crazywolfpusher wrote: »PVE wise these changes only hurt tanks with the dodge cost increase...
I'll quote myself tho" wrote:I believe the new bonuses and penalties should not affect mitigation values cuz armor numerical value already does that (from the armor defense itself and passives).
Affecting the core mechanics, like they said, dodge, bash, block, break free, movement speed should be enough.
I like the changes for the most part. Of course, I’ll hold off from passing judgement until properly tested. Cos who makes sweeping judgements without actually testing the changes first, right?
I like the changes for the most part. Of course, I’ll hold off from passing judgement until properly tested. Cos who makes sweeping judgements without actually testing the changes first, right?
You can do 4/3...
3 Pieces Siror, 2 Jewlery,
2 Piece Mother Sorrow, 1 jewlery, 1 staff
So it is viable to do 4/3 if you need more of something else, but a big IF.
What I don’t get is that heavy armor gets a “1% increased magicka damage taken per piece” even though its supposed to offer the best protection out of the three, and medium armor gets a “3% block cost reduction per piece” which would have made infinitely more sense on heavy armor.
Either way, I am not a fan of the penalties and some of the passive changes in general. Especially because they literally say they did it for “PvP balancing” yet from what I could it doesn’t change anything/much for the PvP “balance” while it just hurts the PvE part, especially for light armor users (healers/magicka damage dealers) and heavy armor users (tanks).
OtarTheMad wrote: »
the1andonlyskwex wrote: »It seems like having light be for magic damage and medium for physical would be a lot more consistent with how those damage types are handled otherwise. Similarly, it seems like heavy armor should be prioritizing defense at the expense of offense, not messing around with giving magic damage vulnerability.
What I don’t get is that heavy armor gets a “1% increased magicka damage taken per piece” even though its supposed to offer the best protection out of the three, and medium armor gets a “3% block cost reduction per piece” which would have made infinitely more sense on heavy armor.
Either way, I am not a fan of the penalties and some of the passive changes in general. Especially because they literally say they did it just for “PvP balancing” yet from what I could tell it doesn’t change anything/much for the PvP “balance” while it just hurts the PvE part, especially for light armor users (healers/magicka damage dealers) and heavy armor users (tanks).
Red_Feather wrote: »I like the changes because it feels more like an rpg and less like a 'this is the way we should do things just because we have already for so long' meta. This game needs changes like this to drive away the old ruts.
What I don’t get is that heavy armor gets a “1% increased magicka damage taken per piece” even though its supposed to offer the best protection out of the three, and medium armor gets a “3% block cost reduction per piece” which would have made infinitely more sense on heavy armor.