Illuvatarr 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
So i loose 3k pen by going 5-2-0?
Anyway, heavy is strong yes cause with 7th and Fury you can get pretty decent weapon damage but 0 sustain. You need to sustain with heavy attacks. If your enemy is at least a bit competetive it just takes him a right click to delete your sustain.
I wouldnt say nerf heavy. I would say buff light and medium armor to bring them to a point where they offer more sustain and damage then heavy. Heavy should still be a viable option and not made 100% useless with your suggested Change.
Heavy armor is one of the last Tools for solo/smallscale players they can utilize to survive masses of brainless zerglings.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
So i loose 3k pen by going 5-2-0?
Anyway, heavy is strong yes cause with 7th and Fury you can get pretty decent weapon damage but 0 sustain. You need to sustain with heavy attacks. If your enemy is at least a bit competetive it just takes him a right click to delete your sustain.
I wouldnt say nerf heavy. I would say buff light and medium armor to bring them to a point where they offer more sustain and damage then heavy. Heavy should still be a viable option and not made 100% useless with your suggested Change.
Heavy armor is one of the last Tools for solo/smallscale players they can utilize to survive masses of brainless zerglings.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
So i loose 3k pen by going 5-2-0?
Anyway, heavy is strong yes cause with 7th and Fury you can get pretty decent weapon damage but 0 sustain. You need to sustain with heavy attacks. If your enemy is at least a bit competetive it just takes him a right click to delete your sustain.
I wouldnt say nerf heavy. I would say buff light and medium armor to bring them to a point where they offer more sustain and damage then heavy. Heavy should still be a viable option and not made 100% useless with your suggested Change.
Heavy armor is one of the last Tools for solo/smallscale players they can utilize to survive masses of brainless zerglings.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
So i loose 3k pen by going 5-2-0?
Anyway, heavy is strong yes cause with 7th and Fury you can get pretty decent weapon damage but 0 sustain. You need to sustain with heavy attacks. If your enemy is at least a bit competetive it just takes him a right click to delete your sustain.
I wouldnt say nerf heavy. I would say buff light and medium armor to bring them to a point where they offer more sustain and damage then heavy. Heavy should still be a viable option and not made 100% useless with your suggested Change.
Heavy armor is one of the last Tools for solo/smallscale players they can utilize to survive masses of brainless zerglings.
Wanna take a guess why folks Zerg? Because unkillelable small scale guys in heavy armor bursting just shy of a light armor build who cannot be killed. They then come and post on the boards about how elite they are because of broken game mechanics.
No heavy armor build is unkillable. If i manage to kill these "op, heavy armor unkillable Builds" in a 1v1. Everyone should be able to do it.
These so called pugs who cry over heavy armor are the ones who use light and heavy attacks as their main source of damage and dont even use any heal if you stand in Front of them deleting their HP. They even continue heavy attacking. I am sorry but that wont get you killed anything
If you Go medium armor you are forced to rely on dodge roll to mitigate damage. And tbh, only a nightblade can make proper use of medium cause they can reset the dodge roll cooldown with cloak.
DKs are build to run heavy armor, wardens are. They are build for it. And every heavy armor build can be killed. They are not immortal. They are immortal to pugs, so is medium and light .
Illuvatarr wrote: »Illuvatarr 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
So i loose 3k pen by going 5-2-0?
Anyway, heavy is strong yes cause with 7th and Fury you can get pretty decent weapon damage but 0 sustain. You need to sustain with heavy attacks. If your enemy is at least a bit competetive it just takes him a right click to delete your sustain.
I wouldnt say nerf heavy. I would say buff light and medium armor to bring them to a point where they offer more sustain and damage then heavy. Heavy should still be a viable option and not made 100% useless with your suggested Change.
Heavy armor is one of the last Tools for solo/smallscale players they can utilize to survive masses of brainless zerglings.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
So i loose 3k pen by going 5-2-0?
Anyway, heavy is strong yes cause with 7th and Fury you can get pretty decent weapon damage but 0 sustain. You need to sustain with heavy attacks. If your enemy is at least a bit competetive it just takes him a right click to delete your sustain.
I wouldnt say nerf heavy. I would say buff light and medium armor to bring them to a point where they offer more sustain and damage then heavy. Heavy should still be a viable option and not made 100% useless with your suggested Change.
