paulsimonps wrote: »RIP Heavy armor Tava's Tanks, I never liked you and you will not be missed.
Chilly-McFreeze wrote: »
Chilly-McFreeze wrote: »Publius_Scipio wrote: »Personally there is a point where the dev must force players to make choices in order to spread things out naturally amongst the playerbase in the sake of balancing things. And this change makes sense. Someone outfitted in heavy armor isn't supposed to be mobile and evading. They are supposed to be absorbing damage. Just makes sense. It will give a nice boost to the value of playing a medium armor NB. In theory this change should help a bit with the "op" or "meta" builds where players are just choosing all the "best" stuff with few drawbacks and consequences that should be there in the build decision process.
Are the armor skill line passives being reworked the same way? To run off 5 pieces of same weight armor? Because the passives of heavy armor are pretty strong. Forcing the change on the passives will further make players make more serious build decisions, and I'd bet we'd see some less troll tanks in PvP. Not to mention further specify and define roles for trial groups and group dungeons.
There are exciting possibilities with this proposed change.
Keeping it short
-NB is currently the only class that can make MA work bc of extra Defense Option from cloak
-Restricting shuffle won't buff other MA users, it will be just as bad as it is now (dive, soul assault...)
-already to much snares in this game, this change will rub that in our faces even more
-double nerfing HA would be way over the top
-HA passives are fine, some sets are not
-as HA User you now have to either be permasnared or give up a good heal (rally)
-troll tanks use permablock, HA has no block passives (only constitution contributes to it), problem is block cost calculation
Further specify define roles for trial groups? What? Didn't know HA DDs where overperforming in vet trials or anything. And even if some pve DD would gimp himself with HA, they wouldn't make good use of shuffle. The only thing this changes for PvE is that Tava tanks are now officially dead.
Publius_Scipio wrote: »Chilly-McFreeze wrote: »Publius_Scipio wrote: »Personally there is a point where the dev must force players to make choices in order to spread things out naturally amongst the playerbase in the sake of balancing things. And this change makes sense. Someone outfitted in heavy armor isn't supposed to be mobile and evading. They are supposed to be absorbing damage. Just makes sense. It will give a nice boost to the value of playing a medium armor NB. In theory this change should help a bit with the "op" or "meta" builds where players are just choosing all the "best" stuff with few drawbacks and consequences that should be there in the build decision process.
Are the armor skill line passives being reworked the same way? To run off 5 pieces of same weight armor? Because the passives of heavy armor are pretty strong. Forcing the change on the passives will further make players make more serious build decisions, and I'd bet we'd see some less troll tanks in PvP. Not to mention further specify and define roles for trial groups and group dungeons.
There are exciting possibilities with this proposed change.
Keeping it short
-NB is currently the only class that can make MA work bc of extra Defense Option from cloak
-Restricting shuffle won't buff other MA users, it will be just as bad as it is now (dive, soul assault...)
-already to much snares in this game, this change will rub that in our faces even more
-double nerfing HA would be way over the top
-HA passives are fine, some sets are not
-as HA User you now have to either be permasnared or give up a good heal (rally)
-troll tanks use permablock, HA has no block passives (only constitution contributes to it), problem is block cost calculation
Further specify define roles for trial groups? What? Didn't know HA DDs where overperforming in vet trials or anything. And even if some pve DD would gimp himself with HA, they wouldn't make good use of shuffle. The only thing this changes for PvE is that Tava tanks are now officially dead.
Only thing I can say in response is that there should be choices that players have to make. So yeah, if you choose heavy armor you have to deal with snares. Or you can choose to run medium. It makes sense, if you are someone decked out in heavy armor, you aren't evading anything. There should be even more meaningful choices a player has to make in ESO when coming up with builds. ESO for a long time, from launch until now, has always featured these crazy builds that have allowed players to have way more benefits than drawbacks. And I don't see that as a great formula.
