ZOS_JessicaFolsom wrote: »Many of you have asked what we’re doing to make skills, passives, and builds based on stamina more viable and as attractive as the magicka-based options. Below is a first look at some of the improvements we’re making to stamina-based skills and passives. As with all our balance efforts, this is an ongoing process and there will be more to come. We look forward to hearing your thoughts!
Bow: Poison Arrow
- Poison Arrow’s damage-over-time has been increased by 50% overall.
Bow: Snipe
- Snipe’s cast time will be reduced from 3 seconds to 2 seconds.
- Snipe’s maximum range will be reduced from 40 meters to 35 meters.
- Snipe’s minimum range will be reduced from 20 meters to 10 meters.
Dual Wield: Flurry
- The damage for Flurry’s final hit will be increased by 10%.
Medium Armor
- With the Wind Walker passive, medium armor will reduce stamina costs by 2% per piece equipped.
Two Handed: Cleave
- Cleave’s damage-over-time will be increased by 25% overall, and scale as the ability ranks up.
Two Handed: Uppercut
- Uppercut’s damage will be increased by 10%.
- Uppercut’s global cooldown after use will be reduced by 50%.
Reducing snipe range? are you joking?
2 sec cast and range lower than many instant cast abilities?
Yes, great move to make stamina build more attractive, delete usefull skill!
It is only skill that has longer range than siege NPCs, with 2 sec cast it becomes absolutely useless.
By vr12 bow-medium armor templar, that will have to change weapon/armor used if you continue to produce such stamina based improvements
and venom arrow dot improvement is a joke too (though i must be glad, that it's not nerfing at least the skill)
i have on it 231 damage(instant cast) +155 dot, which makes around 30 damage ticks every 2 sec, adding 15 damage in 2 sec is awesome! (sarcasm)
Targanwolf wrote: »-a bow users main shot should have been a snare not poison.Like casters bow users don't want their target to mele them.The analogy is DK's and their standard first used skill..... DARK TALONS(IMMOBILIZED/STUNNED FOR 4 SECONDS). That's what a ranged bow fighter wants.....TO STOP THE TARGET FROM MELEING THEM. Improving POISON ARROW is a step in the right direction(sort of) but a very powerful snare is needed for an opener with a bow....far more than a stronger poison arrow.
Targanwolf wrote: »-"Reducing SNIPE'S maximum range from 40 meters to 35 meters".I cannot state how negative my reaction to this suggestion is and not be banned.I cannot think of a single thing that would most likely cause me to leave the game than castrating this skill. The single skill that gives any meaning to the bow vs a casting staff is the bows range.Reducing SNIPE's range makes the bow a pitiful joke few would use....including me.
Targanwolf wrote: »-"Reducing SNIPE's cast time from 3 seconds to 2 seconds" (takes a breath). A bow user does not think of them selves as a caster........EVER. We shoot...we do not have cast time. Reducing SNIPE's shot time to 2 seconds is a step in the right direction.Since the term "casting time" was used and the devs seem to be want to think of bow shooting as another form of casting.....lets look at Sorc spell casting time's shall we ? Most are instant.The longest cast time I could find was 1.5 seconds.Does that put into perspective lowering bow SNIPE "cast time" to 2 seconds ?
This I find to be a valid point as well, templars and nbs get really shafted on cc, nb gets a minimal snare/speed increase, and a very short term fear, I don't even know if temps even get any cc at all. Bow does get scatter shot and morphs plus arrow spray but those are just snares and short term immobilizes.Targanwolf wrote: »2)Like other ranged weapon users, crowd control is important. Sorcerer's have cc skills. Heck DK's(of all classes) have a very powerful cc. Yet the bow user.....or the Night Blade class skills......no strong cc. Why ?
Ok, if they want to be a "pure" staminers - so be it!ZOS_JessicaFolsom wrote: »We look forward to hearing your thoughts!
Medium armor - +3% magicka cost per piece of Medium armor equipped
Heavy armor - +1% magicka cost per piece of Heavy armor equipped
Fair? Yes.
Have you *seen* DK magicka costs?
Before reduction.
My current alt is having issues and I'm rocking 3p Seducer/3p Magnus heavy...
I'm so stubborn to try making heavy armor work it's come to that. Divines with Mage stone too. Might switch that around a bit.
Anything to not be stuck in a dress. I *am* using restoration staff. Only weapon.
Stamina weapons problems come from a few things, and armor type is the least of it's problems.
Heavily relying on bleeds and stamina cost of abilities are pretty high up there in the "*sigh*" part.
if you aren't already using it you should try out the warlock set.
Would be if my only set wasn't on my templar.
Her magicka problems are worse. She's been wearing it since level 15 >.>
Well this would be a hassle, but you know "bound" gear is account bound ya? drop it in the bank grab it out on the character you need it on at the moment, etc etc.
