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Make light armor great again !

Dracane
Dracane
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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.
Edited by Dracane on August 15, 2016 10:42PM
Auri-El is my lord,
Trinimac is my shield,
Magnus is my mind.

My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • UltimaJoe777
    UltimaJoe777
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    Dracane 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.
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
    Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy
  • Doctordarkspawn
    Doctordarkspawn
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    Dracane 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.
  • Dracane
    Dracane
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    Dracane 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.
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • Brutusmax1mus
    Brutusmax1mus
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    Glad you don't balance. My magicka characters are doing fine.

    #makeyourbuildgreatagain
  • Dracane
    Dracane
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    Dracane 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.

    Where is this survivability ? :D What survivability offers light armor ? Nothing at all
    I know you said Magicka, but I guess that's what you mean. Roll dodge, shuffle, block. These are the strongest survival tools in the game, not shields.
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • UltimaJoe777
    UltimaJoe777
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    Dracane wrote: »
    Dracane 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.
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
    Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy
  • Jsmalls
    Jsmalls
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    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.
  • Dracane
    Dracane
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    Dracane wrote: »
    Dracane 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.
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • FortheloveofKrist
    FortheloveofKrist
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    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 ***.

  • Dracane
    Dracane
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    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.

    Most people have a ~13k ward in pvp. You would probably wear 5 pieces light armor, resulting in 10% more shield. So you would be at 14k maybe (because only the base damage is increased, not the totaly strenght of hardened ward) Barely a difference, but at least something.
    Edited by Dracane on August 15, 2016 11:02PM
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • Necrelios
    Necrelios
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    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 ;)
    Terms & Conditions ["We revoke permission to fictional legal constructs or private/public persons for selling of any private data, censorship, surveillance, personage or conversion as a trespass of law. We prohibit the practice of "procedural law" or corporate statues in place of divine law."]
  • Dracane
    Dracane
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    Necrelios 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 :D sure, it requires me to get hit. But that's usually the case in combat, also dots proc it. So yea
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • blabafat
    blabafat
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    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.
    Fire Cloak - VR12 DK - Nord - EP
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  • Dracane
    Dracane
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    ✭✭✭✭✭
    blabafat wrote: »
    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.

    I merely wanted to offer some suggestion that I find usefull for light armor. We don't need resistance on light armor. Light armor users use shields and light armor should encourage this.

    These are only my ideas. I think they are reasonable, balanced and needed. But I'm sure, others have better ideas than I do right now :) It's late.
    Edited by Dracane on August 15, 2016 11:17PM
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • FortheloveofKrist
    FortheloveofKrist
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    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 ***.

    Oh, forgot to include...that's a Trump quote. Makes as much sense about light armor as it does about anything else.

  • Skander
    Skander
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    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.

    I meme, but my memes are so truthful they hurt
    -Elder Nightblades Online
    Want competitive pvp while being outnumbered? Tough luck, the devs clearly said you have to die in those situations
  • UltimaJoe777
    UltimaJoe777
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    ✭✭✭
    Dracane wrote: »
    Dracane wrote: »
    Dracane 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.

    Actually my mage DOES rely on Hardened Ward, and he has Dampen Magic on his backbar. Works just fine in most cases, plenty enough for him to not need more. He could even stack them if he wanted, but one shield is honestly enough. May have issues in PvP if he gets zerged but 1vX is never easy lol
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
    Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy
  • Minalan
    Minalan
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    Skander wrote: »
    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.

    Magicka in general Lags behind Stam damage. A small bit wouldn't hurt (4-5%) and might just close the gap.
  • Izaki
    Izaki
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    Dracane wrote: »
    Necrelios 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 :D 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
    Edited by Izaki on August 15, 2016 11:58PM
    @ Izaki #PCEU
    #FrenchKiss #GoneFor2YearsAndMyGuildDoesn'tRaidAnymore
    #MoreDPSthanYou
    #Stamblade
  • MisterBigglesworth
    MisterBigglesworth
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    If you want to buff survivability for light armor then it needs to come with a built-in damage nerf.
    Here's one way that could be done:
    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.

    Here's another way:
    Annulment - Instant - Duration 6 sec
    Absorb XX damage but your spell damage is reduced 20% while the shield holds.

    Now as to the problem of not doing enough damage (doubtful, but let's just assume you're right) then just buff the base spell damage (nerf things like Radiant D and Overload obviously in order to compensate for this) that you get from Light Armor, but still reduce spell damage while a shield is active via one of the methods above.

