Forestd16b14_ESO wrote: »Also forgot to add something about HA skill Immovable.
I feel it needs to benefit HA again. Like pre 1.6. Reduce it's cost to 2000 at most and increase it's duration to 20 seconds and as for it's morphs Immovable brute be change back to increases weapon damage by 20% (if I remember that was it's power before) while unstoppable has increases duration to 30s and reduce cost to 1500 stamina.
Also of course the CC and negative effects immunity be brung back to it's original time of lasting the entire duration of the skill it self how ever do what ZOS should have done to being with and make it so you need atleast 5+ pieces of armor to use the skill.
As a tank I also believe that some buffing is needed for tanks. Immovable including.
you say:
"so you need at least 5+ pieces of armor to use the skill"
Here I a sorry to say that I disagree:
I believe that the freedom of choice should be wide open including using the active abilities of other Armor than your own main type of Armor.
I believe that the benefit of HA with Immovable should come from the synergy of the Morph, giving a higher benefit per piece.
This is also the case with the Morphs of the active abilities of LA and MA.
Kinda pointless. It's pretty clear that ZoS doesn't want "tanky" players in PvP.
They rather enforce and buff burst spec's that can avoid, teleport, kite or shield they're way towards survival. But soaking dmg to stay alive, the way templars, DK's and tank in general are designed to function, is not allowed in Cyrodiil. Therefore heavy wont get any buffs.
Than there's PvE. Heavy armor is great for PvE tanking and the only viable option for harder content. We cant say that heavy armor need a buff for PvE really. Tanking(even with block nerf)is already really easy. Buff heavy and tanking would be total brain afk in PvE. Boosting the resource management passive some, would be nice tho. Make tanking more active.
To reiterate a bit on my large post a while back:
What of adding effects to passives that only have one effect? Comparing it to Medium Armor, most passives have multiple effects (Wind Walker, Improved Sneak and Athletics). Resolve, Juggernaut, Bracing and Rapid Mending can have additional effects added that fit with their themes, like Constitution.
If you think buffing Heavy Armor in this way has merit, I'll start brainstorming some effects for each passive.
dodgehopper_ESO wrote: »I just had a thought, it might be cool to give heavy armor 'Reflect' damage such as existed in Skyrim's Heavy Armor Perks. This would help punish melee range enemies. Alternately this reflect effect could be part of utilizing Immovable, and scale with the # of HA pieces worn. I'm just offering a spitball idea here.
neville_bart0s wrote: »a couple of ideas:
if you have 5 pieces of heavy you regain stamina whilst blocking but you do not regain health whilst blocking(you can still receive healing you just have 0 health regen while you block).
maybe make it so with 5 heavy you get extra armor that scales with your max health, so tanks actually put points in health and not just everything into stamina.
give heavy some love.
whole blocking nerf/rework was just a [to hot for the thread] fix. like they do regular at ZoS. they should change then damage reducintion with different weapons and balance that out. now a tank isn't even good in PvE content anymore beter go full dps
HA surely does need a buff, but I think they should consider how to make resistance values more relevant in general. Especially in PvP. You have CP perks increasing resistance when wearing light or medium and nobody is using them. I don't think that's intended.
NoMoreChillies wrote: »Remove Armor Caps
Let tanks actually tank.
DPS have no dmg cap, why does tank?
NoMoreChillies wrote: »Remove Armor Caps
Let tanks actually tank.
DPS have no dmg cap, why does tank?
Bring back Softcaps, making it so there is a damage cap, and hybrid builds are feasible.
NoMoreChillies wrote: »Remove Armor Caps
Let tanks actually tank.
DPS have no dmg cap, why does tank?
Bring back Softcaps, making it so there is a damage cap, and hybrid builds are feasible.
That's not quite true. Bringing back softcaps would make hybrid builds pretty much the only option. Skills do not scale evenly. 1 point of a resource will increase some skills more than others, and thus setups would build toward mixing the skills that have the best scaling. Optimal builds with softcaps would nearly all be hybrid builds.
