Grandchamp1989 wrote: »Please reconsider the nerf to PVE Tanks - the penalties are way too rough.
Medium armor actually looks to be the better Tank armor now with reduced block cost and evasion build into roll dodge. It's backwards.
PVE Tanks rely on roll dodging to complete most of your hardmodes. 21% nerf is far too much!
Nerfing ressources from heavy attacks by 5% for wearing 5 heavy armor is another nerf.
Certain trials rely on you tanking massive incoming magic attack, so why make PVE tanks less tanky in those instances?
PVE Tanks have to lead the teams in dungeons but you made us the slowest member so we'll end up running in the backline with the healer?
Please please reconsider this. There's sooooooooo few PVE tanks already don't make our lives harder! We need more PVE Tanks not less. Nobody want to be a super slow rock that can only hold block. It's so limiting.
I suggest you take the heavy armor nerfs and apply them to PVP (Which I suggest was intended to begin with) by using Battle Spirit. So when you're under the effect of battle spirit these nerfs apply.
Either medium and light get a huge increase to their damage or the heavy armor mitigation while being CC immune has to be changed to something else.
The current version asks for everyone playing heavy armor in pvp and there's no reason not to
The changes to heavy armor are ridiculous compared to light and medium.
The bonus adding 2% damage mitigation while you're CC immune means you'll be running around with 14% damage mitigation all the time in pvp, that's more than major protection.
Neither light or medium armor got any meaningful increase to their damage which will result in everyone playing pvp running 7 pieces of heavy armor.
Those passive simply aren't balanced at all with their downsides:
Light armor gets a little more stam sustain, something highly unnecessary since regen buffs have been increased last patch at the cost of a huge drawback to blocking making light armor even more squishy.
Medium on the other hand has no downside at all but also only relatively mediocre stuff, 14% mitigation for 2 seconds only after a dodge roll, that's just laughably weak compared to 14% mitigation vs everything all the time.
Either medium and light get a huge increase to their damage or the heavy armor mitigation while being CC immune has to be changed to something else.
The current version asks for everyone playing heavy armor in pvp and there's no reason not to
The changes to heavy armor are ridiculous compared to light and medium.
The bonus adding 2% damage mitigation while you're CC immune means you'll be running around with 14% damage mitigation all the time in pvp, that's more than major protection.
Neither light or medium armor got any meaningful increase to their damage which will result in everyone playing pvp running 7 pieces of heavy armor.
Those passive simply aren't balanced at all with their downsides:
Light armor gets a little more stam sustain, something highly unnecessary since regen buffs have been increased last patch at the cost of a huge drawback to blocking making light armor even more squishy.
Medium on the other hand has no downside at all but also only relatively mediocre stuff, 14% mitigation for 2 seconds only after a dodge roll, that's just laughably weak compared to 14% mitigation vs everything all the time.
Either medium and light get a huge increase to their damage or the heavy armor mitigation while being CC immune has to be changed to something else.
The current version asks for everyone playing heavy armor in pvp and there's no reason not to
They also made heavy armor considerably harder to sustain in comparison to its light/medium counterparts.
Both light and medium armor have roll dodge reduction, and fat amounts (21% for light, 28% for medium). These defensive maneuvers mitigate all damage.
Heavy, on the other hand, gets a 21% cost INCREASE to this mechanic. Couple that with the removal of roll dodge reduction CP points, and it becomes even more difficult for heavy armor to sustain dodge rolling. This leaves its only defense to be face-tanking damage through mitigation, which I think is a good move.
The heavy armor meta has existed for so long because people could stack its increased resistances with easy access to roll dodging, which becomes super powerful.
I personally welcome these changes because they work to pigeon hole heavy armor users into face tanking a greater number of opponent attacks (because of less dodges), even if that damage is being mitigated more. It makes battling heavy armor users a sort of war of attrition, in which you must deplete their stamina by ccing them until they can't sustain it anymore and are forced to sit there in a cc (without that 14% mitigation, because that only activates whilst cc immune) before you yourself run out of dodges. I like the balance of what they were going for in this regard.
