I exclusively play tanks. I have a nightblade, dragon knight and Warden at max level. I have a sorcerer I'm still leveling.
I do vet dungeons and consistently clear whatever I run. I do battlegrounds as well and usually score between 2400-2800. I think my teams tend to win more than we lose.
That said I'm probably awfully close to the bottom of the barrel. I'm a fairly dumb person in general and I don't have a lot of time to devote to gaming, so my experience is probably far less than others.
Overall, I like the new stuff. I enjoy the new CP system. I'm glad I have a grind I care about. I actively look forward to gaining new CP points. I feel the new system creates tangible improvements I can immediate see and feel.
I think the movement penalties on heavy armor are more of a hindrance to the rest of my team in pve than anything though. It doesn't create any dynamic events or tactical decisions.
If I sprint with everyone else to the boss, I'm the last to arrive and I'm at half stamina. If we want to go into a boss at 100% we have to stand around while I regen. It consistently takes the gusto out of my friends and I.
Personally, I think that is the only penalty I'd like to see being reconsidered for outright removal. Maybe have it so while a member of your party is in combat (or a member of your faction within x meters) then your speed is reduced. Outside of combat its just goofy and annoying.
I also noticed that my resistances are down across the board on all 4 of my tanks, and by increasing the magic damage I take, I'm very quickly shredded in battlegrounds by casters, which I believe are the most prominent builds.
That shoehorns me into using the Lady, which is fine, but I sacrifice a lot of damage to be able to survive and slow others down while my team succeeds, and now I feel as though that role that I enjoyed filling has closed permanently.
I personally find it weird that tank armor increases damage suffered, but I do understand the rock-paper-scissors style you're going for.
My major issue is that magic shreds me, and mages are at a range by default, and I move slower and require more resources to sprint.
Again, if you drop the move speed penalty, or increased the base resistances that heavy armor gives then it probably wouldn't be such a hard counter.
As it is right now, tanks are
1.) The slowest
2.) Most vulnerable to magic damage,
3.) Most resource-dependant
I do understand the need to remove immortal tanks for pvp because it is a nightmare to play against, but I believe that the increase in magic damage suffered is significant enough to counter tanks.
I personally think that the extra damage in tandem with severe mobility restrictions, mitigation reduction, and increased resource dependence altogether create a very negative play experience for tanks.
And I think that might be a big point of contention: you definitely considered how unfun it is to play against tanks, but also try to think about the folks playing as tanks too. Thats not to say you didn't, but it does kinda feel like maybe you were more focused on one side than the other.
Pick one of the things and stick with that, and maybe apply that theory across all armor types.
I also don't understand why there are no medium armor penalties? Giving medium armor a block bonus also makes no sense to me... In heavy armor I can just rely on the plates on my body to protect me, but in medium armor that is not available.
It just seems weird to me to have 2/3 armor types having both perks and drawbacks, and the middle ground is just perks and some perks thematically fit other armor types.
What if we did something like
Light Armor: Highest mobility, magic damage bonuses, magicka focus
Bonus per piece worn
* 1% dodge roll cost reduction
* +x magicka recovery
* 1% spell damage increase
Drawback per piece worn
* Low Armor
* 1% direct damage taken
* +x break free cost
Medium: Average mobility, physical damage bonuses, Stamina focus
Bonus per piece worn
* 1% sneak and sprint cost reduction
* +x Stamina recovery
* 1% martial damage increase
Drawback per piece worn
* 1% damage over time effects suffered
* -x Reduce damage you can mitigate w/ Block
* +increase cost to buff abilities
Heavy: Low mobility (dodge roll cost), damage reduction, CC reduction, health focus.
Bonus per piece worn
* High Armor
* 1% block cost reduction
* -x CC suffered duration
Drawback per piece worn
* 1% Sprint speed reduction
* -x Light and heavy attack damage
* -x max range to ranged attacks and abilities reduction
These changes do not overly penalize any form of armor, but still create distinct advantages and disadvantages. Also, none of the bonuses or penalties directly counteract each other, allowing a greater deal of customization.
Light armor are ranged and have the tools to stay at a distance and do work. They can get out of AoEs and dodge to create distance. But if you get ahold of them, they are susceptible to getting crushed in close range, if they can't dodge roll away.
Medium armor can get to where they need to be and operate in that area. Whether with a bow or melee weapon. However, if they're careless and get caught in some nastiness, it will shred them. They can boost their prowess as well but must sacrifice precious resources to do so.
Tanks need to get close to you to get to work and have a hard time doing so. They aren't there to deal damage, but they can jump in the middle and start locking people down. It's difficult to get away from them once they get to you, and so you need to be proactive to avoid them.
Now obviously my suggestion is just a thing I made up on a whim, but I think it better encapsulates a rounded system of checks & balances.
That was all I was able to experience today.
Thanks for reading.
Edited by Ceejengine on March 9, 2021 8:26AM