Maura_Neysa wrote: »Its time to do something about heavy armor builds with high damage, Players in 5-7 heavy shouldnt be able to take players in light or medium armor.
A great way to do this without effecting heavy armor healer? Add to battle spirit that every piece of heavy armor after 1 reduces spell and physical pen by 3k ish
At 3k reduced pen a player wearing 5 pc of heavy will be down 15k pen and thats the average amount of penetration you can get out of heavy armor build. They wont be able to kill anything, which is how TANKS SHOULD BE . Bleed and oblivion dmg might still be a problem but this should do a decent job of fixing things.
Heavy healers will be fine because pen doesnt effect heals
Holy :facepalm: just no, Heavy Armor doesn't mean zero damage. Heavy Armor damage Player are completely valid. Heavy Armor damage sets exist, so do Heavy Armor defensive sets. If you run defensive sets you wont kill anything, Heartland, Durok's, Ward. Or you can run something in between like Blackrose, or run something offensive like Ravager and 7th. The same way if you run Light Fortified Brass, you will also be lacking in damage
Second, there are huge Armor changes coming, so you might even have already got your wish without this idiotic idea.
So you feel that its just fine that players with 30k resist are able to have the exact same pen and dmg as a player in light or meduim
So if I assume correctly, you would be against medium/light armor builds being able to reach way above resistance cap and having high damage?? I´m seriously asking, not mocking you or anything
ya, i dont really see that but if a light or medium build can hit 35k resist that probably needs adjusting and should be looked into. Most light medium builds i see have around 10-15k resist, some medium pushes 20 but thats pretty far from 35k
33k Resist on Medium is no Problem. Even more with bloodspawn.
I made a build with 32k Resist, 2800 crit resist, 3.5k wep damage, 36k stam, 1600 stam rec .
Not the highest damage but quite tanky and next patch even more with the shuffle changes. But guess what, i am not immortal.
Its time to do something about heavy armor builds with high damage, Players in 5-7 heavy shouldnt be able to take players in light or medium armor.
A great way to do this without effecting heavy armor healer? Add to battle spirit that every piece of heavy armor after 1 reduces spell and physical pen by 3k ish
At 3k reduced pen a player wearing 5 pc of heavy will be down 15k pen and thats the average amount of penetration you can get out of heavy armor build. They wont be able to kill anything, which is how TANKS SHOULD BE . Bleed and oblivion dmg might still be a problem but this should do a decent job of fixing things.
Heavy healers will be fine because pen doesnt effect heals
Wolf_Watching wrote: »These mag builds be complaining about HA yet they have an innate 20% pen for all abilities plus 10%
from destro abilities. TF
Maura_Neysa wrote: »Its time to do something about heavy armor builds with high damage, Players in 5-7 heavy shouldnt be able to take players in light or medium armor.
A great way to do this without effecting heavy armor healer? Add to battle spirit that every piece of heavy armor after 1 reduces spell and physical pen by 3k ish
At 3k reduced pen a player wearing 5 pc of heavy will be down 15k pen and thats the average amount of penetration you can get out of heavy armor build. They wont be able to kill anything, which is how TANKS SHOULD BE . Bleed and oblivion dmg might still be a problem but this should do a decent job of fixing things.
Heavy healers will be fine because pen doesnt effect heals
Holy :facepalm: just no, Heavy Armor doesn't mean zero damage. Heavy Armor damage Player are completely valid. Heavy Armor damage sets exist, so do Heavy Armor defensive sets. If you run defensive sets you wont kill anything, Heartland, Durok's, Ward. Or you can run something in between like Blackrose, or run something offensive like Ravager and 7th. The same way if you run Light Fortified Brass, you will also be lacking in damage
Second, there are huge Armor changes coming, so you might even have already got your wish without this idiotic idea.
