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Heavy, Medium, Light armor active skills suggestion.

Fizzlewizzle
Fizzlewizzle
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Something which was discussed in another topic about heavy armor (HERE), but since this one includes light and medium... i though i make a new topic.
These suggestions are for the armor ACTIVE skills, not the passive ones (although they could use some love to, especially heavy armor).

HEAVY ARMOR:
Immovable:
- Toggle
When toggled on:
- Increase damage resistance by 1% for each piece of heavy armor equipped.
- Increase max health by 2% for each piece of heavy armor equipped.

Immovable Brute:
- Toggle
When Toggled on:
- Increase max health by 4/6/8/10% for each piece of heavy armor equipped.
- Increase Health, Magicka and Stamina regen by 2/4/6/8% for each piece of heavy armor equipped.
- Become Immune to all CC effects.
- Roots Player (0% movement speed)

Unstoppable:
- Toggle
When toggled on:
- Increase damage resistance by 2/4/6/8% for each piece of heavy armor equipped.
- Decrease cost of blocking by 1/2/3/4% for each piece of heavy armor equipped.
- Decrease weapon and spell damage by 1/3/5/7% for each piece of heavy armor equipped.[/quote]

MEDIUM ARMOR:
Evasion (possible new name needed):
- Toggle
When toggled on:
- Increase damage of light and heavy attack by 1% for each piece of medium armor equipped.
- Increase dodge chance by 1% for each piece of medium armor equipped.

Elude (possible new name needed):
- Toggle
When toggled on:
- Increase damage of Light and Heavy attacks by 4/8/12/16% for each piece of medium armor equipped.
- Decrease damage of Sneak Attacks by 4/7/11/14% for each piece of medium armor equipped.
- Decrease damage of skills by 3/6/9/12% for each piece of medium armor equipped.

Shuffle (possible new name needed):
- Toggle
When toggled on:
- Increase dodge chance by 2/4/6/8% for each piece of Medium armor equipped.
- Decease weapon/ spell damage by 1/3/5/7% for each piece of Medium armor equipped.
- Increase Stamina Regen by 3/6/9/12% for each piece of medium armor equipped.

LIGHT ARMOR:
Annulment:
- Toggle
When toggled on:
- For each piece of Light armor equipped: Absorb 1% of all magicka damage received and convert it to magicka (not damage reduction!).
- Increase range of spells by 1% for each piece of light armor Equipped.

Dampen Magicka:
- Toggle
When toggled on:
- For each piece of light armor equipped: Absorb 2/4/6/8% of all magicka damage received and convert this to magicka (not damage reduction!).
- Decrease damage of magicka skills by 1/3/5/7% for each piece of light armor equipped.
- Increase chance to negate the cost of a magicka spell by 1/2/3/4% for each piece of light armor equipped.

Harness Magicka:
- Toggle
When Toggled on:
- Increase range of spells with a range of 28M or higher by 3/6/9/12% for each piece of light armor equipped.
- Increase damage of spells with casting time by 4/8/12/16% for each piece of light armor equipped.
- Increase casting time of spells by 3/7/12/15% for each piece of Light armor equipped.
Mending-The-Wounded, Aldmeri Dominion, Templar.
  • psychotic13
    psychotic13
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    Increase max health by 10% for each piece of heavy armor? You're joking right? This is a terrible idea.
  • failkiwib16_ESO
    failkiwib16_ESO
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    I can imagine that the negative effects of the morphed skills would render those skills to never be used in endgame pve. It's already a rare thing to see these skills be used in endgame pve, so I guess it wouldn't hurt much if they did.

    I don't know wether it's a good thing or not xD

  • psychotic13
    psychotic13
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    After reading it even more, I don't think you realise how *** the game would be.

    12% Stam Regen per piece of medium armor?
    Decrease spell damage received by 7% per piece of light armor? That means in full light I'd be decreasing the spell damage took by 49%!
  • Fizzlewizzle
    Fizzlewizzle
    ✭✭✭✭
    After reading it even more, I don't think you realise how *** the game would be.

    12% Stam Regen per piece of medium armor?
    Decrease spell damage received by 7% per piece of light armor? That means in full light I'd be decreasing the spell damage took by 49%!
    Where did you get the "received" part from?
    - Decrease damage of magicka skills by 1/3/5/7% for each piece of light armor equipped.
    it means YOUR damage will be decreased, not incoming damage.
    Mending-The-Wounded, Aldmeri Dominion, Templar.
  • KingDuncanVII
    KingDuncanVII
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    - Increase dodge chance by 2/4/6/8% for each piece of Medium armor equipped.

    So one could potentially have a 64% dodge chance?

    Sorry. I'm going to have to oppose these ideas.