Oh and snipe is/was 20m-40m with a morph that increased bow ability range by 5m.
ZOS_JessicaFolsom wrote: »I forget to add it in my first post; what is going to happen for us heavy armor-dps users? As it is decent enough to use, but certainly not as good as using medium (after changes) or light armor. I would like to see heavy armor becoming a bit more viable for those who wish to melee-dps with it.
We're looking at ways we can improve the Heavy Armor skill line as well.
Can start by making it actually mitigate damage. Then, if you're giving Medium 14% max stamina regen/reduction, why not give Heavy 7% max magicka and 7% max stamina regen/reduction.
Go for the increase in mitigation and survival first. See how that plays out before screaming for regen. You have to be careful about keeping the balance. Everyone wants their armor type or play style to be the best, but that is unreasonable.
I thought it was a pretty reasonable suggestion.
Light armor gets pure +Magicka regen/reduction
Medium armor gets pure +Stamina regen/reduction
Heavy armor should get half the regen/reduction of each.
That makes all 3 armor types unique and equal when it comes to resource management.
Heavy armor is already set up to be, and has been in other TES games, the health stat set. Not the stamina and magicka set.
Edit, it just needs a little boost.
Needs more than a little.
All the health in the world isn't going to do anything when health recovery rate sucks and might as well not exist, and when VR mobs hit you as if you're not wearing armor at all.Increased armor and SPELL RESIST (this is a big one),
Did you see where armor and spell resist don't do jack to reduce incoming damage?
And on top of it, you can cap your armor and spell resist in light armor. Fairly easily too. You get *more* spell resist in light armor.
Until they make armor rating worth having, wear a dress and save your breath.Nice to see some changes, but far from enough.
Snipe - reducing range - really?? It needed a slight increase actually, many regular class spells have the same range, without cast time, and as much or more damage, plus some have things like knockdown on top of it. I can hit people sniping at me with a standard attack from a resto staff.
Do you know what really makes light armor better than medium? It's not just cost reduction, it's spell penetration. Why use a poison arrow that does 350 damage against full armor, when I can use a spell for more damage and get past 47% of their spell resistance.
That on top of the variety offered by all magicka, if I mix staff powers with class powers they all do extra damage from my stamina build. If I mix class powers with weapon powers on a stamina build, the class powers do crap for damage.
There is a lot more going on problem wise than what you are tinkering with.
I don't know of a single class ability with a range as far as Snipe's range.
Everything is set at 28 meters. Snipe was like what, 35 with a morph to extend it?
VR mobs ignoring armor is a different issue entirely. I agree, they need to be adjusted so it actually matters what armor you are wearing when they hit you, but that is more an issue with the mobs, not the armor. I am going to have to double check, but I think I take less damage from VR11 mobs in craiglorn than I do from the VR9 mobs in Malabar Tor. That leads me to think that pre-craiglorn VR mobs have some ridiculous, close to 90%, armor and spell penetration that they really should not have.
Increased armor and SPELL RESIST (this is a big one),
Did you see where armor and spell resist don't do jack to reduce incoming damage?
And on top of it, you can cap your armor and spell resist in light armor. Fairly easily too. You get *more* spell resist in light armor.
Until they make armor rating worth having, wear a dress and save your breath.
I have been following this thread, and I do noticed that you seam to be VERY right about effects, stats and what everything really do. I respect that a lot.
Even if there are "better" builds out there, I am doing alright. Tanked Vet dungeons with my guild friends. I am 100% sure that you are correct, but if it works for me, and I enjoy my role with heavy armor, should not that be enough?
I KNOW other tanks does better then me. But as long as I do my job in groups. And have the build I feel connected too, isn't that "worth" having?
Regarding the stamina use, since I got to vet level and I DID notice that my stamina was going down far more then 1-50.
I still manage to use my stamina abilities. It was just harder then 1-50, which I expect it to be. I had to adapt.....and wipe quite a bit, before I got better.
I dare to say, that the past few days, doing a lot of tanking in groups, have made me a better tank, since I had to control my stamina use and when to use the different stamina abilities much more carefully.
Regarding if spell resist or anything else is not working as intended, I trust Zenimax to fix/balance this. So that is not a concern for me.
I do not mean that if a skill is not working as intended, or unbalanced, that we should not report it and Zenimax not look at it.
My point is, if what I do works, does it matter if someone else does it better?
ZOS_JessicaFolsom wrote: »we ask that you please understand that balance changes are part of an ongoing, never-ending effort and we implement them carefully and in small steps.
Increased armor and SPELL RESIST (this is a big one),
Did you see where armor and spell resist don't do jack to reduce incoming damage?
And on top of it, you can cap your armor and spell resist in light armor. Fairly easily too. You get *more* spell resist in light armor.
Until they make armor rating worth having, wear a dress and save your breath.
I have been following this thread, and I do noticed that you seam to be VERY right about effects, stats and what everything really do. I respect that a lot.