    And the same goes for everything across the board, btw. Every class ability, weapon abilities, armor type, set bonus, potion, mundus stone.

    Every tooltip in the game needs to be some variant on "This gives you more [damage/regen/takiness] but you get less [tankiness/damage/regen]". You HAVE to have a strictly enforced, clearly delineated system of trade-offs, with none of the wiggle room that currently results in these "creative builds" some people use to gain an unfair advantage.
    Edited by MisterBigglesworth on August 16, 2016 12:01AM
    Really we do it without like, the musical instruments. This is the only musical: the mouth. And hopefully the brain attached to the mouth. Right? The brain, more important than the mouth, is the brain. The brain is much more important.
  • Forestd16b14_ESO
    Forestd16b14_ESO
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    Are you serious ?

    Really are you serious ? LA and magicka is still the best defense (thanks to damage shields) and DPS in the game.

    If anything needs "re-vamped" it's still HA cause you know it has a DPS passive which doesn't belong there.
    Edited by Forestd16b14_ESO on August 16, 2016 12:06AM
  • Anti_Virus
    Anti_Virus
    ✭✭✭✭✭
    Dracane 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.

    Spell warding suggestion No it would be over tuned as shields are already powerful. I know you don't stack but ZOS encourages it and other players still do which would be over the top.

    Prodigy suggestion No changes needed here either its fine as is

    Concentration suggestion Spell dmg wouldn't be right here spell pen is far supperior to WD/SD instead I would maybe add:

    Reduces the cast time of channeling abilities by 4% per piece of light armor.
    Power Wealth And Influence.
  • UltimaJoe777
    UltimaJoe777
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    ✭✭✭
    Anti_Virus wrote: »
    Concentration suggestion Spell dmg wouldn't be right here spell pen is far superior to WD/SD

    I partially disagree. Penetration is good for Damage builds yes but Healers would get more out of Spell Damage. I wouldn't mind seeing Spell Damage replace the Spell Penetration but I also don't think any changes need to be done overall.

    P.S. Edited a spelling error in that quote for you :p
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
    Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy
  • Solariken
    Solariken
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    You offer some interesting suggestions. Kudos. Some thoughts though:

    Instead of added shield strength for Spell Warding, I think we could get a little more creative and give an X% chance to reduce an incoming spell's damage by Y% with a cooldown of Z seconds. Light armor is supposed to be relatively weak to melee - this mechanic would boost survivability while keeping the intended weakness.

    Instead of adding raw spell damage for Concentration, maybe have spell critical strikes grant X% increased spell damage for Y seconds, stacking up to Z times. IMO this game needs less burst at the open of a fight and more ramp up mechanics. I'm sick of Wrobel's one-shot-Willy bullsh. That guy doesn't have a damn clue how to game design.
  • Dracane
    Dracane
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    Dracane wrote: »
    Necrelios 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 :D 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

    It's not off topic :) it's fine.
    But Force shock is not the strongest for magicka DKs. Flame lash deals significantly more damage than force shock and Nightblades usually choose Strife over force shock. Actually, everyone I knows tries to avoid force shock whenever possible.
    Only Sorcerers are forced into it and I don't think this is a problem. But force shock needs a damage buff and destruction staff needs meaningfulll passives.
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • Sugaroverdose
    Sugaroverdose
    ✭✭✭✭✭
    Dracane 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.
    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.
  • Bashev
    Bashev
    ✭✭✭✭✭
    ✭✭
    Dracane 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 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.

    Probably the reduce dodge passive form medium amror should be moved to the elude skill similar to the heavy armor skill or even removed as the block cost reduction from the heavy armor.
    Edited by Bashev on August 16, 2016 7:52AM
    Because I can!
  • Dracane
    Dracane
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    ✭✭✭✭✭
    Bashev wrote: »
    Dracane 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 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.
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • Sugaroverdose
    Sugaroverdose
    ✭✭✭✭✭
    Dracane wrote: »
    Bashev wrote: »
    Dracane 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 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.
    Actually magicka templar in heavy actually very strong, so no only stambuilds have access to it
  • Bashev
    Bashev
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    Dracane wrote: »
    Bashev wrote: »
    Dracane 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 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.

    BTW black rose is not so bad for magicka builds. It is even very very good. You can spam indefinitely mist form to reposition, you have some extra stamina for blocking. It is the perfect set for battle mage playstyle. It is desinged for 1h/s builds and the issue there is that 1h/s passive gives only 5% weapon damage and if this can be changed to 5% weapon and spell damage it can be really good.
    Because I can!
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