So you feel that its just fine that players with 30k resist are able to have the exact same pen and dmg as a player in light or meduim
So if I assume correctly, you would be against medium/light armor builds being able to reach way above resistance cap and having high damage?? I´m seriously asking, not mocking you or anything
ya, i dont really see that but if a light or medium build can hit 35k resist that probably needs adjusting and should be looked into. Most light medium builds i see have around 10-15k resist, some medium pushes 20 but thats pretty far from 35k
Maura_Neysa wrote: »Its time to do something about heavy armor builds with high damage, Players in 5-7 heavy shouldnt be able to take players in light or medium armor.
A great way to do this without effecting heavy armor healer? Add to battle spirit that every piece of heavy armor after 1 reduces spell and physical pen by 3k ish
At 3k reduced pen a player wearing 5 pc of heavy will be down 15k pen and thats the average amount of penetration you can get out of heavy armor build. They wont be able to kill anything, which is how TANKS SHOULD BE . Bleed and oblivion dmg might still be a problem but this should do a decent job of fixing things.
Heavy healers will be fine because pen doesnt effect heals
Holy :facepalm: just no, Heavy Armor doesn't mean zero damage. Heavy Armor damage Player are completely valid. Heavy Armor damage sets exist, so do Heavy Armor defensive sets. If you run defensive sets you wont kill anything, Heartland, Durok's, Ward. Or you can run something in between like Blackrose, or run something offensive like Ravager and 7th. The same way if you run Light Fortified Brass, you will also be lacking in damage
Second, there are huge Armor changes coming, so you might even have already got your wish without this idiotic idea.
So you feel that its just fine that players with 30k resist are able to have the exact same pen and dmg as a player in light or meduim
So if I assume correctly, you would be against medium/light armor builds being able to reach way above resistance cap and having high damage?? I´m seriously asking, not mocking you or anything
ya, i dont really see that but if a light or medium build can hit 35k resist that probably needs adjusting and should be looked into. Most light medium builds i see have around 10-15k resist, some medium pushes 20 but thats pretty far from 35k
33k Resist on Medium is no Problem. Even more with bloodspawn.
I made a build with 32k Resist, 2800 crit resist, 3.5k wep damage, 36k stam, 1600 stam rec .
Not the highest damage but quite tanky and next patch even more with the shuffle changes. But guess what, i am not immortal.
like ya you have resist but your sacrificing alot fot it, you dont need to sacrifice for it in heavy, thats the problem. you get good resist and are still able to get decent dmg
Maura_Neysa wrote: »Its time to do something about heavy armor builds with high damage, Players in 5-7 heavy shouldnt be able to take players in light or medium armor.
A great way to do this without effecting heavy armor healer? Add to battle spirit that every piece of heavy armor after 1 reduces spell and physical pen by 3k ish
At 3k reduced pen a player wearing 5 pc of heavy will be down 15k pen and thats the average amount of penetration you can get out of heavy armor build. They wont be able to kill anything, which is how TANKS SHOULD BE . Bleed and oblivion dmg might still be a problem but this should do a decent job of fixing things.
Heavy healers will be fine because pen doesnt effect heals
Holy :facepalm: just no, Heavy Armor doesn't mean zero damage. Heavy Armor damage Player are completely valid. Heavy Armor damage sets exist, so do Heavy Armor defensive sets. If you run defensive sets you wont kill anything, Heartland, Durok's, Ward. Or you can run something in between like Blackrose, or run something offensive like Ravager and 7th. The same way if you run Light Fortified Brass, you will also be lacking in damage
Second, there are huge Armor changes coming, so you might even have already got your wish without this idiotic idea.
So you feel that its just fine that players with 30k resist are able to have the exact same pen and dmg as a player in light or meduim
So if I assume correctly, you would be against medium/light armor builds being able to reach way above resistance cap and having high damage?? I´m seriously asking, not mocking you or anything
ya, i dont really see that but if a light or medium build can hit 35k resist that probably needs adjusting and should be looked into. Most light medium builds i see have around 10-15k resist, some medium pushes 20 but thats pretty far from 35k
I play medium armor stamplar from time to time. Atm I´m running:
5 Medium impregnable
5 Automaton
Master Dualwield
Bloodspawn
Highest achievable resistance I´ve been able to reach (Bloodspawn + Remembrance + Standing inside runed focus) is 40k+. When looking at my combat metrics summary after longer fights I´m on an average 28-34k resistance. At the same time I sit at around 5k-ish weapon damage (with automaton included). Add 5k+ critresistance on top of all this and you´re really difficult to kill. Only small downside with stamplar (I´m an imperial as well) is the sustain, but that will get buffed with next patch anyway.
