demonlkojipub19_ESO wrote: »Well if you can't see the great balance flaw to happen if all 3 armor types don't get some kind of skill cost reduction, I dont know what to tell you. Just expect to see a great number of people dropping heavy armor. I will be, and I will still use immovable brute, at a lower cost than the armor type it comes from
Bow: Poison Arrow
Poison Arrow’s initial damage should be increased, not DoT
Bow: Snipe
Snipe’s cast time will be reduced from 3 seconds to 2 seconds. Even with such casting time it is pretty useless.
This spell should be with lower initial damage, but with 0.5-1 sec casting time
Dual Wield: Flurry
The damage for Flurry’s final hit will be increased by 10%.
Do not forget to fix rapid strikes attack speed bug.
Bow: Poison Arrow
Poison Arrow’s initial damage should be increased, not DoT
Bow: Snipe
Snipe’s cast time will be reduced from 3 seconds to 2 seconds. Even with such casting time it is pretty useless.
This spell should be with lower initial damage, but with 0.5-1 sec casting time
Dual Wield: Flurry
The damage for Flurry’s final hit will be increased by 10%.
Do not forget to fix rapid strikes attack speed bug.
demonlkojipub19_ESO wrote: »Bow: Poison Arrow
Poison Arrow’s initial damage should be increased, not DoT
Bow: Snipe
Snipe’s cast time will be reduced from 3 seconds to 2 seconds. Even with such casting time it is pretty useless.
This spell should be with lower initial damage, but with 0.5-1 sec casting time
Dual Wield: Flurry
The damage for Flurry’s final hit will be increased by 10%.
Do not forget to fix rapid strikes attack speed bug.
The reason not to increase the initial damage is to prevent the creation of another spammed attack. The attack would become more about the initial hit and the dot will become an afterthought.
p_tsakirisb16_ESO wrote: »I agree with @Layall84 .
As long at the 2H Weapon power cap is that low, (181 for V7 character), anything that gives % bonus on power is getting useless.
And the first thing that is useless when you hit that cap is the Heavy Armour. Because medium raises you crit, stamina regen (even if that little bit) and allow you to defend better (low dodge cost).
While the heavy armour is doesn't actually provide that much more. V7 blue Med-Heavy is something like 500 AC difference.
The next thing that goes is the Greatsword. You put a Maul for that pitiful 80 armour penetration.
You will ask why not Greataxe. Because Brawler dot conflicts with the Greataxe dot and only the later will apply all the time.
Talking about Brawler. Compare it with the Impulse, and there is where the problem resides in Veteran content also.
As long as the VR mobs are that though with that high armour penetration, no melee character build will be viable, if you do not want to face the challenge and frustration.
Trayyacakes wrote: »Trayyacakes wrote: »This is a mistake. ESO is an elder scrolls game and a fantasy mmo. To have a fantasy mmo without the 2 handed Heavy Armor Damage Dealer being viable is unacceptable. No one cares about health regen. Health regen will not save you. 50 hp every 2 sec in combat does nothing when you are solo, and it is not noticeable in group content with healers. Heavy armor DD's should not get the burst that medium and light armor DD's receive because they get added survival, but they should do the same sustained damage over long fights. ditch the health regen bonus on heavy, and give it half the regen that medium gets for stamina and half the regen that light gets for magicka so it can sustain a level damage output. Don't give Heavy armor a crit bonus. Give them a percentage increase to ALL damage dealt, not spell damage or weapon power just damage. That way the number is easier to control/tweak for balance. To say that if you wear heavy armor you have to do less damage than everyone because you take more hits is wrong. There are hard dps checks in pve, and if I want to dps for those boss fights as a HA 2H DD I should have the option to do so. In PVP burst is king, so if you don't put any crit on heavy, the burst will not be there and it can be properly balanced.
I disagree about the hp regen, every little bit helps in longer fights, I would say an increase to the juggernaut bonus would be more effective, instead of .5% and 1%, try 1% and 2%, maybe more depending on how things turn out.
When you're constantly getting hit that regen is garbage.
Complete utter garbage.