Even if there are "better" builds out there, I am doing alright. Tanked Vet dungeons with my guild friends. I am 100% sure that you are correct, but if it works for me, and I enjoy my role with heavy armor, should not that be enough?
I KNOW other tanks does better then me. But as long as I do my job in groups. And have the build I feel connected too, isn't that "worth" having?
Regarding the stamina use, since I got to vet level and I DID notice that my stamina was going down far more then 1-50.
I still manage to use my stamina abilities. It was just harder then 1-50, which I expect it to be. I had to adapt.....and wipe quite a bit, before I got better.
I dare to say, that the past few days, doing a lot of tanking in groups, have made me a better tank, since I had to control my stamina use and when to use the different stamina abilities much more carefully.
Regarding if spell resist or anything else is not working as intended, I trust Zenimax to fix/balance this. So that is not a concern for me.
I do not mean that if a skill is not working as intended, or unbalanced, that we should not report it and Zenimax not look at it.
My point is, if what I do works, does it matter if someone else does it better?
Humans take the path of least resistance by nature. There shouldnt be a reason tanking in a dress serves the same result as tanking in full plate.
It does matter in the end for game balance sake. Obviously they want heavy to have better survivability by looking at the passives, but it doesnt work that way in practice.
If that makes sense.
dylanjaygrobbelaarb16_ESO wrote: »frogprincess_q4 wrote: »As a medium armour NB, I'm pretty excited by these changes. Maybe I'll even be able to survive PvP for more than 30 seconds.
However, my biggest Medium Armour problem is that as a crafter and as a player that is permanently overlevelled, I am constantly having trouble sourcing the next level of medium armour crafting mats.
Atm I am level 46 with half of Reaper's March to go, so I need fell hide. There is NO fell hide to be had and I can't go to the next area for some. Maybe I can get some in Cyrodiil, but as I am so overlevelled already I'm just trying to get quests done before I outlevel them completely. Half of my journal is already greyed out.
I have trouble sourcing Medium Armour mats every single time I level into the next type. It's so sad
its not meant for you to have a stack before you even reach the next level tier. your armor pre vet is pretty inconsequential and so is your pvp potential until you level up a bit. at vet you use the same tier for a very long time and will be overflowing with matts if you dont go powerlevel. also, if your overleveled for a zone you hardly need the best armor the next zone can offer.
Im not sure I follow your thinking, sword'n'boards only melee damage output was nerfed and thus it is not meant as a high dps option.I want to know if heavy armor with 1h and shield stamina build will be improved in any way. And I use it primarily for tanking, yet it has almost no dps. Id like to see a bit more dps for 1h and shield
What could happen is they fix heavy armor to be more sustain, thus making you outlast the enemy, but fighting behind a shield will probably never be a high dps solution.
I go dual wield for dps. I like it for immersion, that I just swap the shield for an other weapon and off I go. Its not through the roof dps like the stick'n'dress, but it does get me through questing.
dylanjaygrobbelaarb16_ESO wrote: »frogprincess_q4 wrote: »As a medium armour NB, I'm pretty excited by these changes. Maybe I'll even be able to survive PvP for more than 30 seconds.
However, my biggest Medium Armour problem is that as a crafter and as a player that is permanently overlevelled, I am constantly having trouble sourcing the next level of medium armour crafting mats.
Atm I am level 46 with half of Reaper's March to go, so I need fell hide. There is NO fell hide to be had and I can't go to the next area for some. Maybe I can get some in Cyrodiil, but as I am so overlevelled already I'm just trying to get quests done before I outlevel them completely. Half of my journal is already greyed out.
I have trouble sourcing Medium Armour mats every single time I level into the next type. It's so sad
its not meant for you to have a stack before you even reach the next level tier. your armor pre vet is pretty inconsequential and so is your pvp potential until you level up a bit. at vet you use the same tier for a very long time and will be overflowing with matts if you dont go powerlevel. also, if your overleveled for a zone you hardly need the best armor the next zone can offer.
ZOS_JessicaFolsom wrote: »Folks, we understand that everyone would like to see changes made to their preferred armor type or weapon immediately. Voicing disappointment that what you're looking for improvements to wasn't mentioned in an update post is totally fair, but we ask that you please understand that balance changes are part of an ongoing, never-ending effort and we implement them carefully and in small steps.
We will continue to do our very best to keep you updated on what is coming, and what we're working toward.
murzik54ub17_ESO wrote: »i cant believe people think "heavy armor" is better then medium armor, the crit alone is alot better, what usefull things do you have some % more recieved healing wow.. if you use light armor, you just enchant 2 rings for armor, and you are pretty much same resistance as a heavy armor and higher magic resistance, and all the reductions you get in magica is way better then what heavy armor offers,
"resolve" increases spell and physical damage reduction by 3% for every armor pice, this is pretty much worthless since you still cant cap spell resist and, you can easlity reach defence soft cap with few pieces of jewelry, or one of the 10 armor buffs available to everyone...
constitution.. wow 28% you dont say much improve, , other then the fact you soft cap health recovery at about 50 and all this regen gives you is 8 extra hp recovery ! woowwwwww , in battle that is about.. 200 hp more in 2 minutes.. that is a serious joke as far as hp recovery is..