So on certain classes/setups it´s easy to achieve tankiness and damage, nothing exclusive for heavy armor :P
IZZEFlameLash wrote: »This is l2p issue really at its core. Yes, stam HA builds can hit hard because of sets. Without those sets, there's like nothing to fear from HA builds. However, it is very easy to stack mitigation even in MA with certain setup while retaining generally high damage without waiting for proc in MA.
Maura_Neysa wrote: »Its time to do something about heavy armor builds with high damage, Players in 5-7 heavy shouldnt be able to take players in light or medium armor.
A great way to do this without effecting heavy armor healer? Add to battle spirit that every piece of heavy armor after 1 reduces spell and physical pen by 3k ish
At 3k reduced pen a player wearing 5 pc of heavy will be down 15k pen and thats the average amount of penetration you can get out of heavy armor build. They wont be able to kill anything, which is how TANKS SHOULD BE . Bleed and oblivion dmg might still be a problem but this should do a decent job of fixing things.
Heavy healers will be fine because pen doesnt effect heals
Holy :facepalm: just no, Heavy Armor doesn't mean zero damage. Heavy Armor damage Player are completely valid. Heavy Armor damage sets exist, so do Heavy Armor defensive sets. If you run defensive sets you wont kill anything, Heartland, Durok's, Ward. Or you can run something in between like Blackrose, or run something offensive like Ravager and 7th. The same way if you run Light Fortified Brass, you will also be lacking in damage
Second, there are huge Armor changes coming, so you might even have already got your wish without this idiotic idea.
So you feel that its just fine that players with 30k resist are able to have the exact same pen and dmg as a player in light or meduim
So if I assume correctly, you would be against medium/light armor builds being able to reach way above resistance cap and having high damage?? I´m seriously asking, not mocking you or anything
ya, i dont really see that but if a light or medium build can hit 35k resist that probably needs adjusting and should be looked into. Most light medium builds i see have around 10-15k resist, some medium pushes 20 but thats pretty far from 35k
I play medium armor stamplar from time to time. Atm I´m running:
5 Medium impregnable
5 Automaton
Master Dualwield
Bloodspawn
Highest achievable resistance I´ve been able to reach (Bloodspawn + Remembrance + Standing inside runed focus) is 40k+. When looking at my combat metrics summary after longer fights I´m on an average 28-34k resistance. At the same time I sit at around 5k-ish weapon damage (with automaton included). Add 5k+ critresistance on top of all this and you´re really difficult to kill. Only small downside with stamplar (I´m an imperial as well) is the sustain, but that will get buffed with next patch anyway.
So on certain classes/setups it´s easy to achieve tankiness and damage, nothing exclusive for heavy armor :P
but look at all you had to sacrifice for it..... monster set, triats, champoin points and even thats only with the active biffs
Wolf_Watching wrote: »These mag builds be complaining about HA yet they have an innate 20% pen for all abilities plus 10%
from destro abilities. TF
but look at all you had to sacrifice for it..... monster set, triats, champoin points and even thats only with the active biffs
Maura_Neysa wrote: »Its time to do something about heavy armor builds with high damage, Players in 5-7 heavy shouldnt be able to take players in light or medium armor.
A great way to do this without effecting heavy armor healer? Add to battle spirit that every piece of heavy armor after 1 reduces spell and physical pen by 3k ish
At 3k reduced pen a player wearing 5 pc of heavy will be down 15k pen and thats the average amount of penetration you can get out of heavy armor build. They wont be able to kill anything, which is how TANKS SHOULD BE . Bleed and oblivion dmg might still be a problem but this should do a decent job of fixing things.
