Hard to say.
It´s either a slight buff to medium armor and keep the current set themes or a buff to medium armor setbonuses.
Both would definetly be over the top.
@Derra give me ur opinion on that -
Shuffle - No longer has Major Evasion but remove snares on activation, and some x Minor buff (perhaps not)
Medium Armor - Wearing 5 pieces will gain the user Major Evasion in all times.
This way heavy users can still deal with snares in open world, lose abit of tankiness cuz 15% dodge chance is gone.
Med armor will gain abit of dmg cuz now players can drop shuffle for more offensive skill.
arkansas_ESO wrote: »Drakkdjinn wrote: »deepseamk20b14_ESO wrote: »Drakkdjinn wrote: »RIP snare counterplay.
Preview of Cyrodiil gameplay:
Maybe this is their roundabount way of dealing with cyro lag -- if half the population is snared, everyone's character will run at the same speed as ZoS' servers.
Full heavy armor should not be highly mobile to begin with, not compared to medium armor. If they want the heavy armor meta to change, this change needs to happen. I find it a "semi-buff" to medium armor. Or at least a reason for people to run it more.
It's nowhere near enough for medium to compete, especially since shuffle and vigor were balanced in earlier patches independent of the armor requirement to be more expensive/lower chance.
This change is likely going to force forward momentum and 2h onto stam builds -- effectively removing stam's burst heal for an improperly tuned vigor. It's like they disregard or are unaware of all their own previous balance philosophies every-time enough newbs QQ on the forums about something.
Wouldn't it be better to just swap out Shuffle for Mist Form if your class needs the heal from Rally?
Drakkdjinn wrote: »arkansas_ESO wrote: »Drakkdjinn wrote: »deepseamk20b14_ESO wrote: »Drakkdjinn wrote: »RIP snare counterplay.
Preview of Cyrodiil gameplay:
Maybe this is their roundabount way of dealing with cyro lag -- if half the population is snared, everyone's character will run at the same speed as ZoS' servers.
Full heavy armor should not be highly mobile to begin with, not compared to medium armor. If they want the heavy armor meta to change, this change needs to happen. I find it a "semi-buff" to medium armor. Or at least a reason for people to run it more.
It's nowhere near enough for medium to compete, especially since shuffle and vigor were balanced in earlier patches independent of the armor requirement to be more expensive/lower chance.
This change is likely going to force forward momentum and 2h onto stam builds -- effectively removing stam's burst heal for an improperly tuned vigor. It's like they disregard or are unaware of all their own previous balance philosophies every-time enough newbs QQ on the forums about something.
Wouldn't it be better to just swap out Shuffle for Mist Form if your class needs the heal from Rally?
If I was a vamp magicka class using 2h, yes. We're talking about stam, see thread title.
For posterity, I agree with the shuffle armor requirement, but not the removal of snare management from all stam builds save medium setups -- medium is mediocre at best for most stam builds given the state of PvP and this change does not address that, at all.
AS ZOS annouced yesterday in eso live,
Heavy armor wont be able to use shuffle skill anymore, Which is a good thing. - Only if u wear 5 pieces of medium armor.
But i bet u forgot "Double Take " / "Blur" NB skill, what about it? I bet its going to work with heavy,
Gratz ZOS, ure just going to make heavy armor nb more broken than it is in the last few patch.
How stamina players is even going to compete vs Magicka players now?? Wearing med armor??? (Ya right...)
This change is nerfing Heavy armor to the ground, but yet its not buffing med armor, which cant even compete with light / heavy magicka users... like wtf?
Why stamina getting nerfed patch after patch, but magicka builds remain untouched??
Dont forget the "low cost" of Shuffle on heavy, 4.2k stamina cost pretty much *** up ur resources.
Do i even have the option now to 1 vs x, or small scale as stam player if im not a nb or a sorc? let the snare games begin.
How classes deals with snares open world - Escape abilites
Stam nb > Cloak (Ease the snare duration while hidden)
Stam Sorc > Streak
Stam Templar > Purify
Stam warden > Major exp wings + 15% less snare passive (lols)
Stam dk > ??????? Perma block???
