The solution isn’t to nerf an armor set that will effectively hurt an entirely separate half of this game. As was stated the mythic item is the primary culprit for why heavy armor builds are so strong in pvp. Easiest solution that has been stated by players before is simply change malacath to not effect proc sets this in and of itself will reduce a lot of the problems.
sabresandiego_ESO wrote: »All you have to do is wear malacath and a few swift and well fitted pieces and you cancel most of the negatives of heavy, do almost as much damage as medium/light in pvp, and are extremely tanky. The drawbacks of heavy need to be significantly more pronounced so that if you really want to counter balance it you'd have to go all in on well fitted and swift. I'd suggest a straight -3% percent move speed per piece of heavy so that you actually feel noticeably slower when wearing lots of heavy and would need 3 swift to perfectly counter balance 7 heavy. Perhaps also increase the dodge roll penalty to -6% so that you need 1 well fitted to counter balance each piece of heavy. Balance this armor so that it actually has drawbacks in pvp.
YandereGirlfriend wrote: »It's not my idea but in terms of Heavy Armor reforms:
Remove the 1% Magickal Damage taken per piece (for the sake of all of the PvE tanks out there);
Replace it with -5% Damage Done per piece.
IMO, they need to make Malacath only affect things that can/could crit in the first place. Boosting something (proccsets) that already couldnt crit is very, very wrong and broken.
Also they need to nerf the heavy armor bonus that straight up reduces dmg taken by 2% per piece whilst CC immune. Think about it, its frickin 14% dmg reduction with a very high uptime in pvp.
IMO, they need to make Malacath only affect things that can/could crit in the first place. Boosting something (proccsets) that already couldnt crit is very, very wrong and broken.
Also they need to nerf the heavy armor bonus that straight up reduces dmg taken by 2% per piece whilst CC immune. Think about it, its frickin 14% dmg reduction with a very high uptime in pvp.
IMO, they need to make Malacath only affect things that can/could crit in the first place. Boosting something (proccsets) that already couldnt crit is very, very wrong and broken.
Also they need to nerf the heavy armor bonus that straight up reduces dmg taken by 2% per piece whilst CC immune. Think about it, its frickin 14% dmg reduction with a very high uptime in pvp.
But you actually lose the ability to hide. 14% resistance versus 70% detection radius. I think this is a tough choice.
Urzigurumash wrote: »Heavy should hit for more than Medium, since it weighs more, if it's melee direct damage. Heavy's downside should be sustain and speed, not damage.
YandereGirlfriend wrote: »It's not my idea but in terms of Heavy Armor reforms:
Remove the 1% Magickal Damage taken per piece (for the sake of all of the PvE tanks out there);
Replace it with -5% Damage Done per piece.
PeterUnlustig wrote: »IMO, they need to make Malacath only affect things that can/could crit in the first place. Boosting something (proccsets) that already couldnt crit is very, very wrong and broken.
Also they need to nerf the heavy armor bonus that straight up reduces dmg taken by 2% per piece whilst CC immune. Think about it, its frickin 14% dmg reduction with a very high uptime in pvp.
But you actually lose the ability to hide. 14% resistance versus 70% detection radius. I think this is a tough choice.
Lul what? Have you ever played pvp? No one is sneaking on a 50k health proc heavy build
Urzigurumash wrote: »YandereGirlfriend wrote: »
Heavy should hit for more than Medium, since it weighs more, if it's melee direct damage. Heavy's downside should be sustain and speed, not damage.
NO?
You are not supposed to look at this from medieval perspective times but from online mmo game where Tank is at first mainly
to survive damage taken not to do damage done as well, so his option with damage reduction is at place perfectly.
Urzigurumash wrote: »YandereGirlfriend wrote: »
Heavy should hit for more than Medium, since it weighs more, if it's melee direct damage. Heavy's downside should be sustain and speed, not damage.
NO?
You are not supposed to look at this from medieval perspective times but from online mmo game where Tank is at first mainly
to survive damage taken not to do damage done as well, so his option with damage reduction is at place perfectly.
EDIT: misscorrected quote
+
With -5% damage done per piece anyone who would actually want to do some normal decent damage in pvp with builds could freely use malacath in order to gain 25% damage increase (if they build 5/1/1 - 5/2) so they would remain tanky enough but with no further chance to do any massacre as light or medium.
