tomofhyrule wrote: »As it is now, I'm scared that when the update lands, I (as a 700-800 CP tank who is decent but definitely still has things to learn) will not have the CP or resistances I need to deal with the vet dungeons I'm doing now.
F light in PvP ! lol. ZOS is scared of adding spell damage to Light armor ! ZOS still scared of putting magicka on par with Stam. Let's not forget how they nerfed shields because of players not able to time a burst trough damage shields. Now they want us to roll dodge and sprint like stam !
Light armor was first designed with shields in mind but no Magicka classes uses them except MagSorc cause they now suck.
They wanted magicka to get away from damage shields at one point so they buffed major minor protection over the years but now they nerfed mitigation buffs last patch ! Wow so confusing. See the pattern ?
They also buffed ice staves so magicka could block better over the years and not rely on damage shields ! Now they are going to nerf that as well.
Forum also want mist form nerfed now. The day they nerf mist form I can already hear the thousands deaths and screams of light armor users in PvP.
Anyways lol.
echo2omega wrote: »Incentivize don't penalize:
Example. heavy armor is slow
Light armor +2% move speed per piece.
Medium armor +1% move speed per piece.
Heavy armor +0% move speed increase.
now wearing heavy armor makes the wearer slow. Not via a debuff or penalty but by the other armor weights providing a more substantial bonus.
Example: Light armor is strong vs spell damage weak vs martial damage (resistance values of armor weights may need readjusted)
Light armor +2%[or flat number] damage resistance vs spell damage per piece
Medium armor +1%[or flat number] damage resistance vs martial and spell damage per piece
Heavy armor +2%[or flat number] damage resistance vs martial damage.
In this form light armor will provide more significant protection vs spell damage than heavy armor. Heavy armor provides maximum protection vs martial damage but is "weak" against spell damage. Again, this is done by not penalizing players for making choices.
Example: Diversified bonuses.
Light armor provides +3% dodge cost reduction per piece.
Medium armor provides +3% break free cost reduction per piece.
Heavy armor provides +3% block cost reduction per piece.
Unified bonuses: (for example)
Light armor provides 768 spell AND martial damage penetration per piece.
Medium armor provides 768 spell AND martial crit chance per piece.
Heavy armor provides +1% healing received per piece.
And of course the BIG hurdle that would also need bridged is item sets need to come and all 3 weights.
"easy" fix. Allow crafters to fortify or unburden armor.
Fortify allows a crafter to increase the armor weight ( light -> medium -> heavy )
Unburden allows a crafter to decrease the armor weight (heavy -> medium -> light )
echo2omega wrote: »Incentivize don't penalize:
Example. heavy armor is slow
Light armor +2% move speed per piece.
Medium armor +1% move speed per piece.
Heavy armor +0% move speed increase.
now wearing heavy armor makes the wearer slow. Not via a debuff or penalty but by the other armor weights providing a more substantial bonus.
Example: Light armor is strong vs spell damage weak vs martial damage (resistance values of armor weights may need readjusted)
Light armor +2%[or flat number] damage resistance vs spell damage per piece
Medium armor +1%[or flat number] damage resistance vs martial and spell damage per piece
Heavy armor +2%[or flat number] damage resistance vs martial damage.
In this form light armor will provide more significant protection vs spell damage than heavy armor. Heavy armor provides maximum protection vs martial damage but is "weak" against spell damage. Again, this is done by not penalizing players for making choices.
Example: Diversified bonuses.
Light armor provides +3% dodge cost reduction per piece.
Medium armor provides +3% break free cost reduction per piece.
Heavy armor provides +3% block cost reduction per piece.
Unified bonuses: (for example)
Light armor provides 768 spell AND martial damage penetration per piece.
Medium armor provides 768 spell AND martial crit chance per piece.
Heavy armor provides +1% healing received per piece.
And of course the BIG hurdle that would also need bridged is item sets need to come and all 3 weights.
"easy" fix. Allow crafters to fortify or unburden armor.
Fortify allows a crafter to increase the armor weight ( light -> medium -> heavy )
Unburden allows a crafter to decrease the armor weight (heavy -> medium -> light )
LonePirate wrote: »Here is how the armor classes should be in PVP:
Light Armor: High damage and low resistance
Medium Armor: Medium damage and medium resistance
Heavy Armor: Low damage and high resistance
tomofhyrule wrote: »Wait...that's it?
Are they going to seriously do anything here? It really seems like the devs have made up their minds about these specific bonuses/penalties, and yet I've rarely seen the community so united in saying that these passives are really hurting PvE and only reinforcing the current PvP meta.
Maybe this has already been discussed (didn't really monitor the forums lately), but what if the coming test shows that set calculations have a considerable impact on server performance? From that perspective, putting a bunch of Seducer-like passives on every piece of armor can't be good.
LonePirate wrote: »It is simply laughable how someone at ZOS thought these changes would bring "balance" to the armor types because these changes will make no difference in PVP and nobody cares about their impact in PVE.
