But do let me know if I can somehow elaborate.
Main problem is the uselessness of medium armor's main (and only, in most cases) form of defense, dodge roll, as most skills in the game are undodgeable these days.
Back when the game actually was almost perfectly balanced between the armor types, dodge roll accomplished something, it prevented most of the incoming damage - just like sorcerer shields, or heavy armor mitigation.
This is already a more significant topic for discussion. The problem is not in medium armor, but in undodgeable attacks.
I think there are several skills that create this problem. Soul Strike (should be interruptible), Dive (should be dodgeable). Maybe I forgot something else.
AOEs and Backlash shouldn't be dodgeable by design. Puncturing Strikes shouldn't be dodgeable just because it is easy to escape from.
About Rapid Fire, I can not unequivocally say. Maybe it should work as Soul Strike (interruptible but not dodgeable). But it makes problem with Ballista which cannot be interrupted.
I am convinced that all other "problems" are only l2p issue. I played in medium armor, even when heavy armor was considered too strong, and I hadn't any problems. Now, after a series of nerfs, there is generally no domination of one type over another.
Maybe medium armor just does not suit people for their style of play
I second that, medium armor feels bad, as bad as Ive ever felt it, and ive been using medium armor basicly exclusively the last 2 years of pvp. Up the survivability and give it some innate penetration or something....something...
70% damage reduction during roll dodge, Ummmm, no.
Would you prefer the "0% damage reduction, avoid nothing and drain your own stamina" that it currently is?
If not, maybe you could elaborate on your comment?
Edit: to be more clear, in the past Roll Dodge used to avoid almost all damage (100%) and didn't have a stacking cost to it - I believe 70% would be a fair compromise especially considering no one can spam it anymore.
You must be smoking some high quality crack, I've seen nb's dodge roll 15+ times in a row and still have more then enough stam to burst someone down or sprint away.
LegendaryMage wrote: »70% damage reduction during roll dodge, Ummmm, no.
Would you prefer the "0% damage reduction, avoid nothing and drain your own stamina" that it currently is?
If not, maybe you could elaborate on your comment?
Edit: to be more clear, in the past Roll Dodge used to avoid almost all damage (100%) and didn't have a stacking cost to it - I believe 70% would be a fair compromise especially considering no one can spam it anymore.
You must be smoking some high quality crack, I've seen nb's dodge roll 15+ times in a row and still have more then enough stam to burst someone down or sprint away.
15 times in a row? My NB with very decent roll reduction and over 3k stamina recovery cannot role more than 8 times in a row, and that's while being out of combat.
edit; probably closer to 7 or so consecutive rolls. And he has almost 40k stamina by the way.
usmcjdking wrote: »Medium needs very little adjustment. It's weak but it's not terribly weak - it suffers most vs. aoes that eat through your defenses and generally cannot be mitigated by any means. A lot of medium's issues are solved with blade cloak or (to a degree) equipping leki's. Unfortunately blade cloak kinda sucks in PVP and Leki's nerfs your own vigors as well as it doesn't actually offer you anything significant damage wise.
Medium armor should give AOE damage reduction of 4% per piece of medium armor and have deadly cloak give minor resolve/ward.
TL;DR - medium armor requires too many external buffs to have the necessary tankiness to be playable in PVP.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Shuffle and morph firstly need to require 5 medium armor slotted to use the skill.
Medium armor suffers hard vs all the skills that cant be dodged, and there are alot of them these days. Some damage mitigation when you are dodging would go a long way, and some innate penetration and/or boost to your selfhealing would also help alot.
Just give medium armor something zos...it rly needs a boost.
Chilly-McFreeze wrote: »Shuffle and morph firstly need to require 5 medium armor slotted to use the skill.
Medium armor suffers hard vs all the skills that cant be dodged, and there are alot of them these days. Some damage mitigation when you are dodging would go a long way, and some innate penetration and/or boost to your selfhealing would also help alot.
Just give medium armor something zos...it rly needs a boost.
Shuffle needs to requiere 5 MA... and what good would that do to medium users? They would still mitigate too little and there would still be too much undodgeable stuff out there.
It would also hurt PvE Tava Tanks a lot. But who cares?
But I like your second idea. Sadly the mitigation bonus already exists:
Phase: 'When you use Roll Dodge, your Physical and Spell Resistance is increased by 660 for 3 seconds." 30 points passive from Steed CP.
However, they could couple another mitigation boost to AoEs (2% per piece) while dodging and a short healing recieved bonus after dodging to 5p MA bonus.
Chilly-McFreeze wrote: »Shuffle and morph firstly need to require 5 medium armor slotted to use the skill.