Heavy armor is one of the last Tools for solo/smallscale players they can utilize to survive masses of brainless zerglings.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
So i loose 3k pen by going 5-2-0?
Anyway, heavy is strong yes cause with 7th and Fury you can get pretty decent weapon damage but 0 sustain. You need to sustain with heavy attacks. If your enemy is at least a bit competetive it just takes him a right click to delete your sustain.
I wouldnt say nerf heavy. I would say buff light and medium armor to bring them to a point where they offer more sustain and damage then heavy. Heavy should still be a viable option and not made 100% useless with your suggested Change.
Heavy armor is one of the last Tools for solo/smallscale players they can utilize to survive masses of brainless zerglings.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
So i loose 3k pen by going 5-2-0?
Anyway, heavy is strong yes cause with 7th and Fury you can get pretty decent weapon damage but 0 sustain. You need to sustain with heavy attacks. If your enemy is at least a bit competetive it just takes him a right click to delete your sustain.
I wouldnt say nerf heavy. I would say buff light and medium armor to bring them to a point where they offer more sustain and damage then heavy. Heavy should still be a viable option and not made 100% useless with your suggested Change.
Heavy armor is one of the last Tools for solo/smallscale players they can utilize to survive masses of brainless zerglings.
Wanna take a guess why folks Zerg? Because unkillelable small scale guys in heavy armor bursting just shy of a light armor build who cannot be killed. They then come and post on the boards about how elite they are because of broken game mechanics.
No heavy armor build is unkillable. If i manage to kill these "op, heavy armor unkillable Builds" in a 1v1. Everyone should be able to do it.
These so called pugs who cry over heavy armor are the ones who use light and heavy attacks as their main source of damage and dont even use any heal if you stand in Front of them deleting their HP. They even continue heavy attacking. I am sorry but that wont get you killed anything
If you Go medium armor you are forced to rely on dodge roll to mitigate damage. And tbh, only a nightblade can make proper use of medium cause they can reset the dodge roll cooldown with cloak.
DKs are build to run heavy armor, wardens are. They are build for it. And every heavy armor build can be killed. They are not immortal. They are immortal to pugs, so is medium and light .
It requires zero skill for a DK to kill a Sorc. If you don’t use lightning staff for heavy attacks your options are limited. It takes much more skill for a Sorc to kill a DK. The fact you are even disputing the imbalance and trying to frame it any other way shows your argument is trolling or you are misled. I have deliberately been playing with one damage shield recently to prepare for the upcoming patch. It takes kiting, placement of burst and luck to kill a good DK. All they have to do is wait for me to make one mistake and leap and my entire healthbar is gone. That’s silly and imbalanced and if you aren’t aware of it maybe you are the pug. It takes zero skill to play a heavy armor meta right now and it has been that way for quite some time. Hopefully, the devs see this and you will have to actually earn your kills soon.
Illuvatarr 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
So i loose 3k pen by going 5-2-0?
Anyway, heavy is strong yes cause with 7th and Fury you can get pretty decent weapon damage but 0 sustain. You need to sustain with heavy attacks. If your enemy is at least a bit competetive it just takes him a right click to delete your sustain.
I wouldnt say nerf heavy. I would say buff light and medium armor to bring them to a point where they offer more sustain and damage then heavy. Heavy should still be a viable option and not made 100% useless with your suggested Change.
Heavy armor is one of the last Tools for solo/smallscale players they can utilize to survive masses of brainless zerglings.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
So i loose 3k pen by going 5-2-0?
Anyway, heavy is strong yes cause with 7th and Fury you can get pretty decent weapon damage but 0 sustain. You need to sustain with heavy attacks. If your enemy is at least a bit competetive it just takes him a right click to delete your sustain.
I wouldnt say nerf heavy. I would say buff light and medium armor to bring them to a point where they offer more sustain and damage then heavy. Heavy should still be a viable option and not made 100% useless with your suggested Change.
Heavy armor is one of the last Tools for solo/smallscale players they can utilize to survive masses of brainless zerglings.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
So i loose 3k pen by going 5-2-0?
Anyway, heavy is strong yes cause with 7th and Fury you can get pretty decent weapon damage but 0 sustain. You need to sustain with heavy attacks. If your enemy is at least a bit competetive it just takes him a right click to delete your sustain.