What about your points? I said it makes complete sense. You are wearing heavy armor, wtf are you looking to evade? You have to deal with the snares. That’s called real a trade off that matters. Let ZOS worry about dive and soul assault as a separate matter.Chilly-McFreeze wrote: »Publius_Scipio wrote: »Chilly-McFreeze wrote: »Publius_Scipio wrote: »Personally there is a point where the dev must force players to make choices in order to spread things out naturally amongst the playerbase in the sake of balancing things. And this change makes sense. Someone outfitted in heavy armor isn't supposed to be mobile and evading. They are supposed to be absorbing damage. Just makes sense. It will give a nice boost to the value of playing a medium armor NB. In theory this change should help a bit with the "op" or "meta" builds where players are just choosing all the "best" stuff with few drawbacks and consequences that should be there in the build decision process.
Are the armor skill line passives being reworked the same way? To run off 5 pieces of same weight armor? Because the passives of heavy armor are pretty strong. Forcing the change on the passives will further make players make more serious build decisions, and I'd bet we'd see some less troll tanks in PvP. Not to mention further specify and define roles for trial groups and group dungeons.
There are exciting possibilities with this proposed change.
Keeping it short
-NB is currently the only class that can make MA work bc of extra Defense Option from cloak
-Restricting shuffle won't buff other MA users, it will be just as bad as it is now (dive, soul assault...)
-already to much snares in this game, this change will rub that in our faces even more
-double nerfing HA would be way over the top
-HA passives are fine, some sets are not
-as HA User you now have to either be permasnared or give up a good heal (rally)
-troll tanks use permablock, HA has no block passives (only constitution contributes to it), problem is block cost calculation
Further specify define roles for trial groups? What? Didn't know HA DDs where overperforming in vet trials or anything. And even if some pve DD would gimp himself with HA, they wouldn't make good use of shuffle. The only thing this changes for PvE is that Tava tanks are now officially dead.
Only thing I can say in response is that there should be choices that players have to make. So yeah, if you choose heavy armor you have to deal with snares. Or you can choose to run medium. It makes sense, if you are someone decked out in heavy armor, you aren't evading anything. There should be even more meaningful choices a player has to make in ESO when coming up with builds. ESO for a long time, from launch until now, has always featured these crazy builds that have allowed players to have way more benefits than drawbacks. And I don't see that as a great formula.
Agree, choices should matter. But that's a lot of text to bring that across while ignoring everyone of my points.
Publius_Scipio wrote: »What about your points? I said it makes complete sense. You are wearing heavy armor, wtf are you looking to evade? You have to deal with the snares. That’s called real a trade off that matters. Let ZOS worry about dive and soul assault as a separate matter.Chilly-McFreeze wrote: »Publius_Scipio wrote: »Chilly-McFreeze wrote: »Publius_Scipio wrote: »Personally there is a point where the dev must force players to make choices in order to spread things out naturally amongst the playerbase in the sake of balancing things. And this change makes sense. Someone outfitted in heavy armor isn't supposed to be mobile and evading. They are supposed to be absorbing damage. Just makes sense. It will give a nice boost to the value of playing a medium armor NB. In theory this change should help a bit with the "op" or "meta" builds where players are just choosing all the "best" stuff with few drawbacks and consequences that should be there in the build decision process.
Are the armor skill line passives being reworked the same way? To run off 5 pieces of same weight armor? Because the passives of heavy armor are pretty strong. Forcing the change on the passives will further make players make more serious build decisions, and I'd bet we'd see some less troll tanks in PvP. Not to mention further specify and define roles for trial groups and group dungeons.
There are exciting possibilities with this proposed change.
Keeping it short
-NB is currently the only class that can make MA work bc of extra Defense Option from cloak
-Restricting shuffle won't buff other MA users, it will be just as bad as it is now (dive, soul assault...)