In longer fights or shorter fights or medium fights it doesn't get any better. If you have 50 in health regen it is 25hps... 25 hps does not get better or worse with fight duration it stays 25hps, and 25hps in endgame content is nothing. In a full set of HA your health regen is increased by 28%. I am a Nord. naked my health regen is 40. If I go full heavy that is an 11.2 increase to my health regen, so it is an increase of 11. That is 5.5hps I gain in full heavy. That is Crap. You can argue with about it all you want, that doesn't change how bad it is.
Agreed, the heavy armor health regen should be buffed to i would guess, x2 or x3 of what it is now to make it effective.
demonlkojipub19_ESO wrote: »I didn't delete the code, the guy I quoted did. He fixed it afterword. And you are right it doesnt make since to try to make it like other elder scrolls games. This includes everything before skyrim as well, because X Y or Z that exists in ESO doesn't exist in any of those either.
Sorry about that then. Didn't notice it was him not you. Even if you take the other elder scrolls games out of the equation, you have to look at all the passives as a hole for each armor.
Light armor for magicka and spells
Medium armor for stamina and abilities
Heavy armor has 4 passives for health and survival, 1 for damage. There is no way that this is suppose to be a serious damage dealing set with only 1 damage augmenting passive.
Like I said before. If this was any other game, where heavy armor was locked to a class, I would agree with you. But because you can mix and match all you want, there is no way that heavy armor should have stamina or magicka regen or reductions on it. If you want that regeneration or reduction, you should be swapping out a piece for light or medium.
demonlkojipub19_ESO wrote: »I didn't delete the code, the guy I quoted did. He fixed it afterword. And you are right it doesnt make since to try to make it like other elder scrolls games. This includes everything before skyrim as well, because X Y or Z that exists in ESO doesn't exist in any of those either.
Sorry about that then. Didn't notice it was him not you. Even if you take the other elder scrolls games out of the equation, you have to look at all the passives as a hole for each armor.
Light armor for magicka and spells
Medium armor for stamina and abilities
Heavy armor has 4 passives for health and survival, 1 for damage. There is no way that this is suppose to be a serious damage dealing set with only 1 damage augmenting passive.
Like I said before. If this was any other game, where heavy armor was locked to a class, I would agree with you. But because you can mix and match all you want, there is no way that heavy armor should have stamina or magicka regen or reductions on it. If you want that regeneration or reduction, you should be swapping out a piece for light or medium.
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%.
p_tsakirisb16_ESO wrote: »I agree with @Layall84 .
As long at the 2H Weapon power cap is that low, (181 for V7 character), anything that gives % bonus on power is getting useless.
And the first thing that is useless when you hit that cap is the Heavy Armour. Because medium raises you crit, stamina regen (even if that little bit) and allow you to defend better (low dodge cost).
While the heavy armour is doesn't actually provide that much more. V7 blue Med-Heavy is something like 500 AC difference.
The next thing that goes is the Greatsword. You put a Maul for that pitiful 80 armour penetration.
You will ask why not Greataxe. Because Brawler dot conflicts with the Greataxe dot and only the later will apply all the time.
Talking about Brawler. Compare it with the Impulse, and there is where the problem resides in Veteran content also.
As long as the VR mobs are that though with that high armour penetration, no melee character build will be viable, if you do not want to face the challenge and frustration.
You mean until mobs have stupid armor/spell penetration you might as well fight naked, and as long as they take 20 years to kill with melee weapons you might as well wear a dress.
Seriously.
My two biggest problems with VR content right now:
Mobs have entirely too much HP - unless you're running an OP DPS build, it takes waaaaay too long to kill something before it kills you
Mobs pretty much ignore armor rating and spell resistance - Might as well not be wearing armor.
There's no benefit to heavy vs light vs medium when you still die just as fast unless you use the dps spec that does the most damage to burn them down before they kill you.
I die int he same amount of time wearing a dress, leather, or full plate.
That's wrong. Waaaay wrong.
Making armor/SR worth a crap and reducing mob HP values will go a long way to making VR tolerable. Maybe even fun. Start with these, and you solve a good bit of the problem with stamina weapons and armor that isn't cloth right now.
