relentless_turnip wrote: »I agree heavy feels very dominant on both the PTS and live.
I would suggest that damage is reduced on heavy or medium and light increased.
In keeping with aim of the armor changes perhaps a skill cost increase per heavy piece worn would be appropriate. This would be a less direct way of adjusting damage and makes sense that physically it requires more effort to do anything in heavy armor. It would also sense to do the opposite and increase the skill cost passive for light and medium.
sabresandiego_ESO wrote: »Even with todays minor nerf to heavy, it is by far the strongest armor in PVP. This armor type needs a straight move speed reduction to be brought in line.
sabresandiego_ESO wrote: »Even with todays minor nerf to heavy, it is by far the strongest armor in PVP. This armor type needs a straight move speed reduction to be brought in line.
Indeed. If 7% damage reduction or 14%, does not matter. Any way means heavy only gets even more mandatory, especially with damage being a lot higher next patch. Means its even easier to deal damage in heavy and even more important to be in to survive that damage.
This patch has done nothing but amplify the proc heavy meta we have.
relentless_turnip wrote: »I agree heavy feels very dominant on both the PTS and live.
I would suggest that damage is reduced on heavy or medium and light increased.
In keeping with aim of the armor changes perhaps a skill cost increase per heavy piece worn would be appropriate. This would be a less direct way of adjusting damage and makes sense that physically it requires more effort to do anything in heavy armor. It would also sense to do the opposite and increase the skill cost passive for light and medium.
sabresandiego_ESO wrote: »Even with todays minor nerf to heavy, it is by far the strongest armor in PVP. This armor type needs a straight move speed reduction to be brought in line.
sabresandiego_ESO wrote: »Even with todays minor nerf to heavy, it is by far the strongest armor in PVP. This armor type needs a straight move speed reduction to be brought in line.
What a joke. People who have no clue what they're talking about and that have never bothered to tank any real content dictating the gutting of tanks in PvE on the basis of a few abuse cases in PvP. Heavy armor on the PTS already has more penalties and fewer bonuses than any other armor type, including a reduction to sprint speed while wearing heavy, and received even more nerfs in PTS 6.3.2 and 6.3.3, yet there's still folks that think it deserves harsher nerfs, including further nerfs to move speed that will only kill off the already dwindling PvE tank population. It's clear that ZOS would rather cater to the PvP crowd and DPS players than actual tanks, which I guess I can understand, seeing as how tanks make up such a small portion of players, but gutting tanks like this won't fix the state of PvP in the long run; people will simply swap to whatever proc set is meta and continue to abuse Malacath alongside things like Syvarra's, Vateshran Wrath of Elements, etc. I posted a 2833 word discussion regarding the current state of tanking and how we can expect it to only go downhill next patch here https://forums.elderscrollsonline.com/en/discussion/561210/pts-changes-aimed-at-pvp-will-indirectly-hurt-pve-tanking-and-queue-times/p1, and have yet to receive any actual arguments against any of the points I brought up, because a fair amount of people don't actually understand how frustrating it is to tank as they've never done it; they'd rather just post threads like these clamoring for more nerfs to tanks regardless of how tanks are actually performing in PvE.
relentless_turnip wrote: »This way heavy will make you hard to kill, but hard to kill anyone else.
ExistingRug61 wrote: »I think it more important that each armour type have some sort of defensive weakness that an opposing player can exploit (with the extent of the weakness or ease of exploitation varying between the types to balance their potential damage), and potentially that doesn't really exist for Heavy in PvP right now
Urzigurumash wrote: »ExistingRug61 wrote: »I think it more important that each armour type have some sort of defensive weakness that an opposing player can exploit (with the extent of the weakness or ease of exploitation varying between the types to balance their potential damage), and potentially that doesn't really exist for Heavy in PvP right now
DOTs could use a buff to this end. Once they're applied, DOTs can't be blocked, and they can't be roll-dodged either - generally - but in Medium you have a better chance of evading until they expire, rather than sitting there and soaking up additional DOTs in Heavy. Heavy armor builds melted in BGs during the DOT meta. Sure they're mitigated by Heavy's additional resistances, but not as well as they are by Damage Shields, so in my opinion DOTs are relatively stronger against Heavy than Medium and Light.
ExistingRug61 wrote: »Yes something like that would work as well. Or even further build that weakness into the armour types. I think I suggested something similar in another thread - an alternative change to the mitigation while cc immune would be to make it only apply to direct damage (although this would be worse for pve than the current version, which ideally I would like to avoid)
Could go even further and have Direct vs Dot weakness and resistance replacing the new physical and magical resistances on the armour pieces, but that’s unlikely to happen now. Not sure how that would affect pve, but may be more interesting in pvp as it means both stam and mag get a method of attacking all armour types. Would also be nice as this would then interact with slottable cp stars allowing players to either balance or double down on the mitigation type if they chose.