The one thing that I find to be in an odd spot is the block cost reduction on medium armor. This is the one thing I would change, and I would move it to heavy armor passives, as it would further encourage heavy users to sit there and face tank damage by blocking and reducing their speed. Seems counter intuitive to have it on medium armor, where the focus is on mobility and damage avoidance. 21% block cost reduction is huge too, and I could see PvE tanks once again adopting powerful assault for medium armor tanking if it stays with medium armor, especially when all that extra health was given to us at the base level that can be used to offset the loss of resistances.
Only suggestion: move block cost reduction to heavy armor passives and get rid of the bash damage. Damage doesn't belong on heavy armor passives, and bashing isn't for dealing damage.
The changes to heavy armor are ridiculous compared to light and medium.
The bonus adding 2% damage mitigation while you're CC immune means you'll be running around with 14% damage mitigation all the time in pvp, that's more than major protection.
Neither light or medium armor got any meaningful increase to their damage which will result in everyone playing pvp running 7 pieces of heavy armor.
Those passive simply aren't balanced at all with their downsides:
Light armor gets a little more stam sustain, something highly unnecessary since regen buffs have been increased last patch at the cost of a huge drawback to blocking making light armor even more squishy.
Medium on the other hand has no downside at all but also only relatively mediocre stuff, 14% mitigation for 2 seconds only after a dodge roll, that's just laughably weak compared to 14% mitigation vs everything all the time.
Either medium and light get a huge increase to their damage or the heavy armor mitigation while being CC immune has to be changed to something else.
The current version asks for everyone playing heavy armor in pvp and there's no reason not to
They also made heavy armor considerably harder to sustain in comparison to its light/medium counterparts.
Both light and medium armor have roll dodge reduction, and fat amounts (21% for light, 28% for medium). These defensive maneuvers mitigate all damage.
Heavy, on the other hand, gets a 21% cost INCREASE to this mechanic. Couple that with the removal of roll dodge reduction CP points, and it becomes even more difficult for heavy armor to sustain dodge rolling. This leaves its only defense to be face-tanking damage through mitigation, which I think is a good move.
The heavy armor meta has existed for so long because people could stack its increased resistances with easy access to roll dodging, which becomes super powerful.
I personally welcome these changes because they work to pigeon hole heavy armor users into face tanking a greater number of opponent attacks (because of less dodges), even if that damage is being mitigated more. It makes battling heavy armor users a sort of war of attrition, in which you must deplete their stamina by ccing them until they can't sustain it anymore and are forced to sit there in a cc (without that 14% mitigation, because that only activates whilst cc immune) before you yourself run out of dodges. I like the balance of what they were going for in this regard.
The one thing that I find to be in an odd spot is the block cost reduction on medium armor. This is the one thing I would change, and I would move it to heavy armor passives, as it would further encourage heavy users to sit there and face tank damage by blocking and reducing their speed. Seems counter intuitive to have it on medium armor, where the focus is on mobility and damage avoidance. 21% block cost reduction is huge too, and I could see PvE tanks once again adopting powerful assault for medium armor tanking if it stays with medium armor, especially when all that extra health was given to us at the base level that can be used to offset the loss of resistances.
Only suggestion: move block cost reduction to heavy armor passives and get rid of the bash damage. Damage doesn't belong on heavy armor passives, and bashing isn't for dealing damage.
Have you heard about 7 seconds of cc immunity?
The changes to heavy armor are ridiculous compared to light and medium.
The bonus adding 2% damage mitigation while you're CC immune means you'll be running around with 14% damage mitigation all the time in pvp, that's more than major protection.
Neither light or medium armor got any meaningful increase to their damage which will result in everyone playing pvp running 7 pieces of heavy armor.
Those passive simply aren't balanced at all with their downsides:
Light armor gets a little more stam sustain, something highly unnecessary since regen buffs have been increased last patch at the cost of a huge drawback to blocking making light armor even more squishy.