Softcaps didn't create balance, it created a meta in which magicka builds flourished. A stamina build's resource pool is strecthed thin because it's used for blocking, sprinting, dodging, and cc breaks as well as damage. Soft caps would strain stamina builds out of existence, and that's not balance.
The most simple way to do that is add some buffs during the taunt being active. Also valid during solo. Nothing OP will come from that. Has anyway no effect on PVP.
These taunt buffs could be handled in the HA passives added to the existing HA passives.
Possible taunt buffs, only valid in HA, with 5 pcs of HA, could be:
- a 20% Increase on the Health pool (4% per piece)
- a 20% Cost reduction on Break Free and Dodge Roll (4% per piece)
- a 20% Regeneration of Stamina during Blocking (4% per piece)
- other
I think there are many ways to buff Heavy Armor, many ideas mentioned in posts above of this thread, many in other threads.
Key is that the position of HA is different in PVP, normal PVE, Maelstrom and Dungeons where the HA Tank taunts.
There is quite a disconnect between those combat grounds. In PVP HA is e.g. heavily affected by Penetration, whereas in PVE the NPC's do not penetrate.
The structural big nerf to zero Stamina Regeneration during Blocking affected all combat grounds.
I believe that we, all kind of players and ZOS, should and can agree that the HA Tank that taunts in a Group must be an enjoyable and playable role in this game, a benefit to the Group, also for more casual players after some L2P.
@Wrobel , If you do not agree with the lines above in bold, a comment is appreciated.
Ideas for buffing the HA Tank should be clear whether they are aimed at:
- A general buffing
- Buffing HA in PVP
- Buffing HA for the taunting Tank role
So far most ideas to buff are a general buffing. Too much will create OP in PVP and that cannot be, IMO not even close to it.
So a more complex discussion.
I would favor to buff the taunt role first and move on from there.
A HA Tank that taunts is in a completely other position than a HA tanky build on the other combat grounds.
A HA Tank that taunts must have a very low risk appetite to die, because if he dies, the group wipes.
This low risk appetite means needing a higher Effective Health (high Mitigation from Armor Resistance & Evasion and big Health pool) and a higher usage of Blocking, Break Free and Roll Dodging.
And also the disadvantage to sacrifice one slot for the taunt, the resource costs for the taunt, the cast time in the rotations for the taunt.
With the recent nerf to zero Stamina recovery during Blocking, the Tank is forced to spend more Gear features, Jewelry enchants, CP perks, resources, slots and casts on keeping Stamina up balanced with an increased risk appetite to Block less.
So a couple of general buffs for HA are IMO needed and as said, many ideas mentioned...
but the for me most important improvement is that there come buffs that help the taunting role of a taunting Tank for casual players !!!
The most simple way to do that is add some buffs during the taunt being active. Also valid during solo. Nothing OP will come from that. Has anyway no effect on PVP.
These taunt buffs could be handled in the HA passives added to the existing HA passives.
Possible taunt buffs, only valid in HA, with 5 pcs of HA, could be:
- a 20% Increase on the Health pool (4% per piece)
- a 20% Cost reduction on Break Free and Dodge Roll (4% per piece)
- a 20% Regeneration of Stamina during Blocking (4% per piece)
- other
Forestd16b14_ESO wrote: »I think there are many ways to buff Heavy Armor, many ideas mentioned in posts above of this thread, many in other threads.
Key is that the position of HA is different in PVP, normal PVE, Maelstrom and Dungeons where the HA Tank taunts.
There is quite a disconnect between those combat grounds. In PVP HA is e.g. heavily affected by Penetration, whereas in PVE the NPC's do not penetrate.
The structural big nerf to zero Stamina Regeneration during Blocking affected all combat grounds.
I believe that we, all kind of players and ZOS, should and can agree that the HA Tank that taunts in a Group must be an enjoyable and playable role in this game, a benefit to the Group, also for more casual players after some L2P.
@Wrobel , If you do not agree with the lines above in bold, a comment is appreciated.
Ideas for buffing the HA Tank should be clear whether they are aimed at:
- A general buffing
- Buffing HA in PVP
- Buffing HA for the taunting Tank role
So far most ideas to buff are a general buffing. Too much will create OP in PVP and that cannot be, IMO not even close to it.
