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Armor types should be balanced in different way for Morrowind exp

wimhwimladimf
wimhwimladimf
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> Heavy Armor <
- Highest resist values
- Healing taken increased from non-self heals by 3/6/9% for each heavy armor part.
- Reduces cost of magicka and stamina abilities by 1/2/5% when you have 5 or more heavy armor parts.
* Unique bonus * Reduced block cost reduction and increases dmg with light and heavy attacks by "X" % for each heavy armor part equiped.

> Medium Armor <

- Average resist
- Healing taken increased from non-self heals by 1/3/5% for each medium armor part.
- Reduces cost of magicka and stamina abilities by 2/4/9% when you have 5 or more medium armor parts.
* Unique bonus * Increased bonus movement speed and increases dmg of skills by "X" % for each medium armor part equiped.

> Light Armor <
- Lowesr resist
- Healing taken increased from non-self heals by 1/2/3%
- Reduces cost of magicka and stamina abilities by 4/8/19% when you have 5 or more light armor parts.
* Unique bonus * Reduces cost of ultimates by 1/2/4% and increases duration of all buffs by 20sec by "X" % for each light armor part equiped.



This way there would actually be some choice, depending on what you want to do.
  • Dedricus
    Dedricus
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    I like some of those ideas, but the unique buffs are rather extreme on some.
  • LorDrek
    LorDrek
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    LoL this idea is bad, not balance, light armor OP.
    Imperial DK stamDPS, Nord DK magTANK
    YDoA CZ/SK Guild
    @LorDrek
  • Hurika
    Hurika
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    Heavy armor should be about (surviving/hard to kill and providing utility and getting more from heals from others)
    • Resist
    • Health Regen
    • Increased Healing

    Medium should be about (close quarters phy damage/healing)
    • physical damage
    • stamina regen
    • stamina cost reduction
    • provide healing but not get increased like HA

    Light should be about (ranged magic damage/healing)
    • magic damage
    • magic regen
    • magic cost reduction
    • provide healing but not get increased like HA

    Medium/Light should do roughly the same damage (or have tools that allow it) with the trade off being light has less resists but the ability to do most of their damage from range.

    Heavy can get increased healing received not Med/Light but most healing coming from Med/Light. Encourages diversity.

    My 2 cents.
  • wimhwimladimf
    wimhwimladimf
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    Hurika wrote: »
    Heavy armor should be about (surviving/hard to kill and providing utility and getting more from heals from others)
    • Resist
    • Health Regen
    • Increased Healing

    Medium should be about (close quarters phy damage/healing)
    • physical damage
    • stamina regen
    • stamina cost reduction
    • provide healing but not get increased like HA

    Light should be about (ranged magic damage/healing)
    • magic damage
    • magic regen
    • magic cost reduction
    • provide healing but not get increased like HA

    Medium/Light should do roughly the same damage (or have tools that allow it) with the trade off being light has less resists but the ability to do most of their damage from range.

    Heavy can get increased healing received not Med/Light but most healing coming from Med/Light. Encourages diversity.

    My 2 cents.

    If you limit light and medium armor to magicka or stamina regen only, it will limit amount of options for the players. Perhaps there are tanks or magicka users who would like to play with Medium armor for spcific builds.

    Increased healing taken can work only if it's very small value or when it has penalty, else it will impact pvp balance way too much. We already had enough of everyone in heavy armor self healing 24/7 meta.
  • wimhwimladimf
    wimhwimladimf
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    LorDrek wrote: »
    LoL this idea is bad, not balance, light armor OP.

    Light armor gives more utility but medium would increase dmg of skill, which should still be better for pure dps builds.
  • Merlin13KAGL
    Merlin13KAGL
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    Close, but you missed a few points.

    Armor that gives highest physical resist should give lowest spell resist and vice versa. Adding 1:1 was just lazy implementation.

    Light armor has always been for casters, and provided superior spell resist accordingly, where heavy was intended for physical blows.