-already to much snares in this game, this change will rub that in our faces even more
-double nerfing HA would be way over the top
-HA passives are fine, some sets are not
-as HA User you now have to either be permasnared or give up a good heal (rally)
-troll tanks use permablock, HA has no block passives (only constitution contributes to it), problem is block cost calculation
Further specify define roles for trial groups? What? Didn't know HA DDs where overperforming in vet trials or anything. And even if some pve DD would gimp himself with HA, they wouldn't make good use of shuffle. The only thing this changes for PvE is that Tava tanks are now officially dead.
Only thing I can say in response is that there should be choices that players have to make. So yeah, if you choose heavy armor you have to deal with snares. Or you can choose to run medium. It makes sense, if you are someone decked out in heavy armor, you aren't evading anything. There should be even more meaningful choices a player has to make in ESO when coming up with builds. ESO for a long time, from launch until now, has always featured these crazy builds that have allowed players to have way more benefits than drawbacks. And I don't see that as a great formula.
Agree, choices should matter. But that's a lot of text to bring that across while ignoring everyone of my points.
Publius_Scipio wrote: ». Not to mention further specify and define roles for trial groups and group dungeons.
There are exciting possibilities with this proposed change.
Chilly-McFreeze wrote: »Publius_Scipio wrote: »What about your points? I said it makes complete sense. You are wearing heavy armor, wtf are you looking to evade? You have to deal with the snares. That’s called real a trade off that matters. Let ZOS worry about dive and soul assault as a separate matter.Chilly-McFreeze wrote: »Publius_Scipio wrote: »Chilly-McFreeze wrote: »Publius_Scipio wrote: »Personally there is a point where the dev must force players to make choices in order to spread things out naturally amongst the playerbase in the sake of balancing things. And this change makes sense. Someone outfitted in heavy armor isn't supposed to be mobile and evading. They are supposed to be absorbing damage. Just makes sense. It will give a nice boost to the value of playing a medium armor NB. In theory this change should help a bit with the "op" or "meta" builds where players are just choosing all the "best" stuff with few drawbacks and consequences that should be there in the build decision process.
Are the armor skill line passives being reworked the same way? To run off 5 pieces of same weight armor? Because the passives of heavy armor are pretty strong. Forcing the change on the passives will further make players make more serious build decisions, and I'd bet we'd see some less troll tanks in PvP. Not to mention further specify and define roles for trial groups and group dungeons.
There are exciting possibilities with this proposed change.
Keeping it short
-NB is currently the only class that can make MA work bc of extra Defense Option from cloak
-Restricting shuffle won't buff other MA users, it will be just as bad as it is now (dive, soul assault...)
-already to much snares in this game, this change will rub that in our faces even more
-double nerfing HA would be way over the top
-HA passives are fine, some sets are not
-as HA User you now have to either be permasnared or give up a good heal (rally)
-troll tanks use permablock, HA has no block passives (only constitution contributes to it), problem is block cost calculation
Further specify define roles for trial groups? What? Didn't know HA DDs where overperforming in vet trials or anything. And even if some pve DD would gimp himself with HA, they wouldn't make good use of shuffle. The only thing this changes for PvE is that Tava tanks are now officially dead.
Only thing I can say in response is that there should be choices that players have to make. So yeah, if you choose heavy armor you have to deal with snares. Or you can choose to run medium. It makes sense, if you are someone decked out in heavy armor, you aren't evading anything. There should be even more meaningful choices a player has to make in ESO when coming up with builds. ESO for a long time, from launch until now, has always featured these crazy builds that have allowed players to have way more benefits than drawbacks. And I don't see that as a great formula.
Agree, choices should matter. But that's a lot of text to bring that across while ignoring everyone of my points.
Point is that MA still sucks, that this adds nothing for this armor type and that the big issues (high dmg HA sets, permablocking, shieldstacking) still exist and make this game unbalanced.
They should have buffed MA instead or additionally to this restriction. Plus changing ravager & co and block cost calculation. I take no issue with shuffle being restricted except that it kills pve tava tanks. But this change wont help medium armor to survive.