So a more complex discussion.
I would favor to buff the taunt role first and move on from there.
A HA Tank that taunts is in a completely other position than a HA tanky build on the other combat grounds.
A HA Tank that taunts must have a very low risk appetite to die, because if he dies, the group wipes.
This low risk appetite means needing a higher Effective Health (high Mitigation from Armor Resistance & Evasion and big Health pool) and a higher usage of Blocking, Break Free and Roll Dodging.
And also the disadvantage to sacrifice one slot for the taunt, the resource costs for the taunt, the cast time in the rotations for the taunt.
With the recent nerf to zero Stamina recovery during Blocking, the Tank is forced to spend more Gear features, Jewelry enchants, CP perks, resources, slots and casts on keeping Stamina up balanced with an increased risk appetite to Block less.
So a couple of general buffs for HA are IMO needed and as said, many ideas mentioned...
but the for me most important improvement is that there come buffs that help the taunting role of a taunting Tank for casual players !!!
The most simple way to do that is add some buffs during the taunt being active. Also valid during solo. Nothing OP will come from that. Has anyway no effect on PVP.
These taunt buffs could be handled in the HA passives added to the existing HA passives.
Possible taunt buffs, only valid in HA, with 5 pcs of HA, could be:
- a 20% Increase on the Health pool (4% per piece)
- a 20% Cost reduction on Break Free and Dodge Roll (4% per piece)
- a 20% Regeneration of Stamina during Blocking (4% per piece)
- other
Buffs from taunts while wearing 5+ HA..... IDK if that could work in pvp cause the damage of taunts are low and I'm sure players will still rather use other higher damage skills than a taunt just for a few buffs for a few seconds. Plus there's only 2 taunts int he game and when was the last time you see a SnS in PvP ? Plus plus if it only get the buffs from the target who you hit and is attacking you that would be kinda useless seeing how players just bunch up in PvP to cause frame drops and lag.
Side note Sword N' Shield needs re-worked to offer a smig more DPS. Like yes it's a shield and all but again this ties in HA about how no one uses it cause it offers no DPS and it just sitting next to HA (and Temps and DKs) on the shelf.
Forestd16b14_ESO wrote: »I think there are many ways to buff Heavy Armor, many ideas mentioned in posts above of this thread, many in other threads.
Key is that the position of HA is different in PVP, normal PVE, Maelstrom and Dungeons where the HA Tank taunts.
There is quite a disconnect between those combat grounds. In PVP HA is e.g. heavily affected by Penetration, whereas in PVE the NPC's do not penetrate.
The structural big nerf to zero Stamina Regeneration during Blocking affected all combat grounds.
I believe that we, all kind of players and ZOS, should and can agree that the HA Tank that taunts in a Group must be an enjoyable and playable role in this game, a benefit to the Group, also for more casual players after some L2P.
@Wrobel , If you do not agree with the lines above in bold, a comment is appreciated.
Ideas for buffing the HA Tank should be clear whether they are aimed at:
- A general buffing
- Buffing HA in PVP
- Buffing HA for the taunting Tank role
So far most ideas to buff are a general buffing. Too much will create OP in PVP and that cannot be, IMO not even close to it.
So a more complex discussion.
I would favor to buff the taunt role first and move on from there.
A HA Tank that taunts is in a completely other position than a HA tanky build on the other combat grounds.
A HA Tank that taunts must have a very low risk appetite to die, because if he dies, the group wipes.
This low risk appetite means needing a higher Effective Health (high Mitigation from Armor Resistance & Evasion and big Health pool) and a higher usage of Blocking, Break Free and Roll Dodging.
And also the disadvantage to sacrifice one slot for the taunt, the resource costs for the taunt, the cast time in the rotations for the taunt.
With the recent nerf to zero Stamina recovery during Blocking, the Tank is forced to spend more Gear features, Jewelry enchants, CP perks, resources, slots and casts on keeping Stamina up balanced with an increased risk appetite to Block less.
So a couple of general buffs for HA are IMO needed and as said, many ideas mentioned...
but the for me most important improvement is that there come buffs that help the taunting role of a taunting Tank for casual players !!!
