CritsTheBed wrote: »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.
Youre not following me. So a sorc needs to give up a damage set to run brass. Forget your shields comment because you won't be able to sustain them WITHOUT A SUSTAIN SET. So the sorc gives up what? spinners for a sustain set? Wait, that means no damage at all. And I hope you didn't mean to insinuate sorc has good healing bc of healing ward next patch but even if you did, with your build you couldn't sustain healing ward.
All that work to have the survivability of heavy while wearing light with zero damage lol. Meanwhile heavy has the survivability that it does which is way better than the other 2 weights of armour with a ton of damage from fury and 7th. So why wouldn't the entire eso pop not run heavy w fury and 7th? I didn't think I needed to explain the obvious.
Increase Health by 5000
Reduce damage taken by 50%
Reduce healing received and damage shield strength by 50%
Increase range of abilities with greater than 28m range by 8m in Cyrodiil
HeroOfNone wrote: »Based on this the different options I would add would be:
1. Tank - damage, healing done, and shield done reduced 20-30% (stacked atop that you recieve), critical resistance up about 1200-1500, 7000 health added (instead of 5k), additional damage reduced by 60% (instead of 50%)
Crixus8000 wrote: »HeroOfNone wrote: »Based on this the different options I would add would be:
1. Tank - damage, healing done, and shield done reduced 20-30% (stacked atop that you recieve), critical resistance up about 1200-1500, 7000 health added (instead of 5k), additional damage reduced by 60% (instead of 50%)
And what would be classed as a tank ? Because if that would be the battle spirit for wearing heavy then again it would be useless. Getting 30% less damage and healing would be terrible for solo players. Extra hp and crit res don't do much if our heals are weak and we can't kill anything.
HeroOfNone wrote: »Crixus8000 wrote: »HeroOfNone wrote: »Based on this the different options I would add would be:
1. Tank - damage, healing done, and shield done reduced 20-30% (stacked atop that you recieve), critical resistance up about 1200-1500, 7000 health added (instead of 5k), additional damage reduced by 60% (instead of 50%)
And what would be classed as a tank ? Because if that would be the battle spirit for wearing heavy then again it would be useless. Getting 30% less damage and healing would be terrible for solo players. Extra hp and crit res don't do much if our heals are weak and we can't kill anything.
Most PVP is based around group balance, not solo balance. If you were solo Yolo you'd likely want fast kills so would go DPS. Tank based you could take on multiple people, debuff, waste resources, but without a healer or DPS you'd likely be screwed unless you specifically built to over come the damage reduction to take advantage of the armor.
You trade something for everything, removing the "have everything" builds (hopefully)
Oh, and if I wasn't clear, 1 of the 4 would be mandatory. So players would have to choose what battle spirit to go with, but we'd eliminate the battle spirit we have now.
Crixus8000 wrote: »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.
I mean sure, medium could do with some better set options, but what's stopping people from using veiled or 7th on a medium build ?
Crixus8000 wrote: »HeroOfNone wrote: »Crixus8000 wrote: »HeroOfNone wrote: »Based on this the different options I would add would be:
1. Tank - damage, healing done, and shield done reduced 20-30% (stacked atop that you recieve), critical resistance up about 1200-1500, 7000 health added (instead of 5k), additional damage reduced by 60% (instead of 50%)
And what would be classed as a tank ? Because if that would be the battle spirit for wearing heavy then again it would be useless. Getting 30% less damage and healing would be terrible for solo players. Extra hp and crit res don't do much if our heals are weak and we can't kill anything.
Most PVP is based around group balance, not solo balance. If you were solo Yolo you'd likely want fast kills so would go DPS. Tank based you could take on multiple people, debuff, waste resources, but without a healer or DPS you'd likely be screwed unless you specifically built to over come the damage reduction to take advantage of the armor.
You trade something for everything, removing the "have everything" builds (hopefully)
Oh, and if I wasn't clear, 1 of the 4 would be mandatory. So players would have to choose what battle spirit to go with, but we'd eliminate the battle spirit we have now.
Then I'm sorry but I just disagree. I'm a solo player so forced to pick a group role is against how I play the game. Solo players need to be decent all round or they can't play solo. And when your fighting alone just going dps doesn't work, having really high damage alone means nothing if you die in 2 seconds because your outnumbered, you need decent survivability and speed to help with that.
The problem with medium is that a shuffle cast negate all the recovery benefits from passives. Otherwise I would be running medium all the time.
Also light is so much better for Magicka since the penetration passive is HUGE and that bonus itself provide more than a 5fth piece,so you can run a defensive set and light armor,having more of everything. Every mag player smallscaling with me is wearing a tanky light setup.
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
CritsTheBed wrote: »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.
Youre not following me. So a sorc needs to give up a damage set to run brass. Forget your shields comment because you won't be able to sustain them WITHOUT A SUSTAIN SET. So the sorc gives up what? spinners for a sustain set? Wait, that means no damage at all. And I hope you didn't mean to insinuate sorc has good healing bc of healing ward next patch but even if you did, with your build you couldn't sustain healing ward.