Medium on the other hand has no downside at all but also only relatively mediocre stuff, 14% mitigation for 2 seconds only after a dodge roll, that's just laughably weak compared to 14% mitigation vs everything all the time.
Either medium and light get a huge increase to their damage or the heavy armor mitigation while being CC immune has to be changed to something else.
The current version asks for everyone playing heavy armor in pvp and there's no reason not to
They also made heavy armor considerably harder to sustain in comparison to its light/medium counterparts.
Both light and medium armor have roll dodge reduction, and fat amounts (21% for light, 28% for medium). These defensive maneuvers mitigate all damage.
Heavy, on the other hand, gets a 21% cost INCREASE to this mechanic. Couple that with the removal of roll dodge reduction CP points, and it becomes even more difficult for heavy armor to sustain dodge rolling. This leaves its only defense to be face-tanking damage through mitigation, which I think is a good move.
The heavy armor meta has existed for so long because people could stack its increased resistances with easy access to roll dodging, which becomes super powerful.
I personally welcome these changes because they work to pigeon hole heavy armor users into face tanking a greater number of opponent attacks (because of less dodges), even if that damage is being mitigated more. It makes battling heavy armor users a sort of war of attrition, in which you must deplete their stamina by ccing them until they can't sustain it anymore and are forced to sit there in a cc (without that 14% mitigation, because that only activates whilst cc immune) before you yourself run out of dodges. I like the balance of what they were going for in this regard.
The one thing that I find to be in an odd spot is the block cost reduction on medium armor. This is the one thing I would change, and I would move it to heavy armor passives, as it would further encourage heavy users to sit there and face tank damage by blocking and reducing their speed. Seems counter intuitive to have it on medium armor, where the focus is on mobility and damage avoidance. 21% block cost reduction is huge too, and I could see PvE tanks once again adopting powerful assault for medium armor tanking if it stays with medium armor, especially when all that extra health was given to us at the base level that can be used to offset the loss of resistances.
Only suggestion: move block cost reduction to heavy armor passives and get rid of the bash damage. Damage doesn't belong on heavy armor passives, and bashing isn't for dealing damage.
Have you heard about 7 seconds of cc immunity?
Yes.
The changes to heavy armor are ridiculous compared to light and medium.
The bonus adding 2% damage mitigation while you're CC immune means you'll be running around with 14% damage mitigation all the time in pvp, that's more than major protection.
Neither light or medium armor got any meaningful increase to their damage which will result in everyone playing pvp running 7 pieces of heavy armor.
Those passive simply aren't balanced at all with their downsides:
Light armor gets a little more stam sustain, something highly unnecessary since regen buffs have been increased last patch at the cost of a huge drawback to blocking making light armor even more squishy.
Medium on the other hand has no downside at all but also only relatively mediocre stuff, 14% mitigation for 2 seconds only after a dodge roll, that's just laughably weak compared to 14% mitigation vs everything all the time.
Either medium and light get a huge increase to their damage or the heavy armor mitigation while being CC immune has to be changed to something else.
The current version asks for everyone playing heavy armor in pvp and there's no reason not to
They also made heavy armor considerably harder to sustain in comparison to its light/medium counterparts.
Both light and medium armor have roll dodge reduction, and fat amounts (21% for light, 28% for medium). These defensive maneuvers mitigate all damage.
Heavy, on the other hand, gets a 21% cost INCREASE to this mechanic. Couple that with the removal of roll dodge reduction CP points, and it becomes even more difficult for heavy armor to sustain dodge rolling. This leaves its only defense to be face-tanking damage through mitigation, which I think is a good move.
The heavy armor meta has existed for so long because people could stack its increased resistances with easy access to roll dodging, which becomes super powerful.
