I wanted to take the time and talk about a topic, that I've discussed a lot with my friends in game.
It's the current state of light armor in comparison to medium and heavy armor and it's not alright.
Light armor offers the least amount of defense, yet not the highest damage or sustain to compensate for this or to justify this.
In comparison to medium and heavy armor, light armor has poor and monotone passives.
All light armor passives only offer ONE effect, while most medium and heavy passives offer TWO benefits in one passive.
Light armor:
Only cost reduction
Only regeneration
Only spell resistance
Spell critical chance
Spell penetration
Medium Armor:
Weapon crit chance
Increases stamina recovery AND cost reduction in one passive
Reduces the cost of sneaking AND decreases the detection radius
Increased weapon damage
Increased sprint speed AND reduces dodge cost
So 3 passives that grant 2 benefits
Heavy Armor:
Increases physical resistance AND magical resistance
Increases health recovery AND restores ressources every 4 seconds when you get hit
Increased max health
Increased weapon damage when get hit
Gain more healing AND heavy attacks restore 50% more
And again 3 double passives....
Why does medium armor and heavy armor get stuffed with usefull stuff like a Pinata and light armor only gets trash and the lowest resistance on top ? Give light armor meaningful passives to compensate:
Evocation: Remains cost reduction
Recovery: Remains recovery
Spell Warding: In addtion to spell resistance, this passives increases the strenght of damage shields by 2% for each piece of light armor. Something that actually helps light armor, as they have to keep up damage shields all the time, or they die. Spell resistance does not help us at all, shields are our health and light armor has to buff this.
Prodigy: In addition to spell crit, this increases spell crit damage by a bit.
Concentration: In addtion to spell penetration, this passive also grants some spell damage so that light armor finally offers equal damage (at least equal) to medium armor. 120 spell damage would be reasonable
This way, all 3 armors have 3 passives that grant 2 benefits. And this way, light armor actually has a place again. Why would I run around naked, when medium armor has not only more resistance, but significantly more damage ? Why running around naked, when heavy armor has much more resistance and also much more sustain than light armor. Constitution and rapid mending offer more sustain potential than light armor.
Light armor is in a really bad spot right now. I have switched from light armor (after years) to heavy armor and I feel so much more powerful. Mighty passives and so much more passive resistance and heavy armor actually offers me spell damage. Because penetration can't grant its full potential against each target.
I wanted to take the time and talk about a topic, that I've discussed a lot with my friends in game.
It's the current state of light armor in comparison to medium and heavy armor and it's not alright.
Light armor offers the least amount of defense, yet not the highest damage or sustain to compensate for this or to justify this.
In comparison to medium and heavy armor, light armor has poor and monotone passives.
All light armor passives only offer ONE effect, while most medium and heavy passives offer TWO benefits in one passive.
Light armor:
Only cost reduction
Only regeneration
Only spell resistance
Spell critical chance
Spell penetration
Medium Armor:
Weapon crit chance
Increases stamina recovery AND cost reduction in one passive
Reduces the cost of sneaking AND decreases the detection radius
Increased weapon damage
Increased sprint speed AND reduces dodge cost
So 3 passives that grant 2 benefits
Heavy Armor:
Increases physical resistance AND magical resistance
Increases health recovery AND restores ressources every 4 seconds when you get hit
Increased max health
Increased weapon damage when get hit
Gain more healing AND heavy attacks restore 50% more
And again 3 double passives....
Why does medium armor and heavy armor get stuffed with usefull stuff like a Pinata and light armor only gets trash and the lowest resistance on top ? Give light armor meaningful passives to compensate:
Evocation: Remains cost reduction
Recovery: Remains recovery
Spell Warding: In addtion to spell resistance, this passives increases the strenght of damage shields by 2% for each piece of light armor. Something that actually helps light armor, as they have to keep up damage shields all the time, or they die. Spell resistance does not help us at all, shields are our health and light armor has to buff this.
Prodigy: In addition to spell crit, this increases spell crit damage by a bit.
Concentration: In addtion to spell penetration, this passive also grants some spell damage so that light armor finally offers equal damage (at least equal) to medium armor. 120 spell damage would be reasonable
This way, all 3 armors have 3 passives that grant 2 benefits. And this way, light armor actually has a place again. Why would I run around naked, when medium armor has not only more resistance, but significantly more damage ? Why running around naked, when heavy armor has much more resistance and also much more sustain than light armor. Constitution and rapid mending offer more sustain potential than light armor.
Light armor is in a really bad spot right now. I have switched from light armor (after years) to heavy armor and I feel so much more powerful. Mighty passives and so much more passive resistance and heavy armor actually offers me spell damage. Because penetration can't grant its full potential against each target.
UltimaJoe777 wrote: »I wanted to take the time and talk about a topic, that I've discussed a lot with my friends in game.
It's the current state of light armor in comparison to medium and heavy armor and it's not alright.
Light armor offers the least amount of defense, yet not the highest damage or sustain to compensate for this or to justify this.
In comparison to medium and heavy armor, light armor has poor and monotone passives.
All light armor passives only offer ONE effect, while most medium and heavy passives offer TWO benefits in one passive.
