Put spell crit in light armor passives, and remove it from magelight.

Lynx7386
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Not going to go into stamina vs magicka or light armor vs heavy/medium armor debates here, but I'm starting to get tired of being forced to waste a slot on my hotbar to achieve the same amount of critical on my caster that I have on my melee character (less overall, actually).

I'm also sick and tired of that stupid, headache-inducing magelight ball. If I want to see stealthed players, I'll use it, but I shouldnt be forced into sacraficing a skill slot and being subjected to the retina-burning ball of light just to keep a moderate amount of spell crit.


-Change Prodigy in the light armor tree to grant 15/30% spell critical when a light armor set of 5 or more pieces is equipped (it's currently 10%, plus the 20% you can get from inner light).

-Remove the spell critical bonus from magelight.

-Come up with a different effect for the inner light morph.
PS4 / NA
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Leonin - Khajiit Warden - Tank
  • Justiciar
    Justiciar
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    No thanks
    Conquest, Victory, Profit
  • Lynx7386
    Lynx7386
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    Your well thought out and reasoned response is very convincing, I've suddenly changed my mind about this.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Justiciar
    Justiciar
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    Not trying to change your mind, usually that's futile anyways. Just stating that I wouldn't want it changed
    Conquest, Victory, Profit
  • Lynx7386
    Lynx7386
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    Why not?
    PS4 / NA
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    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Justiciar
    Justiciar
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    I'm of the opinion that melee should have higher crit chance than a ranged caster. Ignoring for a moment that stamina builds are struggling it is something that sets apart the classes and makes the melee role more enjoyable. Not to mention they are there on the front lines getting hammered by the enemies so having high burst crit chance is more important than it would be for ranged.

    Additionally I like the fact that they gave magelight an actual use in the game instead of another worthless ability.

    Finally, and this is just me personally because I know some disagree, I actually like the floating orb hovering over me.
    Conquest, Victory, Profit
  • ErilAq
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    I have to agree with Justiciar. I like the look of the orb, and while it is fairly annoying to have it slotted, the crit increase is simply amazing. Buffing the crit on light armor would further distance the effectiveness of light armor from medium and heavy, a disparity which is already quite large. Plus no matter what additional affect you added to magelight in place of crit the ability would be nearly useless to slot. (in place of an additional dps/healing spell slot)
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  • crislevin
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    well, they can redesign the mage light into a faintly glowing ball above player's head, and remove the sound.

    Not sure if putting it into a passive is a good idea.

    Lightning_Example.png
    Edited by crislevin on June 19, 2014 11:52PM
  • CosmicChaos
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    I'm always watching the ball of light with anticipation. Half expecting it to suddenly stop one of these times and go...."Hey! Listen..."
  • Lyall84
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    That's it, give an extra 20% base crit to light armor so they have 42% spell pen and more 9% more crit over medium. The checks and balance of this game are already off with out piling on more buffs to the already overpowered armor type.

    I am not one of those people that are screaming nerf light, I think it is fine the way out is, just that the other types (medium and heavy) need more help than buffing light just so you can have one more ability on you bar. It needs to stay the way it is, need to have a trade off. You want that 20% critical? Sacrifice the slot.
  • Moiskormoimi
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    I agree but then, magelight gives the coolest affect when you're wearing a hood.
  • Gern_Verkheart
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    Right....It's not as if the light armor passives were already vastly superior to the medium armor passives or anything. Why not go all the way and make them actually over-powered.

    The reason you have to sacrifice a skill lot on your bar to get the crit bonus, is for checks and balances. Magic using abilities are far more powerful than stamina abilities. SO, by forcing you to choose between an extra ability, or higher crit rating: your power is kept in check a bit.
    Edited by Gern_Verkheart on June 20, 2014 12:40AM
  • eliisra
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    Than try playing a sorcerer and use the Daedric Summoning skill line. Summon your pets, toggle Bone armour and than use Mage Light. You will actively waste 8 skills slots.

