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.
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.
Maybe, I'm not sure at this point...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.
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.