    You already get 1/3rd's, 2/3rd's, 3/3rd's on the physical resist with LA/MA/HA. It should be 3/3rd's, 2/3rds, 1/3rd on the spell resist.

    Even with your proposed cost reduction benefit, MA is still the superior choice.

    Regarding the 5 pc bonus, I tend to think you're also biased towards medium. Speed and damage buff vs cost of Ultimate? Heavier armor should mitigate more (which it does) but should also encumber more, not less, with heaviest providing the slowest, yet safest option. LA should buff arcane attacks, medium physical, and heavy a much lower buff of each (25%, perhaps). You're not going to move faster in a full leather gear than you ever will in light.

    And 20 second added duration, especially with the cost redux you offer is over the top (Not to mention extending a spell's duration is not always a good thing or desirable.)

    I'd also like to see the 5 pc passive bonuses go away and simply offer per-piece bonuses, like the passives before the 5 pc do.

    This would allow a more complete mix of all three types based on gameplay with the benefits of each. More bonus from a 7 pc, or mix and match to get the desired effect.

    Last addition: Shield is armor - it takes an armor enchant. There should be all three weight options and they should receive the bonuses according to their weight, just like any other armor piece does.

    Each weight should have its own benefits and downsides. Presently there is too much of one and not enough of the other, in most cases.
    Edited by Merlin13KAGL on May 2, 2017 10:42AM
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • wimhwimladimf
    wimhwimladimf
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    Close, but you missed a few points.

    Armor that gives highest physical resist should give lowest spell resist and vice versa. Adding 1:1 was just lazy implementation.

    Light armor has always been for casters, and provided superior spell resist accordingly, where heavy was intended for physical blows.

    You already get 1/3rd's, 2/3rd's, 3/3rd's on the physical resist with LA/MA/HA. It should be 3/3rd's, 2/3rds, 1/3rd on the spell resist.

    Even with your proposed cost reduction benefit, MA is still the superior choice.

    Regarding the 5 pc bonus, I tend to think you're also biased towards medium. Speed and damage buff vs cost of Ultimate? Heavier armor should mitigate more (which it does) but should also encumber more, not less, with heaviest providing the slowest, yet safest option. LA should buff arcane attacks, medium physical, and heavy a much lower buff of each (25%, perhaps). You're not going to move faster in a full leather gear than you ever will in light.

    And 20 second added duration, especially with the cost redux you offer is over the top (Not to mention extending a spell's duration is not always a good thing or desirable.)

    I'd also like to see the 5 pc passive bonuses go away and simply offer per-piece bonuses, like the passives before the 5 pc do.

    This would allow a more complete mix of all three types based on gameplay with the benefits of each. More bonus from a 7 pc, or mix and match to get the desired effect.

    Last addition: Shield is armor - it takes an armor enchant. There should be all three weight options and they should receive the bonuses according to their weight, just like any other armor piece does.

    Each weight should have its own benefits and downsides. Presently there is too much of one and not enough of the other, in most cases.

    Tbh, i was more focused about making certain armor type good for specific activity rather than give each similar bonus and then balancing them via different resist value, becuase that would simply lead to abuse it in pvp. This is why i gave Heavy Armor massive bonus to incoming healing from other souirces. You can tank pretty easily in it and survive nearly everything, as long as you have some heals from other players.

    I realize that you wouldnt normally run faster in medium than in light armor, but this is not real life ;) and i felt that with 19% cost reduction for both, stamina and magicka on Light Armor, would make it way too good if i would add bonus dmg to abilities on top of that.

    This is why i decided to keep bonus dmg only to Medium Armor, as it doesnt have as much resource cost reduction, so even if you will do more dmg you will still have to throw some heavy attack here and there in order to get your resource back.

    The Light Armor bonus was design with stats for supportive builds and healers who dont need bonus dmg as much as utility and here's where reduced cost of ultimates and increased duration of buffs makes it more useful. (Basically you wont have to manage your buffs as often due to longer duration and you can focus on other more "fun" abilities.)


    btw, Thanks for the feedback :)
    Edited by wimhwimladimf on May 2, 2017 11:03AM
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