    But yeah, nice for people unable to handle more than 2 keybinds I guess.

    Topic: Mage Light is probably the only skill in the games that's actually worth the cost. I don't mind using 2 skills slots for 20% crit and sneak detection.

    Not sure if I think light armour needs a boost either. It's already the best option for tanking, dps'ing and healing lol.
  • Rev Rielle
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    As my main character is a light armour wearer and user of Inner Light (magelight morph), I think this is a bad idea.
    If you can be anything, be kind.
  • pinstripesc
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    Can't agree with this, taking magelight's benefits away from medium and heavy users would be kinda cruel.
  • Loco_Mofo
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    Great idea, light armor needs a buff, no one uses it.
  • PBpsy
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    So you want a 32% Spell crit passive on armor? lol.

    Removing the ball for the user already . Yes please.
    Edited by PBpsy on June 20, 2014 1:14AM
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  • Lynx7386
    Lynx7386
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    PBpsy wrote: »
    So you want a 32% Spell crit passive on armor? lol.

    Removing the ball for the user already . Yes please.

    Not 32%, 30%, which is already what a light armor caster using magelight (with inner light) has.

    I wanted to keep the light vs medium vs heavy armor debate out of this thread, guess that didnt work out. I'm all for giving buffs to medium/heavy armor and melee weapons, one of my two characters is a pure melee/stamina character and I well know the differences in effectiveness between that and a magicka build.

    That said, I still think it's a poor decision to tie in the spell critical bonus to something that requires a constant presence on your hotbar slot. Melee does not have to do this, regardless of how poorly balanced their individual skills are right now.

    Everyone wants balance, but nobody wants to concede to the fact that when one type of build has to waste 20% of their active skills to get the same effect as another build that doesnt have to waste those skills, that's not balance.


    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Singular
    Singular
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    Yes, that light is so annoying. It's neat once, and then you're like "ok...ok...stop!"

    I often ignore it and then get other mages telling me to turn it on. "You're losing crit man!"

    Yes, but gaining style.
    War, give me war, give me war.
  • Lyall84
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    Lynx7386 wrote: »
    PBpsy wrote: »
    So you want a 32% Spell crit passive on armor? lol.

    Removing the ball for the user already . Yes please.

    Not 32%, 30%, which is already what a light armor caster using magelight (with inner light) has.

    I wanted to keep the light vs medium vs heavy armor debate out of this thread, guess that didnt work out. I'm all for giving buffs to medium/heavy armor and melee weapons, one of my two characters is a pure melee/stamina character and I well know the differences in effectiveness between that and a magicka build.

    That said, I still think it's a poor decision to tie in the spell critical bonus to something that requires a constant presence on your hotbar slot. Melee does not have to do this, regardless of how poorly balanced their individual skills are right now.

    Everyone wants balance, but nobody wants to concede to the fact that when one type of build has to waste 20% of their active skills to get the same effect as another build that doesnt have to waste those skills, that's not balance.


    Really? Melee does not have to lose an action bar slot for their crit? They dont have 42% spell pen passives for their armor. Not sure about everyone else, but I would gladly lose an ability slot for a 42% armor pen toggle. We dont have to do that for our crit because we dont have the pen option. Light got 42% pen, medium got 21% crit...they dont even compare in dps or in % provided, and you are upset about losing one ability slot.

    How about this, I agree with the put the 20% crit on light armor, but you have to agree to lose the 42% spell pen.
    Edited by Lyall84 on June 20, 2014 2:19AM
  • Lynx7386
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    Lyall84 wrote: »
    Lynx7386 wrote: »
    PBpsy wrote: »
    So you want a 32% Spell crit passive on armor? lol.

    Removing the ball for the user already . Yes please.

    Not 32%, 30%, which is already what a light armor caster using magelight (with inner light) has.

