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[Feedback] Armor changes - why not just change the resistances?

twing1_
twing1_
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I understand the logic in making the three different armor weights into a rock paper scissors dynamic. Runescape (if anyone remembers it) had this mechanic and to be honest it worked pretty well. Heavy armor users would be susceptible to mages, and mages would in turn be vulnerable to rangers, and rangers would get stomped by heavy armor users.

But why introduce new calculations to achieve this effect?

Light armor is already inherently more susceptible to physical attacks rather than spells, as evidenced by their lower physical resistance granted per piece than their spell resistance. If this is to be amplified, why not just further reduce the physical resistance that light armor provides, or just increase the spell resistance, or some combination of both?

A reduction in the spell resistance that heavy armor offers could similarly be put into place.

Especially with such a large focus on streamlining game calculations to enhance performance, it doesn't make sense to introduce another line of calculations to create this rock paper scissors dynamic, when the same could be done by simply fiddling around with the resistances offered that are already being processed.

As for the rest of the penalties added, they could be tacked onto armor passive skills as bonuses if base values are tinkered with, so that the balance is maintained relatively across the three armor types.

Ex/ heavy armor runs 3% slower per piece, medium armor runs 3% faster per piece, and light armor is base speed (PTS values). Instead of having heavy armor subtract 3% movement speed per piece, base run speed can be reduced by 21% (7x 3%) and heavy armor could provide no bonus to run speed, while light armor provides 3% run speed per piece, and medium armor provides 6% run speed per piece. This would maintain the balance of heavy armor being 3% slower than light and medium being 3% faster than light, while at the same time keeping players from feeling like they are being penalized for wearing certain types of armor.

Similar calculations can be made to all the new penalties being introduced, so that no armor types penalize players for anything, except for the opportunity cost of not wearing the other 2 armor types.

Just spit balling here, cuz there seems to be a lot of pushback from the player base on these penalties.
  • Xebov
    Xebov
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    twing1_ wrote: »
    I understand the logic in making the three different armor weights into a rock paper scissors dynamic. Runescape (if anyone remembers it) had this mechanic and to be honest it worked pretty well. Heavy armor users would be susceptible to mages, and mages would in turn be vulnerable to rangers, and rangers would get stomped by heavy armor users.

    Only problem is it makes no sense in ESO. We have armor weights that are directly linked to specific roles through sets and passives. That results in no choice so the penalties become penalties for filling a role.
  • Vevvev
    Vevvev
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    They're doing this for fear someone will just resistance stack and have no issues whatsoever in dealing with XYZ. Also they did this same with with stage 1 vampire by adding a vampire ability cost decrease at stage 1 instead of just making the abilities naturally cost that lower value.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
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