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.
munster1404 wrote: »I'm sick of this, no more nerfs to my sustain. CP 2.0 has done enough to hurt it already.
ketsparrowhawk wrote: »@relentless_turnipHeavy Armor Bonuses
Reduces your damage taken while immune to crowd control by 2% per piece worn
Everyone gets the 15% base mitigation.. not just heavy armor wearers.
GrimTheReaper45 wrote: »relentless_turnip wrote: »I agree heavy feels very dominant on both the PTS and live.
I would suggest that damage is reduced on heavy or medium and light increased.
In keeping with aim of the armor changes perhaps a skill cost increase per heavy piece worn would be appropriate. This would be a less direct way of adjusting damage and makes sense that physically it requires more effort to do anything in heavy armor. It would also sense to do the opposite and increase the skill cost passive for light and medium.
I think the best option would be a damage done on heavy is less penalty. Zos is clearly trying to nerf dps already so increasing damage on light and medium is unlikely. Also it wouldnt hurt pve tanks like an increased cost penalty or the current changes would.
ketsparrowhawk wrote: »@relentless_turnipHeavy Armor Bonuses
Reduces your damage taken while immune to crowd control by 2% per piece worn
Everyone gets the 15% base mitigation.. not just heavy armor wearers.
I wonder whether or not this mitigation is minimum i.e. that cannot be reduced by offensive penetration since they've posted the resistance cap at 50%/33,000. Does anyone know whether this is the floor or will offensive penetration can still zero a person's resistances out?
Urzigurumash wrote: »relentless_turnip wrote: »This way heavy will make you hard to kill, but hard to kill anyone else.
Why do you think if damage output in Heavy were nerfed the masses of players in Heavy would happily switch to playing a horse-riding simulator in ninja gear rather than just continuing to play with diminished damage and extending the general TTK?ExistingRug61 wrote: »I think it more important that each armour type have some sort of defensive weakness that an opposing player can exploit (with the extent of the weakness or ease of exploitation varying between the types to balance their potential damage), and potentially that doesn't really exist for Heavy in PvP right now
DOTs could use a buff to this end. Once they're applied, DOTs can't be blocked, and they can't be roll-dodged either - generally - but in Medium you have a better chance of evading until they expire, rather than sitting there and soaking up additional DOTs in Heavy. Heavy armor builds melted in BGs during the DOT meta. Sure they're mitigated by Heavy's additional resistances, but not as well as they are by Damage Shields, so in my opinion DOTs are relatively stronger against Heavy than Medium and Light.
sabresandiego_ESO wrote: »The bottom line is you can run 6 or 7 heavy and do massive damage, have massive mitigation, plenty of sustain, and move as fast as any of the lighter armors. The pvp balance of armor is completely broken with almost all top tier players running mostly heavy, especially in higher end organized pvp. And nocp armor balance will be even worse next patch since medium and light armor cant slot the juggernaut perk for added survivability after a cc, but heavy gets a lesser version of it inately.
ExistingRug61 wrote: »ketsparrowhawk wrote: »@relentless_turnipHeavy Armor Bonuses
Reduces your damage taken while immune to crowd control by 2% per piece worn
Everyone gets the 15% base mitigation.. not just heavy armor wearers.
I wonder whether or not this mitigation is minimum i.e. that cannot be reduced by offensive penetration since they've posted the resistance cap at 50%/33,000. Does anyone know whether this is the floor or will offensive penetration can still zero a person's resistances out?
The base mitigation is 10% - the 15% value was an error in the original patch notes that was corrected in a later update.
The base mitigation is just an independent multiplicative percentage reduction (works like protection buff as far as I am aware), so it’s independent of the armour/penetration system, ie: regardless of how much or how little their resistance (after pen) reduces damage, whatever the resulting damage is will always be then reduced by another 10% multiplicatively.
relentless_turnip wrote: »ExistingRug61 wrote: »ketsparrowhawk wrote: »@relentless_turnipHeavy Armor Bonuses
Reduces your damage taken while immune to crowd control by 2% per piece worn
Everyone gets the 15% base mitigation.. not just heavy armor wearers.
I wonder whether or not this mitigation is minimum i.e. that cannot be reduced by offensive penetration since they've posted the resistance cap at 50%/33,000. Does anyone know whether this is the floor or will offensive penetration can still zero a person's resistances out?
The base mitigation is 10% - the 15% value was an error in the original patch notes that was corrected in a later update.
The base mitigation is just an independent multiplicative percentage reduction (works like protection buff as far as I am aware), so it’s independent of the armour/penetration system, ie: regardless of how much or how little their resistance (after pen) reduces damage, whatever the resulting damage is will always be then reduced by another 10% multiplicatively.
Battlespirit passive has also been changed so this has no impact on PvP. It also isn't independent of the current system as battlespirit damage received was changed to 44%. That and the base 10% amounts to 49.6% damage mitigation.