I personally welcome these changes because they work to pigeon hole heavy armor users into face tanking a greater number of opponent attacks (because of less dodges), even if that damage is being mitigated more. It makes battling heavy armor users a sort of war of attrition, in which you must deplete their stamina by ccing them until they can't sustain it anymore and are forced to sit there in a cc (without that 14% mitigation, because that only activates whilst cc immune) before you yourself run out of dodges. I like the balance of what they were going for in this regard.
The one thing that I find to be in an odd spot is the block cost reduction on medium armor. This is the one thing I would change, and I would move it to heavy armor passives, as it would further encourage heavy users to sit there and face tank damage by blocking and reducing their speed. Seems counter intuitive to have it on medium armor, where the focus is on mobility and damage avoidance. 21% block cost reduction is huge too, and I could see PvE tanks once again adopting powerful assault for medium armor tanking if it stays with medium armor, especially when all that extra health was given to us at the base level that can be used to offset the loss of resistances.
Only suggestion: move block cost reduction to heavy armor passives and get rid of the bash damage. Damage doesn't belong on heavy armor passives, and bashing isn't for dealing damage.
Have you heard about 7 seconds of cc immunity?
Yes.
Then how do you come to the conclusion people will be sitting in CCs?
In PvP you're either immune to CCs or you are currently CC'd there's no inbetween which means you'll be gaining full advantage of the broken passive all the time.
The changes to heavy armor are ridiculous compared to light and medium.
The bonus adding 2% damage mitigation while you're CC immune means you'll be running around with 14% damage mitigation all the time in pvp, that's more than major protection.
Neither light or medium armor got any meaningful increase to their damage which will result in everyone playing pvp running 7 pieces of heavy armor.
Those passive simply aren't balanced at all with their downsides:
Light armor gets a little more stam sustain, something highly unnecessary since regen buffs have been increased last patch at the cost of a huge drawback to blocking making light armor even more squishy.
Medium on the other hand has no downside at all but also only relatively mediocre stuff, 14% mitigation for 2 seconds only after a dodge roll, that's just laughably weak compared to 14% mitigation vs everything all the time.
Either medium and light get a huge increase to their damage or the heavy armor mitigation while being CC immune has to be changed to something else.
The current version asks for everyone playing heavy armor in pvp and there's no reason not to
They also made heavy armor considerably harder to sustain in comparison to its light/medium counterparts.
Both light and medium armor have roll dodge reduction, and fat amounts (21% for light, 28% for medium). These defensive maneuvers mitigate all damage.
Heavy, on the other hand, gets a 21% cost INCREASE to this mechanic. Couple that with the removal of roll dodge reduction CP points, and it becomes even more difficult for heavy armor to sustain dodge rolling. This leaves its only defense to be face-tanking damage through mitigation, which I think is a good move.
The heavy armor meta has existed for so long because people could stack its increased resistances with easy access to roll dodging, which becomes super powerful.
I personally welcome these changes because they work to pigeon hole heavy armor users into face tanking a greater number of opponent attacks (because of less dodges), even if that damage is being mitigated more. It makes battling heavy armor users a sort of war of attrition, in which you must deplete their stamina by ccing them until they can't sustain it anymore and are forced to sit there in a cc (without that 14% mitigation, because that only activates whilst cc immune) before you yourself run out of dodges. I like the balance of what they were going for in this regard.
The one thing that I find to be in an odd spot is the block cost reduction on medium armor. This is the one thing I would change, and I would move it to heavy armor passives, as it would further encourage heavy users to sit there and face tank damage by blocking and reducing their speed. Seems counter intuitive to have it on medium armor, where the focus is on mobility and damage avoidance. 21% block cost reduction is huge too, and I could see PvE tanks once again adopting powerful assault for medium armor tanking if it stays with medium armor, especially when all that extra health was given to us at the base level that can be used to offset the loss of resistances.
Only suggestion: move block cost reduction to heavy armor passives and get rid of the bash damage. Damage doesn't belong on heavy armor passives, and bashing isn't for dealing damage.
Have you heard about 7 seconds of cc immunity?
Yes.