Mag Classes > Mist Form. (And more ofc...)
My suggestion for a better balancing-
Shuffle - No longer has Major Evasion but remove snares on activation, and some x Minor buff (perhaps not)
Medium Armor Passive - Wearing 5 pieces will gain the user Major Evasion in all times.
@ZOS_Wrobel @ZOS_GinaBruno ^
This way heavy users can still deal with snares in open world, lose abit of tankiness cuz 15% dodge chance is gone.
Med armor will gain abit of dmg cuz now players can drop shuffle for more offensive skill.
This is called true balance.
jmgrant44ub17_ESO wrote: »Completely changing how skills work and the requirement for them at this point seems counterproductive. It's like the balance team is locked in a closet and they let them out once a month to take a look at the game. I have never seen a company chip away at their customer base as much as ZOS does. It feels like they want the good/smart players to go away so they can have a bunch of costume wearing, crown crate buying casuals. Maybe this is their marketing plan so they can introduce the next chapter and get another sixty dollars from them. On one hand they talk about build diversity and then they turn around and pigeonhole people into classes and skills. I truly believe if people stop posting in the forms and stopped streaming the game they would have no idea of what's going on.
Drakkdjinn wrote: »arkansas_ESO wrote: »Drakkdjinn wrote: »deepseamk20b14_ESO wrote: »Drakkdjinn wrote: »RIP snare counterplay.
Preview of Cyrodiil gameplay:
Maybe this is their roundabount way of dealing with cyro lag -- if half the population is snared, everyone's character will run at the same speed as ZoS' servers.
Full heavy armor should not be highly mobile to begin with, not compared to medium armor. If they want the heavy armor meta to change, this change needs to happen. I find it a "semi-buff" to medium armor. Or at least a reason for people to run it more.
It's nowhere near enough for medium to compete, especially since shuffle and vigor were balanced in earlier patches independent of the armor requirement to be more expensive/lower chance.
This change is likely going to force forward momentum and 2h onto stam builds -- effectively removing stam's burst heal for an improperly tuned vigor. It's like they disregard or are unaware of all their own previous balance philosophies every-time enough newbs QQ on the forums about something.
Wouldn't it be better to just swap out Shuffle for Mist Form if your class needs the heal from Rally?
If I was a vamp magicka class using 2h, yes. We're talking about stam, see thread title.
For posterity, I agree with the shuffle armor requirement, but not the removal of snare management from all stam builds save medium setups -- medium is mediocre at best for most stam builds given the state of PvP and this change does not address that, at all.
Med and Light armor still getting rekt by heavy, even without shuffle.
This change didnt fixed ***, it only made some classes not viable to open world pvp anymore. Thats the only thing zos achieved with it.
Drakkdjinn wrote: »arkansas_ESO wrote: »Drakkdjinn wrote: »deepseamk20b14_ESO wrote: »Drakkdjinn wrote: »RIP snare counterplay.
Preview of Cyrodiil gameplay:
Maybe this is their roundabount way of dealing with cyro lag -- if half the population is snared, everyone's character will run at the same speed as ZoS' servers.
Full heavy armor should not be highly mobile to begin with, not compared to medium armor. If they want the heavy armor meta to change, this change needs to happen. I find it a "semi-buff" to medium armor. Or at least a reason for people to run it more.
It's nowhere near enough for medium to compete, especially since shuffle and vigor were balanced in earlier patches independent of the armor requirement to be more expensive/lower chance.
This change is likely going to force forward momentum and 2h onto stam builds -- effectively removing stam's burst heal for an improperly tuned vigor. It's like they disregard or are unaware of all their own previous balance philosophies every-time enough newbs QQ on the forums about something.
Wouldn't it be better to just swap out Shuffle for Mist Form if your class needs the heal from Rally?
If I was a vamp magicka class using 2h, yes. We're talking about stam, see thread title.
For posterity, I agree with the shuffle armor requirement, but not the removal of snare management from all stam builds save medium setups -- medium is mediocre at best for most stam builds given the state of PvP and this change does not address that, at all.
