MashmalloMan wrote: »It would of been fine if the standard values for hp regen for 1-4 pieces was udpated to a reasonable amount. It was already 1 of the crappiest passives. 129 hp regen =/= 129 stam regen or anywhere close to = 129 weapon damage.
ZOS is even aware of this problem because they go out of their way to buff complete set bonuses to be like 3x as strong as typical regen bonuses as seen with Beekeeper, Alessian, Troll King and that 3 piece set.
Instead of tackling the root of the problem for pvp where a few niche setups overstacked the crap out of hp regen based on sets THEY overtuned and the CP passive THEY introduced, they did the typical ZOS hammer nerf and messed over everyone by -50%.
This is coming after the biggest balance change to these problematic builds in patch 29 where Vampires couldn't get hp regen during mist form.
So.. Idk what they were thinking. Heavy Armor doesn't need compensation, the standard for HP regen needs to be updated to reflect the complete set bonuses they're clearly using. HP regen is a crappy bonus for pve and pvp now, it's fruitless, pointless, you're better off getting proc sets that heal for 2k + heals per second in aoe.
But there is a longer post about these issues by someone else who shows the math to prove it if you search it up. Worth reading. If the base bonuses updated, sets for 1-4 pieces would be in a much better place and the nerf of -50% in pvp would regulate things out while also allowing pve builds to prop up where players could start actually relying a little bit on hp regen.
MashmalloMan wrote: »But there is a longer post about these issues by someone else who shows the math to prove it if you search it up. Worth reading. If the base bonuses updated, sets for 1-4 pieces would be in a much better place and the nerf of -50% in pvp would regulate things out while also allowing pve builds to prop up where players could start actually relying a little bit on hp regen.
MashmalloMan wrote: »But there is a longer post about these issues by someone else who shows the math to prove it if you search it up. Worth reading. If the base bonuses updated, sets for 1-4 pieces would be in a much better place and the nerf of -50% in pvp would regulate things out while also allowing pve builds to prop up where players could start actually relying a little bit on hp regen.
Post that was referenced found here:
https://forums.elderscrollsonline.com/en/discussion/571123/health-recovery-inconsistency-and-viability#latest
Andre_Noir wrote: »How about that Harness Magicka/Dampen Magic was nerfed without compensation ? Oh yeah, stamina users never use light so there no threads about how bad light armor is
The game rewards min-maxing not middle path builds. But this means that in PvP, in the armour category, it left medium armour ridiculously underpowered. In general, it goes like this:
Heavy = tanky
Light = magic users (in all their forms)
Medium = Stam non-tanks.
If they focused medium solely on damage output it would enable insane damage-bros to one-shot any medium armour player and any light armour player with their shields down.
So instead, they have calibrated armour around the middle path. That means light and heavy get some penalties to balance it out without making medium either way too weak in all contexts, or way too strong in a handful of contexts.
The new nerfs are fine-tuning this new system and are probably required to be honest. The alternatives are all far worse.
No buffs for HA needed. The nerf on hp regen was not uncald for.
Why should you get something as compensation? There's plenty of sets, skills and even racials which are penalized by battle spirit too.
It was changed. Deal with it
Extinct_Solo_Player wrote: »just run medium armor, it's more tanky than heavy and has no penalties for using it.
silver1surfer69 wrote: »Andre_Noir wrote: »How about that Harness Magicka/Dampen Magic was nerfed without compensation ? Oh yeah, stamina users never use light so there no threads about how bad light armor is
Totally agree. That light armor takes more dmg from martial and that heavy takes more from magical attacks, doesnt feel right, is detrimental to the gameplay and unlucky from devs imo.
Extinct_Solo_Player wrote: »just run medium armor, it's more tanky than heavy and has no penalties for using it.
Extinct_Solo_Player wrote: »just run medium armor, it's more tanky than heavy and has no penalties for using it.
Imo heavy armor should have great mobility cons, such as increasing the cost of gap closers, movement skills (streak for instance), sprint, decrease movement speed further, and increase time it takes to get into stealth while maintaining the *physical* defense bonus, so that being tanky in heavy armor actually feels heavy, not trivial mandatory gear. Mobility is king in PvP, but none of those cons should be huge enough to hamper their other damage abilities.I like the new armour system much more than the previous one. As I've said in other threads, you now get a feel that you're dressed in different equipment at each level.
