in logic light armor means glass cannon
that means for example if we hit 10k enemy hits us 10k 7/7 for medium and 4/4 heavy armor
in reality light armor users hits max 6k. and enemy hits 8k 8k and 6k for medium users 4/ 2 for heavy armor
logic of light armor and range is kite with slows snares and stuns. you try to kill enemy with high damage before he comes to you. if he comes you are %90 dead. and you use your survival skills.
in reality for example 40k stamden .
you started attack with stun and damage and damaged %20 of enemys hp. and he used break free and used his gap closer started to hit you with combo.
we have 2 different ends.
you stunned him again and tried nuke and damaged %80 of his hp. he changed bar with s&B and insta healed himself to %100 and killed you after it.
you stunned him again and tried nuke and he used dawnbreaker dizzy dizzy exec. and you are dead
so light armor (magicka) can not damage better than medium or heavy proc stamina. cannot heal better than others. cannot cc than others.
so why you are not just deleting light armor ? its useless except PVE
Have you pumped your health over 25K? At the moment PvP is painfull with less than that. Use health glyphs or reallocate your atributes.
RiskyChalice863 wrote: »If you go light armor, you have the sustain to be a level 3 Vampire—which makes your overall resistances on average similarly good to someone in heavy armor (better if low health, worse if high health). Granted, you still have lower health and obviously way worse health recovery as well as vulnerability to flame damage, so you won’t be as tanky overall. But you can be pretty tanky in light armor by leveraging the sustain advantages of light armor to make vampire affordable, and you will do more damage and have more mobility.
imho light armor is not worth the trouble. too fragile and about as strong as medium, if not weaker. I'm a bad player, and I die too often in light armor. It just isn't fun. Healing is easier in heavy armor too.
imho light armor is not worth the trouble. too fragile and about as strong as medium, if not weaker. I'm a bad player, and I die too often in light armor. It just isn't fun. Healing is easier in heavy armor too.
IIRC, Medium Armor provides 75% of Heavy Armor’s protection, while Light Armor provides 25%. So going light armor is essentially as glass cannon as you can get outside of no gear. In this meta where high damage can be obtained in Heavy Armor, going Light Armor feels like gimping oneself.
holden_caulfield wrote: »Hi all,
after few weeks of trying, I can say it's almost impossible to pvp in light armor (at least in BG). It takes 1 stun (this game's pvp is based on CC), and in the time you break free they obliterate you.
Am I missing something?
Don't feel bad. Even in heavy armor with 50k health, full impenetrable and 35k resistance I've been obliterated in the span of a single stun while breaking free. The damage bursts are just insane right now and there is very little you can do to defend against it if you get pinned down.
By several people I assume, right? Not by a single person unless its a ganker.
imho light armor is not worth the trouble. too fragile and about as strong as medium, if not weaker. I'm a bad player, and I die too often in light armor. It just isn't fun. Healing is easier in heavy armor too.
IIRC, Medium Armor provides 75% of Heavy Armor’s protection, while Light Armor provides 25%. So going light armor is essentially as glass cannon as you can get outside of no gear. In this meta where high damage can be obtained in Heavy Armor, going Light Armor feels like gimping oneself.
Do not forget the extra survival added by both medium and heavy in form of more roll dodges and/or healing. Weapon damage increases heals, penetration does not.
It is about time Spell Warding gets its horrible spell resistence replaced with a magicka boost or spell damage boost to make up for what light armor currently lacks in damage and survival.
SOLDIER_1stClass wrote: »Light and medium armor are in a horrible spot.
The current damage out put in heavy is ridiculous.
Light and medium armor need a serious buff.
Heavy needs a damage debuff modifier per piece added that applies to weapon/spell damage and proc damage.
Waffennacht wrote: »SOLDIER_1stClass wrote: »Light and medium armor are in a horrible spot.
The current damage out put in heavy is ridiculous.
Light and medium armor need a serious buff.
Heavy needs a damage debuff modifier per piece added that applies to weapon/spell damage and proc damage.
Love the idea in reverse; how about add damage for light armor pieces? @SOLDIER_1stClass
Waffennacht wrote: »SOLDIER_1stClass wrote: »Light and medium armor are in a horrible spot.
The current damage out put in heavy is ridiculous.
Light and medium armor need a serious buff.
Heavy needs a damage debuff modifier per piece added that applies to weapon/spell damage and proc damage.
Love the idea in reverse; how about add damage for light armor pieces? @SOLDIER_1stClass
SOLDIER_1stClass wrote: »While also reducing healing and support capabilities of magicka users.
SOLDIER_1stClass wrote: »The way the game is set up is magicka has the only real heals, giving them even more damage without addressing above issues just makes it overpowered.
SOLDIER_1stClass wrote: »While also reducing healing and support capabilities of magicka users.
As someone who runs a healer in PVE group dungeons... no.SOLDIER_1stClass wrote: »The way the game is set up is magicka has the only real heals, giving them even more damage without addressing above issues just makes it overpowered.
The thing is, those are supposed to be the defensive strengths of Magicka specs in PVP. Stamina specs, generally, benefit from being able to sprint, roll dodge, block, and break free more often than their Magicka counterparts, due to their increased Stamina pool. Magicka specs on the other hand benefit from access to more heals and damage shields due to their increased Magicka pool. These differences should be strong, as they are what are part of defining the difference between the specs. It's the current lack of strength in those defensive options for Magicka compared to the continued strength of Stamina's defensive options that causes Stamina's current dominance in PVP.
Nerfing Magicka's healing and support, even if damage was increased, would only serve to weaken their overall position in PVP. If that were to happen, then Stamina would also need to see nerfs to dodge-rolling. But neither of these are things that need to happen. Each are, again, the respective strengths of each type of spec and should exist in strength for each spec. This is how each and every choice the player makes should, Race, Class, Spec, Armor, etc. should all mean adding certain strengths to a build in order to either shore up weaknesses or capitalize on strengths to create the build that works for the player.
As far as adding damage to Light Armor is concerned, there is a way it could be done that still involves sacrifice, that would further define the strengths of Light Amor vs. Heavy Armor for mag specs. That would be to change the Spell Warding passive from providing Spell Resistance for each piece of armor worn, and instead increase Spell Damage by 2% for each piece worn. This would (A) exchange one strength for another, (B) help both DDs and Healers, both who rely on LA, and (C) not make LA more potent than MA because it wouldn't eclipse the Weapon Damage provided by MA (15%) even at 7 pieces. It would also further the difference between LA/MA being about damage, and HA being about defense.