"juggernaut" 7% power increase 1% for every armor piece, so with normal meele swings you get 5 damage more per hit, omggggg, such balance PLEASE DONT BuFF HEAVY ARMOR,
one crit from medium armor passives or light armor would do more damage, then you could in 1 minute of swinging your weapon with increased weapon damage..
"bracing" decrease cost of blocking, here we go one real tanking ability that is actually worth putting points in,
"rapid mending" 1% per piece healing increase, this is a joke, i mean really? just waste of skill points, so lets say you got healed for 500, a 7% increase is 35 hp.
are you kidding me? this isnt even worth putting point in, there are armor sets that offer 10% healing increase...
so lets say you are templar with heavy armor vs templar with light armor, take 10% chance to heal for 900 hp, or have a boost of recieving 35hp on heal.. hmmm seems like a really tough choice..
now lets bring the main point here, since most of the skills used in pvp are 90% magic, you are actually more tanky with light armor! you soft cap spell resists so easy with light, you dont even have to upgrade your light armor to cap spell resist..
but hey, lets all focus on medium armor, !
i think heavy armor needs sustain, trow away the 7% healing increase and give us something like regenerate stamina and magica for every 5% of damage recieved or something, that way we can tank, tank and keep going instead of tank tank, run out stam magica , slowly die! the only benefits of heavy armor at the moment is , higher physical defence and reduce blocking cost, other bonuses are so minute that it clearly favors medium and light armor as the choices currently
88mister88b16_ESO wrote: »dear j.folsom
the draw time on the heavy attack of the bow (dont know about the heavy melee attacks) needs to be reduced either overall or included with the cloak abillity of the nightblade slightly so the nightblades actually can make use of the cloak in combo with the heavy bow attack,this would make the nightblade way more viable with veteran content and as a bow user in general.atm you cant get a crit of with the heavy attack during the battle as the cloack is to short or the drawtime takes to long.one of the other.
ZOS_JessicaFolsom, will there be dmg buffs to nightblades overall, just like templars, and not only tweaks to skills noone is using?
Have you not seen this:
http://forums.elderscrollsonline.com/discussion/100627/nightblade-update/p1
Like i said, update to skills noone is using (path of darkness)
Noone is using heavy attack as a melee nb, almost noone is using haste for that matter.
The rest are just buggfixes that wont affect dmg, or nerfs (siphoning attacks)
They even hid the topic in a developer subforum becouse Nightblades think its not good enough.
Shaun98ca2 wrote: »So I see a LOT of people suggesting move Block, Dodge, Stun, CC Break to a "separate" resource.
This a TERRIBLE idea.
Block, Dodge, Stun, CC Break would more commonly be used by a Stamina build than a Magicka build.
Having it on a separate resource does absolutely nothing for balance as now the almight Maigcka build get free Stamina points to dump towards even more DPS PLUS the increased survivability of the new resource.
This in the long run screws a Stamina build as they NEED that increased Block, Dodge, Stun, CC Break cause they ARE in the mix of combat needing to use it.
You can go forth and greatly increase the damage a Stamina build does but this again just favors Magicka builds as its just another resource dump for them on top of their already good DPS.
alexj4596b14_ESO wrote: »I thought it was a pretty reasonable suggestion.
Light armor gets pure +Magicka regen/reduction
Medium armor gets pure +Stamina regen/reduction
Heavy armor should get half the regen/reduction of each.
That makes all 3 armor types unique and equal when it comes to resource management.
Um, Heavy armor is unique already. No stamina/magika what so ever have anything to do with heavy armor.
Heavy armor: Biggest protection, Increased armor and SPELL RESIST (this is a big one), Health recovery, even weapon damage bonus. Small bonus I agree and that can be discussed, increased healing. Even the 5% makes a difference for a tank. And the HUGE 20% reduction in BLOCK. There you have a stamina reduction already.
No regen of stamina and magika on heavy armor. You only make heavy armor to powerful then. We do NOT want that circus. Those attributes don't belong on heavy.
They are unique the way they are. Tweaking their stats, that's another thing.
What I can understand is a question from heavy armor front damage builds. You do get protection, so that's useful for any damage dealer, as well as the resist and health regen.
The weapon damage buff you get from heavy armor, might be to small?
I don't know. But in the same question, I wonder if heavy armor should be the main "buffer" for damage weapons? I think its ok as it is. But can be discussed.
