catnamedwill wrote: »consider that medium had its weapon damage nerf to a max of 14% from 15%, while light armor had its penetration buffed from max 4.8k to max 6.5k
catnamedwill wrote: »consider that medium had its weapon damage nerf to a max of 14% from 15%, while light armor had its penetration buffed from max 4.8k to max 6.5k
catnamedwill wrote: »consider that medium had its weapon damage nerf to a max of 14% from 15%, while light armor had its penetration buffed from max 4.8k to max 6.5k
Araneae6537 wrote: »catnamedwill wrote: »consider that medium had its weapon damage nerf to a max of 14% from 15%, while light armor had its penetration buffed from max 4.8k to max 6.5k
I think that it would feel better as well as make more sense if the penalties to light armor were instead added as bonuses to the other two. For instance, it makes no sense that light armor would make you more vulnerable to melee attacks than wearing no armor at all but it does make sense for medium and heavy armor to provide better protection. Same with damage done by bash. The cost of block is an odd one; I would think you would instead block less damage than in heavier armor, but is that not already reflected in the armor bonus itself? Either way, again it would make more sense to make it a bonus to medium and heavy armor than a penalty to light.
The only armor penalties that make sense are those that you might expect to incur with the weight — penalties to speed, stealth and dodge roll in heavy armor for instance. The vulnerability to magicka damage doesn’t make sense to me, but I would also expect magical protection to be in the form of magicka as well — wards, magic shields, enchantments, etc.
Someone clearly has an agenda. Medium has zero penalties to Light's 3 and Heavy's 4, more bonuses than Heavy despite zero penalties, and passives like 3% reduced block cost per piece that Heavy should have gotten while also having damage, sustain, mobility, and stealth, none of which Heavy ever had access to. Why does Light armor increase physical damage taken when it already took the most physical damage taken by virtue of granting the least armor? Why does Medium armor increase Sprint speed and not Light, the lighter and faster choice? Why does Medium have zero penalties in the first place? This entire thing reeks of favoritism, Stamina builds were already the default choice and now will be even more so, and remember, people outside PvP wear armor too; please stop penalizing tanks and Support roles in PvE because of balance concerns in PvP.
Someone clearly has an agenda. Medium has zero penalties to Light's 3 and Heavy's 4, more bonuses than Heavy despite zero penalties, and passives like 3% reduced block cost per piece that Heavy should have gotten while also having damage, sustain, mobility, and stealth, none of which Heavy ever had access to. Why does Light armor increase physical damage taken when it already took the most physical damage taken by virtue of granting the least armor? Why does Medium armor increase Sprint speed and not Light, the lighter and faster choice? Why does Medium have zero penalties in the first place? This entire thing reeks of favoritism, Stamina builds were already the default choice and now will be even more so, and remember, people outside PvP wear armor too; please stop penalizing tanks and Support roles in PvE because of balance concerns in PvP.
Greek_Hellspawn wrote: »This is mostly from pvp perspective.
The thing i would like to discuss is to why does light and heavy armor get penalties while medium doesn't.
I know heavy is overpeforming and most use heavy in pvp, but there is no reason to give light penalties while medium gets no penalties but it gets bonuses.
Also medium has active defensive passives like reduced dodge roll while light only has spell resistance how is light supposed to survive in pvp with increased block cost?
I would like to hear experienced mag pvpers thoughts.
Edit: forgot to mention that medium also gets reduced block cost.....
Luckylancer wrote: »Medium dont have con's because medium have less pro's.
master_vanargand wrote: »If there are big advantages, there are also disadvantages.
That is game balance.
orion_1981usub17_ESO wrote: »The only real imbalance is that light armor are suppose to be using shields to be able to compete in melee range, but shields stack off healthy not magicka like it should be and used to be.
It's funny, medium armor is OP, because there are no penaltys, but most people play heavy...
Tommy_The_Gun wrote: »orion_1981usub17_ESO wrote: »The only real imbalance is that light armor are suppose to be using shields to be able to compete in melee range, but shields stack off healthy not magicka like it should be and used to be.
As far as I can tell, shields used to scale with max magicka in the past, but they changed that as it was causing huge imbalance, as you could spec everything into max magicka & spell dmg and it would not only boost your offensive potential, but also defensive potenial, resulting in a "ultra tanky" dps build.