Due to the insane amounts of Stamina and Weapon Damage which players can achieve, Heavy Armor will still dominate and destroy anybody wearing Light Armor. The Concentration passive as well as these Bonuses\Penalties to Light Armor and Heavy Armor do little to level the damage output between armor types due to the high levels of Stamina, Weapon Damage and base damage of the Stamina weapons.
Here is how the armor classes should be in PVP:
Light Armor: High damage and low resistance
Medium Armor: Medium damage and medium resistance
Heavy Armor: Low damage and high resistance
Here is how ZOS has configured the armor classes for PVP:
Light Armor: Low damage and low resistance
Medium Armor: High damage and medium resistance
Heavy Armor: High damage and high resistance
The concept is simple but ZOS sure has trouble understanding and implementing it in PVP.
phantasmalD wrote: »LonePirate wrote: »Here is how the armor classes should be in PVP:
Light Armor: High damage and low resistance
Medium Armor: Medium damage and medium resistance
Heavy Armor: Low damage and high resistance
Very much this. Decouple resource types for armor weights, so light isn't tied to magicka and medium to stamina.
Like for example make Evocation give both stam and magicka recovery OR increases the recovery for your highest resource.
It's honestly silly to have them tied to specific resources in the first place since melee magicka and ranged stamina builds exist. So you can't say that "stamina needs more protection because stamina skills have lower range" because DKs exist and most of their (magicka included) skills have 5-8m range.
I mean considering that DW/2hander passives are getting hybridized I fail to see why armor should be left in this state.
Restore the very old drop system where every set could drop in any weight. And, in order to avoid making the grind for set pieces worse, add an extra rule to set collection so that getting heavy chest also unlocks the light and medium version for the purposes of recreation.
I hope this issue will be more throughly discussed and explored by the balance team for U30.
ExistingRug61 wrote: »LonePirate wrote: »It is simply laughable how someone at ZOS thought these changes would bring "balance" to the armor types because these changes will make no difference in PVP and nobody cares about their impact in PVE.
Due to the insane amounts of Stamina and Weapon Damage which players can achieve, Heavy Armor will still dominate and destroy anybody wearing Light Armor. The Concentration passive as well as these Bonuses\Penalties to Light Armor and Heavy Armor do little to level the damage output between armor types due to the high levels of Stamina, Weapon Damage and base damage of the Stamina weapons.
Here is how the armor classes should be in PVP:
Light Armor: High damage and low resistance
Medium Armor: Medium damage and medium resistance
Heavy Armor: Low damage and high resistance
Here is how ZOS has configured the armor classes for PVP:
Light Armor: Low damage and low resistance
Medium Armor: High damage and medium resistance
Heavy Armor: High damage and high resistance
The concept is simple but ZOS sure has trouble understanding and implementing it in PVP.
Technically, both Light and Medium will deal more damage than Heavy against the same target (otherwise we would see Heavy armour on dps characters in PvE). The issue becomes apparent when you start thinking about matchups, as the increased resistance and mitigation that medium and especially heavy get is a greater effect than the damage bonus of Light so in things like a Light vs Heavy matchup Light deals less damage to Heavy than Heavy deals to Light. (For example - for the average build the base resistance Heavy gets simply from its armor pieces themselves and the resistance passive actually mitigates more damage than Light gains from both its Pen and Crit Passives combined)
But, part of the difficulty with the above concept is that it also needs to work in PvE, and that this gives conflicting design goals for Light and Medium. The above concept with differing damage potential between Light and Medium doesn't meet the needs of PvE.
ie:
For PvE:
Light and Medium must have equal damage potential and sustain, otherwise there will be an imbalance between Mag and Stam dps. This will be the case as long as the armor types are coupled to a damage type, ie: Light = Magicka, Medium = Stamina.
For Lore/Conceptually:
Light should offer less protection than Medium
For PvP:
Light and Medium need to be balanced in terms of potential performance vs the total PvP population.
If the Light and Medium passives are designed around the first two of the above only, it results in an imbalance for PvP. ie: Light and Medium do the same damage but Light takes more damage. This seems to be what has been the case historically.
So then there has to be some other benefit that light gets, which doesn't break the above conditions (ie: can't just simply be more damage for light), but somehow levels the playing field in a PvP context.
Generally, this is what doesn't seem to have been addressed.
To a degree the new cost reduction on dodge roll and break free Light gets kind of work toward this, as they are more relevant defensive passives for Light in PvP without affecting PvE dps. But I'm not sure it is enough. And I'm not sure what else it could be, healing done buff maybe? Some other way of increasing damage against a heavy player in PvP that doesn't increase PvE damage?
The only other (radical/sweeping change) option is to fully decouple the Light = Magicka and Medium = Stamina concept from the passives entirely and change them to have varying amounts of damage and mitigation and give everyone free choice based on what mix of damage and mitigation types they want. Or redesign the three armour types passives around the three archtypes- tank/dps/healer instead of tank/stam/mag.
But there are so probably too many good reasons not to this sort of thing, such as already existing lore, gameplay mechanics, sets only dropping in certain weights etc etc.
Yeah, this is why I've been pushing to replace the dodgeroll cost reduction on light armor with dmg shield strength.