Med and Light armor still getting rekt by heavy, even without shuffle.
This change didnt fixed ***, it only made some classes not viable to open world pvp anymore. Thats the only thing zos achieved with it.
They start to nerf HA on this way. I dont think, that its wrong. Its more pressure for HA targets. For example some nightblades in HA now need to use the other morph of momentum and dont have there instantheal anymore. So they need to play more careful. Together with that they will really miss there 15% dodgechance.
Main problem will be again, that some HA builds can stack more weapondamage then every medium armor build just because of some sets...
But we will see. I really like this changes. They really readed some community posts and change some good things in the first time of ESO.. we will see how that is working. Maybe better then you think actually.
https://m.youtube.com/watch?v=jRKz82v5JQYI dont care about Blur, its not a big deal. But if shuffle getting nerfed to heavy armor only, then blur should aswell.
Kneighbors wrote: »Very good change. Blur is their class skill, they can use it 24/7 same as Sorc can use his ward with heavy, DK his reflective scales, Templar blazing shield and so on....
If you implying that NB must have their Blur nerfed that means all of the above must be nerfed.
If you are still serious about it then
it's best to fully remove all the skills that have even slight difference between classes and then you will play sword against sword. Something tells me you will still find a reason to make a thread that it os unfair, OP, broken etc
And something tells me u have no clue in pvp...
As u said for urself, Ward and Blur should get nerfed as the other skills got rekt to the ground. - There is a reason no1 using Blazing or Reflect, but pepole still using Blur and Ward.
I dont care about Blur, its not a big deal. But if shuffle getting nerfed to heavy armor only, then blur should aswell.
https://m.youtube.com/watch?v=jRKz82v5JQYI dont care about Blur, its not a big deal. But if shuffle getting nerfed to heavy armor only, then blur should aswell.
didn't they say that this change "makes blur more special"? so no it's not gonna get changed. at any rate it doesn't really mater. since with/without shuffle/blur stam nb's are really the only class that can wear medium armor and get away with it.
well, stam sorcs to. but still whatever.
https://m.youtube.com/watch?v=jRKz82v5JQYI dont care about Blur, its not a big deal. But if shuffle getting nerfed to heavy armor only, then blur should aswell.
I know son, its hard for u to understand such complex sentence, it must hurts when u try too.
didn't they say that this change "makes blur more special"? so no it's not gonna get changed. at any rate it doesn't really mater. since with/without shuffle/blur stam nb's are really the only class that can wear medium armor and get away with it.
well, stam sorcs to. but still whatever.
I was talking about heavy armor builds with blur...
yeah i know. ZoS said the fact that shuffle cannot be used with heavy armor makes Blur on nightblades more special because it can. it's not gonna be changed.
and i said your proposed change wouldn't affect nightblades because they can use medium more efficiently than pretty much any other class.
regardless it doesn't even really matter. there is so much undodgeable bs in the game the main strength of shuffle was removing snares more than dodge chance. which is where the real problem is. blur is not as good as shuffle because it does not remove snares, which is why most nb's use shuffle over blur.
yeah i know. ZoS said the fact that shuffle cannot be used with heavy armor makes Blur on nightblades more special because it can. it's not gonna be changed.
and i said your proposed change wouldn't affect nightblades because they can use medium more efficiently than pretty much any other class.
regardless it doesn't even really matter. there is so much undodgeable bs in the game the main strength of shuffle was removing snares more than dodge chance. which is where the real problem is. blur is not as good as shuffle because it does not remove snares, which is why most nb's use shuffle over blur.
They achieved nothing with the shuffle "nerf", it only made my class and few others unviable for solo play in cyro, which was the only thing that kept me playing this game. -Also placing mag heavy armor at the top.
I already uninstalled and unsubbed, till they bring some quality balance i wont step in to this cancer game. -Direction of eso is towards casuals gameplay. *** this ***.
Got tired of broken mechanics,
Got tired when my build last only for 1 patch for 10 in a row,
And most important the *** insane lag in cyro, Why u guys are even bother with maintaince? xD
deepseamk20b14_ESO wrote: »Drakkdjinn wrote: »RIP snare counterplay.