I wouldnt say nerf heavy. I would say buff light and medium armor to bring them to a point where they offer more sustain and damage then heavy. Heavy should still be a viable option and not made 100% useless with your suggested Change.
Heavy armor is one of the last Tools for solo/smallscale players they can utilize to survive masses of brainless zerglings.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
So i loose 3k pen by going 5-2-0?
Anyway, heavy is strong yes cause with 7th and Fury you can get pretty decent weapon damage but 0 sustain. You need to sustain with heavy attacks. If your enemy is at least a bit competetive it just takes him a right click to delete your sustain.
I wouldnt say nerf heavy. I would say buff light and medium armor to bring them to a point where they offer more sustain and damage then heavy. Heavy should still be a viable option and not made 100% useless with your suggested Change.
Heavy armor is one of the last Tools for solo/smallscale players they can utilize to survive masses of brainless zerglings.
Wanna take a guess why folks Zerg? Because unkillelable small scale guys in heavy armor bursting just shy of a light armor build who cannot be killed. They then come and post on the boards about how elite they are because of broken game mechanics.
No heavy armor build is unkillable. If i manage to kill these "op, heavy armor unkillable Builds" in a 1v1. Everyone should be able to do it.
These so called pugs who cry over heavy armor are the ones who use light and heavy attacks as their main source of damage and dont even use any heal if you stand in Front of them deleting their HP. They even continue heavy attacking. I am sorry but that wont get you killed anything
If you Go medium armor you are forced to rely on dodge roll to mitigate damage. And tbh, only a nightblade can make proper use of medium cause they can reset the dodge roll cooldown with cloak.
DKs are build to run heavy armor, wardens are. They are build for it. And every heavy armor build can be killed. They are not immortal. They are immortal to pugs, so is medium and light .
SilverPaws wrote: »Illuvatarr wrote: »Illuvatarr 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
So i loose 3k pen by going 5-2-0?
Anyway, heavy is strong yes cause with 7th and Fury you can get pretty decent weapon damage but 0 sustain. You need to sustain with heavy attacks. If your enemy is at least a bit competetive it just takes him a right click to delete your sustain.
I wouldnt say nerf heavy. I would say buff light and medium armor to bring them to a point where they offer more sustain and damage then heavy. Heavy should still be a viable option and not made 100% useless with your suggested Change.
Heavy armor is one of the last Tools for solo/smallscale players they can utilize to survive masses of brainless zerglings.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
So i loose 3k pen by going 5-2-0?
Anyway, heavy is strong yes cause with 7th and Fury you can get pretty decent weapon damage but 0 sustain. You need to sustain with heavy attacks. If your enemy is at least a bit competetive it just takes him a right click to delete your sustain.
I wouldnt say nerf heavy. I would say buff light and medium armor to bring them to a point where they offer more sustain and damage then heavy. Heavy should still be a viable option and not made 100% useless with your suggested Change.
Heavy armor is one of the last Tools for solo/smallscale players they can utilize to survive masses of brainless zerglings.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
So i loose 3k pen by going 5-2-0?
Anyway, heavy is strong yes cause with 7th and Fury you can get pretty decent weapon damage but 0 sustain. You need to sustain with heavy attacks. If your enemy is at least a bit competetive it just takes him a right click to delete your sustain.
I wouldnt say nerf heavy. I would say buff light and medium armor to bring them to a point where they offer more sustain and damage then heavy. Heavy should still be a viable option and not made 100% useless with your suggested Change.
Heavy armor is one of the last Tools for solo/smallscale players they can utilize to survive masses of brainless zerglings.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
So i loose 3k pen by going 5-2-0?
Anyway, heavy is strong yes cause with 7th and Fury you can get pretty decent weapon damage but 0 sustain. You need to sustain with heavy attacks. If your enemy is at least a bit competetive it just takes him a right click to delete your sustain.
I wouldnt say nerf heavy. I would say buff light and medium armor to bring them to a point where they offer more sustain and damage then heavy. Heavy should still be a viable option and not made 100% useless with your suggested Change.
Heavy armor is one of the last Tools for solo/smallscale players they can utilize to survive masses of brainless zerglings.