There is nothing defensively about light armor at the moment that makes it stand out like Medium or heavy.
Heavy has increase healing and mitigation, medium has dodge, aoe reduction and mobility.
Light has err spell resist? Pretty weak IMHO, and most classes don't have the built in mobility to deal with the low physical resistance of light armor.
phantasmalD wrote: »LonePirate wrote: »Here is how the armor classes should be in PVP:
Light Armor: High damage and low resistance
Medium Armor: Medium damage and medium resistance
Heavy Armor: Low damage and high resistance
Very much this. Decouple resource types for armor weights, so light isn't tied to magicka and medium to stamina.
Like for example make Evocation give both stam and magicka recovery OR increases the recovery for your highest resource.
It's honestly silly to have them tied to specific resources in the first place since melee magicka and ranged stamina builds exist. So you can't say that "stamina needs more protection because stamina skills have lower range" because DKs exist and most of their (magicka included) skills have 5-8m range.
I mean considering that DW/2hander passives are getting hybridized I fail to see why armor should be left in this state.
Restore the very old drop system where every set could drop in any weight. And, in order to avoid making the grind for set pieces worse, add an extra rule to set collection so that getting heavy chest also unlocks the light and medium version for the purposes of recreation.
I hope this issue will be more throughly discussed and explored by the balance team for U30.
Somehow a robe wearing great axe swinging barbarian doesn't appeal to me.
Here's my take on all this:
InExistingRug61 wrote: »LonePirate wrote: »It is simply laughable how someone at ZOS thought these changes would bring "balance" to the armor types because these changes will make no difference in PVP and nobody cares about their impact in PVE.
Due to the insane amounts of Stamina and Weapon Damage which players can achieve, Heavy Armor will still dominate and destroy anybody wearing Light Armor. The Concentration passive as well as these Bonuses\Penalties to Light Armor and Heavy Armor do little to level the damage output between armor types due to the high levels of Stamina, Weapon Damage and base damage of the Stamina weapons.
Here is how the armor classes should be in PVP:
Light Armor: High damage and low resistance
Medium Armor: Medium damage and medium resistance
Heavy Armor: Low damage and high resistance
Here is how ZOS has configured the armor classes for PVP:
Light Armor: Low damage and low resistance
Medium Armor: High damage and medium resistance
Heavy Armor: High damage and high resistance
The concept is simple but ZOS sure has trouble understanding and implementing it in PVP.
Technically, both Light and Medium will deal more damage than Heavy against the same target (otherwise we would see Heavy armour on dps characters in PvE). The issue becomes apparent when you start thinking about matchups, as the increased resistance and mitigation that medium and especially heavy get is a greater effect than the damage bonus of Light so in things like a Light vs Heavy matchup Light deals less damage to Heavy than Heavy deals to Light. (For example - for the average build the base resistance Heavy gets simply from its armor pieces themselves and the resistance passive actually mitigates more damage than Light gains from both its Pen and Crit Passives combined)
But, part of the difficulty with the above concept is that it also needs to work in PvE, and that this gives conflicting design goals for Light and Medium. The above concept with differing damage potential between Light and Medium doesn't meet the needs of PvE.
ie:
For PvE:
Light and Medium must have equal damage potential and sustain, otherwise there will be an imbalance between Mag and Stam dps. This will be the case as long as the armor types are coupled to a damage type, ie: Light = Magicka, Medium = Stamina.
For Lore/Conceptually:
Light should offer less protection than Medium
For PvP:
Light and Medium need to be balanced in terms of potential performance vs the total PvP population.
If the Light and Medium passives are designed around the first two of the above only, it results in an imbalance for PvP. ie: Light and Medium do the same damage but Light takes more damage. This seems to be what has been the case historically.
So then there has to be some other benefit that light gets, which doesn't break the above conditions (ie: can't just simply be more damage for light), but somehow levels the playing field in a PvP context.
Generally, this is what doesn't seem to have been addressed.
To a degree the new cost reduction on dodge roll and break free Light gets kind of work toward this, as they are more relevant defensive passives for Light in PvP without affecting PvE dps. But I'm not sure it is enough. And I'm not sure what else it could be, healing done buff maybe? Some other way of increasing damage against a heavy player in PvP that doesn't increase PvE damage?
The only other (radical/sweeping change) option is to fully decouple the Light = Magicka and Medium = Stamina concept from the passives entirely and change them to have varying amounts of damage and mitigation and give everyone free choice based on what mix of damage and mitigation types they want. Or redesign the three armour types passives around the three archtypes- tank/dps/healer instead of tank/stam/mag.
But there are so probably too many good reasons not to this sort of thing, such as already existing lore, gameplay mechanics, sets only dropping in certain weights etc etc.
Yeah, this is why I've been pushing to replace the dodgeroll cost reduction on light armor with dmg shield strength.
There is nothing defensively about light armor at the moment that makes it stand out like Medium or heavy.
Heavy has increase healing and mitigation, medium has dodge, aoe reduction and mobility.
Light has err spell resist? Pretty weak IMHO, and most classes don't have the built in mobility to deal with the low physical resistance of light armor.