All that work to have the survivability of heavy while wearing light with zero damage lol. Meanwhile heavy has the survivability that it does which is way better than the other 2 weights of armour with a ton of damage from fury and 7th. So why wouldn't the entire eso pop not run heavy w fury and 7th? I didn't think I needed to explain the obvious.
I thought sorcs used harness + hardened for some reason. Considering hardened will be nerfed and that empowered also give you extra magicka regen... so maybe they can cope with the change.
By the way, if you use harness with high resistances, it would be a great case of how to recover stats by getting targeted by magicka skills.
Now a question to you, you talk and talk about fury and 7th legion like they are the magical stamina sets of killing, but, how do you sustain using those sets? Because none of them has any stat on stam recovery. Sure, you can go with 3 recovery glyphs, but even with that is not enough.
On the other hand, medium has access to veiled heritance through jewelry, a set that procs even on dots.
Anyone complaining about the resistances of Heavy armor has clearly never done the math.
The mitigation differences are really a joke once compared side by side.
Best possible distribution of armor weight in a 5/1/1 set up for all weights. (does not include class/race/guild buffs as those would just simply even out per weight) {* Also no sets tested had any resistance bonuses)
(disparity from heavy)
Light= %17.6 Spell mitigation %14.8 Physical mitigation / (%6.8 Spell mitigation %9.1 Physical mitigation)
Med= %18.6 Spell mitigation %18.1 Physical mitigation / (%5.8 Spell mitigation %5.8 Physical mitigation)
Hvy = %24.4 Spell mitigation %23.9 Physical mitigation
As we can see here the difference is quite small. Heavy is not some weight of armor that magically makes you THAT much more tanky. The passive are where the real differences are and when considering the heavy armor ones, the DPS does not come from there any longer.
The power in a build comes from building around passive and races, plus buffs and abilities. When one pairs it together well, any weight of armor will compliment said build properly.
Edit* Source used for %calculations https://forums.elderscrollsonline.com/en/discussion/279426/damage-mitigation-explanation-updated-for-morrowind-new-calculator/p1
Anyone complaining about the resistances of Heavy armor has clearly never done the math.
The mitigation differences are really a joke once compared side by side.
Best possible distribution of armor weight in a 5/1/1 set up for all weights. (does not include class/race/guild buffs as those would just simply even out per weight) {* Also no sets tested had any resistance bonuses)
(disparity from heavy)
Light= %17.6 Spell mitigation %14.8 Physical mitigation / (%6.8 Spell mitigation %9.1 Physical mitigation)
Med= %18.6 Spell mitigation %18.1 Physical mitigation / (%5.8 Spell mitigation %5.8 Physical mitigation)
Hvy = %24.4 Spell mitigation %23.9 Physical mitigation
As we can see here the difference is quite small. Heavy is not some weight of armor that magically makes you THAT much more tanky. The passive are where the real differences are and when considering the heavy armor ones, the DPS does not come from there any longer.
The power in a build comes from building around passive and races, plus buffs and abilities. When one pairs it together well, any weight of armor will compliment said build properly.
Edit* Source used for %calculations https://forums.elderscrollsonline.com/en/discussion/279426/damage-mitigation-explanation-updated-for-morrowind-new-calculator/p1
When people talk about heavy being more resilient, they're not just referring to the res. They're referring to the passives as well which means more res, more health, more health recovery, more healing taken.
As a whole, that collection of benefits is way better than what garbage medium armor gives.
The heavy armour thing has been absurd for longtime.
You wearing heavy = Fine. You are more like tank not an dps character.
Easy solution and propably the only solution to get out of this mess would be to cut weapon/spell damage -10% per heavy armour piece weared.
Thus you deciede to run 5 Heavy pieces -> reduces the spell/weapon damage 50%.
Simple as that and you want to do high dps -> Go medium or light. You want to troll and tank -> Go heavy, however do not expect to pull of these ridicilious +4500 weapong damage numbers wearing heavy sets.
You do that than you will see more variety builds and people even would need to learn the game instead of been carried by their gear sets.
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.
Maura_Neysa wrote: »usmcjdking wrote: »The first avenue of approach for balancing HA should be to buff the ever loving *** out of Mace/Maul and see where it falls out.
Now that's an interesting idea. Hella lot better than the OP's
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.
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
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.
Wow, you are completely clueless. The effort and timing for a DK is miles beyond sorc. Clearly all you play is a sorc. Go home kid and post somewhere else, like that forum post about sharing pics of outfits. At least there you can't be wrong.
Wolf_Watching wrote: »I have to use heavy on werewolf. Besides that, they caused the meta with all these nerfs.
Heavy has been king for as long as I remember and I have been pvp'ing a long time. Light and medium were already nearly pushed out before update 20
You also dont HAVE to use heavy on ww. If your ww is in heavy then its a tank and shouldnt be able to kill players either.
usmcjdking wrote: »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.
The only explanation for this is that you are awful. There is not a single medium or light armor DK that is going to outlive a heavy armor DK under any circumstance, ever.