For example, as a pure tank with 0 skills in any damage ability, i SUCK at even mobs 1-50. BUT in Coldharbour, I was expecting to not be able to kill anything unless I grouped up with someone.
Most mobs in there seamed to be Daedra and undead. The 9% extra damage from the fighter guild skill line (Didnt have it). When I put skill point in there, I had no problem killing most things! Felt a lot more damage then 9%!
All 3 armors should have unique differences, and not "mirror" each other. This is how you build so many different builds, isn't it?
What does a melee DPS templar that wants to use his class abilities use? They all use Magicka as their resource.
Does he use Medium Armor and get a bunch of Stamina Regeneration he can't use?
Does he use Light Armor and fight in close quarters using melee range class abilities like Puncturing strikes and get shred to pieces?
Or, does he use at least 5 Heavy Armor for the extra protection in melee range with a few light pieces for SOME resource regeneration/reduction?
That reduces his resource regeneration/reduction from any LIGHT pieces he wears to a very small percentage. Consider the fact that all his abilities all cost more than 300 magicka, some over 400 magicka, because they are all insanely expensive for some reason.
Now consider he has no skills that return magicka to him. All he has is his resource reductions from any Light pieces he is forced to wear.
This is why I think it would be advantageous to add SOME magicka regen to Heavy Armor. It just has to have something that helps magicka for the sake of Templar class abilities.
The reason I say give it half the stamina regen of medium and half the magicka regen of light is because some people use Heavy with Stamina abilities too. Tanks like you for example. Don't tanks like to have resources available too? I mean like a taunt button or something. Would kinda suck if a Templar tank was trying to use Puncture or something to get threat back and couldn't cause he had no Stamina left. I could personally care less about the Stamina though.
regin or cost reduction has too be added too heavy amour period skills are to expensive too be able too use them in heavy amour. as a scorc tank i can use my defensive ability 4 times in a row before im out of magic i can imagine how it is for Templar. i have 2k magic already
alexj4596b14_ESO wrote: »ZOS_JessicaFolsom wrote: »Many of you have asked what we’re doing to make skills, passives, and builds based on stamina more viable and as attractive as the magicka-based options. Below is a first look at some of the improvements we’re making to stamina-based skills and passives. As with all our balance efforts, this is an ongoing process and there will be more to come. We look forward to hearing your thoughts!
Bow: Poison Arrow
- Poison Arrow’s damage-over-time has been increased by 50% overall.
Bow: Snipe
- Snipe’s cast time will be reduced from 3 seconds to 2 seconds.
- Snipe’s maximum range will be reduced from 40 meters to 35 meters.
- Snipe’s minimum range will be reduced from 20 meters to 10 meters.
Dual Wield: Flurry
- The damage for Flurry’s final hit will be increased by 10%.
Medium Armor
- With the Wind Walker passive, medium armor will reduce stamina costs by 2% per piece equipped.
Two Handed: Cleave
- Cleave’s damage-over-time will be increased by 25% overall, and scale as the ability ranks up.
Two Handed: Uppercut
- Uppercut’s damage will be increased by 10%.
- Uppercut’s global cooldown after use will be reduced by 50%.
heavy amour needs either cost reduction or reign on it or both, and increased amour over all that's all it needs
ZOS_JessicaFolsom wrote: »
Medium Armor
[*] With the Wind Walker passive, medium armor will reduce stamina costs by 2% per piece equipped.
Targanwolf wrote: »
-Why is it necessary to nurf the SNIPE skill line ? Where is the abuse ? Where is the plethora of bow users using SNIPE to the determent of other players positive game experience ?
-you have an under performing weapon-the bow and now you are forcing its users to have to get closer to DK's and Sorcerers? Why should I want to pay for that experience ?
You clearly missed the point entirely.Targanwolf wrote: »-FOCUS SHOT is a morph of SNIPE.To me......nerfing SNIPE means the skill line including FOCUS SHOT is nerfed.Show me where the morphs of FOCUS SHOT are not going to be nerfed ?
you're still quibbling over semantics, words do mean something, but when they both indicate the same thing, then you're just making a fuss over nothing.Targanwolf wrote: »-words mean something. Calling bow shooting "casting" clearly reveals the mindset of the writer. The writer considers shooting a bow to be casting.Take a look at the serious damage that was done in DAOC when the bow/archery was changed from a physical weapon skill to a casting weapon with bow shots that were actually spells with archers being considered casters.
If you actually understand what they said the overall effect is a buff not a nerf, with the reduction of the minimum range the extremely minimal reduction of 5m from the max range is very reasonable, allowing someone 2-3 free hits is very strong as is.Targanwolf wrote: »-Why is it necessary to nurf the SNIPE skill line ? Where is the abuse ? Where is the plethora of bow users using SNIPE to the determent of other players positive game experience ?
