against.
Not a bad start, imo.
Yes not a bad start but tanks are meant to tank not deal damage as the new "wraith" skill is doing.
Forestd16b14_ESO wrote: »Well from my EXP so far on PTS the changes are nice.... But far from anything game changing so to speak. But again on the right path and is just the beginning of PTS.
Forestd16b14_ESO wrote: »Well from my EXP so far on PTS the changes are nice.... But far from anything game changing so to speak. But again on the right path and is just the beginning of PTS.
agree, after two hours testing, I am inclined to the same opinion.
To be noted is that it is a really huge re-balancing of in fact all Armor sets and the Armor & Weapon traits influencing Blocking and Armor Resistance.
Also allowing all types of Armor sets to weave substantial Blocking in between with S&B + the Sturdy trait. The one Armor type more tanky than the other, but still....
I think it is worthwhile for PTS to investigate LA and MA partial blocking builds
I think as well that it would be a miracle if all these many changes are perfectly balanced to each other in this first draft for PTS.
Forestd16b14_ESO wrote: »Forestd16b14_ESO wrote: »Well from my EXP so far on PTS the changes are nice.... But far from anything game changing so to speak. But again on the right path and is just the beginning of PTS.
agree, after two hours testing, I am inclined to the same opinion.
To be noted is that it is a really huge re-balancing of in fact all Armor sets and the Armor & Weapon traits influencing Blocking and Armor Resistance.
Also allowing all types of Armor sets to weave substantial Blocking in between with S&B + the Sturdy trait. The one Armor type more tanky than the other, but still....
I think it is worthwhile for PTS to investigate LA and MA partial blocking builds
I think as well that it would be a miracle if all these many changes are perfectly balanced to each other in this first draft for PTS.
Yea but thing is some where along the line think ZOS forgot heavy armor is meant to take the damage not deal the damage and with this path ZOS is taking it seems like their starting to make Ha just a MA clone with slightly better reisitance and worst resource management.
Forestd16b14_ESO wrote: »Forestd16b14_ESO wrote: »Well from my EXP so far on PTS the changes are nice.... But far from anything game changing so to speak. But again on the right path and is just the beginning of PTS.
agree, after two hours testing, I am inclined to the same opinion.
To be noted is that it is a really huge re-balancing of in fact all Armor sets and the Armor & Weapon traits influencing Blocking and Armor Resistance.
Also allowing all types of Armor sets to weave substantial Blocking in between with S&B + the Sturdy trait. The one Armor type more tanky than the other, but still....
I think it is worthwhile for PTS to investigate LA and MA partial blocking builds
I think as well that it would be a miracle if all these many changes are perfectly balanced to each other in this first draft for PTS.
Yea but thing is some where along the line think ZOS forgot heavy armor is meant to take the damage not deal the damage and with this path ZOS is taking it seems like their starting to make Ha just a MA clone with slightly better reisitance and worst resource management.
In general I agree that a Tank should not be aimed at Damage.
Handling the really big blows of Bosses has to be tested in the real practice of PTS raids.
However, the bigger self heal from the higher Spell/Weapon Damage of Wrath will help the Tank in solo and raids. Wrath does not only cause more DPS.
What I find also interesting is the changed Mending passives for builds that do Heavy Resto Attacks. They get back a huge amount of Magicka per Heavy Attack if you add that 50% up to the Cycle of Life passive.
Same with a Destro Battle Mage in HA.
But yeah, in general, the direction of ZOS is clearly that the differences should not be too big between the basic Armor types when it is about damage mitigation.
DephlaterMouse wrote: »Everyone I complaining about losing the 20% reduction to blocking passive, but nobody seemed to notice that you can now get blocking cost reduction via traits...
The new traits seem well done in general imo.
DephlaterMouse wrote: »Everyone I complaining about losing the 20% reduction to blocking passive, but nobody seemed to notice that you can now get blocking cost reduction via traits...
The new traits seem well done in general imo.
DephlaterMouse wrote: »Everyone I complaining about losing the 20% reduction to blocking passive, but nobody seemed to notice that you can now get blocking cost reduction via traits...
The new traits seem well done in general imo.
DephlaterMouse wrote: »Everyone I complaining about losing the 20% reduction to blocking passive, but nobody seemed to notice that you can now get blocking cost reduction via traits...
The new traits seem well done in general imo.
DephlaterMouse wrote: »Everyone I complaining about losing the 20% reduction to blocking passive, but nobody seemed to notice that you can now get blocking cost reduction via traits...
The new traits seem well done in general imo.
Traits?
You mean those things that you can put on light armor?
Or weapons?
How does this benefit Heavy Armor wearers in any way, tell me?
When this update hits live, I'm switching my HA reinforced/infused/divines Hist Bark for LA sturdy Julianos. And defending resto staves.
Watch your a**, a crazy healing/damaging/tanking LA DK is on the way!
nimander99 wrote: »It just flat out makes zero sense that heavy armor is the weakest armor in game, what's the thinking ZoS?
dimensional wrote: »nimander99 wrote: »It just flat out makes zero sense that heavy armor is the weakest armor in game, what's the thinking ZoS?
I absolutely hate it, but I will never stop wearing HA on my tank. It's a matter of principle. I'll stand in the line with the rest of my HA brethren and suffer as a martyr until they do something proper! lmao
DephlaterMouse wrote: »Everyone I complaining about losing the 20% reduction to blocking passive, but nobody seemed to notice that you can now get blocking cost reduction via traits...
The new traits seem well done in general imo.
1) I can get the reduction form traits but i have to scarifies the previous traits that I have.
2) Now the calculations are different, each piece is multiplicative and not additive.
3) There is a trait which reduce the roll dodge cost but the medium passive wasnt nerfed as the heavy armor passive.
so basically you're saying that in order for me to get back my blocking to what it was before, i have to spend at least 60k worth of gold PER PIECE OF ARMOR to make it legendary and sacrifice my f***ing choice of armor traits? and i have to do all that for a lousy freaking new skill that replaces bracing with "wrath" which lets me have a slightly higher damage boost over the course of 6 seconds?
please tell me ZOS is sh***ing me right now.