The most simple way to do that is add some buffs during the taunt being active. Also valid during solo. Nothing OP will come from that. Has anyway no effect on PVP.
These taunt buffs could be handled in the HA passives added to the existing HA passives.
Possible taunt buffs, only valid in HA, with 5 pcs of HA, could be:
- a 20% Increase on the Health pool (4% per piece)
- a 20% Cost reduction on Break Free and Dodge Roll (4% per piece)
- a 20% Regeneration of Stamina during Blocking (4% per piece)
- other
Buffs from taunts while wearing 5+ HA..... IDK if that could work in pvp cause the damage of taunts are low and I'm sure players will still rather use other higher damage skills than a taunt just for a few buffs for a few seconds. Plus there's only 2 taunts int he game and when was the last time you see a SnS in PvP ? Plus plus if it only get the buffs from the target who you hit and is attacking you that would be kinda useless seeing how players just bunch up in PvP to cause frame drops and lag.
Side note Sword N' Shield needs re-worked to offer a smig more DPS. Like yes it's a shield and all but again this ties in HA about how no one uses it cause it offers no DPS and it just sitting next to HA (and Temps and DKs) on the shelf.
"Buffs from taunts while wearing 5+ HA..... IDK if that could work in pvp......"
as you say IDK:
The buffs I put forward are solely intended for PVE, especially for the Tank role in Pledges and Trials. To make it easier for casual players to play a Tank role. Including new players.
New players that want to tank, and ofc in HA, that are doing some research on forums, will be scared off by the current bad shape of the HA Tank and all posts around it. That must be fixed fast.
I separated that from the needed general HA buffing because that is pretty complex when PVP balancing must also be considered.
As you say: HA and SnS are on the shelf.
HA is not competitive in PVP, HA is not competitive in the vet Maelstrom Arena. The recent poll shows that of the characters that completed vMA, ONLY 5% were HA.
dodgehopper_ESO wrote: »I just had a thought, it might be cool to give heavy armor 'Reflect' damage such as existed in Skyrim's Heavy Armor Perks. This would help punish melee range enemies. Alternately this reflect effect could be part of utilizing Immovable, and scale with the # of HA pieces worn. I'm just offering a spitball idea here.
this is kinda already in game spiked armor
dodgehopper_ESO wrote: »dodgehopper_ESO wrote: »I just had a thought, it might be cool to give heavy armor 'Reflect' damage such as existed in Skyrim's Heavy Armor Perks. This would help punish melee range enemies. Alternately this reflect effect could be part of utilizing Immovable, and scale with the # of HA pieces worn. I'm just offering a spitball idea here.
this is kinda already in game spiked armor
I know, but I'm talking about a heavy armor passive not a Dk active skill.
Forestd16b14_ESO wrote: »dodgehopper_ESO wrote: »dodgehopper_ESO wrote: »I just had a thought, it might be cool to give heavy armor 'Reflect' damage such as existed in Skyrim's Heavy Armor Perks. This would help punish melee range enemies. Alternately this reflect effect could be part of utilizing Immovable, and scale with the # of HA pieces worn. I'm just offering a spitball idea here.
this is kinda already in game spiked armor
I know, but I'm talking about a heavy armor passive not a Dk active skill.
Would be nice and yes be better as a HA passive. But thinking about it that it would stack with DKs spiked armor and honestly be fair and be nice buff to DKs. Now before any one thinks " DKs having 2X reflecting damage nerf nerf nerf" Spiked armor only reflects like 600 points and that's maxed out and only does so with melee strikes. Last timed I checked players tend to use long range attacks more and if they did add it and it stacked it be only at what 1000 points of reflect damage. Not that powerful.
But all in all that is still more useful that immovable so again ZOS fix immovable.
I'd consider the following:To reiterate a bit on my large post a while back:
What of adding effects to passives that only have one effect? Comparing it to Medium Armor, most passives have multiple effects (Wind Walker, Improved Sneak and Athletics). Resolve, Juggernaut, Bracing and Rapid Mending can have additional effects added that fit with their themes, like Constitution.