Light armor:
Only cost reduction
Only regeneration
Only spell resistance
Spell critical chance
Spell penetration
Medium Armor:
Weapon crit chance
Increases stamina recovery AND cost reduction in one passive
Reduces the cost of sneaking AND decreases the detection radius
Increased weapon damage
Increased sprint speed AND reduces dodge cost
So 3 passives that grant 2 benefits
Heavy Armor:
Increases physical resistance AND magical resistance
Increases health recovery AND restores ressources every 4 seconds when you get hit
Increased max health
Increased weapon damage when get hit
Gain more healing AND heavy attacks restore 50% more
And again 3 double passives....
Why does medium armor and heavy armor get stuffed with usefull stuff like a Pinata and light armor only gets trash and the lowest resistance on top ? Give light armor meaningful passives to compensate:
Evocation: Remains cost reduction
Recovery: Remains recovery
Spell Warding: In addtion to spell resistance, this passives increases the strenght of damage shields by 2% for each piece of light armor. Something that actually helps light armor, as they have to keep up damage shields all the time, or they die. Spell resistance does not help us at all, shields are our health and light armor has to buff this.
Prodigy: In addition to spell crit, this increases spell crit damage by a bit.
Concentration: In addtion to spell penetration, this passive also grants some spell damage so that light armor finally offers equal damage (at least equal) to medium armor. 120 spell damage would be reasonable
This way, all 3 armors have 3 passives that grant 2 benefits. And this way, light armor actually has a place again. Why would I run around naked, when medium armor has not only more resistance, but significantly more damage ? Why running around naked, when heavy armor has much more resistance and also much more sustain than light armor. Constitution and rapid mending offer more sustain potential than light armor.
Light armor is in a really bad spot right now. I have switched from light armor (after years) to heavy armor and I feel so much more powerful. Mighty passives and so much more passive resistance and heavy armor actually offers me spell damage. Because penetration can't grant its full potential against each target.
You're asking for too much. Damage Shields are already perfectly strong enough as it is, what you suggest for Prodigy would be unfair to Medium Armor thus forcing it to do that for Weapon Critical Damage thus nullifying your request in that part, and Medium Armor doesn't even HAVE Armor Penetration so Spell Penetration is basically Light Armor's variation of Medium Armor's Weapon Damage passive.
Light Armor may SEEM like it's being neglected, but you have to consider that, stealth and speed aside, Medium Armor is basically the same or close enough to Light Armor and what Heavy Armor does makes it ideal for tanking, which it should do and not Light and Medium.
Doctordarkspawn wrote: »I wanted to take the time and talk about a topic, that I've discussed a lot with my friends in game.
It's the current state of light armor in comparison to medium and heavy armor and it's not alright.
Light armor offers the least amount of defense, yet not the highest damage or sustain to compensate for this or to justify this.
In comparison to medium and heavy armor, light armor has poor and monotone passives.
All light armor passives only offer ONE effect, while most medium and heavy passives offer TWO benefits in one passive.
Light armor:
Only cost reduction
Only regeneration
Only spell resistance
Spell critical chance
Spell penetration
Medium Armor:
Weapon crit chance
Increases stamina recovery AND cost reduction in one passive
Reduces the cost of sneaking AND decreases the detection radius
Increased weapon damage
Increased sprint speed AND reduces dodge cost
So 3 passives that grant 2 benefits
Heavy Armor:
Increases physical resistance AND magical resistance
Increases health recovery AND restores ressources every 4 seconds when you get hit
Increased max health
Increased weapon damage when get hit
Gain more healing AND heavy attacks restore 50% more
And again 3 double passives....
Why does medium armor and heavy armor get stuffed with usefull stuff like a Pinata and light armor only gets trash and the lowest resistance on top ? Give light armor meaningful passives to compensate:
Evocation: Remains cost reduction
Recovery: Remains recovery
Spell Warding: In addtion to spell resistance, this passives increases the strenght of damage shields by 2% for each piece of light armor. Something that actually helps light armor, as they have to keep up damage shields all the time, or they die. Spell resistance does not help us at all, shields are our health and light armor has to buff this.
Prodigy: In addition to spell crit, this increases spell crit damage by a bit.
Concentration: In addtion to spell penetration, this passive also grants some spell damage so that light armor finally offers equal damage (at least equal) to medium armor. 120 spell damage would be reasonable
This way, all 3 armors have 3 passives that grant 2 benefits. And this way, light armor actually has a place again. Why would I run around naked, when medium armor has not only more resistance, but significantly more damage ? Why running around naked, when heavy armor has much more resistance and also much more sustain than light armor. Constitution and rapid mending offer more sustain potential than light armor.
Light armor is in a really bad spot right now. I have switched from light armor (after years) to heavy armor and I feel so much more powerful. Mighty passives and so much more passive resistance and heavy armor actually offers me spell damage. Because penetration can't grant its full potential against each target.
The tradeoff has allways been, Magicka does less DPS, but has infinitely more survivability. (That you dont need to PVP for.)
I think that tradeoff is good where it is now.
UltimaJoe777 wrote: »I wanted to take the time and talk about a topic, that I've discussed a lot with my friends in game.
It's the current state of light armor in comparison to medium and heavy armor and it's not alright.
Light armor offers the least amount of defense, yet not the highest damage or sustain to compensate for this or to justify this.
In comparison to medium and heavy armor, light armor has poor and monotone passives.