But what I really want to know now, what did you mean with:Publius_Scipio wrote: ». Not to mention further specify and define roles for trial groups and group dungeons.
There are exciting possibilities with this proposed change.
What possibilites opened up with the restriction? The possibility to be permasnared or without burst heal on stam HA? Tthat you can slot shuffle on MA, just like before? The possibilty to use a completly useless heavy armor skill? Or the possibilty to deconstruct armor master set pieces because there is no reason in doubleslotting these?
And how does this define roles for trial groups? No good DD runs heavy, tava tanks will become extinct. That's all that will be different in PvE.
Joy_Division wrote: »Probably how it should have always been.
Heavy Armor's skill is trash, though it's not like heavy needs help atm.
Wrobel needs to redo the Elude morph, since it's pointless as the base skill requires 5 pieces of medium.
Lightspeedflashb14_ESO wrote: »Joy_Division wrote: »Probably how it should have always been.
Heavy Armor's skill is trash, though it's not like heavy needs help atm.
Wrobel needs to redo the Elude morph, since it's pointless as the base skill requires 5 pieces of medium.
They need to redo all the armor skills, they all have some modifiers for skill based on number of armor pieces you have on.
Lightspeedflashb14_ESO wrote: »Joy_Division wrote: »Probably how it should have always been.
Heavy Armor's skill is trash, though it's not like heavy needs help atm.
Wrobel needs to redo the Elude morph, since it's pointless as the base skill requires 5 pieces of medium.
They need to redo all the armor skills, they all have some modifiers for skill based on number of armor pieces you have on.
Yeah the morphs which increase the duration scaling with the amount of armor pieces you wear should be changed.
The others are kinda fine except for harness that skill needs a readjustment because it is too powerful right now.
On a magblade with 40k mag and no points into bastion i still get a 8.3k shield for 4k mag with the potential to restore 6k magicka.
When fighting against mag chars this results in +2k mag and a 8k shield that is too powerful.
Reduce it to regain a maximum of 50% of the cost not 133%
All I'm thinking about is my tank, and how it no longer will be able to use Elude (more duration).
Elude was my go-to ability when tanking vAA HM (Axes) & vHRC HM (The Warrior) and this change is really huge.
Please re-think this, in a PvE perspective!
Publius_Scipio wrote: »Personally there is a point where the dev must force players to make choices in order to spread things out naturally amongst the playerbase in the sake of balancing things. And this change makes sense. Someone outfitted in heavy armor isn't supposed to be mobile and evading. They are supposed to be absorbing damage. Just makes sense. It will give a nice boost to the value of playing a medium armor NB. In theory this change should help a bit with the "op" or "meta" builds where players are just choosing all the "best" stuff with few drawbacks and consequences that should be there in the build decision process.
Are the armor skill line passives being reworked the same way? To run off 5 pieces of same weight armor? Because the passives of heavy armor are pretty strong. Forcing the change on the passives will further make players make more serious build decisions, and I'd bet we'd see some less troll tanks in PvP. Not to mention further specify and define roles for trial groups and group dungeons.
There are exciting possibilities with this proposed change.
Chilly-McFreeze wrote: »Chilly-McFreeze wrote: »Publius_Scipio wrote: »Personally there is a point where the dev must force players to make choices in order to spread things out naturally amongst the playerbase in the sake of balancing things. And this change makes sense. Someone outfitted in heavy armor isn't supposed to be mobile and evading. They are supposed to be absorbing damage. Just makes sense. It will give a nice boost to the value of playing a medium armor NB. In theory this change should help a bit with the "op" or "meta" builds where players are just choosing all the "best" stuff with few drawbacks and consequences that should be there in the build decision process.
Are the armor skill line passives being reworked the same way? To run off 5 pieces of same weight armor? Because the passives of heavy armor are pretty strong. Forcing the change on the passives will further make players make more serious build decisions, and I'd bet we'd see some less troll tanks in PvP. Not to mention further specify and define roles for trial groups and group dungeons.