Trayyacakes wrote: »Trayyacakes wrote: »This is a mistake. ESO is an elder scrolls game and a fantasy mmo. To have a fantasy mmo without the 2 handed Heavy Armor Damage Dealer being viable is unacceptable. No one cares about health regen. Health regen will not save you. 50 hp every 2 sec in combat does nothing when you are solo, and it is not noticeable in group content with healers. Heavy armor DD's should not get the burst that medium and light armor DD's receive because they get added survival, but they should do the same sustained damage over long fights. ditch the health regen bonus on heavy, and give it half the regen that medium gets for stamina and half the regen that light gets for magicka so it can sustain a level damage output. Don't give Heavy armor a crit bonus. Give them a percentage increase to ALL damage dealt, not spell damage or weapon power just damage. That way the number is easier to control/tweak for balance. To say that if you wear heavy armor you have to do less damage than everyone because you take more hits is wrong. There are hard dps checks in pve, and if I want to dps for those boss fights as a HA 2H DD I should have the option to do so. In PVP burst is king, so if you don't put any crit on heavy, the burst will not be there and it can be properly balanced.
I disagree about the hp regen, every little bit helps in longer fights, I would say an increase to the juggernaut bonus would be more effective, instead of .5% and 1%, try 1% and 2%, maybe more depending on how things turn out.
When you're constantly getting hit that regen is garbage.
Complete utter garbage.
In longer fights or shorter fights or medium fights it doesn't get any better. If you have 50 in health regen it is 25hps... 25 hps does not get better or worse with fight duration it stays 25hps, and 25hps in endgame content is nothing. In a full set of HA your health regen is increased by 28%. I am a Nord. naked my health regen is 40. If I go full heavy that is an 11.2 increase to my health regen, so it is an increase of 11. That is 5.5hps I gain in full heavy. That is Crap. You can argue with about it all you want, that doesn't change how bad it is.
Agreed, the heavy armor health regen should be buffed to i would guess, x2 or x3 of what it is now to make it effective.
No, they'd need to make health regen actually *do* something.
For someone in heavy armor, you're not going to get away from something long enough to let it regenerate on it's own to keep you from getting your face smashed in.
Even 75 hps isn't going to fix that when mobs hit for 300+ with spammable light attacks and there's three or four of them on you.
Trayyacakes wrote: »demonlkojipub19_ESO wrote: »I didn't delete the code, the guy I quoted did. He fixed it afterword. And you are right it doesnt make since to try to make it like other elder scrolls games. This includes everything before skyrim as well, because X Y or Z that exists in ESO doesn't exist in any of those either.
Sorry about that then. Didn't notice it was him not you. Even if you take the other elder scrolls games out of the equation, you have to look at all the passives as a hole for each armor.
Light armor for magicka and spells
Medium armor for stamina and abilities
Heavy armor has 4 passives for health and survival, 1 for damage. There is no way that this is suppose to be a serious damage dealing set with only 1 damage augmenting passive.
Like I said before. If this was any other game, where heavy armor was locked to a class, I would agree with you. But because you can mix and match all you want, there is no way that heavy armor should have stamina or magicka regen or reductions on it. If you want that regeneration or reduction, you should be swapping out a piece for light or medium.
So you feel that someone who wears heavy armor should only be a tank, and should not be able to dps. Correct?
Wearing 2 pieces of medium or light will not let you sustain any respectable amount of damage output.
Trayyacakes wrote: »demonlkojipub19_ESO wrote: »I didn't delete the code, the guy I quoted did. He fixed it afterword. And you are right it doesnt make since to try to make it like other elder scrolls games. This includes everything before skyrim as well, because X Y or Z that exists in ESO doesn't exist in any of those either.
Sorry about that then. Didn't notice it was him not you. Even if you take the other elder scrolls games out of the equation, you have to look at all the passives as a hole for each armor.
Light armor for magicka and spells
Medium armor for stamina and abilities
Heavy armor has 4 passives for health and survival, 1 for damage. There is no way that this is suppose to be a serious damage dealing set with only 1 damage augmenting passive.
Like I said before. If this was any other game, where heavy armor was locked to a class, I would agree with you. But because you can mix and match all you want, there is no way that heavy armor should have stamina or magicka regen or reductions on it. If you want that regeneration or reduction, you should be swapping out a piece for light or medium.
So you feel that someone who wears heavy armor should only be a tank, and should not be able to dps. Correct?
Wearing 2 pieces of medium or light will not let you sustain any respectable amount of damage output.
Thejollygreenone wrote: »Trayyacakes wrote: »demonlkojipub19_ESO wrote: »I didn't delete the code, the guy I quoted did. He fixed it afterword. And you are right it doesnt make since to try to make it like other elder scrolls games. This includes everything before skyrim as well, because X Y or Z that exists in ESO doesn't exist in any of those either.