Wanna take a guess why folks Zerg? Because unkillelable small scale guys in heavy armor bursting just shy of a light armor build who cannot be killed. They then come and post on the boards about how elite they are because of broken game mechanics.
No heavy armor build is unkillable. If i manage to kill these "op, heavy armor unkillable Builds" in a 1v1. Everyone should be able to do it.
These so called pugs who cry over heavy armor are the ones who use light and heavy attacks as their main source of damage and dont even use any heal if you stand in Front of them deleting their HP. They even continue heavy attacking. I am sorry but that wont get you killed anything
If you Go medium armor you are forced to rely on dodge roll to mitigate damage. And tbh, only a nightblade can make proper use of medium cause they can reset the dodge roll cooldown with cloak.
DKs are build to run heavy armor, wardens are. They are build for it. And every heavy armor build can be killed. They are not immortal. They are immortal to pugs, so is medium and light .
It requires zero skill for a DK to kill a Sorc. If you don’t use lightning staff for heavy attacks your options are limited. It takes much more skill for a Sorc to kill a DK. The fact you are even disputing the imbalance and trying to frame it any other way shows your argument is trolling or you are misled. I have deliberately been playing with one damage shield recently to prepare for the upcoming patch. It takes kiting, placement of burst and luck to kill a good DK. All they have to do is wait for me to make one mistake and leap and my entire healthbar is gone. That’s silly and imbalanced and if you aren’t aware of it maybe you are the pug. It takes zero skill to play a heavy armor meta right now and it has been that way for quite some time. Hopefully, the devs see this and you will have to actually earn your kills soon.
You should not comment on any balance changes when you are completely clueless.
If you died 1v1 to dk on magsorc they you are just bad sorry, but that's it l2p issue. Playing dk actually takes much more skill than to play sorc. But i see you are just biased because you die to dk's haha.
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?
mobility has nothing to do with kills
the problem is heavy armor is able to kill builds that cant kill them, especially burst builds that cant pressure
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.
3 mag classes can forgo shields. The grace snare reduction+extra cost reduction is a buff for them. Heavy mag gets nothing. MagDK "shield" builds only use heal ward, whilst nerfed, dk still works well with black rose resto.
Medium gets better, fm is down to 4s and loses a burst heal, whilst gaining a very strong dmg reduction. Heavy has to run blade cloak to use it. Ofc heavy for stam is still better, but that doesn't mean shityy blanket nerfs.
CritsTheBed wrote: »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.
You lost the second you threw in brass. Med and light needs give up a damage set to survive but heavy gets to run 7th, fury or ravager which is extremely high damage and the benefits of heavy survival. How in the world is that the same to you?
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
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.
Heavy has no shields, not many rolls, and for mag no mobility, (light gets some next patch with grace) weaker damage and weaker sustain.
It is completely *** by blatantly Op bleeds which heavy armour builds have nothing but healing, a la shield breaker. On live you can shield them to prevent their crits, or dodge/escape. Can't in mag heavy.
Defiled, which chews into heavy armour passives, again, can't shield, dodge, run, heavy by itself only has just mitigation+healing. And the meta bleed blades (and other builds) can take that away instantly.
So much for no weaknesses.
SilverPaws wrote: »Illuvatarr wrote: »Illuvatarr 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
So i loose 3k pen by going 5-2-0?
Anyway, heavy is strong yes cause with 7th and Fury you can get pretty decent weapon damage but 0 sustain. You need to sustain with heavy attacks. If your enemy is at least a bit competetive it just takes him a right click to delete your sustain.
I wouldnt say nerf heavy. I would say buff light and medium armor to bring them to a point where they offer more sustain and damage then heavy. Heavy should still be a viable option and not made 100% useless with your suggested Change.
Heavy armor is one of the last Tools for solo/smallscale players they can utilize to survive masses of brainless zerglings.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
So i loose 3k pen by going 5-2-0?
Anyway, heavy is strong yes cause with 7th and Fury you can get pretty decent weapon damage but 0 sustain. You need to sustain with heavy attacks. If your enemy is at least a bit competetive it just takes him a right click to delete your sustain.
I wouldnt say nerf heavy. I would say buff light and medium armor to bring them to a point where they offer more sustain and damage then heavy. Heavy should still be a viable option and not made 100% useless with your suggested Change.