There are exciting possibilities with this proposed change.
Keeping it short
-NB is currently the only class that can make MA work
-Restricting shuffle won't buff other MA users, it will be just as bad as it is now
-double nerfing HA is way over the top
-HA passives are fine, some sets are not
-troll tanks use permablock, HA has no block passives (only constitution contributes to it), problem is block cost calculation
Further specify define roles for trial groups? What? Didn't know HA DDs where overperforming in vet trials or anything. And even if some pve DD would gimp himself with HA, they wouldn't make good use of shuffle. The only thing this changes for PvE is that Tava tanks are now officially dead.
Its great change pvp-wise. PvE-wise people ignoring such strong set as Gossamer, hopefully now they can try to adotp it into rotations.
Can you please specify how a MA stamDK will be any more viable after this than it is now?
Taking away things from others is not always the same as buffing yourself.
Chilly-McFreeze wrote: »Chilly-McFreeze wrote: »Publius_Scipio wrote: »Personally there is a point where the dev must force players to make choices in order to spread things out naturally amongst the playerbase in the sake of balancing things. And this change makes sense. Someone outfitted in heavy armor isn't supposed to be mobile and evading. They are supposed to be absorbing damage. Just makes sense. It will give a nice boost to the value of playing a medium armor NB. In theory this change should help a bit with the "op" or "meta" builds where players are just choosing all the "best" stuff with few drawbacks and consequences that should be there in the build decision process.
Are the armor skill line passives being reworked the same way? To run off 5 pieces of same weight armor? Because the passives of heavy armor are pretty strong. Forcing the change on the passives will further make players make more serious build decisions, and I'd bet we'd see some less troll tanks in PvP. Not to mention further specify and define roles for trial groups and group dungeons.
There are exciting possibilities with this proposed change.
Keeping it short
-NB is currently the only class that can make MA work
-Restricting shuffle won't buff other MA users, it will be just as bad as it is now
-double nerfing HA is way over the top
-HA passives are fine, some sets are not
-troll tanks use permablock, HA has no block passives (only constitution contributes to it), problem is block cost calculation
Further specify define roles for trial groups? What? Didn't know HA DDs where overperforming in vet trials or anything. And even if some pve DD would gimp himself with HA, they wouldn't make good use of shuffle. The only thing this changes for PvE is that Tava tanks are now officially dead.
Its great change pvp-wise. PvE-wise people ignoring such strong set as Gossamer, hopefully now they can try to adotp it into rotations.
Can you please specify how a MA stamDK will be any more viable after this than it is now?
Taking away things from others is not always the same as buffing yourself.
Again, as others have said, HA is not supposed to be mobile. Ever. You trade off mobility and damage ( supposed to trade off damage at least ) for survivability and healing when using heavy. This is how it should have been.
Chilly-McFreeze wrote: »Chilly-McFreeze wrote: »Chilly-McFreeze wrote: »Publius_Scipio wrote: »Personally there is a point where the dev must force players to make choices in order to spread things out naturally amongst the playerbase in the sake of balancing things. And this change makes sense. Someone outfitted in heavy armor isn't supposed to be mobile and evading. They are supposed to be absorbing damage. Just makes sense. It will give a nice boost to the value of playing a medium armor NB. In theory this change should help a bit with the "op" or "meta" builds where players are just choosing all the "best" stuff with few drawbacks and consequences that should be there in the build decision process.
Are the armor skill line passives being reworked the same way? To run off 5 pieces of same weight armor? Because the passives of heavy armor are pretty strong. Forcing the change on the passives will further make players make more serious build decisions, and I'd bet we'd see some less troll tanks in PvP. Not to mention further specify and define roles for trial groups and group dungeons.
There are exciting possibilities with this proposed change.
