2 percent less damage while CC immune is 14% less damage for about 8 seconds with 7 heavy. Add on top of this 7% less martial damage taken, thats almost 21% additional mitigation between those two passives. This will make full heavy players nearly unkillable in PVP, yet they will continue to output just as much damage as light or medium players because of malacath and/or procs.
This is just speculation though because procs appear to be indirectly nerfed pretty heavily by the addition of 7256 health, 2042 mag/stam, 1000wpn spell dmg, and 15% dmg reduction to all players base stats without changing proc tooltips. This means that its possible that pure heavy armor wont output enough damage in actual gameplay.
Heavy armor needs to be adjusted in how it works with malacath if it continues to outperform light/medium in high level pvp. Too many players are in heavy/malacath already because it solves heavies biggest weakness which is damage output.
Like I said in this post, I have yet to test this patch with all the new base stats and heavy with its new penalties; the biggest one which appears to be 3% increased dodge roll cost, so this is a very preliminary post. Common sense tells me you can mitigate that penalty pretty easily with well fitted. Perhaps the game will play differently than it appears on paper; but we are already in a tank meta where people just don't die - particularly when healers are present, because they are stacking armor/health in heavy with malacath and often with procs.
Edited by sabresandiego_ESO on January 28, 2021 12:23AM Ali Dreadsabre -Necromancer
Ali Sabre -Nightblade