Heavy armor is one of the last Tools for solo/smallscale players they can utilize to survive masses of brainless zerglings.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
So i loose 3k pen by going 5-2-0?
Anyway, heavy is strong yes cause with 7th and Fury you can get pretty decent weapon damage but 0 sustain. You need to sustain with heavy attacks. If your enemy is at least a bit competetive it just takes him a right click to delete your sustain.
I wouldnt say nerf heavy. I would say buff light and medium armor to bring them to a point where they offer more sustain and damage then heavy. Heavy should still be a viable option and not made 100% useless with your suggested Change.
Heavy armor is one of the last Tools for solo/smallscale players they can utilize to survive masses of brainless zerglings.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
So i loose 3k pen by going 5-2-0?
Anyway, heavy is strong yes cause with 7th and Fury you can get pretty decent weapon damage but 0 sustain. You need to sustain with heavy attacks. If your enemy is at least a bit competetive it just takes him a right click to delete your sustain.
I wouldnt say nerf heavy. I would say buff light and medium armor to bring them to a point where they offer more sustain and damage then heavy. Heavy should still be a viable option and not made 100% useless with your suggested Change.
Heavy armor is one of the last Tools for solo/smallscale players they can utilize to survive masses of brainless zerglings.
Wanna take a guess why folks Zerg? Because unkillelable small scale guys in heavy armor bursting just shy of a light armor build who cannot be killed. They then come and post on the boards about how elite they are because of broken game mechanics.
No heavy armor build is unkillable. If i manage to kill these "op, heavy armor unkillable Builds" in a 1v1. Everyone should be able to do it.
These so called pugs who cry over heavy armor are the ones who use light and heavy attacks as their main source of damage and dont even use any heal if you stand in Front of them deleting their HP. They even continue heavy attacking. I am sorry but that wont get you killed anything
If you Go medium armor you are forced to rely on dodge roll to mitigate damage. And tbh, only a nightblade can make proper use of medium cause they can reset the dodge roll cooldown with cloak.
DKs are build to run heavy armor, wardens are. They are build for it. And every heavy armor build can be killed. They are not immortal. They are immortal to pugs, so is medium and light .
It requires zero skill for a DK to kill a Sorc. If you don’t use lightning staff for heavy attacks your options are limited. It takes much more skill for a Sorc to kill a DK. The fact you are even disputing the imbalance and trying to frame it any other way shows your argument is trolling or you are misled. I have deliberately been playing with one damage shield recently to prepare for the upcoming patch. It takes kiting, placement of burst and luck to kill a good DK. All they have to do is wait for me to make one mistake and leap and my entire healthbar is gone. That’s silly and imbalanced and if you aren’t aware of it maybe you are the pug. It takes zero skill to play a heavy armor meta right now and it has been that way for quite some time. Hopefully, the devs see this and you will have to actually earn your kills soon.
You should not comment on any balance changes when you are completely clueless.
If you died 1v1 to dk on magsorc they you are just bad sorry, but that's it l2p issue. Playing dk actually takes much more skill than to play sorc. But i see you are just biased because you die to dk's haha.
What are you going to kill the DK with? Curse and Force Pulse? Meanwhile the DK just runs you out of stam with Talons and Fossilize. DK vs mSorc isn’t a favorable setup. You can play for a draw if skill is similar, but that’s it.
Wolf_Watching wrote: »
All the incompetence in this thread is mind boggling. Heavy armor is fine. Mark my words, medium armor will be tankier due to the given 25% reduction in aoe damage through major evasion next patch. Almost all hard hitting abilities are AOE exclusive.
Instead of being mindless tools following some herd master, and yelling the same exact things he says "Nerf Heavy Armor!", why not improve medium armor and light armor further. For instance, get rid of that useless sneak passive in the medium armor passive tree and replace it with let's say: reduce cost by x% for ultimates. Or increase stam/magicka recovery while sprinting. In that same line of thought, you could do the same for light armor in terms of buffing passives.
Stop being tools and asking for nerfs. Think for just a moment: Do you really expect ZOS to do exactly what you want in the manner you asked? And if they did, do you really believe they have the capability to implement that thought/idea correctly into the game. Track record shows that no, ZOS definitely doesn't know how to properly implement new game combat mechanics without severely hindering others. Also, don't think that asking for a nerf keeps you immune from ZOS' treatment. A nerf today, will only result in your skills/build being nerfed tomorrow.
