Am I the only trials tank looking at this and thinking that taking 9% increased magicka damage in trials (which for most trials is the damage we actually care about) is a bad thing?
Like, whut??
Am I the only trials tank looking at this and thinking that taking 9% increased magicka damage in trials (which for most trials is the damage we actually care about) is a bad thing?
Like, whut??
7% when in full heavy armor or where does this extra 2% come from?
You also gain 10-14% damage resistance while CC immune. Which is mostly a pvp thing to be fair. Where it will be crazy OP, since you are always CC immune in actual combat as you get cced on cooldown. I feel like heavy armor from a pvp perspective will be the big winner.
Apart from medium armor, which just got better overall.
Am I the only trials tank looking at this and thinking that taking 9% increased magicka damage in trials (which for most trials is the damage we actually care about) is a bad thing?
Like, whut??
7% when in full heavy armor or where does this extra 2% come from?
You also gain 10-14% damage resistance while CC immune. Which is mostly a pvp thing to be fair. Where it will be crazy OP, since you are always CC immune in actual combat as you get cced on cooldown. I feel like heavy armor from a pvp perspective will be the big winner.
Apart from medium armor, which just got better overall.
sorry, 7% more damage. but the point remains. this is clearly a PvP balance change and I don't see how it fits in PvE at all with regards to tanking.
forzajuve212 wrote: »I have a few questions:
1. Why are there no medium armor debuffs but light and heavy have substantial ones? Isn't this creating a systemic lack of balance between magicka and stamina builds in PVP?
2. How is it viable for a player to have light and heavy armor mimic and cancel each other out when you would be forfeiting the 5 piece bonuses of light and heavy armor? Isn't it unfair to have medium armor gain access to the benefits of a 5 piece of armor but Magicka builds have to either accept the debuffs or sacrifice 5 piece bonuses to cancel out debuffs?
3. How will light armor be viable in PVP when it will have debuffs such as 5% increased block cost per piece of light armor? Unless you're a magicka sorc, this effectively means if you choose light armor, you will die and die quickly, without any benefit to damage output to mitigate these debuffs. Shouldn't light armor deal more damage because of this?
4. Why does medium armor take less damage from AoE? and more block cost reduction? AoE is one of the only counters to dodge rolling stamina builds. Further, stamina already has dodge roll benefits over magicka builds. Letting them have increased block reduction essentially provides stam with all the benefits to do anything they want in PvP with no negatives.
When making light armor - the most fragile armor in the game - even more susceptible to physical damage, you forget that it already has by far the lowest physical resistance of all. The roleplay aspect of that is already displayed by the armor value itself. Its resistance to magic is displayed by the little bit of spell resistance it grants as well.
Also, you said in the stream that bashing with light armor should be easier and thus cheaper. Why does the same not go for blocking or at least, why is the opposite true for blocking? Light armor should not make it more costly to do that.
Unless you have not added any damage or sustain increases to the other passives alongside this, I find it questionable from a pvp standpoint to make the most fragile armor more fragile against the most common and dangerous damage type. Which is physical. Most players, most proc sets and snipers use it. So at the very least, light armor should get something meaningful to justify its fragile nature.
Right now, Medium armor is just all around better and stronger in pvp and also the only armor with no penalty for wearing it. I believe in the end it will be found that adding damage weakness to either armor is deemed a wrong move. We will see.
Light armor is very undesirable in pvp, medium even now is at least an option. Light armor users already struggle to survive and this might just make it harder. I would like to see a reason to run light armor.
ZOS_BrianWheeler wrote: »The capability to control which stars you slot at any given time is the main aspect that governs vertical progression. Other stars which grant stats by unlocking their thresholds, and don’t need to be slotted, will further increase your power vertically. The blend of these two types of stars allows the updated Champion System to offer both power and choice while also promoting greater consideration of, and consequences for, your choices.
joaaocaampos wrote: »Medium Armor BonusesWHY?
- Reduces the cost of Block by X%
This is a bonus for Heavy Armor, not Medium Armor! Medium Armor already has too many bonuses, without penalty!
ACamaroGuy wrote: »So what exactly will be the new usable CP? Right now I'm able to use 810 of my 1256.
Aerius_Sygale wrote: »
Seen screenshot/video proof of someone at 3000+, have you? Other than cheating devs showing off DLC, of course...
Aerius_Sygale wrote: »
Seen screenshot/video proof of someone at 3000+, have you? Other than cheating devs showing off DLC, of course...
There was a post a while back about a PC EU player getting to 3600 CP. I have also seen people with above 3K CP on PC NA.
From a PVP perspective, I would really prefer if armor curses worked something like this.
LA: Takes 1% Increased Martial Damage per piece.
MA: Takes 1% Increased Magic Damage per piece.
Heavy: Reduces Damage done by 2% per piece. (While taking .5% reduced damage from Martial and Magic Damage)
This would mean that DPS oriented Stamina and Magicka players would counter each other, and that heavy would primarily be worn by support players.
SOLDIER_1stClass wrote: »