Preview of Cyrodiil gameplay:
Maybe this is their roundabount way of dealing with cyro lag -- if half the population is snared, everyone's character will run at the same speed as ZoS' servers.
Full heavy armor should not be highly mobile to begin with, not compared to medium armor. If they want the heavy armor meta to change, this change needs to happen. I find it a "semi-buff" to medium armor. Or at least a reason for people to run it more.
yeah i know. ZoS said the fact that shuffle cannot be used with heavy armor makes Blur on nightblades more special because it can. it's not gonna be changed.
and i said your proposed change wouldn't affect nightblades because they can use medium more efficiently than pretty much any other class.
regardless it doesn't even really matter. there is so much undodgeable bs in the game the main strength of shuffle was removing snares more than dodge chance. which is where the real problem is. blur is not as good as shuffle because it does not remove snares, which is why most nb's use shuffle over blur.
They achieved nothing with the shuffle "nerf", it only made my class and few others unviable for solo play in cyro, which was the only thing that kept me playing this game. -Also placing mag heavy armor at the top.
I already uninstalled and unsubbed, till they bring some quality balance i wont step in to this cancer game. -Direction of eso is towards casuals gameplay. *** this ***.
Got tired of broken mechanics,
Got tired when my build last only for 1 patch for 10 in a row,
And most important the *** insane lag in cyro, Why u guys are even bother with maintaince? xD
If you already uninstalled & unsubbed, can you stop commenting on the forums too?
Many here don't agree with you & it won't change anyways so please stop ranting your bias.
AS ZOS annouced yesterday in eso live,
Heavy armor wont be able to use shuffle skill anymore, Which is a good thing. - Only if u wear 5 pieces of medium armor.
But i bet u forgot "Double Take " / "Blur" NB skill, what about it? I bet its going to work with heavy,
Gratz ZOS, ure just going to make heavy armor nb more broken than it is in the last few patch.
How stamina players is even going to compete vs Magicka players now?? Wearing med armor??? (Ya right...)
This change is nerfing Heavy armor to the ground, but yet its not buffing med armor, which cant even compete with light / heavy magicka users... like wtf?
Why stamina getting nerfed patch after patch, but magicka builds remain untouched??
Dont forget the "low cost" of Shuffle on heavy, 4.2k stamina cost pretty much *** up ur resources.
Do i even have the option now to 1 vs x, or small scale as stam player if im not a nb or a sorc? let the snare games begin.
How classes deals with snares open world - Escape abilites
Stam nb > Cloak (Ease the snare duration while hidden)
Stam Sorc > Streak
Stam Templar > Purify
Stam warden > Major exp wings + 15% less snare passive (lols)
Stam dk > ??????? Perma block???
Mag Classes > Mist Form. (And more ofc...)
My suggestion for a better balancing-
Shuffle - No longer has Major Evasion but remove snares on activation, and some x Minor buff (perhaps not)
Medium Armor Passive - Wearing 5 pieces will gain the user Major Evasion in all times.
@ZOS_Wrobel @ZOS_GinaBruno ^
This way heavy users can still deal with snares in open world, lose abit of tankiness cuz 15% dodge chance is gone.
Med armor will gain abit of dmg cuz now players can drop shuffle for more offensive skill.
This is called true balance.
It used to be like this in the first place if I remember correctly. But this is a wonderful change, because lets be honest, why should someone wearing 7 heavy be able to use a medium armor ability?
THAT BEING SAID, medium armor desperately needs some passive dodge chance perks. Heavy gives you higher physical damage resist and rapid mending, light gives spell damage resist and extra spell penetration. Medium should have extra physical penetration too.....
Emma_Overload wrote: »It used to be like this in the first place if I remember correctly. But this is a wonderful change, because lets be honest, why should someone wearing 7 heavy be able to use a medium armor ability?
THAT BEING SAID, medium armor desperately needs some passive dodge chance perks. Heavy gives you higher physical damage resist and rapid mending, light gives spell damage resist and extra spell penetration. Medium should have extra physical penetration too.....