Heavy healers will be fine because pen doesnt effect heals
Holy :facepalm: just no, Heavy Armor doesn't mean zero damage. Heavy Armor damage Player are completely valid. Heavy Armor damage sets exist, so do Heavy Armor defensive sets. If you run defensive sets you wont kill anything, Heartland, Durok's, Ward. Or you can run something in between like Blackrose, or run something offensive like Ravager and 7th. The same way if you run Light Fortified Brass, you will also be lacking in damage
Second, there are huge Armor changes coming, so you might even have already got your wish without this idiotic idea.
So you feel that its just fine that players with 30k resist are able to have the exact same pen and dmg as a player in light or meduim
So if I assume correctly, you would be against medium/light armor builds being able to reach way above resistance cap and having high damage?? I´m seriously asking, not mocking you or anything
ya, i dont really see that but if a light or medium build can hit 35k resist that probably needs adjusting and should be looked into. Most light medium builds i see have around 10-15k resist, some medium pushes 20 but thats pretty far from 35k
I play medium armor stamplar from time to time. Atm I´m running:
5 Medium impregnable
5 Automaton
Master Dualwield
Bloodspawn
Highest achievable resistance I´ve been able to reach (Bloodspawn + Remembrance + Standing inside runed focus) is 40k+. When looking at my combat metrics summary after longer fights I´m on an average 28-34k resistance. At the same time I sit at around 5k-ish weapon damage (with automaton included). Add 5k+ critresistance on top of all this and you´re really difficult to kill. Only small downside with stamplar (I´m an imperial as well) is the sustain, but that will get buffed with next patch anyway.
So on certain classes/setups it´s easy to achieve tankiness and damage, nothing exclusive for heavy armor :P
but look at all you had to sacrifice for it..... monster set, triats, champoin points and even thats only with the active biffs
I don´t really see it as a sacrifice to be honest.
- Bloodspawn is an amazing set for stamplar. It gives everything the class need (stamina sustain, resistance and more ultimate) and synergise very well with the latest changes to rune focus.
- Impregnable is easily in the top 3 of when it comes to best defensive sets. Sitting at 5k + crit resistance is more or less a necessity with all nightblades around. Even with the nerfs to impregnable next patch, it´s still an overperforming set.
- Automaton is replaceable for another weapon damage set, but it works for me
As I said, the only thing this build lacks is a bit of sustain. But that will be solved next patch with the changes to rune focus (it gives stamina recovery just by activating it).
Maura_Neysa wrote: »Its time to do something about heavy armor builds with high damage, Players in 5-7 heavy shouldnt be able to take players in light or medium armor.
A great way to do this without effecting heavy armor healer? Add to battle spirit that every piece of heavy armor after 1 reduces spell and physical pen by 3k ish
At 3k reduced pen a player wearing 5 pc of heavy will be down 15k pen and thats the average amount of penetration you can get out of heavy armor build. They wont be able to kill anything, which is how TANKS SHOULD BE . Bleed and oblivion dmg might still be a problem but this should do a decent job of fixing things.
Heavy healers will be fine because pen doesnt effect heals
Holy :facepalm: just no, Heavy Armor doesn't mean zero damage. Heavy Armor damage Player are completely valid. Heavy Armor damage sets exist, so do Heavy Armor defensive sets. If you run defensive sets you wont kill anything, Heartland, Durok's, Ward. Or you can run something in between like Blackrose, or run something offensive like Ravager and 7th. The same way if you run Light Fortified Brass, you will also be lacking in damage
Second, there are huge Armor changes coming, so you might even have already got your wish without this idiotic idea.
