Taking into account the fact that hybridization has come to the game, I would suggest reconsidering some aspects of armor that, it seems to me, were not taken into account
Light armor should focus on all resource recovery (mag, stam) shield power and outgoing healing, also on critical damage/healing and critical damage chance, debuff increases physical damage against you
Mid armor on overall % damage and penetration increase, reducing the cost of resources, and increases healing received, debuff reduce your critical resistance, logic in armor punctures, leather armor, chain mail, etc. are bad against punctures
Heavy armor on damage block, and resources reduce consumed per block, increases maximum health by a certain % , restore resources from taking damage, should also give a debuff to increases mag.damage taking and reduce damage dealt (means total damage or it could be only critical damage say hello again to malacath's band of brutality if you decide to play a tank with damage) from each part of heavy amror wear on player, and ,except bash, and increase damage from bash from each piece of armor respectively
Revise the Undaunted Mettle passive so that players do not have to add an unnecessary piece of armor to their build in order to gain an advantage, as well as for those who do not want to level up their Undaunted reputation on new characters just for the sake of this passive
P.s I think it would be better if the developers gave up debuffs for any damage you receive, but I still offered those options if ZOS don’t plan to give them up
Edited by GrimStyx on May 30, 2024 7:55PM