Hi all, I've been thinking about armor passives a lot recently, and I feel that a mild re-imagining of the passives is needed to make them more logical and more in line with the TES mantra of "play as you want" while also installing better balance and more diversity. I'm not sure how it became an MMO trope to pidgeon-hole wizards into robes and physical fighters into leather and tanks into metal, but the design is flawed. ESO makes this even worse by forcing players into an odd dichotomy of “magicka or stamina" which destroys the option for build hybridization. Armor types should not be dependent on whether you cast spells or swing a sword, but instead linked to your combat archetype or playstyle. The decision between magicka and stamina should be entirely independent of which armor type you decide to use, for reasons which will become clear in a moment.
Design Philosophy
Light armor should be designed for the relative best combat speed, burst damage, and stealth capability. With lower encumbrance and softer/lighter material, the wearer can run faster and longer, sneak more effectively, and swing weapons faster and with more accuracy. The obvious weakness is that the user is more vulnerable to incoming damage and will struggle more to survive when focused.
Medium armor offers more protection from attacks and padding against falls. Roll dodge should be easier to execute and projectiles will sting less and be deflected a little more often. Slightly heavier armor also means more forceful attacks, though slightly less accurate than fighting in light armor. Medium armor should be tooled for close skirmishes, sustained damage output, and active mitigation with a little boost in survivability.
Heavy armor should be built for passive mitigation, situational sustain, and healing/recovery with a focus on applying pressure and surviving at the front line of battle. It offers formidable offensive power in melee but with a cost of reduced speed and burst damage potential. (Let me say that I think heavy armor is actually in a really decent spot in ESO at the moment).
This philosophy naturally sets up a trade-off where players must decide where to place themselves on a spectrum of damage output versus survivability/support. The current design makes it far too easy for players to achieve maximum DPS, self-healing, mitigation, and sustain barely any sacrifices. As an example, if you choose to be a stamina-focused DPS character, you would now have to decide on an appropriate balance between burst (light armor - cost reduction, crit, penetration) and sustain (medium armor - recovery, raw damage increase, better survivability).
To those ends, I am proposing that light armor be designed for high burst damage and the highest sustained DPS sets for BOTH magicka and stamina specializations. Medium armor should also be designed for BOTH magicka and stamina specs, but with greater focus on support/sustain/utility and less focus on damage output. Heavy armor is already useful for both stamina and magicka and I personally feel the passives are well-designed. Here are my suggestions for armor passives, most of which are the same as currently available but shuffled around to achieve stated goals:
Light ArmorConditioned Focus
Reduces the magicka and stamina cost of skills by X% per piece of light armor equipped.
Dexterity
Increases weapon and spell critical strike rating by X per piece of light armor equipped.
Improved Sneak
Reduces the cost of sneaking by X% per piece of light armor equipped and reduces the size of your detection area by X% per piece of light armor equipped.
Concentration
With at least 5 pieces of light armor equipped, your armor and spell penetration are increased by X.
Athletics
Increases your movement speed while sprinting by X% and reduces the cost of sprint by X% per piece of light armor equipped.
With at least 5 pieces of light armor equipped, increases all un-mounted movement speed by X%
Medium ArmorRecovery
Increases magicka and stamina recovery by X% per piece of medium armor equipped.
Skirmisher
Reduces the cost of dodge roll by X% and reduces the efficacy and duration of snares and immobilizes by X% per piece of medium armor equipped.
Agility
Increases your weapon and spell damage by X% per piece of medium armor equipped.
Vigilance
Reduces the damage you take from stealthed or invisible targets by X% per piece of medium armor equipped.
With at least 5 pieces of medium armor equipped, when struck by a projectile, the damage you take from melee attacks and ground-based area of effect attacks is reduced by X% for Y seconds. This effect has a cooldown of (Y*2) seconds.
Battle Focus
With 5 pieces of medium armor equipped, increases the effectiveness all targeted damage and healing over time effects you initiate by X%. Ground-targeted effects do not receive this bonus.
Heavy Armor
...is working pretty well at the moment. Some people oppose the Wrath passive, but I think it is appropriately designed as a wind-up mechanic and limits heavy armor burst damage potential.
Now obviously my suggestions will require reclassification of many sets in game. The stamina sets focused on high/burst DPS would be classified as light armor, and the magicka sets focused on sustain would be changed to medium. Heavy armor sets shouldn't require adjustment in most circumstances. I do not imagine it would be a terribly daunting task for the devs to change the armor type of certain dropped sets where appropriate.@ZOS_RichLambert, you've been on a roll lately with making sensible improvements to the game and its systems. You have been seemingly much more receptive to intelligent community feedback and I applaud you for this. I hope you take the time to consider how changing armor passives in this way will be very good for the game.
@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_BrianWheeler @Wrobel @ZOS_Finn