All light armor passives only offer ONE effect, while most medium and heavy passives offer TWO benefits in one passive.
Light armor:
Only cost reduction
Only regeneration
Only spell resistance
Spell critical chance
Spell penetration
Medium Armor:
Weapon crit chance
Increases stamina recovery AND cost reduction in one passive
Reduces the cost of sneaking AND decreases the detection radius
Increased weapon damage
Increased sprint speed AND reduces dodge cost
So 3 passives that grant 2 benefits
Heavy Armor:
Increases physical resistance AND magical resistance
Increases health recovery AND restores ressources every 4 seconds when you get hit
Increased max health
Increased weapon damage when get hit
Gain more healing AND heavy attacks restore 50% more
And again 3 double passives....
Why does medium armor and heavy armor get stuffed with usefull stuff like a Pinata and light armor only gets trash and the lowest resistance on top ? Give light armor meaningful passives to compensate:
Evocation: Remains cost reduction
Recovery: Remains recovery
Spell Warding: In addtion to spell resistance, this passives increases the strenght of damage shields by 2% for each piece of light armor. Something that actually helps light armor, as they have to keep up damage shields all the time, or they die. Spell resistance does not help us at all, shields are our health and light armor has to buff this.
Prodigy: In addition to spell crit, this increases spell crit damage by a bit.
Concentration: In addtion to spell penetration, this passive also grants some spell damage so that light armor finally offers equal damage (at least equal) to medium armor. 120 spell damage would be reasonable
This way, all 3 armors have 3 passives that grant 2 benefits. And this way, light armor actually has a place again. Why would I run around naked, when medium armor has not only more resistance, but significantly more damage ? Why running around naked, when heavy armor has much more resistance and also much more sustain than light armor. Constitution and rapid mending offer more sustain potential than light armor.
Light armor is in a really bad spot right now. I have switched from light armor (after years) to heavy armor and I feel so much more powerful. Mighty passives and so much more passive resistance and heavy armor actually offers me spell damage. Because penetration can't grant its full potential against each target.
You're asking for too much. Damage Shields are already perfectly strong enough as it is, what you suggest for Prodigy would be unfair to Medium Armor thus forcing it to do that for Weapon Critical Damage thus nullifying your request in that part, and Medium Armor doesn't even HAVE Armor Penetration so Spell Penetration is basically Light Armor's variation of Medium Armor's Weapon Damage passive.
Light Armor may SEEM like it's being neglected, but you have to consider that, stealth and speed aside, Medium Armor is basically the same or close enough to Light Armor and what Heavy Armor does makes it ideal for tanking, which it should do and not Light and Medium.
Single shields are underperforming. Shields are strong, when you stack them together and honestly, this shouldn't even be possible anyway and should be removed already.
If you look at shields outside of shieldstacking, you will find that they are actually underpowered.
Medium armor offers 12% weapon damage.... provided you only have 3000 base weapon damage (most people have muuuuch more) then that would be already be 360 weapon damage and weapon damage is usefull against shields and targets that already have low resistance. Penetration however looses its potential in this case . Weapon damage is far superior.
UltimaJoe777 wrote: »UltimaJoe777 wrote: »I wanted to take the time and talk about a topic, that I've discussed a lot with my friends in game.
It's the current state of light armor in comparison to medium and heavy armor and it's not alright.
Light armor offers the least amount of defense, yet not the highest damage or sustain to compensate for this or to justify this.
In comparison to medium and heavy armor, light armor has poor and monotone passives.
All light armor passives only offer ONE effect, while most medium and heavy passives offer TWO benefits in one passive.
Light armor:
Only cost reduction
Only regeneration
Only spell resistance
Spell critical chance
Spell penetration
Medium Armor:
Weapon crit chance
Increases stamina recovery AND cost reduction in one passive
Reduces the cost of sneaking AND decreases the detection radius
Increased weapon damage
Increased sprint speed AND reduces dodge cost
So 3 passives that grant 2 benefits
Heavy Armor:
Increases physical resistance AND magical resistance
Increases health recovery AND restores ressources every 4 seconds when you get hit
Increased max health
Increased weapon damage when get hit
Gain more healing AND heavy attacks restore 50% more
And again 3 double passives....
Why does medium armor and heavy armor get stuffed with usefull stuff like a Pinata and light armor only gets trash and the lowest resistance on top ? Give light armor meaningful passives to compensate:
Evocation: Remains cost reduction
Recovery: Remains recovery
Spell Warding: In addtion to spell resistance, this passives increases the strenght of damage shields by 2% for each piece of light armor. Something that actually helps light armor, as they have to keep up damage shields all the time, or they die. Spell resistance does not help us at all, shields are our health and light armor has to buff this.
Prodigy: In addition to spell crit, this increases spell crit damage by a bit.
Concentration: In addtion to spell penetration, this passive also grants some spell damage so that light armor finally offers equal damage (at least equal) to medium armor. 120 spell damage would be reasonable
This way, all 3 armors have 3 passives that grant 2 benefits. And this way, light armor actually has a place again. Why would I run around naked, when medium armor has not only more resistance, but significantly more damage ? Why running around naked, when heavy armor has much more resistance and also much more sustain than light armor. Constitution and rapid mending offer more sustain potential than light armor.
