I have seen multiple threads telling how bad Heavy Armor is, therefore it is underpowered.I use medium armor... As a Stamplar... Due to the fact of how OP it is.
See? Medium Armor is OP.
How many threads have been plaguing the forums with countless complaints of how over powered medium armor is? How many times has ZOS repeatedly nerfed medium armor due to its over poweredness? Yea thats what I thought buddy... Thanks for your input though, the community greatly appreciates it.
Link your sources....
https://forums.elderscrollsonline.com/en/discussion/372177/the-final-nail-in-the-medium-armor-coffin-undodgeable-ccs-for-dk-and-sorcs
https://forums.elderscrollsonline.com/en/discussion/364381/medium-armor-in-pvp-needs-a-buff
https://forums.elderscrollsonline.com/en/discussion/359700/issues-with-medium-armor-how-to-fix-it
After a quick search the top 3 threads that came up were all regarding on how bad medium armor is. Thanks though!
I use medium armor... As a Stamplar... Due to the fact of how OP it is.
See? Medium Armor is OP.
Anti_Virus wrote: »Heavy is so OP, Infinte Sustain nerfed a lot but yeah, God mode survivalbility because armor pen doesn't exist and Insane dmg topping DPS charts on vet MoL In PVE.
Heavy should be only about tanking no damage at all with the exception of those perma block builds that don't deal any dmg and just specifically tank nerf that [snip] too because it's cancer to not be able to kill anyone and have unkillable builds in PVP.
So yeah the nerf isn't enough next remove constitution then maybe we might have balance.
Anti_Virus wrote: »Heavy is so OP, Infinte Sustain nerfed a lot but yeah, God mode survivalbility because armor pen doesn't exist and Insane dmg topping DPS charts on vet MoL In PVE.
Heavy should be only about tanking no damage at all with the exception of those perma block builds that don't deal any dmg and just specifically tank nerf that [snip] too because it's cancer to not be able to kill anyone and have unkillable builds in PVP.
So yeah the nerf isn't enough next remove constitution then maybe we might have balance.
Are you for real?? Constitution is more or less trash anyway (You can thank Blackrose for that). People doesn´t seem to get that the heavy armor skilline isn´t the problem. Things that needs to be addressed:
* First, no build is unable to permablock infinite amount of players, and if they´re, the issue doesn´t lie with the one permablocking, but the ones attacking. ´This is what others usually call L2P-part. Most important ingredience of a 1vX video with permablockers are bad players.
* Certain heavy armor sets needs to be locked at. These are sets like 7th-Legion, Fury, perhaps Ravager (It´s quite balanced IMO since the proc-chance is so low). In my opinion you should be able to dish out damage in Heavy armor. HA is not for tanking only, even Wrobel himself has stated that. If you slot 5 non-setspecific crafted HA pieces and compare to 5 non-specific crafted medium or light armor pieces, HA will do less damage. Doesn´t take to much time to test, and it doesn´t take a genius to figure out that if HA still can do more damage than medium or light armor, then the problem lies with certain sets, not with the HA-skilline.
* Block-cost formula. People suggest so many stupid ides how blocking should be affected by battlespirit without knowing how block-cost works. Everyone can become a "permablocker" by adding 3 "reduce block-cost" enchants on their jewels. The reason the glyphs are so strong is that they reduce blocking by a flat value after all other calculations to block-cost has been made. Changing the way the block-cost formula/calculation works will address permablocking.
[Edited for quote]
As for the perma-blocking problem, it's not heavy that's at fault, since it has not had a block cost reduction passive in 1.5 years. Bracing was replaced with Wrath in DB, and Wrath is now being simply deleted. To remove perma-blocking the blocking mechanic should be changed. In my opinion it should work the same way as Wrath, but in reverse: each attack blocked increases subsequent block cost for a certain time, stacking a number of times. The base block cost should be lower than now, to allow the blocking of 1-2 attacks even by characters with low off-resource, but the maximum block cost would be significantly higher than now. This will not handicap PvE tanks as much, since most fights are scripted so you can actually drop block and choose what to block pretty reliably, and you build for significant cost reduction anyway (shield play enchants, shadow ward CP, sturdy armor). Also Defensive Stance should be rework to reduce the cool-down on this stacking instead when slotted, as the current bonus of increased block mitigation and reduced cost is shared with some of the skill passives and several class passives.
Thats actually a really good idea, except you forgot 1 thing:
Perma-blocking is interesting, dynamic, and skill-intensive gameplay.