LOL. Medium ALREADY has more crit AND a weapon damage bonus... now you want penetration, too? Use mauls or maces if you want more penetration!
Emma_Overload wrote: »It used to be like this in the first place if I remember correctly. But this is a wonderful change, because lets be honest, why should someone wearing 7 heavy be able to use a medium armor ability?
THAT BEING SAID, medium armor desperately needs some passive dodge chance perks. Heavy gives you higher physical damage resist and rapid mending, light gives spell damage resist and extra spell penetration. Medium should have extra physical penetration too.....
LOL. Medium ALREADY has more crit AND a weapon damage bonus... now you want penetration, too? Use mauls or maces if you want more penetration!
Ehm ehm, 0.5% more crit if you wear all 7 pieces, 2.5% less than light if you wear just 5 pieces like they need to wear and there is not even need to prove 4800 penetration is so much more than 200-300 WD.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
Emma_Overload wrote: »It used to be like this in the first place if I remember correctly. But this is a wonderful change, because lets be honest, why should someone wearing 7 heavy be able to use a medium armor ability?
THAT BEING SAID, medium armor desperately needs some passive dodge chance perks. Heavy gives you higher physical damage resist and rapid mending, light gives spell damage resist and extra spell penetration. Medium should have extra physical penetration too.....
LOL. Medium ALREADY has more crit AND a weapon damage bonus... now you want penetration, too? Use mauls or maces if you want more penetration!
Ehm ehm, 0.5% more crit if you wear all 7 pieces, 2.5% less than light if you wear just 5 pieces like they need to wear and there is not even need to prove 4800 penetration is so much more than 200-300 WD.
The grass is always greener on the other side of the fence. Melee weapons have a higher base weapon damage, dagger can boost crit a lot, bleed that ignores all resistance, ...
Also keep in mind penetration does not boost your heals and is useless against shields so trading wd for penetration will weaken your heals which is not the best idea for stam pvp chars.
It would also be interesting to actually calculate how much more damage light armor would give.(I think in pvp the penetration should give ~8% damage increase against none shielded targets and 12% wd maybe around 5% depending on the build)
Emma_Overload wrote: »It used to be like this in the first place if I remember correctly. But this is a wonderful change, because lets be honest, why should someone wearing 7 heavy be able to use a medium armor ability?
THAT BEING SAID, medium armor desperately needs some passive dodge chance perks. Heavy gives you higher physical damage resist and rapid mending, light gives spell damage resist and extra spell penetration. Medium should have extra physical penetration too.....
LOL. Medium ALREADY has more crit AND a weapon damage bonus... now you want penetration, too? Use mauls or maces if you want more penetration!
Ehm ehm, 0.5% more crit if you wear all 7 pieces, 2.5% less than light if you wear just 5 pieces like they need to wear and there is not even need to prove 4800 penetration is so much more than 200-300 WD.
The grass is always greener on the other side of the fence. Melee weapons have a higher base weapon damage, dagger can boost crit a lot, bleed that ignores all resistance, ...
Also keep in mind penetration does not boost your heals and is useless against shields so trading wd for penetration will weaken your heals which is not the best idea for stam pvp chars.
It would also be interesting to actually calculate how much more damage light armor would give.(I think in pvp the penetration should give ~8% damage increase against none shielded targets and 12% wd maybe around 5% depending on the build)
I do keep in mind pen is just pure damage stat. The thing is these stats are usually balanced so pen offers more damage because it does just that. I just hate when someone brings the crit/wd card to discussion when medium basically has same crit (and is required to have all the pieces for it) and 12% WD is far less that people think it is. Just compare hunding to spriggan or warrior to lover.
The light armor pen is around 9-11% increase to most targets and 12% WD 4-5%. There is case to be made to prefer wd over pen even in this underpowered case (it should be 16-20% or even better, simply 420), because it buffs vigor and healing is important part of medium armor arsenal. But any light armor users who thinks 12% WD matches or is even better than the penetration they have cant simply do math.