Keeping it short
-NB is currently the only class that can make MA work
-Restricting shuffle won't buff other MA users, it will be just as bad as it is now
-double nerfing HA is way over the top
-HA passives are fine, some sets are not
-troll tanks use permablock, HA has no block passives (only constitution contributes to it), problem is block cost calculation
Further specify define roles for trial groups? What? Didn't know HA DDs where overperforming in vet trials or anything. And even if some pve DD would gimp himself with HA, they wouldn't make good use of shuffle. The only thing this changes for PvE is that Tava tanks are now officially dead.
Its great change pvp-wise. PvE-wise people ignoring such strong set as Gossamer, hopefully now they can try to adotp it into rotations.
Can you please specify how a MA stamDK will be any more viable after this than it is now?
Taking away things from others is not always the same as buffing yourself.
Again, as others have said, HA is not supposed to be mobile. Ever. You trade off mobility and damage ( supposed to trade off damage at least ) for survivability and healing when using heavy. This is how it should have been.
@laced
I see that it is a nerf to heavy, I know. And yes, this brings heavy armor performance down a bit, but the difference in dmg through sets, mitigation, healing etc. is still there. Also it changes nothing about medium armor's main defence (dodge roll) being gutted every patch (more undodgebles).
So how will it help medium armor builds to perform better, compared to how they do on live, once this change hits?
Perhaps they could at least leave Armour Master 5 piece users to still slot any armour skill. After all it is Armour MASTER. This way people could still use Armour Master and Tava's Favour in PvE while restricting it a bit in PvP. Both camps happy and Masters of Armour can still be Masters of Armour!
Chilly-McFreeze wrote: »Chilly-McFreeze wrote: »Chilly-McFreeze wrote: »Publius_Scipio wrote: »Personally there is a point where the dev must force players to make choices in order to spread things out naturally amongst the playerbase in the sake of balancing things. And this change makes sense. Someone outfitted in heavy armor isn't supposed to be mobile and evading. They are supposed to be absorbing damage. Just makes sense. It will give a nice boost to the value of playing a medium armor NB. In theory this change should help a bit with the "op" or "meta" builds where players are just choosing all the "best" stuff with few drawbacks and consequences that should be there in the build decision process.
Are the armor skill line passives being reworked the same way? To run off 5 pieces of same weight armor? Because the passives of heavy armor are pretty strong. Forcing the change on the passives will further make players make more serious build decisions, and I'd bet we'd see some less troll tanks in PvP. Not to mention further specify and define roles for trial groups and group dungeons.
There are exciting possibilities with this proposed change.
Keeping it short
-NB is currently the only class that can make MA work
-Restricting shuffle won't buff other MA users, it will be just as bad as it is now
-double nerfing HA is way over the top
-HA passives are fine, some sets are not
-troll tanks use permablock, HA has no block passives (only constitution contributes to it), problem is block cost calculation
Further specify define roles for trial groups? What? Didn't know HA DDs where overperforming in vet trials or anything. And even if some pve DD would gimp himself with HA, they wouldn't make good use of shuffle. The only thing this changes for PvE is that Tava tanks are now officially dead.
Its great change pvp-wise. PvE-wise people ignoring such strong set as Gossamer, hopefully now they can try to adotp it into rotations.
Can you please specify how a MA stamDK will be any more viable after this than it is now?
Taking away things from others is not always the same as buffing yourself.
Again, as others have said, HA is not supposed to be mobile. Ever. You trade off mobility and damage ( supposed to trade off damage at least ) for survivability and healing when using heavy. This is how it should have been.
@laced
I see that it is a nerf to heavy, I know. And yes, this brings heavy armor performance down a bit, but the difference in dmg through sets, mitigation, healing etc. is still there. Also it changes nothing about medium armor's main defence (dodge roll) being gutted every patch (more undodgebles).
So how will it help medium armor builds to perform better, compared to how they do on live, once this change hits?