-you have an under performing weapon-the bow and now you are forcing its users to have to get closer to DK's and Sorcerers?
this is quite obviously an overreaction to some perceived slight, apparently stemming from a complete misunderstanding of what is going on. But it's your money you do what you want with it.Targanwolf wrote: »Why should I want to pay for that experience ?
-Is strategy and tactics enhanced or hurt by making the bow more like ,but inferior to casters spells ? OF COURSE NOT !!
This is a flat out fallacious assumption, I have had bow at 50 since before hitting vet levels and is one of my favorite weapons despite it's lack of overall power.Targanwolf wrote: »Clearly your knowledge and feel for the bow comes from words you have read...not in in-depth game experience.
Targanwolf wrote: »EIVAR
-FOCUS SHOT is a morph of SNIPE.To me......nerfing SNIPE means the skill line including FOCUS SHOT is nerfed.Show me where the morphs of FOCUS SHOT are not going to be nerfed ?
-words mean something. Calling bow shooting "casting" clearly reveals the mindset of the writer. The writer considers shooting a bow to be casting.Take a look at the serious damage that was done in DAOC when the bow/archery was changed from a physical weapon skill to a casting weapon with bow shots that were actually spells with archers being considered casters.
-Why is it necessary to nurf the SNIPE skill line ? Where is the abuse ? Where is the plethora of bow users using SNIPE to the determent of other players positive game experience ?
-you have an under performing weapon-the bow and now you are forcing its users to have to get closer to DK's and Sorcerers? Why should I want to pay for that experience ?
-Is strategy and tactics enhanced or hurt by making the bow more like ,but inferior to casters spells ? OF COURSE NOT !!
Clearly your knowledge and feel for the bow comes from words you have read...not in in-depth game experience.
While I am happy that the developers are making improvements. I am going to post this from a different post I created just to see what people think seeing how we are on the topic of armor adjustments.
Here are the passives for each armor as they stand:
Light Armor
Evocation - Reduces Magicka cost of spells by 3% per piece of Light Armor equipped. Max bonus: 21%.
Recovery - Increases Magicka recovery by 4% per piece of Light Armor equipped. Max Bonus: 28%.
Spell Warding - Increases base Spell Resistance by 8% per piece of Light Armor equipped. Max bonus 32% (shows as the actual value in game, even though the character sheet does not show how much that value actually helps).
Prodigy - Grants 10% chance for spells to cause Critical Damage while a Light Armor set of 5 or more pieces is equipped.
Concentration - Player's spells ignore 6% of enemy Spell Resistance per piece of Light Armor equipped. Max bonus 42%.
Medium Armor
Dexterity - Increases Critical Strike chance with physical attacks by 3% per piece of Medium Armor equipped. Max bonus: 21%.
Wind Walker - Increases Stamina Recovery by 4% per piece of Medium Armor equipped. Max bonus: 28%.
Improved Sneak - Decreases the detection area size by 5% and the cost of sneaking by 7% per piece of Medium Armor equipped. Max bonus 35% detection area decrease, 49% Sneak cost decrease.
Agility - Increases attack speed by 10% when a Medium Armor set of 5 or more pieces is equipped.
Athletics - Increases sprint move speed by 3% and decreases the stamina cost of roll dodge by 4% per piece of Medium Armor equipped. Max bonus 21% Sprint speed, 28% dodge roll reduction.
Heavy Armor
Resolve - Increases Armor by 3% and base Spell Resist by 3% for each piece of Heavy Armor equipped. Max bonus 21% Armor, 21% Spell Resist (shows as the actual value in game, even though the character sheet does not show how much that value actually helps).
Constitution - Increases Health Recovery by 4% per piece of Heavy Armor equipped. Max bonus 28%.
Juggernaut - Increases Weapon Damage with melee attacks by 1% per piece of Heavy Armor equipped. Max bonus 7%.
Bracing - Decreases cost of blocking by 20% when a Heavy Armor set of 5 or more pieces is equipped.
Rapid Mending - Increases healing received by 1% per piece of Heavy Armor equipped. Max bonus 7%.
If you look at these, for the most part they follow a pattern:
First Passive - Increases efficiency of the general role based on the armor type, Light reduces magicka cost, Heavy reduces received damage(the armor increase should be a little more in my opinion, 6% instead of just 3%), Medium increases critical chance?...This is where I have an issue. Stamina is, for every role, a defensive resource, so for medium armor using weapon skills it is also their offensive as well as defensive resource. So why does medium armor not reduce stamina cost of spells and abilities. Dexterity needs to be changed to reflect that, so stamina abilities can be used with the same efficiency as magicka ones. They are adding the 2% per piece for 14% total to Wind Walker, when they should remove the critical from Dexterity to 3% stamina reduction per piece (for those screaming about the weapon skill reductions, first, magicka does not have to use its primary resource for CC break, second, hold your breath because I will get to that in a minute).