So you feel that its just fine that players with 30k resist are able to have the exact same pen and dmg as a player in light or meduim
So if I assume correctly, you would be against medium/light armor builds being able to reach way above resistance cap and having high damage?? I´m seriously asking, not mocking you or anything
ya, i dont really see that but if a light or medium build can hit 35k resist that probably needs adjusting and should be looked into. Most light medium builds i see have around 10-15k resist, some medium pushes 20 but thats pretty far from 35k
I play medium armor stamplar from time to time. Atm I´m running:
5 Medium impregnable
5 Automaton
Master Dualwield
Bloodspawn
Highest achievable resistance I´ve been able to reach (Bloodspawn + Remembrance + Standing inside runed focus) is 40k+. When looking at my combat metrics summary after longer fights I´m on an average 28-34k resistance. At the same time I sit at around 5k-ish weapon damage (with automaton included). Add 5k+ critresistance on top of all this and you´re really difficult to kill. Only small downside with stamplar (I´m an imperial as well) is the sustain, but that will get buffed with next patch anyway.
So on certain classes/setups it´s easy to achieve tankiness and damage, nothing exclusive for heavy armor :P
but look at all you had to sacrifice for it..... monster set, triats, champoin points and even thats only with the active biffs
I don´t really see it as a sacrifice to be honest.
- Bloodspawn is an amazing set for stamplar. It gives everything the class need (stamina sustain, resistance and more ultimate) and synergise very well with the latest changes to rune focus.
- Impregnable is easily in the top 3 of when it comes to best defensive sets. Sitting at 5k + crit resistance is more or less a necessity with all nightblades around. Even with the nerfs to impregnable next patch, it´s still an overperforming set.
- Automaton is replaceable for another weapon damage set, but it works for me
As I said, the only thing this build lacks is a bit of sustain. But that will be solved next patch with the changes to rune focus (it gives stamina recovery just by activating it).
Do you run impreg just on your backbar? It's not possible running all these sets on both bars with master dw.
CritsTheBed wrote: »CritsTheBed wrote: »TequilaFire wrote: »Why shouldn't a Player in heavy not be able to take a person in medium or light?
Makes no sense, are you saying that the type of armor you wear should decide a battle?
Then should a player in medium not be able to take a player in light armor?
Becuase you shouldnt be able to have 25-30k resist and 30k health and do high amounts of dps to players. As of right now there is no reason not to run heavy as a dps. A heavy armor build can be over pen'ing players, everage medium and light resist is around 15k and it is EASY to get that much penetration.
Why not? Because tanks should't be able to do dmg?
Do I have to explain you how that battle ended?
I agree that heavy should't be as mobile as medium or light, but by no way it should do less dmg per se
So everybody runs stam heavy armour 2h/dw bc of way better survivability and 7k weapon damage. And I mean everybody. 100% of the population. Because why would you gimp yourself when the copy paste 7th/fury/bs heavy armour meta is a ton better?
The point is those few sets combined with heavy are overperforming AND there are 2 other less desirable weights and a ton of sets that just sit bc why use them? Were talking about BALANCE. Damage vs survivability between 3 weights of armour and out of line sets.
bal·ance
ˈbaləns/noun: balance; plural noun: balances - condition in which different elements are equal or in the correct proportions.
And your approach to get balance is "nerf heavy"?
As I mentioned above, heavy should be less mobile than medium or light. But doing less dmg than medium? Do you really want to send heavy to Oblivion?
Yes and some heavy armour sets. Heavy armour has WAAAAY more survivability than medium or light and if youre running heavy, chances are your running 7th/fury/bs which is more damage than mag and right up there with a divines gank build. So slowing heavy down a bit wont fix much. Like Irylia said earlier, nerf the offending sets. Put some kinda of mitigation or cc immunity in med and light passives and POOF medium and light will be relevant again.
Are you kidding? The 3 types have around the same survaibility, the thing is that both, medium and light require skill, while Heavy don't, but that's all. Sure, they can hit the armor cap, but medium can do that too using Brass. Even light can get as high as 23k resistance combining Almalexia's Mercy with Alessia's Bulwark and that's without using major ward/Resolve and also they give you 2 very interesting procs (Did you know you can proc alma heal with equilibrium?)
Heavy also lacks the resource recovery the other two have and the only way to keep on battle is by receiving dmg. Use a poison that drains stam, a stun and 43 points into the siphoning CP star, and the guy is done, no way he can build stam as quick and as reliabily as medium.