Medium armor suffers hard vs all the skills that cant be dodged, and there are alot of them these days. Some damage mitigation when you are dodging would go a long way, and some innate penetration and/or boost to your selfhealing would also help alot.
Just give medium armor something zos...it rly needs a boost.
Shuffle needs to requiere 5 MA... and what good would that do to medium users? They would still mitigate too little and there would still be too much undodgeable stuff out there.
It would also hurt PvE Tava Tanks a lot. But who cares?
But I like your second idea. Sadly the mitigation bonus already exists:
Phase: 'When you use Roll Dodge, your Physical and Spell Resistance is increased by 660 for 3 seconds." 30 points passive from Steed CP.
However, they could couple another mitigation boost to AoEs (2% per piece) while dodging and a short healing recieved bonus after dodging to 5p MA bonus.
It would balance heavy vs medium in pvp. Wich is highly needed. Its the coupling of high mitigation and major evasion thats overperforming in pvp atm, can also be done with shieldstacking and major evasion wich is also effective.
Sooo
1)
To people saying "shuffle should require 5 pieces medium" that's not a medium armor buff,its a heavy nerf. Heavy and light are fine,medium is not.
2)
Medium armor is totally trash ATM,period. The main defense is rolling,and you can't outheal,shield or block damage. Rolling itself sucks: I consider rolling a mistake I must wait for in a 1v1 situation so I can land my burst,since you are powerless when rolling but still 1/2 of the skill in this game will get you.
3)
Medium has no preemptive defense: you can shield before the burst come get to you,or you can simply permablock (seriously,block casting needs to go but that's another topic) everything. With medium you can only roll to mitigate AFTER getting bursted,and good luck surviving a 25k burst with 22k HP.
4)
Medium is the only armor where a single mistake kills you. I see plenty of people doing mistake after mistake but still survive thanks to harness/healing ward or just holding block after and have their spammable 5k+ heals do the job. In medium you have a reliable heal every 8sec and vigor cost a lot and heals for 2.5k crit at maximum. To people saying medium is fine,try to fight a magdk: his dot will negate your heals while empowered lash 5k,skoria 5k and leap 6k are undodgeable.
5)
IMHO medium was nerfed with undodgeable skills because it was the main tool of 1vXers and a part of "lower the ceiling" politic. That's why now the game is full of easier and brainless way of mitigating damage,and everyone can put small efforts on learning how to play while still being effective. That's why I don't think medium will get a buff ,just have fun holding block or spamming a shield and gtfo.
So, another way to make evasion based builds work again would be to increase the healing taken while in dodge roll. Something like this (new addition in bold):
Agility
When 5 or more pieces of Medium Armor are equipped
Increases your Weapon Damage by 12%. Increases your healing received by 100% while Roll Dodging.
With this change players would be able to get some use out of roll dodge and perhaps actually outheal incoming damage (100% modifier would mean between 2-4k healing/dodge roll) instead of being locked in an animation, unable to do anything while almost everything still deals damage to you.
So, another way to make evasion based builds work again would be to increase the healing taken while in dodge roll. Something like this (new addition in bold):
Agility
When 5 or more pieces of Medium Armor are equipped
Increases your Weapon Damage by 12%. Increases your healing received by 100% while Roll Dodging.
With this change players would be able to get some use out of roll dodge and perhaps actually outheal incoming damage (100% modifier would mean between 2-4k healing/dodge roll) instead of being locked in an animation, unable to do anything while almost everything still deals damage to you.
Makes sense solo, because you have vigor and thats it, but this would be too OP in group. You would roll through healing springs or smth and full, every time.
Would have to be something like 100% healing received from self heals
So, another way to make evasion based builds work again would be to increase the healing taken while in dodge roll. Something like this (new addition in bold):
Agility
When 5 or more pieces of Medium Armor are equipped
Increases your Weapon Damage by 12%. Increases your healing received by 100% while Roll Dodging.
With this change players would be able to get some use out of roll dodge and perhaps actually outheal incoming damage (100% modifier would mean between 2-4k healing/dodge roll) instead of being locked in an animation, unable to do anything while almost everything still deals damage to you.
So, another way to make evasion based builds work again would be to increase the healing taken while in dodge roll. Something like this (new addition in bold):
Agility
When 5 or more pieces of Medium Armor are equipped
Increases your Weapon Damage by 12%. Increases your healing received by 100% while Roll Dodging.
With this change players would be able to get some use out of roll dodge and perhaps actually outheal incoming damage (100% modifier would mean between 2-4k healing/dodge roll) instead of being locked in an animation, unable to do anything while almost everything still deals damage to you.