Then how do you come to the conclusion people will be sitting in CCs?
In PvP you're either immune to CCs or you are currently CC'd there's no inbetween which means you'll be gaining full advantage of the broken passive all the time.
When you are ccd, you aren't cc immune. Cc immunity starts after the cc ends. This leaves heavy users vulnerable while they are cced.
Because heavy armor dodge roll and break free is so expensive, it's easy to flush heavy users' stamina bars and keep them in a cc, completely helpless to your burst window, unable to even block.
That's what I was saying earlier about a war of attrition. You just have to wear them down, and then they become useless. If the fight goes on long enough, their stamina bar will deplete, and it becomes easy pickings.
The changes to heavy armor are ridiculous compared to light and medium.
The bonus adding 2% damage mitigation while you're CC immune means you'll be running around with 14% damage mitigation all the time in pvp, that's more than major protection.
Neither light or medium armor got any meaningful increase to their damage which will result in everyone playing pvp running 7 pieces of heavy armor.
Those passive simply aren't balanced at all with their downsides:
Light armor gets a little more stam sustain, something highly unnecessary since regen buffs have been increased last patch at the cost of a huge drawback to blocking making light armor even more squishy.
Medium on the other hand has no downside at all but also only relatively mediocre stuff, 14% mitigation for 2 seconds only after a dodge roll, that's just laughably weak compared to 14% mitigation vs everything all the time.
Either medium and light get a huge increase to their damage or the heavy armor mitigation while being CC immune has to be changed to something else.
The current version asks for everyone playing heavy armor in pvp and there's no reason not to
They also made heavy armor considerably harder to sustain in comparison to its light/medium counterparts.
Both light and medium armor have roll dodge reduction, and fat amounts (21% for light, 28% for medium). These defensive maneuvers mitigate all damage.
Heavy, on the other hand, gets a 21% cost INCREASE to this mechanic. Couple that with the removal of roll dodge reduction CP points, and it becomes even more difficult for heavy armor to sustain dodge rolling. This leaves its only defense to be face-tanking damage through mitigation, which I think is a good move.
The heavy armor meta has existed for so long because people could stack its increased resistances with easy access to roll dodging, which becomes super powerful.
I personally welcome these changes because they work to pigeon hole heavy armor users into face tanking a greater number of opponent attacks (because of less dodges), even if that damage is being mitigated more. It makes battling heavy armor users a sort of war of attrition, in which you must deplete their stamina by ccing them until they can't sustain it anymore and are forced to sit there in a cc (without that 14% mitigation, because that only activates whilst cc immune) before you yourself run out of dodges. I like the balance of what they were going for in this regard.
The one thing that I find to be in an odd spot is the block cost reduction on medium armor. This is the one thing I would change, and I would move it to heavy armor passives, as it would further encourage heavy users to sit there and face tank damage by blocking and reducing their speed. Seems counter intuitive to have it on medium armor, where the focus is on mobility and damage avoidance. 21% block cost reduction is huge too, and I could see PvE tanks once again adopting powerful assault for medium armor tanking if it stays with medium armor, especially when all that extra health was given to us at the base level that can be used to offset the loss of resistances.
Only suggestion: move block cost reduction to heavy armor passives and get rid of the bash damage. Damage doesn't belong on heavy armor passives, and bashing isn't for dealing damage.
Have you heard about 7 seconds of cc immunity?
Yes.
Then how do you come to the conclusion people will be sitting in CCs?
In PvP you're either immune to CCs or you are currently CC'd there's no inbetween which means you'll be gaining full advantage of the broken passive all the time.
When you are ccd, you aren't cc immune. Cc immunity starts after the cc ends. This leaves heavy users vulnerable while they are cced.
Because heavy armor dodge roll and break free is so expensive, it's easy to flush heavy users' stamina bars and keep them in a cc, completely helpless to your burst window, unable to even block.
That's what I was saying earlier about a war of attrition. You just have to wear them down, and then they become useless. If the fight goes on long enough, their stamina bar will deplete, and it becomes easy pickings.