Greek_Hellspawn wrote: »master_vanargand wrote: »If there are big advantages, there are also disadvantages.
That is game balance.
Yeah but the problem is that medium has only advantages and none disadvantages so this is not balance.
Greek_Hellspawn wrote: »master_vanargand wrote: »If there are big advantages, there are also disadvantages.
That is game balance.
Yeah but the problem is that medium has only advantages and none disadvantages so this is not balance.
"Medium has less advantages", so its kinda balance.
Tommy_The_Gun wrote: »
As far as I can tell, shields used to scale with max magicka in the past, but they changed that as it was causing huge imbalance, as you could spec everything into max magicka & spell dmg and it would not only boost your offensive potential, but also defensive potenial, resulting in a "ultra tanky" dps build.
Tommy_The_Gun wrote: »
As far as I can tell, shields used to scale with max magicka in the past, but they changed that as it was causing huge imbalance, as you could spec everything into max magicka & spell dmg and it would not only boost your offensive potential, but also defensive potenial, resulting in a "ultra tanky" dps build.
You mean like i can put everything in stam and wpn dmg to boost my ofensive potential and my defensive potential (vigor rolldodge)?
SshadowSscale wrote: »What does the armor bonusses and penalties have to do with pvp???? Honestly you all just love to blame pvp so much.... we never asked for this
Freakin_Hytte wrote: »When did pvp ever ask for a heavy armour nerf? The last few months people have asked for a nerf to some procc sets. [snip]
Heavy Armor Is Too Strong
Heavy armour buffs taking in from meta to only viable option
Screw this heavy armor tank 5 minute 1v1 PvP meta
Heavy Combined With Malacath Seems Too Strong With The Upcoming Armor Changes
Surely ZOS can’t think people want another heavy armour, Malacath, proc set, health based heal meta?
Heavy Armor, 1H/Shield, High Health meta builds in PvP
Greek_Hellspawn wrote: »Greek_Hellspawn wrote: »master_vanargand wrote: »If there are big advantages, there are also disadvantages.
That is game balance.
Yeah but the problem is that medium has only advantages and none disadvantages so this is not balance.
"Medium has less advantages", so its kinda balance.
Wrong. Just count the bonuses yourself.
Each piece of Medium Armor does the following:
Reduces the cost of Sprint by 1%
Reduces the cost of Sneak by 5%
Reduces the cost of Block by 3%
Reduces damage taken from Area of Effect attacks by 2% for 2 seconds after you use Roll Dodge
Increases Movement Speed by 2% while immune to crowd control
Each piece of Light Armor does the following: Reduces damage taken from Magical attacks by 1%
Reduces the cost of Roll Dodge by 3%
Reduces the Movement Speed penalty of Sneak by 5%
Reduces the cost of Break Free by 5%
Reduces the cost of Bash by 3%
I am no math god, but i count the same bonuses for both medium and light (both have 5).
SshadowSscale wrote: »What does the armor bonusses and penalties have to do with pvp???? Honestly you all just love to blame pvp so much.... we never asked for this
Gee, I dunno.Freakin_Hytte wrote: »When did pvp ever ask for a heavy armour nerf? The last few months people have asked for a nerf to some procc sets. [snip]
Heavy Armor Is Too Strong
Heavy armour buffs taking in from meta to only viable option
Screw this heavy armor tank 5 minute 1v1 PvP meta
Heavy Combined With Malacath Seems Too Strong With The Upcoming Armor Changes
Surely ZOS can’t think people want another heavy armour, Malacath, proc set, health based heal meta?
Heavy Armor, 1H/Shield, High Health meta builds in PvP
Anyway, penalties make no sense from a PvE gameplay perspective, players don't compete against other armor types as in PvP. Tanks provide support, you aren't competing against them for DPS, and Light armor taking more physical damage is absurd when it already takes the most physical damage. I don't know of a single player that would want their tank in a dungeon to suddenly move more slowly, be unable to sneak past mobs in order to speedrun, have no stamina to roll dodge attacks, or take more incoming magic damage. Quite the opposite; no player wants penalties to other armor types in PvE and there's literally no reason to have them anyway. The penalties should be done through Battle Spirit and exclusive to PvP.