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Armor bonus/penalty suggestions.
The ideas listed below will be
Bolded for reference.
- Light Armor Bonuses
- Reduces your damage taken from “Magical” (Magic, Flame, Frost, and Shock Damage) attacks by 1% per piece worn
- Reduces the cost of Roll Dodge by 3% per piece worn
- Increases your Movement Speed while Sneaking by 5% per piece worn
- Reduces the cost of Break Free by 5% per piece worn
- Reduces the cost of Bash by 3% per piece worn
- Light Armor Penalties
- Increases your damage taken from “Martial” (Physical, Poison, Disease, and Bleed Damage) attacks by 1% per piece worn
- Increases the cost of Block by 3% per piece worn
- Decreases your damage done with Bash by 1% per piece worn
- Medium Armor Bonuses
- Reduces your damage taken from “Martial“ attacks by 1% per piece worn
- Reduces the cost of Sprint by 1% per piece worn
- Reduces the cost of Sneak by 5% per piece worn
- Reduces the cost of Block by 3% per piece worn
- Reduces your damage taken from Area of Effect Attacks by 2% for 2 seconds after you Roll Dodge
- Increases your Movement Speed by 2% while immune to crowd control
- Medium Armor Penalties
- Increase your damage taken from “Magical” (Magic, Flame, Frost, and Shock Damage) attacks by 1% per piece worn
- Heavy Armor Bonuses
- Reduces your damage taken from both Martial and Magical attacks by 1% per piece worn
- Increases the amount of damage blocked by 1% per piece worn
- Increases damage done with Bash by 3% per piece worn
- Reduces your damage taken while immune to crowd control by 1% per piece worn
- Heavy Armor Penalties
- Increase your damage taken from Player Sourced Oblivion damage by 7.2% per piece worn. 50% maximum penalty
- Reduces the Movement Speed bonus of Sprint by 1% per piece worn
- Increases the cost of Roll Dodge by 3% per piece worn
- Increases the size of your detection area while Sneaking by 10% per piece worn (making you easier to detect)
Because light and medium armor are like yin and yang with light being Magicka based and medium being stamina based, I found it fitting that medium should have a penalty in the form of vulnerability to magical attacks, especially ties in with lore as some thieves are thwarted by magic in some cases, just as the ring of khajiit supposedly “left” Rajhin. While also posing an added bonus of resistance to martial damage to compensate.
As for heavy armor, It should pose a resistance to both “martial and magical“ attacks but to compensate for it, given the stance in PvP, All “player sourced” Oblivion damage taken would be increased, so as to match the lore around oblivion damage being highly effective against “Heavily Armoured” Targets in that regard. That way, if players are having a hard time with Tanks in PVP, adding oblivion damage to your toolkit will be worth it. while allowing PVE tanks to be tanky against both magical and martial attacks so that their roles in group dungeons, arenas and trials remain “evermore” important. (bangkorai joke in a nutshell.)
If you see me anywhere. Know that I am sitting back with a bag of popcorn, watching as ESO burns the goodwill of its player base with practices that only disrespects the players time like it did to me and many others...
If a game does not respect your time, best thing to do is move on from it and find something else.