If you think buffing Heavy Armor in this way has merit, I'll start brainstorming some effects for each passive.
Forestd16b14_ESO wrote: »dodgehopper_ESO wrote: »dodgehopper_ESO wrote: »I just had a thought, it might be cool to give heavy armor 'Reflect' damage such as existed in Skyrim's Heavy Armor Perks. This would help punish melee range enemies. Alternately this reflect effect could be part of utilizing Immovable, and scale with the # of HA pieces worn. I'm just offering a spitball idea here.
this is kinda already in game spiked armor
I know, but I'm talking about a heavy armor passive not a Dk active skill.
Would be nice and yes be better as a HA passive. But thinking about it that it would stack with DKs spiked armor and honestly be fair and be nice buff to DKs. Now before any one thinks " DKs having 2X reflecting damage nerf nerf nerf" Spiked armor only reflects like 600 points and that's maxed out and only does so with melee strikes. Last timed I checked players tend to use long range attacks more and if they did add it and it stacked it be only at what 1000 points of reflect damage. Not that powerful.
But all in all that is still more useful that immovable so again ZOS fix immovable.
A tweak to Unstoppable that came to mind while playing was to change the percent increase in duration to a flat value. Right now the maximum possible duration increase is 5% x 7 = 35%, which bumps the Major Resolve/Ward duration to 20.25 seconds and the CC-immunity to 6.75 seconds. If the boost is changed to 1 second per piece of Heavy Armor, the maximum duration becomes 22 for the armor buff and 12 seconds for the CC-immunity.
Since the reason Immovable's CC-immunity duration was decreased was due to Light Armor users using the ability as a crutch, this change gates the CC-immunity behind the use of Heavy Armor. Light Armor users are likely to wear 2 pieces of Heavy Armor for armor's sake, making their durations 17 seconds and 7 seconds respectively.
The ranks would work out to 0.25 sec (I) / 0.5 sec (II) / 0.75 sec (III) / 1.0 sec (IV). Unstoppable could be further buffed to 0.5 sec per rank (2 sec at IV for 29 seconds Major Resolve/Ward and 19 seconds CC-immunity at 7/7) as well. But then non-Heavy users can get 9 seconds CC-immunity from 2 pieces. Therefore the base duration of 5 seconds could be reduced to 3 seconds, keeping the exceptionally long CC-immunity times gated behind Heavy Armor use (2 piece becomes 7 seconds and 7 piece bonus becomes 17 seconds).
But this change would nerf Immovable Brute, so the change in base value could be a change made only to the Unstoppable morph or Immovable Brute could gain the added effect of increasing CC-immunity time by 4% per Heavy Armor piece worn in addition to reduced Break Free cost by 4% per Heavy Armor piece worn. CC-immunity after Breaking Free lasts 8 seconds (correct me if I am off), so the 2 piece bonus would be 8% reduced cost and 8.64 seconds of CC-immunity while the 5 piece bonus would be 20% reduced cost and 9.6 seconds of CC-immunity and the 7 piece bonus would be 28% reduced cost and 10.24 seconds of CC-immunity. Additionally, the 3 second CC-immunity granted by the ability would be boosted to 3.24 seconds, 3.6 seconds and 3.84 seconds respectively.
...Potions of Immovability would be affected too, unless specifically stated/coded otherwise. With the Medicinal Use passive, Essence of Immovability (Veteran Rank 15) grants 15.7 seconds of CC-immunity. The 2, 5 and 7 piece bonuses would buff that to 16.96, 18.84 and 20.1 seconds respectively. Potions can therefore still be stronger than Immovable, though on a cooldown. It is tough to say whether Immovable Brute's effect should apply to potions or not, given the relatively small gap as well (3.1 seconds to Unstoppable compared to 8.95 seconds in the current build).
The above makes altering the base time for CC-immunity exclusive to the Unstoppable morph just as viable as buffing Immovable Brute in the described way.
I do need to mention the current cost of Immovable is about 4,000 Stamina, more than Evasion, which grants better protection than Immovable currently. If these buffs are implemented, do not increase the cost to compensate for the added power. These changes will make Immovable worth the cost it has currently.