Light armor is in a really bad spot right now. I have switched from light armor (after years) to heavy armor and I feel so much more powerful. Mighty passives and so much more passive resistance and heavy armor actually offers me spell damage. Because penetration can't grant its full potential against each target.
You're asking for too much. Damage Shields are already perfectly strong enough as it is, what you suggest for Prodigy would be unfair to Medium Armor thus forcing it to do that for Weapon Critical Damage thus nullifying your request in that part, and Medium Armor doesn't even HAVE Armor Penetration so Spell Penetration is basically Light Armor's variation of Medium Armor's Weapon Damage passive.
Light Armor may SEEM like it's being neglected, but you have to consider that, stealth and speed aside, Medium Armor is basically the same or close enough to Light Armor and what Heavy Armor does makes it ideal for tanking, which it should do and not Light and Medium.
Single shields are underperforming. Shields are strong, when you stack them together and honestly, this shouldn't even be possible anyway and should be removed already.
If you look at shields outside of shieldstacking, you will find that they are actually underpowered.
Medium armor offers 12% weapon damage.... provided you only have 3000 base weapon damage (most people have muuuuch more) then that would be already be 360 weapon damage and weapon damage is usefull against shields and targets that already have low resistance. Penetration however looses its potential in this case . Weapon damage is far superior.
Underperforming eh? My mage says otherwise.
jyates214b14_ESO wrote: »As a shield spamming Sorc I approve this message.
I agree light armor needs a buff, but this might overtune us a bit. And there is already a lot of frustrations when it comes to damage shields. (If this proposal went live id be sporting 18k Hardened wards in PvP, and that's without incorporating necropotence since it hasn't dropped on console yet). I'm not sure of the numbers for stamina vs Magicka dps at the moment, but I'm sure this would tip us over the edge towards both higher dps and more survivability.
I think the ideas proposed are awesome, may just need to tune them down a little.
FortheloveofKrist wrote: »I’ve always thought about the issue of light armor; it’s a very important element in my thought process. It’s the ultimate, the ultimate catastrophe, the biggest problem this game has, and nobody’s focusing on the nuts and bolts of it. It’s a little like sickness. People don’t believe they’re going to get sick until they do. Nobody wants to talk about it. I believe the greatest of all stupidities is people’s believing it will never happen, because everybody knows how destructive it will be, so nobody uses weapons. What ***.
FortheloveofKrist wrote: »I’ve always thought about the issue of light armor; it’s a very important element in my thought process. It’s the ultimate, the ultimate catastrophe, the biggest problem this game has, and nobody’s focusing on the nuts and bolts of it. It’s a little like sickness. People don’t believe they’re going to get sick until they do. Nobody wants to talk about it. I believe the greatest of all stupidities is people’s believing it will never happen, because everybody knows how destructive it will be, so nobody uses weapons. What ***.
Maybe they just like to live dangerously
I think the spell pen from light armor is very underestimated. The damage it provides is extremely significant. I do however see the difference in the passives (No double passives in light). I don't agree with the shield change you suggested, as shields are already powerful enough. The other two suggestions you mentioned aren't unreasonable, but I personally would like to see damage/sustain nerfed, rather than buffed.
FortheloveofKrist wrote: »I’ve always thought about the issue of light armor; it’s a very important element in my thought process. It’s the ultimate, the ultimate catastrophe, the biggest problem this game has, and nobody’s focusing on the nuts and bolts of it. It’s a little like sickness. People don’t believe they’re going to get sick until they do. Nobody wants to talk about it. I believe the greatest of all stupidities is people’s believing it will never happen, because everybody knows how destructive it will be, so nobody uses weapons. What ***.
UltimaJoe777 wrote: »UltimaJoe777 wrote: »I wanted to take the time and talk about a topic, that I've discussed a lot with my friends in game.
It's the current state of light armor in comparison to medium and heavy armor and it's not alright.
Light armor offers the least amount of defense, yet not the highest damage or sustain to compensate for this or to justify this.
In comparison to medium and heavy armor, light armor has poor and monotone passives.
All light armor passives only offer ONE effect, while most medium and heavy passives offer TWO benefits in one passive.
Light armor:
Only cost reduction
Only regeneration
Only spell resistance
Spell critical chance
Spell penetration
Medium Armor:
Weapon crit chance
Increases stamina recovery AND cost reduction in one passive
Reduces the cost of sneaking AND decreases the detection radius
Increased weapon damage
Increased sprint speed AND reduces dodge cost
So 3 passives that grant 2 benefits
Heavy Armor:
Increases physical resistance AND magical resistance
Increases health recovery AND restores ressources every 4 seconds when you get hit
Increased max health
Increased weapon damage when get hit
Gain more healing AND heavy attacks restore 50% more
And again 3 double passives....
Why does medium armor and heavy armor get stuffed with usefull stuff like a Pinata and light armor only gets trash and the lowest resistance on top ? Give light armor meaningful passives to compensate:
Evocation: Remains cost reduction
Recovery: Remains recovery
Spell Warding: In addtion to spell resistance, this passives increases the strenght of damage shields by 2% for each piece of light armor. Something that actually helps light armor, as they have to keep up damage shields all the time, or they die. Spell resistance does not help us at all, shields are our health and light armor has to buff this.
Prodigy: In addition to spell crit, this increases spell crit damage by a bit.
