The increased dodge roll cost and being slower sprinting make sense because it's heavy armour. HEAVY.
Taking more damage on the other hand makes absolutely no sense because you're having more protection, unless they think because your armour is metal it conducts elemental damage (in which case "magic" damage shouldn't be a thing because what even is magic damage meant to be).
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).
This, basically. I main a tank in PvE and the heavy armor changes are just making me go wtf. I'd take 7% increased magic damage, be slower when sprinting, and have a 21% increased cost to dodge roll. Excuse me, what? That makes absolutely zero sense. Heavy armor was the tank armor, meant for, y'know, taking less damage and now we're taking MORE for wearing it? And the dodge roll cost increase is just... Ick. I can't even find the words for that.
If all these changes are being made because of PvP, then include them in Battle Spirit instead of throwing PvE under the bus. Just balance them separately for the love of the gods. It's so frustrating dealing with this patch after patch.
The increased dodge roll cost and being slower sprinting make sense because it's heavy armour. HEAVY.
Taking more damage on the other hand makes absolutely no sense because you're having more protection, unless they think because your armour is metal it conducts elemental damage (in which case "magic" damage shouldn't be a thing because what even is magic damage meant to be).
Just curious if you tank vet DLC dungeons and vet trials? An insane cost increase to roll dodge for tanks combined with increased magic damage is a huge nerf to pve tanks. There are trials and dungeons where the tank can't eat a heavy attack even through block. Who in their right mind wants to tank vet content with a 21% increase to roll dodge cost?
Just curious if you tank vet DLC dungeons and vet trials? An insane cost increase to roll dodge for tanks combined with increased magic damage is a huge nerf to pve tanks. There are trials and dungeons where the tank can't eat a heavy attack even through block. Who in their right mind wants to tank vet content with a 21% increase to roll dodge cost?
I never said it wasn't a huge nerf though???????????????????????? I said it makes sense in terms "heavy" armour costing more to dodge roll because it's HEAVY, which is not even REMOTELY the same thing as saying "lol suck it and eat your nerf, tonk."
I'm a mag player, I know absolutely how much it sucks because I'm getting screwed on block and I don't even build to have stam to start with. Sure, I have cheaper roll dodge, but you absolutely can't roll dodge everything in end game content. And no, I really don't want my vet/end game tanks penalised when it comes to dodge rolling, either.
StarOfElyon wrote: »Just curious if you tank vet DLC dungeons and vet trials? An insane cost increase to roll dodge for tanks combined with increased magic damage is a huge nerf to pve tanks. There are trials and dungeons where the tank can't eat a heavy attack even through block. Who in their right mind wants to tank vet content with a 21% increase to roll dodge cost?
I never said it wasn't a huge nerf though???????????????????????? I said it makes sense in terms "heavy" armour costing more to dodge roll because it's HEAVY, which is not even REMOTELY the same thing as saying "lol suck it and eat your nerf, tonk."
I'm a mag player, I know absolutely how much it sucks because I'm getting screwed on block and I don't even build to have stam to start with. Sure, I have cheaper roll dodge, but you absolutely can't roll dodge everything in end game content. And no, I really don't want my vet/end game tanks penalised when it comes to dodge rolling, either.
It sucks that magicka characters will get killed on defense against stam even more than before. But I'm waiting to see if ZOS has some counters for this planned.
Stamm DDs take Medium. Stam DD gear is only dropping as medium and medium has the magicka passives.
AmendmentI wrote: »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.
But theres nothing you can actually change when we cant change our weights...... what is it driving away when we still have to wear armor in the same weights
AmendmentI wrote: »Mettaricana wrote: »That's where crafted sets fill the void my dude offers a new tweak allowing us to run 3/4 using crafted sets may not fit your play style for the gear selected but works well for many others who don't run it that way.
Crafted sets provide nowhere near the same benefits to any of the 4 play styles. Find me a crafted set that provides your group with minor courage. Or provides you with the level of spell critical offered by Mothers Sorrow. Or allows you to gain as much as Relequen. Or buffs overall group damage in the way that Roaring Oppurtunist does.
AmendmentI wrote: »Mettaricana wrote: »That's where crafted sets fill the void my dude offers a new tweak allowing us to run 3/4 using crafted sets may not fit your play style for the gear selected but works well for many others who don't run it that way.
Crafted sets provide nowhere near the same benefits to any of the 4 play styles. Find me a crafted set that provides your group with minor courage. Or provides you with the level of spell critical offered by Mothers Sorrow. Or allows you to gain as much as Relequen. Or buffs overall group damage in the way that Roaring Oppurtunist does.
Mothers Sorrow is crafted you know.
ZaroktheImmortal wrote: »I don't see how this will work. Sooo heavy armour takes more damage from magika but less from physical...but then what will tanks use? I mean a tank has to survive all kinds of attacks.
JayKwellen wrote: »
echo2omega wrote: »Just need to make incentive for stam players to want to wear light armor
[And incentive for mag characters to wear medium armor]
By making passives apply to both martial damage/crit/penetration/etc and magic
some one may have touched on this already but there are stars to increase the amount of damage you can block, for tanks. they sky aint falling.
The solution to this is to have every single armor set in ESO available in all three weights.
The solution to this is to have every single armor set in ESO available in all three weights. No more Mad Tinker just in light armor for example. My larger concern is Zenimax trying to bring in two substantial changes at the same time, the one to armor and the one to CP. It would make sense to do them one at a time to give people the chance to adjust and not be doubly frustrated.
People having issues with "Tank needs to be able to survive any kind of damage" mostly for sure forget that you still do a lot of damage considering you should be maximally surviving taken damage..
Therefor my optional choice would be slightly increase the martial defence up and not taking increased magic damage but decreased damage done with weapons and abilities heavily
Again, tank aint supposed to do dmg (nor high amount of dps) as most of you are thinking .. this would also solved the pvp heavy armor playstyle
GrimTheReaper45 wrote: »This is a common theme Im seeing. Players want heavy to deal out less damage as the penalty