Urzigurumash 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.
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.
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.
Darnit....that was my plan for my necro.
Twohothardware wrote: »Then -10% to all recovery per piece of heavy.
Other people should help you sustain in heavy.
Urzigurumash wrote: »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.
Do you think a penalty to Healing Received for Medium would've been a good approach to deal with the Roll Dodging and Rock Dancing Tower Troll meta before Greymoor, rather than the blanket 10%, now 5% nerf to Healing?
GrimTheReaper45 wrote: »Not really sure to be honest. I was on break from the game until about a month after greymoor dropped so I dont know the specifics.
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.
Darnit....that was my plan for my necro.
CC immunity potions need to go. Too many non-brainers that remove actual mechanics for this game.
You are already pretty much only CC'd for 1 seconds until you break it.. then you're immune for 7 seconds. Isnt CC immunty enough? We have to double down and make yo more tanky while you're CC immune AND make it easier for us to get more immunity via potions? Why?
It's like a self defeating mechanic.
BlazingDynamo wrote: »-3% per piece of heavy would make heavy in PvE completely unusable. [snip]
Urzigurumash 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.
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.
sabresandiego_ESO wrote: »I don’t agree with gimping heavy armor damage, heavy armor should simply make you noticeably slower and less agile. Change the negligible sprint speed penalty to a strong movement speed penalty, and increase the dodge roll penalty as well. If you want to be tanky AND hit hard you should be slow and not maneuverable. Right now you can have it all with well designed heavy armor builds.
sabresandiego_ESO wrote: »Malacath with heavy is just too strong.
sabresandiego_ESO wrote: »Malacath with heavy is just too strong.
it´s not malacath either - it´s also light and medium seeing a reduction in crit chance while heavy builds mixing in 1 or 2 pieces will actually increase theirs relatively due to the changes in specced passives.
Even a crit enabled build is better in heavy than it is in light or medium.
ketsparrowhawk wrote: »I'm really curious to see how these new heavy bonuses play out.
Right now in BG's, the most effective support strategy is to spam AOE CC everywhere. My best support is a magCro that spams wall of frost (charged staff) and remote totem on top of everyone, plus Sellistrix providing extra CC. Basically every enemy in my vicinity gets CC'd on cooldown. Of course I'm not the only one. This is pretty typical of a BG environment these days.. constant AOE CC spam.
When this update goes live, that will probably be a much less desirable tactic, since I'll be doing my allies a favor by giving them up to 14% dmg reduction.
I'm also thinking of a Templar using Toppling Charge. Typical combo is to tag enemy with POTL, charge in with Toppling, then ult/Jab. Now, if you deliver your combo that way, your heavy-armor enemies will take up to 14% less damage (in no cp) from the brunt of your combo. So if you want them to take as much damage as possible, it's probably not wise to charge in with Toppling as your opener.
Long-term, I think players are going to become much more judicious about when and how they use CC. A welcome change imo.
Has anyone tested if the bonus applies to soft CC immunity?
Heavy Armor Bonuses
Reduces your damage taken while immune to crowd control by 2% per piece worn
relentless_turnip wrote: »@ketsparrowhawk I know. It seemed you were suggesting you were proccing that mitigation. But you meant the heavy armor passive. Apologies, that's why you were saying 14% assuming your opponent is in 7 heavy👍
Heavy Armor type exists as armor with highest protection value. I can get that increased magic damage, because I can imagine how a fireball burns through metal, but increasing all damage on heavy armor is like drinking vodka to get sober. This type of armor is existing to save you from damage, not increasing it, your suggestion contradicts the idea of armor itself. Higher sustain cost would be more logical.Lughlongarm wrote: »To Remove the 1% Magickal Damage taken per piece and Replace it with -5% Damage Done per piece(even 2%-3% will be enough). Also, replace the sprint movement speed reduction to pure Movement speed reduction and the damage mitigation bonus while CC immune should be 1% per piece(down from 2).
Twohothardware wrote: »BlazingDynamo wrote: »-3% per piece of heavy would make heavy in PvE completely unusable. [snip]
In what way? Dps in PvE don’t run heavy armor beyond the one piece to get the Undaunted passive bonus.