    I wanted to keep the light vs medium vs heavy armor debate out of this thread, guess that didnt work out. I'm all for giving buffs to medium/heavy armor and melee weapons, one of my two characters is a pure melee/stamina character and I well know the differences in effectiveness between that and a magicka build.

    That said, I still think it's a poor decision to tie in the spell critical bonus to something that requires a constant presence on your hotbar slot. Melee does not have to do this, regardless of how poorly balanced their individual skills are right now.

    Everyone wants balance, but nobody wants to concede to the fact that when one type of build has to waste 20% of their active skills to get the same effect as another build that doesnt have to waste those skills, that's not balance.


    Really? Melee does not have to lose an action bar slot for their crit? They dont have 42% spell pen passives for their armor. Not sure about everyone else, but I would gladly lose an ability slot for a 42% armor pen toggle. We dont have to do that for our crit because we dont have the pen option. Light got 42% pen, medium got 21% crit...they dont even compare in dps or in % provided, and you are upset about losing one ability slot.

    How about this, I agree with the put the 20% crit on light armor, but you have to agree to lose the 42% spell pen.

    Well you bring up one interesting point here. You do, actually, have the ability to give up a skill slot for 40% armor penetration, via the following abilities:
    -Puncture (1h/sheild)
    -Ransack (1h/sheild)
    -Pierce Armor (1h/sheild)
    -Surprise Attack (Nightblade)
    -Fiery Breath (Dragonknight)
    -Passive bonus to armor penetration with 2h maces (two handed)
    -Passive damage increase vs heavily armored targets with 1h maces (dual wield)
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • ipong926
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    Mage can get critical chance nearly 100% already.
    You still require light armor that should be added critical chance.
    The answer is NO!
    Or ESO please give heavy armor to negative players 50% critical chance (joking)

    Honestly, I suggest that ESO should be added critical chance penalty.
  • Lyall84
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    Lynx7386 wrote: »
    Lyall84 wrote: »
    Lynx7386 wrote: »
    PBpsy wrote: »
    So you want a 32% Spell crit passive on armor? lol.

    Removing the ball for the user already . Yes please.

    Not 32%, 30%, which is already what a light armor caster using magelight (with inner light) has.

    I wanted to keep the light vs medium vs heavy armor debate out of this thread, guess that didnt work out. I'm all for giving buffs to medium/heavy armor and melee weapons, one of my two characters is a pure melee/stamina character and I well know the differences in effectiveness between that and a magicka build.

    That said, I still think it's a poor decision to tie in the spell critical bonus to something that requires a constant presence on your hotbar slot. Melee does not have to do this, regardless of how poorly balanced their individual skills are right now.

    Everyone wants balance, but nobody wants to concede to the fact that when one type of build has to waste 20% of their active skills to get the same effect as another build that doesnt have to waste those skills, that's not balance.


    Really? Melee does not have to lose an action bar slot for their crit? They dont have 42% spell pen passives for their armor. Not sure about everyone else, but I would gladly lose an ability slot for a 42% armor pen toggle. We dont have to do that for our crit because we dont have the pen option. Light got 42% pen, medium got 21% crit...they dont even compare in dps or in % provided, and you are upset about losing one ability slot.

    How about this, I agree with the put the 20% crit on light armor, but you have to agree to lose the 42% spell pen.

    Well you bring up one interesting point here. You do, actually, have the ability to give up a skill slot for 40% armor penetration, via the following abilities:
    -Puncture (1h/sheild)
    -Ransack (1h/sheild)
    -Pierce Armor (1h/sheild)
    -Surprise Attack (Nightblade)
    -Fiery Breath (Dragonknight)
    -Passive bonus to armor penetration with 2h maces (two handed)
    -Passive damage increase vs heavily armored targets with 1h maces (dual wield)

    Woah there buddy.

    Puncture is active not passive, and can be morphed to spell pen, so benefits both sides.

    Ransack is a puncture morph same with pierce armor. So same issue, active abilities.