    Playstation 4 - North American Server - Aldmeri Dominion - Champion Rank 430
    Magicka Altmer Nightblade | - Champion
    Magicka Regaurd Templar | - Champion
    Stamina Khajiit Nightblade | - Champion
  • psychotic13
    psychotic13
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    Ok maybe I misunderstood that part, but seriously, as a Magicka user why would you want to decrease the damage you deal by 49%? Damage in PvP is already halved, and then you'd be halving what damage you are doing by basically another 50% for wearing light armor? Where is the logic in that.

    And you want to add a possible 70% max health for full heavy?

    So now if I were to fight someone in heavy armor as a Magicka user, I'd be dealing minimal damage with this 49% decrease in my own damage. And they would have almost twice the health as normal?

    Like I said, zero logic in this.

    Increase stamina Regen by 12% for each piece, that's a total of 84% Regen just from armor. The current 28% is more than fair, but 84% is absolutely ridiculous.

    Again 'decrease damage of skills by 12% for each piece' that would render you useless, taking a 84% reduction in damage while having to fight someone who may potentially have 70% extra health?

  • psychotic13
    psychotic13
    ✭✭✭✭✭
    - Increase dodge chance by 2/4/6/8% for each piece of Medium armor equipped.

    So one could potentially have a 64% dodge chance?

    Sorry. I'm going to have to oppose these ideas.

    This is another thing, 7 armor slots = 56% dodge chance, that's before you add the NB move blur and hist bark set. Then you'll be sitting at 90%+ dodge chance, effectively making you a god.
    Edited by psychotic13 on March 26, 2016 2:44PM
  • Fizzlewizzle
    Fizzlewizzle
    ✭✭✭✭
    Ok maybe I misunderstood that part, but seriously, as a Magicka user why would you want to decrease the damage you deal by 49%? Damage in PvP is already halved, and then you'd be halving what damage you are doing by basically another 50% for wearing light armor? Where is the logic in that.

    And you want to add a possible 70% max health for full heavy?

    So now if I were to fight someone in heavy armor as a Magicka user, I'd be dealing minimal damage with this 49% decrease in my own damage. And they would have almost twice the health as normal?

    Like I said, zero logic in this.

    Increase stamina Regen by 12% for each piece, that's a total of 84% Regen just from armor. The current 28% is more than fair, but 84% is absolutely ridiculous.

    Again 'decrease damage of skills by 12% for each piece' that would render you useless, taking a 84% reduction in damage while having to fight someone who may potentially have 70% extra health?
    Since they are active skills rather than passive skills you can choose if you wish to use them or not.
    You're not forced to use them.

    Besides that, you (and some other people) only seem to see half of the skills.
    A few example of the ones you mentioned:

    Immovable Brute:
    - Toggle
    When Toggled on:
    - Increase max health by 4/6/8/10% for each piece of heavy armor equipped.
    - Increase Health, Magicka and Stamina regen by 2/4/6/8% for each piece of heavy armor equipped.
    - Become Immune to all CC effects.
    - Roots Player (0% movement speed)

    YES: using this skill increases your max health by 70% if you choose to use all heavy armor.
    IT ALSO: increases all your regenerations by 56%, as well as gives you CC immunity.
    DOWNSIDE: you can't move.
    This means that:
    - You CAN'T step outside of an Area of Effect skill
    - You CAN'T chase after enemies (Players or NPC's)
    - You CAN'T run away from enemies.
    If you wish to do any of those things you have to turn off your skill, losing your 70% hp bonus as well as your CC immunity and regenerations.

    Same with the dodge skill:
    Shuffle (possible new name needed):
    - Toggle
    When toggled on:
    - Increase dodge chance by 2/4/6/8% for each piece of Medium armor equipped.
    - Decease weapon/ spell damage by 1/3/5/7% for each piece of Medium armor equipped.
    - Increase Stamina Regen by 3/6/9/12% for each piece of medium armor equipped.

    You gain lots of dodge.
    You lose more than 50% of your offensive power.
    Alas, you have a bit of Stamina regeneration in return.

    Every suggestion comes with a good and a bad side.
    You gain something, but at the same time you lose other stuff.
    Mending-The-Wounded, Aldmeri Dominion, Templar.
  • psychotic13
    psychotic13
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    You must understand that no one would die, they'd get to low health and activate the ability granting them 90%+ dodge chance, making them immortal when they heal.
  • Fizzlewizzle
    Fizzlewizzle
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    You must understand that no one would die, they'd get to low health and activate the ability granting them 90%+ dodge chance, making them immortal when they heal.
    Alright...

    Putting it into perspective, dodge chance would be too strong in the numbers i suggested?
    Either lowering it, (maybe half it?) or adding more/ stronger negative effects would counter it.
    The reason i added a decrease in spell damage (rather than just weapon damage) was to lower their healing potential.
    Mending-The-Wounded, Aldmeri Dominion, Templar.
  • Dubhliam
    Dubhliam
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    Might as well just paste my suggestion from that thread.