*** 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.
Make it so the healing received bonus is from outside sources, and not self. That would go a long way.
Crixus8000 wrote: »Make it so the healing received bonus is from outside sources, and not self. That would go a long way.
So once again completely useless for solo players. It's like most people forget solo exists. Solo play has already been hit very, very hard. It would be nice to get a break.
I swear one day I will move at - 10% move speed all the time, lose every 1v2 and have every skill passive only work when an ally is near bye. It seems to be heading that way.
lucky_Sage wrote: »Really the heavy armor meta is Stam only and it's because of 7th, furry. Most mag is just better to go light even most Magdk' s are light now
lucky_Sage wrote: »Really the heavy armor meta is Stam only and it's because of 7th, furry. Most mag is just better to go light even most Magdk' s are light now
The heavy armor meta is stam only because magicka has been carried my damage shields, and the reason why magDK works best in light is because their healing scales with damage done, and concentration in conjunction with higher crit more than makes up for the loss of the healing received passive you get from heavy.
The heavy meta is only going to increase this update as light armor is about to become as squishy as medium. Some will be able to handle it. Others will switch to heavy.
lucky_dutch wrote: »
You talking about solo PvP or solo PvE?
Solo PvE is completely trivial and we needn't fear of nerfing that - even potatoes can complete all the solo content besides maybe vMA.
Solo PvP then I think heavy still needs a bit of a nerf tbh. It's not just the meta for stam classes but it's about to become the meta for light armor classes too. That, or they could buff medium & light up to heavy's level. I'm perfectly comfortable with that idea.
The culprit to heavy is the statbonus it gets imo. ZOS has managed to make health as desireable as other stats currently in the game. Which is good - generally speaking. But problematic when looking at creating optimal builds/setups.
Give light armor 1% healing done and 1% maxmagica per piece of armor worn.
Give medium 2% maxstam per piece of armor worn.
Suddenly we have no glaring stat disparity between different armor weights which would go a long way in reducing heavy being flatout more desireable for most players.
Zos gave us all these great heavy WD sets so clearly they want us to use heavy. Try to find a medium armor set as good as 7th or Veiled.
Briarheart? No. Senche? No. All medium has is some proc sets and stam sustain sets, it doesn't even have a decent set that gives mag sustain, we have to go to light for that (prisoner's or desert rose). So until we get some decent sets in medium that aren't proc sets like viper, there's no point to use it.
Moonsorrow wrote: »The culprit to heavy is the statbonus it gets imo. ZOS has managed to make health as desireable as other stats currently in the game. Which is good - generally speaking. But problematic when looking at creating optimal builds/setups.
Give light armor 1% healing done and 1% maxmagica per piece of armor worn.
Give medium 2% maxstam per piece of armor worn.
Suddenly we have no glaring stat disparity between different armor weights which would go a long way in reducing heavy being flatout more desireable for most players.
This.
It fills me with joy always to see things suggested this way instead of endless nerfs.
CritsTheBed wrote: »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.
You lost the second you threw in brass. Med and light needs give up a damage set to survive but heavy gets to run 7th, fury or ravager which is extremely high damage and the benefits of heavy survival. How in the world is that the same to you?
How do you give up survival on light? Last time I checked there was a skill called "healing ward" that does wonders on light armor, especially if you have a low health bar. Same as this other skill called dampen magicka, that escalates better with your magicka pool. So if you build magicka, you get both, extra dmg and extra mitigation. So a combo of brass + spinners next patch will not only give you the 40% max health shield, but also a shield with a huge resistance, while getting extra penetration.
I'm afraid your problem with heavy is in between the keyboard and the chair. Sorry.
Moonsorrow wrote: »The culprit to heavy is the statbonus it gets imo. ZOS has managed to make health as desireable as other stats currently in the game. Which is good - generally speaking. But problematic when looking at creating optimal builds/setups.
Give light armor 1% healing done and 1% maxmagica per piece of armor worn.
Give medium 2% maxstam per piece of armor worn.
Suddenly we have no glaring stat disparity between different armor weights which would go a long way in reducing heavy being flatout more desireable for most players.
This.
It fills me with joy always to see things suggested this way instead of endless nerfs.