Second Passive - Increases Magicka, Stamina, and Health recovery respectively. Fits the pattern across the board. Here is where I would make one change though, for the heavy armor wearing, this is where the increased healing received should be, and it should keep the same percentages, ie, 4% per piece for 28% max healing received. My though process on this has changed from my other post because after hearing more and more heavy armor users complaining about how they do not have enough resource generation, I realize they need a boost, but I feel that giving them resource generation is against the concept of the armor. Heavy armor is suppose to last long enough that you can afford to regenerate magicka and stamina slower. This would be a sizable boost in healing, making tanks more tanky. If this % needs to be tweaked down to not make tanks overpowered, then it would be easy to change it to 2% or 3% per piece.
Third Passive - Because Light is pointed down the direction of casters (DPS or healing, not directly taking damage) this is a defensive passive (opposite of the rest of the passives for this skill line), increase spell resist, that way they do not take as much damage from other casters behind the enemy lines, or from AOE during PvE encounters. Because Heavy is pointed down the direction of tanks, this is an offensive passive (opposite for said reasons above), increases damage with melee weapons, so they can play a DPS role or a PvP tank role and still dish out some damge...though the 7% is weak, it should be 2% per piece for 14% total, this only effects melee damage, therefore weapon skills, not class skills. This should also be changed to effect other weapon skills (bows and staffs). This will help even the balance of how much damage a tank can dish out. Because Medium is geared towards melee DPS (or bow for ranged), it increases sneak efficiency...wait...this is only good out of combat or prior to the fight starting, so, more of an offensive boost. This is where Athletics needs to be. Move Athletics down here so it can act as a real defensive boost for Medium Armor, increased sprint and reduced dodge cost, especially seeing how stamina is pulling double duty in this tree. This reduction of sneak cost and detection should be removed completely from medium armor (before calling me a traitor, or going off the walls about sneaky sneaky, I have a better balanced suggestion for this too).
Fourth Passive - 5 set bonuses, each one is good, each one applies to the stereotype for the armor. This follows the pattern of light is caster, medium is weapons, and heavy is tank. Maybe the bonus on each set needs to be increased by 50% to make the set feel more important? Not sure
Fifth Passive - HUGE DPS increase for Light Armor, ignore 42% of enemy spell resistance? Unless your enemy is also wearing Light Armor, that will crush the amount of damage offered by the increased critical chance offered by medium armor, not to mention unless they change how critical works (I feel they should just combine spell and weapon critical and just have critical, change out one of the critical blocks on the character screen to critical magnitude, show us how much more our critical damage hits for, be it from passives, weapon traits or mundus stones) light armor can make up for that critical with mage light morph. So they can have the critical and the spell penetration. Medium armor...yeah, this is where your defensive passive is instead of where it is compared to the rest of the armors pattern of passives. Athletics needs to be moved to where improved sneak is, and a new passive to add armor penetration needs to be added here, with the same % as spell penetration that light armor gets. This passive difference is the biggest reason for the disparity between light magicka and medium stamina builds DPS in both PvP and PvE. The reduction of costs being a close second. Heavy armor, increased healing here right now, but this is where I would put their health regeneration just because of the % benefit I would assign to it. I would match the same 6% per piece that light, and my suggestion for medium would give. Giving heavy armor 6% health regeneration per piece for 42% total increase. Health regeneration is already base lower than the other two, and this should be a big enough increase for tanks to actually notice their health go up.
My end suggested passives:
Light Armor
Evocation - Reduces Magicka cost of spells by 3% per piece of Light Armor equipped. Max bonus: 21%.
Recovery - Increases Magicka recovery by 4% per piece of Light Armor equipped. Max Bonus: 28%.
Spell Warding - Increases base Spell Resistance by 8% per piece of Light Armor equipped. Max bonus 32% (shows as the actual value in game, even though the character sheet does not show how much that value actually helps).
Prodigy - Grants 10% chance for spells to cause Critical Damage while a Light Armor set of 5 or more pieces is equipped.
Concentration - Player's spells ignore 6% of enemy Spell Resistance per piece of Light Armor equipped. Max bonus 42%.
Medium Armor
Dexterity - Reduces Stamina cost of abilities by 3% per piece of Light Armor equipped. Max bonus: 21%.
Wind Walker - Increases Stamina Recovery by 4% per piece of Medium Armor equipped. Max bonus: 28%.
Athletics - Increases sprint move speed by 3% and decreases the stamina cost of roll dodge by 4% per piece of Medium Armor equipped. Max bonus 21% Sprint speed, 28% dodge roll reduction.
Agility - Increases attack speed by 10% when a Medium Armor set of 5 or more pieces is equipped.
Weapon Master - Player's abilities ignore 6% of enemy Armor per piece of Medium Armor equipped. Max bonus 42%
Heavy Armor
Resolve - Increases Armor by 6% and base Spell Resist by 3% for each piece of Heavy Armor equipped. Max bonus 42% Armor, 21% Spell Resist (shows as the actual value in game, even though the character sheet does not show how much that value actually helps).
