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ZOS: You seem to have pushed people away from medium and light armour, rather than towards. (PVP)

  • JinMori
    JinMori
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    jcm2606 wrote: »
    JinMori wrote: »
    OooH, sprint costs less on light armor, wow, ever wanted that on my light armor said no one ever....

    Why does medium armor still have sneak passives when you can get them from ledgerman? can we just get physical penetration like light armor, that would actually be useful....

    No one ever asked for sprint cost on light armor, did you even think before implementing this change? why would you need sprint cost reduction on light armor? you should not even have a big stamina pool on it since you are probably putting all your points into magicka if you are using light armor, so wouldn't it be better to give something that synergizes better with magicka rather than stamina i wonder?

    I know, those are some pretty wild suggestions.

    To play devil's advocate, sort of, sprint cost and snare reduction is actually an upside for PVP. Ever since the snare meta hit, it's been common knowledge that mag had by far the hardest time dealing with it, since they had zero reduction to sprint cost and snare effectiveness/duration, and very few ways to access snare immunity. DK's Reflective Plate and vamp's Mist Form are the only abilities that offer snare immunity for magicka that come to mind.

    Conversely, all stam classes have access to Forward Momentum (8 seconds of immunity) and Shuffle (0.5 seconds per piece of medium armour, 2.5 for 5, 3.0 for 6, 3.5 for 7).

    When you look at the changes, this buff actually came at no cost, since the passive spot it now sits in was merged with Evocation. So, when you ignore the shield nerf(s), which I feel are separate to this buff and absolutely need to be addressed, magicka received a pretty good buff for free in PVP, and a somewhat useful free buff in PVE.

    Never talked about snare, but the sprint part in really dumb, something that synergises better with magicka is more desirable, but right now i can;t think about it at the top of my head, maybe some kind of mobility that is not reliant on sprint.
  • JumpmanLane
    JumpmanLane
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    NBrookus wrote: »
    jcm2606 wrote: »
    With these changes, what is the actual point of running medium and light armour in PVP? Both lost their forms of mitigation, and you can easily offset the damage/sustain loss in heavy.

    Light armour saw a 1-second cast time be tacked onto their only form of mitigation. While light armour did see the introduction of snare reduction and sprint cost reduction, it in no way makes up for the utterly pointless nerf to shields.

    Many damage oriented magDKs and magplars have been running light for several patches now without shields. You can build quite tanky in light armor while retaining the other light armor benefits.

    The light armor changes are small buffs that I like; I run sprint cost reduction in CP in this speed meta Wolfhunter patch that I can now allocate elsewhere (or keep.)

    That said, I see nothing that makes heavy less desireable for stamina toons. They don't need more damage. The changes to medium basically buff gankblades... and they don't need more damage either.

    Yeah, to my light armor MagDk it’s a buff. Don’t use shields and it’s tanky due to all the heals mostly.

    I got a hate tell from a guy I killed a few times who said I had 71k health. I laughed because I run around with 16, 17k a lot because I forget TO EAT! Lol.

  • IAVITNI
    IAVITNI
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    DDuke wrote: »
    IAVITNI wrote: »
    DDuke wrote: »
    Agreed, and I'd like to point out that dodge roll also lost a lot of iframes due/thanks (I think in general this is a good change) to this:
    Updated the interaction between Roll Dodge and projectiles.
    Fixed an issue where a projectile would always be dodged if the target was Roll Dodging at the moment the projectile was created.
    Projectiles can now only be evaded if the Roll Dodge occurs within one second prior to their impact.

    ...which is a hit to (mostly) medium armor's survivability.


    Also I find it a bit weird that ZOS decided to give medium armor more damage, which is something it didn't exactly lack.

    What medium armor lacks (now even more so than before) is survivability and identity compared to heavy armor.


    You're supposed to be quick & avoid hits in medium armor, but after this patch you avoid even less as Major Evasion is gone and heavy can still be just as quick (Swift+Speed Pots) with more or less permanent snare immunity from Forward Momentum.


    Not cool.

    Should they decrease Roll Dodge stacking costs at this point? A lot of dodge change was removed and the value of each individual dodge roll got diminished as well.

    I think the weapon damage was to bring stam damage up in PvE and to increase heals in PvP, since it would be needed due to increased incoming damage.

    I was against it before, but now giving Shuffle increased root and snare immunity sounds perfectly fair. Forward Momentum can be changed to solely snare, but target can still be rooted. Maybe decrease duration of roots/allow players to "Break Free" from snares while the skill is slotted.
    Maybe, I'm not sure at this point...

    I tested the dodge roll iframe changes on PTS, but failed to really notice any difference to how it works on Live server. Here's a quick video I recorded on PTS:
    https://youtu.be/OobskWU_Xk0

    ...you'll notice that contrary to what the patch notes imply, I'm still dodging snipes during their cast time & having the projectiles miss - i.e. it seems to work exactly as it does on Live still.

    I'd like to be able to test the full extent changes of this update before rendering opinions on medium armor.

    Looks the same as live based on the vid. Patch notes say "within 1 second" of landing. Closest thing I saw to breaking that 1 second threshold was at 15 seconds and I think it was still under. Hard to tell just by eye balling. That said, I can't really think of any projectile that actually has a travel time longer than a full second so the change is sounding moot to me.

    The physics for Snipe may also be a factor that cause it to behave differently than other projectiles.

    Guess we just have to wait and see how medium turns out. The 25% AoE mitigation may play a large enough role to keep medium relevant considering most classes use an AoE as a significant part of their burst/pressure. Doubt it, but...
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