Makes sense solo, because you have vigor and thats it, but this would be too OP in group. You would roll through healing springs or smth and full, every time.
Would have to be something like 100% healing received from self heals
I think that'd be some interesting group synergy tbh - not anymore op than wearing heavy armor+S&B & permablocking in those healing springs imo :P
So, another way to make evasion based builds work again would be to increase the healing taken while in dodge roll. Something like this (new addition in bold):
Agility
When 5 or more pieces of Medium Armor are equipped
Increases your Weapon Damage by 12%. Increases your healing received by 100% while Roll Dodging.
With this change players would be able to get some use out of roll dodge and perhaps actually outheal incoming damage (100% modifier would mean between 2-4k healing/dodge roll) instead of being locked in an animation, unable to do anything while almost everything still deals damage to you.
Makes sense solo, because you have vigor and thats it, but this would be too OP in group. You would roll through healing springs or smth and full, every time.
Would have to be something like 100% healing received from self heals
I think that'd be some interesting group synergy tbh - not anymore op than wearing heavy armor+S&B & permablocking in those healing springs imo :P
Defensive wise not anymore OP than it, but those people dont kill me If it was affecting every healing received it would be something like Minno mentioned. I think it would easier to get some major damage reduction than major healing received (damage reduction is the same no matter the situation, healing received is so much stronger with friend healer than without)
Strider_Roshin wrote: »70% damage reduction during roll dodge, Ummmm, no.
Would you prefer the "0% damage reduction, avoid nothing and drain your own stamina" that it currently is?
If not, maybe you could elaborate on your comment?
Edit: to be more clear, in the past Roll Dodge used to avoid almost all damage (100%) and didn't have a stacking cost to it - I believe 70% would be a fair compromise especially considering no one can spam it anymore.
??? Guess you haven't seen the roly polies in Cyrodil
It is mathematically impossible to Roll Dodge forever due to the stacking cost modifier, and if you "spam" it you eventually either run out of health or stamina - which btw is not the case with light armor shield spam or heavy armor's blocking/mitigation/self heals.
In any case, I'm not advocating for a 100% reduction to all damage - 70% would be just fine (on paper, ofc everything requires testing) and should make it possible to outheal DoTs atleast with Vigor, much like heavy armor outheals them (and everything else) while blocking. Of course, if you pressure someone they'll eventually run out of stamina if they have to keep roll dodging & vigoring.
I believe a lot of stamina users are being pushed to using heavy armor because medium is so weak. Nightblades are probably the only class that can get away with it because they can use shadow image + cloak to get out and live. What can a DK do? Or a stamplar?
Dodge rolling needs to be stronger, but it also needs to be purposeful. The invincibility frames are a little too long IMO. People will stop dodge rolling, but the dodging persists.
Make dodge rolling a reliable defense, but also more intentional.
I second that, medium armor feels bad, as bad as Ive ever felt it, and ive been using medium armor basicly exclusively the last 2 years of pvp. Up the survivability and give it some innate penetration or something....something...
Medium armor does need a buff in PvP, but how do you do it without breaking PvE. There are some good suggestions in here but we need to fix a few things before we go looking into medium armor.
1. Heavy armor wrath passive needs to be removed or changed. I would prefer resistance build over time. Another option is give straight 50% mitigation if receiving damage from 3 or more sources for 5 seconds. (After all heavy is supposed to be about taking damage. I would consider ulti gen, but with how broken vamp drain, tava's, heroic slash and blood spawn would be with it i opted out.
2. Fix heavy armor damage sets. Ravager needs to become medium armor. Fury needs time doubled to full advantage and total weapons damage reduced.
3. Fix dodge roll, while I agree dodge roll can be strong it does not work right all the time.
4. Medium and Light armor needs sustain buff, this is to entice players to use theses sets.
5. Standardize resistance in all armor types:
heavy armor full reinforced should be at cap with major ward and resolve up.
medium armor should be close to 2/3 of max resistance with same buffs up
light armor should be between 1/3-1/2 of heavy with same buffs.
6. Add critical damage bonus to passive skill line for having 5+ medium armor.
7. Remove all forms of rng dodge chance (evasion), nothing is worse than missing because of no skill involved. I would move vigor to medium armor skill line to replace evasion.
8. Under the dodge roll passive remove the cost reduction(obtain from c/p and armor) and add snare removal and immunity for 3-5 seconds on dodge roll, with a 10 second cooldown.
This is how i would fix medium, but in order to do that heavy has to be adjusted first.