Rapid Mending - Increases healing received by 4% per piece of Heavy Armor equipped. Max bonus 28%.
Juggernaut - Increases Weapon Damage with attacks by 2% per piece of Heavy Armor equipped. Max bonus 14%.
Bracing - Decreases cost of blocking by 20% when a Heavy Armor set of 5 or more pieces is equipped.
Constitution - Increases Health Recovery by 6% per piece of Heavy Armor equipped. Max bonus 42%.
Now about the two issues I asked people to wait for regarding weapon skill cost reduction passives and sneak passives.
First, change all the weapon skill reduction passives from 10%/20% stamina reduction to the following:
Decreases stamina costs and increases ability damage by 5%/10%.
That does two things, it would still give stamina a much needed stamina reduction, and also give them a moderate damage boost to make up for the fact that they are (for the most part) melee abilities.
Second, I suggested we remove sneak stamina reduction and sneak detection radius passives from medium armor. The sneak cost reduction belongs on the "well-fitted" armor trait in addition to the sprint. It should reduce both sprint and sneak. That way you can have your sneaky mages, or sneaky knights in addition to your sneaky rogues. Give players the choice to craft their gear sneaky or not.
As for the detection radius, keep that out of the game until Thief Guild and Dark Brotherhood are introduced. They are going to need passives like sneak detection reduction in their skill lines to match up with who they are.
Now the problem becomes where do medium armor wearer get the crit they'll need to be competitive dpsers? Though i have got to say I had overlooked the issue with the lack of armor penetration, though assigning it to medium armor seems a bit out of place, it seems like that would fit better as a weapon passive.
ZOS_JessicaFolsom wrote: »ShedsHisTail wrote: »ZOS_JessicaFolsom wrote: »Medium Armor
- With the Wind Walker passive, medium armor will reduce stamina costs by 2% per piece equipped.
Cost of what? Everything?
Is this on top of the 2% Regen? Or instead of?
This is on top of the 2% Stamina regen, and the 2% stamina cost reduction is for all abilities that cost stamina (per piece equipped, so a total of 14% possible stamina cost reduction.)
ZOS_JessicaFolsom wrote: »I forget to add it in my first post; what is going to happen for us heavy armor-dps users? As it is decent enough to use, but certainly not as good as using medium (after changes) or light armor. I would like to see heavy armor becoming a bit more viable for those who wish to melee-dps with it.
We're looking at ways we can improve the Heavy Armor skill line as well.
Can start by making it actually mitigate damage. Then, if you're giving Medium 14% max stamina regen/reduction, why not give Heavy 7% max magicka and 7% max stamina regen/reduction.
Go for the increase in mitigation and survival first. See how that plays out before screaming for regen. You have to be careful about keeping the balance. Everyone wants their armor type or play style to be the best, but that is unreasonable.
I thought it was a pretty reasonable suggestion.
Light armor gets pure +Magicka regen/reduction
Medium armor gets pure +Stamina regen/reduction
Heavy armor should get half the regen/reduction of each.
That makes all 3 armor types unique and equal when it comes to resource management.
Heavy armor is already set up to be, and has been in other TES games, the health stat set. Not the stamina and magicka set.
Edit, it just needs a little boost.
Needs more than a little.
All the health in the world isn't going to do anything when health recovery rate sucks and might as well not exist, and when VR mobs hit you as if you're not wearing armor at all.Increased armor and SPELL RESIST (this is a big one),
Did you see where armor and spell resist don't do jack to reduce incoming damage?
And on top of it, you can cap your armor and spell resist in light armor. Fairly easily too. You get *more* spell resist in light armor.
Until they make armor rating worth having, wear a dress and save your breath.Nice to see some changes, but far from enough.
Snipe - reducing range - really?? It needed a slight increase actually, many regular class spells have the same range, without cast time, and as much or more damage, plus some have things like knockdown on top of it. I can hit people sniping at me with a standard attack from a resto staff.
Do you know what really makes light armor better than medium? It's not just cost reduction, it's spell penetration. Why use a poison arrow that does 350 damage against full armor, when I can use a spell for more damage and get past 47% of their spell resistance.
That on top of the variety offered by all magicka, if I mix staff powers with class powers they all do extra damage from my stamina build. If I mix class powers with weapon powers on a stamina build, the class powers do crap for damage.
There is a lot more going on problem wise than what you are tinkering with.
I don't know of a single class ability with a range as far as Snipe's range.
Everything is set at 28 meters. Snipe was like what, 35 with a morph to extend it?
I've thought they should add armor penetration to medium for a while now as well and I think it works. Penetrating armor doesn't mean punching through it IMO, but working your way in between the kinks of plate and other armors layers on someone, which fits a dextrous character build.