You can't simply do math. 4884 Spell penatration is 7.4% more damage on unshielded target. Don't bring false number.
33 000 is armor cap and it's 50% mitigation.
divide both value per 100.
330 is 0.5% mitigation.
Double value for having 1%
660 is 1% mitigation.
4884/660 = 7.4%
Emma_Overload wrote: »It used to be like this in the first place if I remember correctly. But this is a wonderful change, because lets be honest, why should someone wearing 7 heavy be able to use a medium armor ability?
THAT BEING SAID, medium armor desperately needs some passive dodge chance perks. Heavy gives you higher physical damage resist and rapid mending, light gives spell damage resist and extra spell penetration. Medium should have extra physical penetration too.....
LOL. Medium ALREADY has more crit AND a weapon damage bonus... now you want penetration, too? Use mauls or maces if you want more penetration!
Ehm ehm, 0.5% more crit if you wear all 7 pieces, 2.5% less than light if you wear just 5 pieces like they need to wear and there is not even need to prove 4800 penetration is so much more than 200-300 WD.
The grass is always greener on the other side of the fence. Melee weapons have a higher base weapon damage, dagger can boost crit a lot, bleed that ignores all resistance, ...
Also keep in mind penetration does not boost your heals and is useless against shields so trading wd for penetration will weaken your heals which is not the best idea for stam pvp chars.
It would also be interesting to actually calculate how much more damage light armor would give.(I think in pvp the penetration should give ~8% damage increase against none shielded targets and 12% wd maybe around 5% depending on the build)
I do keep in mind pen is just pure damage stat. The thing is these stats are usually balanced so pen offers more damage because it does just that. I just hate when someone brings the crit/wd card to discussion when medium basically has same crit (and is required to have all the pieces for it) and 12% WD is far less that people think it is. Just compare hunding to spriggan or warrior to lover.
The light armor pen is around 9-11% increase to most targets and 12% WD 4-5%. There is case to be made to prefer wd over pen even in this underpowered case (it should be 16-20% or even better, simply 420), because it buffs vigor and healing is important part of medium armor arsenal. But any light armor users who thinks 12% WD matches or is even better than the penetration they have cant simply do math.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
Emma_Overload wrote: »It used to be like this in the first place if I remember correctly. But this is a wonderful change, because lets be honest, why should someone wearing 7 heavy be able to use a medium armor ability?
THAT BEING SAID, medium armor desperately needs some passive dodge chance perks. Heavy gives you higher physical damage resist and rapid mending, light gives spell damage resist and extra spell penetration. Medium should have extra physical penetration too.....
LOL. Medium ALREADY has more crit AND a weapon damage bonus... now you want penetration, too? Use mauls or maces if you want more penetration!
Ehm ehm, 0.5% more crit if you wear all 7 pieces, 2.5% less than light if you wear just 5 pieces like they need to wear and there is not even need to prove 4800 penetration is so much more than 200-300 WD.
The grass is always greener on the other side of the fence. Melee weapons have a higher base weapon damage, dagger can boost crit a lot, bleed that ignores all resistance, ...
Also keep in mind penetration does not boost your heals and is useless against shields so trading wd for penetration will weaken your heals which is not the best idea for stam pvp chars.
It would also be interesting to actually calculate how much more damage light armor would give.(I think in pvp the penetration should give ~8% damage increase against none shielded targets and 12% wd maybe around 5% depending on the build)
I do keep in mind pen is just pure damage stat. The thing is these stats are usually balanced so pen offers more damage because it does just that. I just hate when someone brings the crit/wd card to discussion when medium basically has same crit (and is required to have all the pieces for it) and 12% WD is far less that people think it is. Just compare hunding to spriggan or warrior to lover.
The light armor pen is around 9-11% increase to most targets and 12% WD 4-5%. There is case to be made to prefer wd over pen even in this underpowered case (it should be 16-20% or even better, simply 420), because it buffs vigor and healing is important part of medium armor arsenal. But any light armor users who thinks 12% WD matches or is even better than the penetration they have cant simply do math.
How did you get that number? (It should be 7.4% in pvp if i am not mistaken)