Girl_Number8 wrote: »sabresandiego_ESO wrote: »All you have to do is wear malacath and a few swift and well fitted pieces and you cancel most of the negatives of heavy, do almost as much damage as medium/light in pvp, and are extremely tanky. The drawbacks of heavy need to be significantly more pronounced so that if you really want to counter balance it you'd have to go all in on well fitted and swift. I'd suggest a straight -3% percent move speed per piece of heavy so that you actually feel noticeably slower when wearing lots of heavy and would need 3 swift to perfectly counter balance 7 heavy. Perhaps also increase the dodge roll penalty to -6% so that you need 1 well fitted to counter balance each piece of heavy. Balance this armor so that it actually has drawbacks in pvp.
Have you even tested PvP content on the PTS with other peeps beyond friends?
Please give and show detailed information in the extensive testing you did. I mean the PTS just started, so I am curious if your just making claims off of reading the forums or actual testing....
YandereGirlfriend wrote: »It's not my idea but in terms of Heavy Armor reforms:
Remove the 1% Magickal Damage taken per piece (for the sake of all of the PvE tanks out there);
Replace it with -5% Damage Done per piece.
Chilly-McFreeze wrote: »YandereGirlfriend wrote: »It's not my idea but in terms of Heavy Armor reforms:
Remove the 1% Magickal Damage taken per piece (for the sake of all of the PvE tanks out there);
Replace it with -5% Damage Done per piece.
That the kind of mindless sledgehammer approach that plagued this game for years. Good job.
YandereGirlfriend wrote: »It's not my idea but in terms of Heavy Armor reforms:
Remove the 1% Magickal Damage taken per piece (for the sake of all of the PvE tanks out there);
Replace it with -5% Damage Done per piece.
YandereGirlfriend wrote: »It's not my idea but in terms of Heavy Armor reforms:
Remove the 1% Magickal Damage taken per piece (for the sake of all of the PvE tanks out there);
Replace it with -5% Damage Done per piece.
As someone who plays a lot of pvp but also tanks in pve end game content, I agree.
However I don't like the idea of increasing roll dodge cost even more. The amount of things that pve tanks have to roll dodge in vet trials and vet DLC dungeons is a lot. My roll dodge already cost 3500-4k(with a ton of points in Tumbling) depending on which tank I'm on.
A reduction in damage done seems like the most proper answer. End game pve tanks don't care about the damage they can do and this would curb the heavy armor usage in pvp. Especially if they changed Malacath to not affect proc sets.
4)Many broken CP stars synergies well with heavy armor.
*Strategic Reserve-(up to 2,500 health recovery with 28% health recovery bonus from heavy armor passive).
*Juggernaut- 10% damage mitigation while immune to CC(doubling down on the new heavy armor bonus passive that gives up to 14% mitigation while immune to CC(24% total). Now combine this with CC immunity potion+ the Hardenet star(which increase CC immunity duration potion CD reduction glyph) And you can see the problem.
And this not even close to sum up the additional synergies that can be done with this suggested setup. So ya, immortal builds that barely sacrifices damage is more convenient then ever.
OlumoGarbag wrote: »YandereGirlfriend wrote: »It's not my idea but in terms of Heavy Armor reforms:
Remove the 1% Magickal Damage taken per piece (for the sake of all of the PvE tanks out there);
Replace it with -5% Damage Done per piece.
As someone who plays a lot of pvp but also tanks in pve end game content, I agree.
However I don't like the idea of increasing roll dodge cost even more. The amount of things that pve tanks have to roll dodge in vet trials and vet DLC dungeons is a lot. My roll dodge already cost 3500-4k(with a ton of points in Tumbling) depending on which tank I'm on.
A reduction in damage done seems like the most proper answer. End game pve tanks don't care about the damage they can do and this would curb the heavy armor usage in pvp. Especially if they changed Malacath to not affect proc sets.
Also you shouldnt forget that even if heavy gets lower dmg % they can easily counter that by running stuff that has high damage % as well. Like a glpyh build where your glyhs deals 75% more damage with torugs and infused lower that by 10% for 5 pieces of heavy and you still have 65% increase of enchant damage. Or they could easily run Essence thieve which would completly mitigate that effect. Meanwhile light armor has nothing that comes anywhere close to those mitigation numbers.
Its just ridicoulus that they dont seems to waste any thought on balance and just throw in new ideas that will go live with a 99% certainty until they completly turn the other way around and overnerf/buff them
Chilly-McFreeze wrote: »YandereGirlfriend wrote: »It's not my idea but in terms of Heavy Armor reforms:
Remove the 1% Magickal Damage taken per piece (for the sake of all of the PvE tanks out there);
Replace it with -5% Damage Done per piece.
That the kind of mindless sledgehammer approach that plagued this game for years. Good job.
GrimTheReaper45 wrote: »The problem with heavy is that its been giving players a much greater amount of tankiness than the other armors but only reducing there damage by a fraction of that amount.
GrimTheReaper45 wrote: »It is penalty wise though consistent with game design.