Personally, I would have gone further. I don't think you should be able to dodge roll at all in full heavy armour. And martial attacks against light armour when the shields are down should be an absolute blood bath. But the penalties were never going to be that brutal so yeah I like what we got.
aurelius_fx wrote: »Imo heavy armor should have great mobility cons, such as increasing the cost of gap closers, movement skills (streak for instance), sprint, decrease movement speed further, and increase time it takes to get into stealth while maintaining the *physical* defense bonus, so that being tanky in heavy armor actually feels heavy, not trivial mandatory gear. Mobility is king in PvP, but none of those cons should be huge enough to hamper their other damage abilities.I like the new armour system much more than the previous one. As I've said in other threads, you now get a feel that you're dressed in different equipment at each level.
Personally, I would have gone further. I don't think you should be able to dodge roll at all in full heavy armour. And martial attacks against light armour when the shields are down should be an absolute blood bath. But the penalties were never going to be that brutal so yeah I like what we got.
aurelius_fx wrote: »Imo heavy armor should have great mobility cons, such as increasing the cost of gap closers, movement skills (streak for instance), sprint, decrease movement speed further, and increase time it takes to get into stealth while maintaining the *physical* defense bonus, so that being tanky in heavy armor actually feels heavy, not trivial mandatory gear. Mobility is king in PvP, but none of those cons should be huge enough to hamper their other damage abilities.
Urzigurumash wrote: »aurelius_fx wrote: »Imo heavy armor should have great mobility cons, such as increasing the cost of gap closers, movement skills (streak for instance), sprint, decrease movement speed further, and increase time it takes to get into stealth while maintaining the *physical* defense bonus, so that being tanky in heavy armor actually feels heavy, not trivial mandatory gear. Mobility is king in PvP, but none of those cons should be huge enough to hamper their other damage abilities.
As you suggest additional penalties on Heavy to enforce a "heavier" feel, you're also implying that the base resistances of Heavy be increased? Or the base resistances of Medium and Light be lowered?
I'm not opposed to more cost increases in Heavy - but only with a bonus to Melee Damage Done, especially Gapclosers, both of which were old iterations of an Orc passive then meant to manifest in Nirn the Earthly reality that Momentum = Velocity x Mass.
Urzigurumash wrote: »aurelius_fx wrote: »Imo heavy armor should have great mobility cons, such as increasing the cost of gap closers, movement skills (streak for instance), sprint, decrease movement speed further, and increase time it takes to get into stealth while maintaining the *physical* defense bonus, so that being tanky in heavy armor actually feels heavy, not trivial mandatory gear. Mobility is king in PvP, but none of those cons should be huge enough to hamper their other damage abilities.
As you suggest additional penalties on Heavy to enforce a "heavier" feel, you're also implying that the base resistances of Heavy be increased? Or the base resistances of Medium and Light be lowered?
I'm not opposed to more cost increases in Heavy - but only with a bonus to Melee Damage Done, especially Gapclosers, both of which were old iterations of an Orc passive then meant to manifest in Nirn the Earthly reality that Momentum = Velocity x Mass.
Andre_Noir wrote: »Because offence is always step ahead defense for many fundamental reasons
Andre_Noir wrote: »Urzigurumash wrote: »aurelius_fx wrote: »Imo heavy armor should have great mobility cons, such as increasing the cost of gap closers, movement skills (streak for instance), sprint, decrease movement speed further, and increase time it takes to get into stealth while maintaining the *physical* defense bonus, so that being tanky in heavy armor actually feels heavy, not trivial mandatory gear. Mobility is king in PvP, but none of those cons should be huge enough to hamper their other damage abilities.
As you suggest additional penalties on Heavy to enforce a "heavier" feel, you're also implying that the base resistances of Heavy be increased? Or the base resistances of Medium and Light be lowered?
I'm not opposed to more cost increases in Heavy - but only with a bonus to Melee Damage Done, especially Gapclosers, both of which were old iterations of an Orc passive then meant to manifest in Nirn the Earthly reality that Momentum = Velocity x Mass.
No matter real or eso world but armor means defence. Heavy armor mean heavy defence with heavy weight and heavy drawbacks. And IRL french knights lost to england's long bow and later every armor lost to gunpowder, even walls lost. Because offence is always step ahead defense for many fundamental reasons