Concentration: In addtion to spell penetration, this passive also grants some spell damage so that light armor finally offers equal damage (at least equal) to medium armor. 120 spell damage would be reasonable
This way, all 3 armors have 3 passives that grant 2 benefits. And this way, light armor actually has a place again. Why would I run around naked, when medium armor has not only more resistance, but significantly more damage ? Why running around naked, when heavy armor has much more resistance and also much more sustain than light armor. Constitution and rapid mending offer more sustain potential than light armor.
Light armor is in a really bad spot right now. I have switched from light armor (after years) to heavy armor and I feel so much more powerful. Mighty passives and so much more passive resistance and heavy armor actually offers me spell damage. Because penetration can't grant its full potential against each target.
You're asking for too much. Damage Shields are already perfectly strong enough as it is, what you suggest for Prodigy would be unfair to Medium Armor thus forcing it to do that for Weapon Critical Damage thus nullifying your request in that part, and Medium Armor doesn't even HAVE Armor Penetration so Spell Penetration is basically Light Armor's variation of Medium Armor's Weapon Damage passive.
Light Armor may SEEM like it's being neglected, but you have to consider that, stealth and speed aside, Medium Armor is basically the same or close enough to Light Armor and what Heavy Armor does makes it ideal for tanking, which it should do and not Light and Medium.
Single shields are underperforming. Shields are strong, when you stack them together and honestly, this shouldn't even be possible anyway and should be removed already.
If you look at shields outside of shieldstacking, you will find that they are actually underpowered.
Medium armor offers 12% weapon damage.... provided you only have 3000 base weapon damage (most people have muuuuch more) then that would be already be 360 weapon damage and weapon damage is usefull against shields and targets that already have low resistance. Penetration however looses its potential in this case . Weapon damage is far superior.
Underperforming eh? My mage says otherwise.
They are. Try relying on conjured ward only You will see, how inferior this is as a defense. Sure, you can stack all 3 shields together, but then ? You will not deal any damage.
Why not just roll dodge and safely avoid all damage, to start your deadly counter. Come one, shields must eat any CC and all damage, while block negates CCs and roll dodge as well.
This thread is about buffs, what light armor needs are not buffs, are revamps.
Those changes will get light armor to have even more damage but they don't need to, they need a buff to tankiness instead.
The shield thing will privilege mostly the sorc couse of their class shield, so it's a no-for-scure in that for me.
FortheloveofKrist wrote: »I’ve always thought about the issue of light armor; it’s a very important element in my thought process. It’s the ultimate, the ultimate catastrophe, the biggest problem this game has, and nobody’s focusing on the nuts and bolts of it. It’s a little like sickness. People don’t believe they’re going to get sick until they do. Nobody wants to talk about it. I believe the greatest of all stupidities is people’s believing it will never happen, because everybody knows how destructive it will be, so nobody uses weapons. What ***.
Maybe they just like to live dangerously
Maybe like force shock. Nobody wants to use it, but some are forced into using it anyway.
Light armor still offers a bit more damage than heavy armor at least, but less sustain.
5 pieces light armor bring me ~160 magicka regen. 5 pieces heavy armor offer me 490 magicka AND stamina regen and 50% more magicka for heavy attacks. I can cast more when I use heavy armor sure, it requires me to get hit. But that's usually the case in combat, also dots proc it. So yea
Annulment - Channeled - Costs 500 Magicka per sec.
Reduces your damage taken by 40% but you are unable to cast any other abilities. Lasts until cancelled or you run out of Magicka.
Annulment - Instant - Duration 6 sec
Absorb XX damage but your spell damage is reduced 20% while the shield holds.
I wanted to take the time and talk about a topic, that I've discussed a lot with my friends in game.
It's the current state of light armor in comparison to medium and heavy armor and it's not alright.
Light armor offers the least amount of defense, yet not the highest damage or sustain to compensate for this or to justify this.
In comparison to medium and heavy armor, light armor has poor and monotone passives.
All light armor passives only offer ONE effect, while most medium and heavy passives offer TWO benefits in one passive.
Light armor:
Only cost reduction
Only regeneration
Only spell resistance
Spell critical chance
Spell penetration
Medium Armor:
Weapon crit chance
Increases stamina recovery AND cost reduction in one passive
Reduces the cost of sneaking AND decreases the detection radius
Increased weapon damage
Increased sprint speed AND reduces dodge cost
So 3 passives that grant 2 benefits
Heavy Armor:
Increases physical resistance AND magical resistance
Increases health recovery AND restores ressources every 4 seconds when you get hit
Increased max health
Increased weapon damage when get hit
Gain more healing AND heavy attacks restore 50% more
And again 3 double passives....
Why does medium armor and heavy armor get stuffed with usefull stuff like a Pinata and light armor only gets trash and the lowest resistance on top ? Give light armor meaningful passives to compensate:
Evocation: Remains cost reduction
Recovery: Remains recovery
Spell Warding: In addtion to spell resistance, this passives increases the strenght of damage shields by 2% for each piece of light armor. Something that actually helps light armor, as they have to keep up damage shields all the time, or they die. Spell resistance does not help us at all, shields are our health and light armor has to buff this.
Prodigy: In addition to spell crit, this increases spell crit damage by a bit.