It wont, but it will bring down HA a bit. I have always advocated heavy to be a tank oriented armor, and was very against the changes they made to have it be a dps hybrid armor. Medium still needs some major help, a built in dodge chance would be good
Chilly-McFreeze wrote: »Chilly-McFreeze wrote: »Chilly-McFreeze wrote: »Chilly-McFreeze wrote: »Publius_Scipio wrote: »Personally there is a point where the dev must force players to make choices in order to spread things out naturally amongst the playerbase in the sake of balancing things. And this change makes sense. Someone outfitted in heavy armor isn't supposed to be mobile and evading. They are supposed to be absorbing damage. Just makes sense. It will give a nice boost to the value of playing a medium armor NB. In theory this change should help a bit with the "op" or "meta" builds where players are just choosing all the "best" stuff with few drawbacks and consequences that should be there in the build decision process.
Are the armor skill line passives being reworked the same way? To run off 5 pieces of same weight armor? Because the passives of heavy armor are pretty strong. Forcing the change on the passives will further make players make more serious build decisions, and I'd bet we'd see some less troll tanks in PvP. Not to mention further specify and define roles for trial groups and group dungeons.
There are exciting possibilities with this proposed change.
Keeping it short
-NB is currently the only class that can make MA work
-Restricting shuffle won't buff other MA users, it will be just as bad as it is now
-double nerfing HA is way over the top
-HA passives are fine, some sets are not
-troll tanks use permablock, HA has no block passives (only constitution contributes to it), problem is block cost calculation
Further specify define roles for trial groups? What? Didn't know HA DDs where overperforming in vet trials or anything. And even if some pve DD would gimp himself with HA, they wouldn't make good use of shuffle. The only thing this changes for PvE is that Tava tanks are now officially dead.
Its great change pvp-wise. PvE-wise people ignoring such strong set as Gossamer, hopefully now they can try to adotp it into rotations.
Can you please specify how a MA stamDK will be any more viable after this than it is now?
Taking away things from others is not always the same as buffing yourself.
Again, as others have said, HA is not supposed to be mobile. Ever. You trade off mobility and damage ( supposed to trade off damage at least ) for survivability and healing when using heavy. This is how it should have been.
@laced
I see that it is a nerf to heavy, I know. And yes, this brings heavy armor performance down a bit, but the difference in dmg through sets, mitigation, healing etc. is still there. Also it changes nothing about medium armor's main defence (dodge roll) being gutted every patch (more undodgebles).
So how will it help medium armor builds to perform better, compared to how they do on live, once this change hits?
It wont, but it will bring down HA a bit. I have always advocated heavy to be a tank oriented armor, and was very against the changes they made to have it be a dps hybrid armor. Medium still needs some major help, a built in dodge chance would be good
Exactly, ma still underperforms. But i don't believe another evasion is needed. Shuffle already grants that and many skills can't be dodged anyway.
I think a buff to dodge would be great. E.g. a mitigation/ resistance buff while performing the roll and a short window of increased healing recieved afterwards. Also a buff to the athletics passive, like half or a third of that sprint speed bonus to movement speed in general to further specify the difference between mobile medium and tanky heavy.
All I'm thinking about is my tank, and how it no longer will be able to use Elude (more duration).
Elude was my go-to ability when tanking vAA HM (Axes) & vHRC HM (The Warrior) and this change is really huge.
Please re-think this, in a PvE perspective!
CatchMeTrolling wrote: »About a year ago most of the pvp community was suggesting this, so I don’t see why now it would be an issue. It’s a step in the right direction even if it’s late.
CatchMeTrolling wrote: »About a year ago most of the pvp community was suggesting this, so I don’t see why now it would be an issue. It’s a step in the right direction even if it’s late.
We were playing a pretty different game about one year ago though...
Which is why people might see issues in this now.
All I'm thinking about is my tank, and how it no longer will be able to use Elude (more duration).
Elude was my go-to ability when tanking vAA HM (Axes) & vHRC HM (The Warrior) and this change is really huge.
Please re-think this, in a PvE perspective!