We should work to get away from the one size fits all mitigation and re-define mitigation based on armor type with the use case being each armor defends in a different way. This would not be hard to do and a very simple system could be set in place that will fix these issues.
Do you all realize that mitigation is needed in pve endgame? Pvp is only small part of the game and yet it dictates the rest of the game. This is bs. If the balancing cant be separated from pve then pvp should be removed from the game. Only nerf after nerf.
I say cap mitigation at 80-85%. This gives multiple ways achieving the maximum without having to use all mitigation forms to achieve max mitigation. Of course people could still build for more than that to reduce effects of penetration, but everyone no matter how they build would be subject to 15-20% of tooltip damage.
MartiniDaniels wrote: »ZOS just needs to add total mitigation cap. For example, no matter what you do, you can't receive less then 10% of tooltip. But in practice it will just destroy solo or smallscale play, since in any outnumbered situation you will receive a lot of guaranteed damage. So be careful about what you are asking.
@leepalmer95leepalmer95 wrote: »All these passive % buffs didnt exist years ago. Pvp was also a lot fun.
Zos can't help but bring in the these stupid buffs despite the fact the community has been saying for a long times they're to strong.
Anything to sell the p2w classes/ gear I guess.