Concentration: In addtion to spell penetration, this passive also grants some spell damage so that light armor finally offers equal damage (at least equal) to medium armor. 120 spell damage would be reasonable
This way, all 3 armors have 3 passives that grant 2 benefits. And this way, light armor actually has a place again. Why would I run around naked, when medium armor has not only more resistance, but significantly more damage ? Why running around naked, when heavy armor has much more resistance and also much more sustain than light armor. Constitution and rapid mending offer more sustain potential than light armor.
Light armor is in a really bad spot right now. I have switched from light armor (after years) to heavy armor and I feel so much more powerful. Mighty passives and so much more passive resistance and heavy armor actually offers me spell damage. Because penetration can't grant its full potential against each target.
Anti_Virus wrote: »Concentration suggestion Spell dmg wouldn't be right here spell pen is far superior to WD/SD
IzakiBrotheSs wrote: »FortheloveofKrist wrote: »I’ve always thought about the issue of light armor; it’s a very important element in my thought process. It’s the ultimate, the ultimate catastrophe, the biggest problem this game has, and nobody’s focusing on the nuts and bolts of it. It’s a little like sickness. People don’t believe they’re going to get sick until they do. Nobody wants to talk about it. I believe the greatest of all stupidities is people’s believing it will never happen, because everybody knows how destructive it will be, so nobody uses weapons. What ***.
Maybe they just like to live dangerously
Maybe like force shock. Nobody wants to use it, but some are forced into using it anyway.
Light armor still offers a bit more damage than heavy armor at least, but less sustain.
5 pieces light armor bring me ~160 magicka regen. 5 pieces heavy armor offer me 490 magicka AND stamina regen and 50% more magicka for heavy attacks. I can cast more when I use heavy armor sure, it requires me to get hit. But that's usually the case in combat, also dots proc it. So yea
Force shock is the best DPS ability thats available to magicka nightblades, magicka sorcerers and magicka DKs. Think about Scathing Mage and Nerien'eth. Force Pulse is quite strong. I used to hate it, but now not so much. #completelyofftopic
They comparable only if you don't get MA runner weapon passives and compare to LA+weapon passives. In actual state clean LA build may live only if it's sorc in elegance spamming overload light attack+HW.UltimaJoe777 wrote: »I wanted to take the time and talk about a topic, that I've discussed a lot with my friends in game.
It's the current state of light armor in comparison to medium and heavy armor and it's not alright.
Light armor offers the least amount of defense, yet not the highest damage or sustain to compensate for this or to justify this.
In comparison to medium and heavy armor, light armor has poor and monotone passives.
All light armor passives only offer ONE effect, while most medium and heavy passives offer TWO benefits in one passive.
Light armor:
Only cost reduction
Only regeneration
Only spell resistance
Spell critical chance
Spell penetration
Medium Armor:
Weapon crit chance
Increases stamina recovery AND cost reduction in one passive
Reduces the cost of sneaking AND decreases the detection radius
Increased weapon damage
Increased sprint speed AND reduces dodge cost
So 3 passives that grant 2 benefits
Heavy Armor:
Increases physical resistance AND magical resistance
Increases health recovery AND restores ressources every 4 seconds when you get hit
Increased max health
Increased weapon damage when get hit
Gain more healing AND heavy attacks restore 50% more
And again 3 double passives....
Why does medium armor and heavy armor get stuffed with usefull stuff like a Pinata and light armor only gets trash and the lowest resistance on top ? Give light armor meaningful passives to compensate:
Evocation: Remains cost reduction
Recovery: Remains recovery
Spell Warding: In addtion to spell resistance, this passives increases the strenght of damage shields by 2% for each piece of light armor. Something that actually helps light armor, as they have to keep up damage shields all the time, or they die. Spell resistance does not help us at all, shields are our health and light armor has to buff this.
Prodigy: In addition to spell crit, this increases spell crit damage by a bit.
Concentration: In addtion to spell penetration, this passive also grants some spell damage so that light armor finally offers equal damage (at least equal) to medium armor. 120 spell damage would be reasonable
This way, all 3 armors have 3 passives that grant 2 benefits. And this way, light armor actually has a place again. Why would I run around naked, when medium armor has not only more resistance, but significantly more damage ? Why running around naked, when heavy armor has much more resistance and also much more sustain than light armor. Constitution and rapid mending offer more sustain potential than light armor.
Light armor is in a really bad spot right now. I have switched from light armor (after years) to heavy armor and I feel so much more powerful. Mighty passives and so much more passive resistance and heavy armor actually offers me spell damage. Because penetration can't grant its full potential against each target.
You're asking for too much. Damage Shields are already perfectly strong enough as it is, what you suggest for Prodigy would be unfair to Medium Armor thus forcing it to do that for Weapon Critical Damage thus nullifying your request in that part, and Medium Armor doesn't even HAVE Armor Penetration so Spell Penetration is basically Light Armor's variation of Medium Armor's Weapon Damage passive.
Light Armor may SEEM like it's being neglected, but you have to consider that, stealth and speed aside, Medium Armor is basically the same or close enough to Light Armor and what Heavy Armor does makes it ideal for tanking, which it should do and not Light and Medium.
I wanted to take the time and talk about a topic, that I've discussed a lot with my friends in game.