Ragnaroek93 wrote: »*** lmao. Heavy is only a type of survivability, its not like other games where a tank is functionally immortal but has no damage, this game has more a mix. OK, anyone who uses shields should be able to kill someone, anyone who rolls shouldn't be able to kill someone.
See how easy it is to make blanket statements?
Light is already better for mag builds than heavy, and gets even better next patch for 3/5 mag builds. Heavy vanilla, aka for mag builds with no fancy speed buffs or high WP sets is bad as is, nerfing it blanketly is stupid. And for the most part, heavy builds are immortal, the ones that are, are useless. Bleeds/defiles/dots is possible for 7/10 specs. The problem is when they get fast and then can avoid a lot of damage whilst also being able to eat whatever hits them. Tone down that speed and you'll see exactly how weak heavy can be.
Tl;dr: L2P.
How does light armor get better than heavy next patch with the nerfs to shields and Healing Ward? Or how does medium armor get better than heavy armor when they take away Evasion? Light armor can compete with heavy if you are Argonian and after they removed the Wrath passive, but I guess that will change again with the next update.
Considering how much light and med get nerfed this update it would be just fair to nerf heavy armor as well, or buff light and med while leaving heavy how it is.
usmcjdking wrote: »HAs problem is that is really has no weakness. Anything that's built to deal with heavy armor more often than not is more effective vs. light & medium. The only HA hard counter that I'm aware of is Maces/Mauls which scale incredibly well with HA and poorly vs. light.
A significant buff to maces/mauls might be enough to reign in HA to an acceptable degree.
Its time to do something about heavy armor builds with high damage, Players in 5-7 heavy shouldnt be able to take players in light or medium armor.
A great way to do this without effecting heavy armor healer? Add to battle spirit that every piece of heavy armor after 1 reduces spell and physical pen by 3k ish
At 3k reduced pen a player wearing 5 pc of heavy will be down 15k pen and thats the average amount of penetration you can get out of heavy armor build. They wont be able to kill anything, which is how TANKS SHOULD BE . Bleed and oblivion dmg might still be a problem but this should do a decent job of fixing things.
Heavy healers will be fine because pen doesnt effect heals
Tonno_SenSei wrote: »Lol, nerf heavy threads are just ridiculous. The HA passives are totally not op and with jewel traits change you can wear 7th, ravaging, veiled or truth in medium buffing the dmg you gain with "agility" passive. The people you're complaining about are probably better than you. Asking for nerfs here and there is not healty for the game because reduce the possibility to create various, equivalent builds.
WreckfulAbandon wrote: »usmguy1234 wrote: »TequilaFire wrote: »Balance is spelled b o r i n g.
Combat is all about upsetting the balance.
While very true that balance is boring. The deviations shouldn't be as drastic as seen in eso. They should maybe be 5 to 10%. Take for instance a heavy armor person will have roughly 30k resists and 30k health... while someone in medium will have 25k resists and 25k health... that's roughly a 16% difference. Pair that with heavy being able to get very close in weapon damage, max stats and decent passives and it's no wonder why it over performs. Also people need a sense of self accomplishment in a game and getting steam rolled by fotm builds =/= accomplishment. You are only driving a wedge and people wonder why cyrodiil is becoming a barren wasteland.
Oh, 16% difference you say? Kinda like medium armor will have 15% more weapon damage? Cost reduction? Roll reduction? Extra regen? Sprint boost? There are tradeoffs, and the argument is about where balance can be found with all these different attributes. Medium armor is strong in the right hands. If it had the survival of heavy it would be broken because of the passives I mentioned.
Tonno_SenSei wrote: »Lol, nerf heavy threads are just ridiculous. The HA passives are totally not op and with jewel traits change you can wear 7th, ravaging, veiled or truth in medium buffing the dmg you gain with "agility" passive. The people you're complaining about are probably better than you. Asking for nerfs here and there is not healty for the game because reduce the possibility to create various, equivalent builds.
Wearing armor sets that have getting hit as proc condition don’t really make sense when you’re running MA...besides, the problem isn’t getting the damage on MA. It’s that HA had it on top of the tankyness.