    Immovable:
    Requires at least 1 heavy armor equipped to cast.
    Duration: 13,5 seconds 5 seconds
    - Intensify your physical presence to gain Major Resolve and Major Ward, increasing Physical Resistance and Spell Resistance by 5280 for 13,5 seconds.
    - Also grants you immunity to knockback and disabling effect for 5 seconds.
    - Effect's duration is increased by 1,5 seconds for each piece of heavy armor equipped.
    Immovable Brute:
    Requires at least 1 heavy armor equipped to cast.
    Duration: 13,5 seconds 5 seconds
    - Intensify your physical presence to gain Major Protection, Major Resolve and Major Ward, reducing your damage taken by 30% and increasing Physical Resistance and Spell Resistance by 5280 for 13,5 seconds.
    - Also reduces your Weapon Power and Spell power by 20%
    - Also grants you immunity to knockback and disabling effect for 5 seconds.
    - While slottedactive, the Stamina cost of breaking free from a disabling effect is reduced for each piece of Heavy Armor equipped.
    - Effect's duration is increased by 1,5 seconds for each piece of heavy armor equipped.
    Unstoppable:
    Requires at least 1 heavy armor equipped to cast.
    Duration: 13,5 seconds 5 seconds
    - Intensify your physical presence to gain Major Resolve and Major Ward, increasing Physical Resistance and Spell Resistance by 5280 for 13,5 seconds.
    - Also grants you immunity to knockback and disabling effect for 5 seconds.
    - Effect's duration is increased by 2,5 seconds for each piece of heavy armor equipped.
    - Knockback and disabling effect immunity is increased by 1,5 seconds for each piece of heavy armor equipped.

    Annulment
    Requires at least 1 light armor equipped to cast.
    Duration: 20 seconds 5 seconds
    - Surrond yourself with a net of magic negation to absorb up to X Spell Damage over 20 seconds.
    - Effect's duration is increased by 2 seconds for each piece of light armor equipped.
    Dampen Magic
    Requires at least 1 light armor equipped to cast.
    Duration: 20 seconds 5 seconds
    - Surrond yourself with a net of magic negation to absorb up to X Spell Damage over 20 seconds.
    - Amount of damage absorbed is increased by 3% for each piece of light armor equipped.
    - Effect's duration is increased by 2 seconds for each piece of light armor equipped.
    Harness Magicka
    Requires at least 1 light armor equipped to cast.
    Duration: 20 seconds 5 seconds
    - Surrond yourself with a net of magic negation to absorb up to X Spell Damage over 20 seconds.
    - While active, up to three times when spell damage is absorbed, you are restored for X Magicka. This bonus increases by 3% for each piece of Light Armor equipped.
    - Effect's duration is increased by 2 seconds for each piece of light armor equipped.

    Evasion
    Requires at least 1 medium armor equipped to cast.
    Duration: 20 seconds 5 seconds
    - Shroud yourself in mist to gain Major Evasion, which increases your dodge chance by 20% for 20 seconds.
    - Effect's duration is increased by 2 seconds for each piece of medium armor equipped.
    Shuffle
    Requires at least 1 medium armor equipped to cast.
    Duration: 20 seconds 5 seconds
    - Shroud yourself in mist to gain Major Evasion, which increases your dodge chance by 20% for 20 seconds.
    - While wearing Medium Armor, removes and grant immunity to snaring effects. Increases snare immunity duration by ,5 seconds for each piece of Medium Armor equipped up to 3,5 seconds.
    - Effect's duration is increased by 2 seconds for each piece of medium armor equipped.
    Elude
    Requires at least 1 medium armor equipped to cast.
    Duration: 20 seconds 5 seconds
    - Shroud yourself in mist to gain Major Evasion, which increases your dodge chance by 20% for 20 seconds.
    - Duration is increased 5% for each piece of Medium Armor equipped.
    - Effect's duration is increased by 3,5 seconds for each piece of medium armor equipped.
    >>>Detailed Justice System Concept thread<<<
  • psychotic13
    psychotic13
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    You must understand that no one would die, they'd get to low health and activate the ability granting them 90%+ dodge chance, making them immortal when they heal.
    Alright...

    Putting it into perspective, dodge chance would be too strong in the numbers i suggested?
    Either lowering it, (maybe half it?) or adding more/ stronger negative effects would counter it.
    The reason i added a decrease in spell damage (rather than just weapon damage) was to lower their healing potential.

    The numbers are too strong in most of what is suggested, 50% damage reduction is huge, also are the amount of Regen you're talking about, you already get 28% Regen from the armor and you're speaking of adding another 86% from the ability
  • ajwest927
    ajwest927
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    Edited by ajwest927 on March 27, 2016 2:33AM
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