GothicPython wrote: »I'm not a caster, nor do I wear light armor, but I will agree that I find it a little silly that players are practically forced into using that one toggle skill for critical rating. However on the flip side light armor is extremely powerful right now and is vastly superior to it's medium and light armor counter parts.
My proposal to this is to take away the crit rating (or at least significantly reduce it) from mage light and swap the first light armor passive (21% reduced magicka cost of skills) with the fourth light armor passive (10% spell crit).
Change the first light passive to provide give 21% spell crit (1% per rank per piece of light armor, up to 3 ranks).
Change the fourth light armor passive to provide 10% reduced magicka cost of spells when wearing 5 pieces or more of light armor (5% per rank, 2 ranks).
You can't have it all and I feel this would probably be the best change.
pinstripesc wrote: »It would be nice if the ability would persist through loading screens, though. Not sure why it doesn't.
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.
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.
The most elegant and balanced solution would be to add 1-2 separate "passive/buff/pet" slots so that we can use the action buttons for action skills... Then you wouldn't have to have it on both bars.. Doesn't affect consoles because it's something you set and it's there always active until u slot something else.
The community is not paying attention. The gap between magicka and stamina, at least in PvP, is quickly closing. Bows are amazing in PvP right now, and they're getting an insanely overpowered set bonus in 1.4.andre.roques.3b14_ESO wrote: »I think the community consensus is that the armor passives are already unbalanced. SO what reduction to light armor would you be willing to trade to add this extra crit?
Maverick827 wrote: »Bows are amazing in PvP right now, and they're getting an insanely overpowered set bonus in 1.4.