    Surprise attack, class specific and once again, active. If you really wanted to pull out the big guns with class specific, you should have done Mark Target which is 75% spell and armor pen. But once again active.

    Fiery Breath, class specific and active.

    So, two HUGE oversights on your part. Active abilities first need to hit their target, second, the effect can be cleansed.Sorry but a static 42% spell pen does not equal a max 40% armor pen that can be dispelled at will.

    Finally some real passive armor pen. 2hand and dual wield with maces...

    First, the dw skill deals bonus damage against heavily armored opponents, so what does that mean. Does not mean armor pen, it means more damage against heavy armor opponents, so does not even effect medium or light armor targets. Not sure what you were thinking trying to use that as an example.

    Second, the 2hand skill. Going to need someone to confirm this for me because it was a couple of weeks ago that spec out of stamina because it is practically useless right now, but that gives 80 armor reduction. Not 80%, the number 80...I have close to 1000 armor in light fully repaired, no reinforced. That is only 8% armor pen against light, 5% against most medium, and around 3% for most heavy. Are you joking about a 3-8% passive armor pen vs 42% spell pen?

    I get that you like light armor, and that you dont like to have toggle abilities clogging your action bar, but this is one of the most unbalanced, ridiculous suggestions I have read here.

    Ask to be able to hide the glowing ball or remove it? All for it, power to you. Give an insane buff to the already superior armor type? Might as well suggest to delete medium armor and stamina from the game. Use one resource bar for everything. Rename the magicka bar an action bar.
  • Samadhi
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    I totally agree. Nightblade should get an additional 15% Weapon Critical and Spell Critical simply by putting a point in our Pressure Points passive. We should not be required to slot each Assassination skill to get 3% crit per skill.
    Wasting 5 skill slots for 15% crit rate increase is madness.
    "If you want others to be happy, practice compassion. If you want to be happy, practice compassion." -- the 14th Dalai Lama
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  • Lyall84
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    Samadhi wrote: »
    I totally agree. Nightblade should get an additional 15% Weapon Critical and Spell Critical simply by putting a point in our Pressure Points passive. We should not be required to slot each Assassination skill to get 3% crit per skill.
    Wasting 5 skill slots for 15% crit rate increase is madness.

    I think I can get along with you. But doesn't the ultimate also count? So that is 18%.
  • Samadhi
    Samadhi
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    Lyall84 wrote: »
    Samadhi wrote: »
    I totally agree. Nightblade should get an additional 15% Weapon Critical and Spell Critical simply by putting a point in our Pressure Points passive. We should not be required to slot each Assassination skill to get 3% crit per skill.
    Wasting 5 skill slots for 15% crit rate increase is madness.

    I think I can get along with you. But doesn't the ultimate also count? So that is 18%.

    Whoops. You are most certainly correct. =)
    "If you want others to be happy, practice compassion. If you want to be happy, practice compassion." -- the 14th Dalai Lama
    Wisdom is doing Now that which benefits you later.
  • Vis
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    Keep it as it is but please turn off the sound from it. I have nightmares with it playing in the background and it limits our ability to hear key sounds like the incoming of a shield rush or the charging of a bow.
    v14 Sorc Vae Exillis
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  • Lyall84
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    Vis wrote: »
    Keep it as it is but please turn off the sound from it. I have nightmares with it playing in the background and it limits our ability to hear key sounds like the incoming of a shield rush or the charging of a bow.

    Amen to that, or at least reduce the volume for that skill by 50%
  • Fi'yra
    Fi'yra
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    Loco_Mofo wrote: »
    Great idea, light armor needs a buff, no one uses it.
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    halp

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  • Singular
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    And the most annoying thing about it is toggling it off and on by accident b/c you've memorized a different skillslot set.
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  • Rylana
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    lol, its 20 percent [snip] crit. put it on your bar and like it.

    now shush

    [Moderator Note: Edited per our rules on Cursing & Profanity]
    Edited by ZOS_UlyssesW on August 20, 2014 3:22PM
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