It's the current state of light armor in comparison to medium and heavy armor and it's not alright.
Light armor offers the least amount of defense, yet not the highest damage or sustain to compensate for this or to justify this.
In comparison to medium and heavy armor, light armor has poor and monotone passives.
All light armor passives only offer ONE effect, while most medium and heavy passives offer TWO benefits in one passive.
Light armor:
Only cost reduction
Only regeneration
Only spell resistance
Spell critical chance
Spell penetration
Medium Armor:
Weapon crit chance
Increases stamina recovery AND cost reduction in one passive
Reduces the cost of sneaking AND decreases the detection radius
Increased weapon damage
Increased sprint speed AND reduces dodge cost
So 3 passives that grant 2 benefits
Heavy Armor:
Increases physical resistance AND magical resistance
Increases health recovery AND restores ressources every 4 seconds when you get hit
Increased max health
Increased weapon damage when get hit
Gain more healing AND heavy attacks restore 50% more
And again 3 double passives....
Why does medium armor and heavy armor get stuffed with usefull stuff like a Pinata and light armor only gets trash and the lowest resistance on top ? Give light armor meaningful passives to compensate:
Evocation: Remains cost reduction
Recovery: Remains recovery
Spell Warding: In addtion to spell resistance, this passives increases the strenght of damage shields by 2% for each piece of light armor. Something that actually helps light armor, as they have to keep up damage shields all the time, or they die. Spell resistance does not help us at all, shields are our health and light armor has to buff this.
Prodigy: In addition to spell crit, this increases spell crit damage by a bit.
Concentration: In addtion to spell penetration, this passive also grants some spell damage so that light armor finally offers equal damage (at least equal) to medium armor. 120 spell damage would be reasonable
This way, all 3 armors have 3 passives that grant 2 benefits. And this way, light armor actually has a place again. Why would I run around naked, when medium armor has not only more resistance, but significantly more damage ? Why running around naked, when heavy armor has much more resistance and also much more sustain than light armor. Constitution and rapid mending offer more sustain potential than light armor.
Light armor is in a really bad spot right now. I have switched from light armor (after years) to heavy armor and I feel so much more powerful. Mighty passives and so much more passive resistance and heavy armor actually offers me spell damage. Because penetration can't grant its full potential against each target.
I wanted to take the time and talk about a topic, that I've discussed a lot with my friends in game.
It's the current state of light armor in comparison to medium and heavy armor and it's not alright.
Light armor offers the least amount of defense, yet not the highest damage or sustain to compensate for this or to justify this.
In comparison to medium and heavy armor, light armor has poor and monotone passives.
All light armor passives only offer ONE effect, while most medium and heavy passives offer TWO benefits in one passive.
Light armor:
Only cost reduction
Only regeneration
Only spell resistance
Spell critical chance
Spell penetration
Medium Armor:
Weapon crit chance
Increases stamina recovery AND cost reduction in one passive
Reduces the cost of sneaking AND decreases the detection radius
Increased weapon damage
Increased sprint speed AND reduces dodge cost
So 3 passives that grant 2 benefits
Heavy Armor:
Increases physical resistance AND magical resistance
Increases health recovery AND restores ressources every 4 seconds when you get hit
Increased max health
Increased weapon damage when get hit
Gain more healing AND heavy attacks restore 50% more
And again 3 double passives....
Why does medium armor and heavy armor get stuffed with usefull stuff like a Pinata and light armor only gets trash and the lowest resistance on top ? Give light armor meaningful passives to compensate:
Evocation: Remains cost reduction
Recovery: Remains recovery
Spell Warding: In addtion to spell resistance, this passives increases the strenght of damage shields by 2% for each piece of light armor. Something that actually helps light armor, as they have to keep up damage shields all the time, or they die. Spell resistance does not help us at all, shields are our health and light armor has to buff this.
Prodigy: In addition to spell crit, this increases spell crit damage by a bit.
Concentration: In addtion to spell penetration, this passive also grants some spell damage so that light armor finally offers equal damage (at least equal) to medium armor. 120 spell damage would be reasonable
This way, all 3 armors have 3 passives that grant 2 benefits. And this way, light armor actually has a place again. Why would I run around naked, when medium armor has not only more resistance, but significantly more damage ? Why running around naked, when heavy armor has much more resistance and also much more sustain than light armor. Constitution and rapid mending offer more sustain potential than light armor.
Light armor is in a really bad spot right now. I have switched from light armor (after years) to heavy armor and I feel so much more powerful. Mighty passives and so much more passive resistance and heavy armor actually offers me spell damage. Because penetration can't grant its full potential against each target.
The issue here is not that the light armor's passives are worse than the passives of the others, the issue is Stamina builds are better than magicka builds.
Actually magicka templar in heavy actually very strong, so no only stambuilds have access to itI wanted to take the time and talk about a topic, that I've discussed a lot with my friends in game.
It's the current state of light armor in comparison to medium and heavy armor and it's not alright.
Light armor offers the least amount of defense, yet not the highest damage or sustain to compensate for this or to justify this.
In comparison to medium and heavy armor, light armor has poor and monotone passives.
All light armor passives only offer ONE effect, while most medium and heavy passives offer TWO benefits in one passive.