From your answer it tells that you haven't played PvP at all or aren't good at it.
First of all you don't run out of resources this patch and next patch you won't run out either.
If you ever come close to being shy of stamina you'll be going right into mist form laughing at people trying to kill you while HP regen takes care of everything.
crazywolfpusher wrote: »We already have numerical defenses that do the job of damage mitigation. Putting extra layers of physics on top to have more less mitigation just complicate things instead of add flavour to each type of armor.
To successfully add more complexity and realism to armor types we would need a whole revamp of damage types and armor defenses and to be honest i dont think the game need that.
The penalties and benefits of armor types need to adress dodge cost, block cost, bash cost, movement speed, and resources regeneration. All things that involve motion. The core of ESO active combat system.
For instance, and i know lot of people would disagree but, Heavy and Tanking for that regard should have issues managing their resources but right now Tanking have tons of sustain benefits when should be the contrary.
Maybe tanks could drop the damage boost sets like Alkosh and care more about their own sustain and survavility and gave the role of buffing and sustain back to healers and make them more relevant.
You're pretty much saying when you're naked you take normal damage, but if you put on a robe you suddenly take extra physical damage.
I don't understand the + and - % damages for light and heavy armor. The defense you get from each is based on the armor value. Heavy armor has a higher defense value than light already. Light will take more physical damage because its armor value is lower than heavy. The new extra stats are irrelevant.
Just giving light armor extra magic resistance and penetration will accomplish your same intention. Having negative stats should not exist. You're pretty much saying when you're naked you take normal damage, but if you put on a robe you suddenly take extra physical damage. Makes no sense and hurts the immersion you're trying to create by adding these new armor passives. Stick to positive modifiers. The downside should be you're losing out on the positive modifiers of other armor weights and not actual negative stats.
ZOS you should have been honest and forthright about significantly nerfing Weapon Critical from Armor sets in this update.
I just checked the difference between LIVE and PTS for both Vicious Ophidian and Briarheart and Weapon Crit was Nerfed from 833 to 657.
My Wpn crit went from 76.3% to 68.2% nearly 8% drop.
So I'm assuming this was done to a vast majority of armor sets that you didn't mention in the PTS notes.
Nevermind, Found where it was, but it sure as hell isn't a 3% or 3.8% drop.
And yes, I have put everything into the new CP system where it was before... and it's still much lower in a few places.
YandereGirlfriend wrote: »ZOS you should have been honest and forthright about significantly nerfing Weapon Critical from Armor sets in this update.
I just checked the difference between LIVE and PTS for both Vicious Ophidian and Briarheart and Weapon Crit was Nerfed from 833 to 657.
My Wpn crit went from 76.3% to 68.2% nearly 8% drop.
So I'm assuming this was done to a vast majority of armor sets that you didn't mention in the PTS notes.
Nevermind, Found where it was, but it sure as hell isn't a 3% or 3.8% drop.
And yes, I have put everything into the new CP system where it was before... and it's still much lower in a few places.
I'm fairly sure they stated this up-front in the patch notes.
Literally from the patch notes:
"Previously, Critical Chance was sourced very abundantly and was the clear winner in terms of a chasable stat for end game damage dealing in PvE, while having natural counters and operational costs in PvP. The main source of this issue was the fact that the standard rating of Critical Chance granted was too high, meaning item sets and passives that granted it were out of line when compared to other stats like Weapon and Spell Damage, or Penetration. With these adjustments, we expect many builds to have reduced Critical Chance rating, while also helping tone down the effectiveness of Critical Damage and Healing, unless your build goes out of its way to specifically chase those stats now."
propertyOfUndefined wrote: »The light armor bonus that increases sneak speed detracts from the vampire dark stalker passive. The bonuses do not stack, which means light armor users have a useless vampire passive. I’d like to suggest changing this bonus to something else - perhaps sneak cost or sprint speed?