Light armor:
Only cost reduction
Only regeneration
Only spell resistance
Spell critical chance
Spell penetration
Medium Armor:
Weapon crit chance
Increases stamina recovery AND cost reduction in one passive
Reduces the cost of sneaking AND decreases the detection radius
Increased weapon damage
Increased sprint speed AND reduces dodge cost
So 3 passives that grant 2 benefits
Heavy Armor:
Increases physical resistance AND magical resistance
Increases health recovery AND restores ressources every 4 seconds when you get hit
Increased max health
Increased weapon damage when get hit
Gain more healing AND heavy attacks restore 50% more
And again 3 double passives....
Why does medium armor and heavy armor get stuffed with usefull stuff like a Pinata and light armor only gets trash and the lowest resistance on top ? Give light armor meaningful passives to compensate:
Evocation: Remains cost reduction
Recovery: Remains recovery
Spell Warding: In addtion to spell resistance, this passives increases the strenght of damage shields by 2% for each piece of light armor. Something that actually helps light armor, as they have to keep up damage shields all the time, or they die. Spell resistance does not help us at all, shields are our health and light armor has to buff this.
Prodigy: In addition to spell crit, this increases spell crit damage by a bit.
Concentration: In addtion to spell penetration, this passive also grants some spell damage so that light armor finally offers equal damage (at least equal) to medium armor. 120 spell damage would be reasonable
This way, all 3 armors have 3 passives that grant 2 benefits. And this way, light armor actually has a place again. Why would I run around naked, when medium armor has not only more resistance, but significantly more damage ? Why running around naked, when heavy armor has much more resistance and also much more sustain than light armor. Constitution and rapid mending offer more sustain potential than light armor.
Light armor is in a really bad spot right now. I have switched from light armor (after years) to heavy armor and I feel so much more powerful. Mighty passives and so much more passive resistance and heavy armor actually offers me spell damage. Because penetration can't grant its full potential against each target.
The issue here is not that the light armor's passives are worse than the passives of the others, the issue is Stamina builds are better than magicka builds.
Indeed, but armor and magicka weapon passives/abilities play a big role in this disaster.
There are greeeaaat heavy armor sets that benefit stamina builds (ravager, fury, black rose etc) but no heavy armor sets that benefit magicka.
Stamina has access to super powerful sets and has access to very powerful passives from medium or heavy armor.
A start is to make light armor meaningful and give them something to sustain themselves vs stam and to have the damage to actually deal with all this roll dodging and strong heal.
I wanted to take the time and talk about a topic, that I've discussed a lot with my friends in game.
It's the current state of light armor in comparison to medium and heavy armor and it's not alright.
Light armor offers the least amount of defense, yet not the highest damage or sustain to compensate for this or to justify this.
In comparison to medium and heavy armor, light armor has poor and monotone passives.
All light armor passives only offer ONE effect, while most medium and heavy passives offer TWO benefits in one passive.
Light armor:
Only cost reduction
Only regeneration
Only spell resistance
Spell critical chance
Spell penetration
Medium Armor:
Weapon crit chance
Increases stamina recovery AND cost reduction in one passive
Reduces the cost of sneaking AND decreases the detection radius
Increased weapon damage
Increased sprint speed AND reduces dodge cost
So 3 passives that grant 2 benefits
Heavy Armor:
Increases physical resistance AND magical resistance
Increases health recovery AND restores ressources every 4 seconds when you get hit
Increased max health
Increased weapon damage when get hit
Gain more healing AND heavy attacks restore 50% more
And again 3 double passives....
Why does medium armor and heavy armor get stuffed with usefull stuff like a Pinata and light armor only gets trash and the lowest resistance on top ? Give light armor meaningful passives to compensate:
Evocation: Remains cost reduction
Recovery: Remains recovery
Spell Warding: In addtion to spell resistance, this passives increases the strenght of damage shields by 2% for each piece of light armor. Something that actually helps light armor, as they have to keep up damage shields all the time, or they die. Spell resistance does not help us at all, shields are our health and light armor has to buff this.
Prodigy: In addition to spell crit, this increases spell crit damage by a bit.
Concentration: In addtion to spell penetration, this passive also grants some spell damage so that light armor finally offers equal damage (at least equal) to medium armor. 120 spell damage would be reasonable
This way, all 3 armors have 3 passives that grant 2 benefits. And this way, light armor actually has a place again. Why would I run around naked, when medium armor has not only more resistance, but significantly more damage ? Why running around naked, when heavy armor has much more resistance and also much more sustain than light armor. Constitution and rapid mending offer more sustain potential than light armor.
Light armor is in a really bad spot right now. I have switched from light armor (after years) to heavy armor and I feel so much more powerful. Mighty passives and so much more passive resistance and heavy armor actually offers me spell damage. Because penetration can't grant its full potential against each target.
The issue here is not that the light armor's passives are worse than the passives of the others, the issue is Stamina builds are better than magicka builds.
Indeed, but armor and magicka weapon passives/abilities play a big role in this disaster.
There are greeeaaat heavy armor sets that benefit stamina builds (ravager, fury, black rose etc) but no heavy armor sets that benefit magicka.
Stamina has access to super powerful sets and has access to very powerful passives from medium or heavy armor.
A start is to make light armor meaningful and give them something to sustain themselves vs stam and to have the damage to actually deal with all this roll dodging and strong heal.