Sorry about that then. Didn't notice it was him not you. Even if you take the other elder scrolls games out of the equation, you have to look at all the passives as a hole for each armor.
Light armor for magicka and spells
Medium armor for stamina and abilities
Heavy armor has 4 passives for health and survival, 1 for damage. There is no way that this is suppose to be a serious damage dealing set with only 1 damage augmenting passive.
Like I said before. If this was any other game, where heavy armor was locked to a class, I would agree with you. But because you can mix and match all you want, there is no way that heavy armor should have stamina or magicka regen or reductions on it. If you want that regeneration or reduction, you should be swapping out a piece for light or medium.
So you feel that someone who wears heavy armor should only be a tank, and should not be able to dps. Correct?
Wearing 2 pieces of medium or light will not let you sustain any respectable amount of damage output.
Someone who wears heavy armor should be doing so to be more defensive, and therefore lose out a bit offensively. This means not sustaining damage as well as their lighter armored counterparts, but when using an offensive weapon shouldn't hit like a wet noodle.
Heavy armor's increase to melee damage exists right now to allow players who do want to use the armor type for the defense but not be totally gimped on damage, however this functions isn't preforming as well as is necessary which I can agree on.
A heavy armor user should be able to put on medium armor and have marginally but noticeably less damage output than one in mostly medium or light armor exactly because heavy armor is used to increase defenses.
To conclude, yes heavy armors damage capability should be increased slightly, but in the end the purpose of the armor type is to increase defenses which it also lacks in now.
That should be where most of the changes should be made, increasing defensive capability to make it worth it. Damage increases should be made to the armor tree as well, but with caution.
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.
how does stamina get increased CC break over magicka. It uses 30% of your max stamina, regardless of your build type. So if you are a magicka build with 1200 stamina, CC break uses roughly 400 stamina. If you are a stamina build with 1800 stamina, CC break uses roughly 600 stamina.
That is why they make the argument to at least separate the CC break cost to something else. Because for stamina users it uses WAY too much of their primary damage resource while magicka users could not care less how much it costs.
Shaun98ca2 wrote: »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.
how does stamina get increased CC break over magicka. It uses 30% of your max stamina, regardless of your build type. So if you are a magicka build with 1200 stamina, CC break uses roughly 400 stamina. If you are a stamina build with 1800 stamina, CC break uses roughly 600 stamina.
That is why they make the argument to at least separate the CC break cost to something else. Because for stamina users it uses WAY too much of their primary damage resource while magicka users could not care less how much it costs.
CC Break along with Block Dodge Stun are percentages off of BASE Stamina that is BEFORE points in Stamina and enchantments towards Stamina.
Shaun98ca2 wrote: »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.
how does stamina get increased CC break over magicka. It uses 30% of your max stamina, regardless of your build type. So if you are a magicka build with 1200 stamina, CC break uses roughly 400 stamina. If you are a stamina build with 1800 stamina, CC break uses roughly 600 stamina.
That is why they make the argument to at least separate the CC break cost to something else. Because for stamina users it uses WAY too much of their primary damage resource while magicka users could not care less how much it costs.
CC Break along with Block Dodge Stun are percentages off of BASE Stamina that is BEFORE points in Stamina and enchantments towards Stamina.
Tell that to my stam build dk thats out of stamina if I have to break cc more than once a fight.
Block/dodge are base.
CC break is max.
The intent was to not give anyone an advantage in breaking cc, but give points in stamina let you block/dodge more.
david.haypreub18_ESO wrote: »Also, am I the only one who would prefer to still have the range on Snipe? The cast time doesn't seem to me to be the issue.
Shaun98ca2 wrote: »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.
how does stamina get increased CC break over magicka. It uses 30% of your max stamina, regardless of your build type. So if you are a magicka build with 1200 stamina, CC break uses roughly 400 stamina. If you are a stamina build with 1800 stamina, CC break uses roughly 600 stamina.
That is why they make the argument to at least separate the CC break cost to something else. Because for stamina users it uses WAY too much of their primary damage resource while magicka users could not care less how much it costs.
CC Break along with Block Dodge Stun are percentages off of BASE Stamina that is BEFORE points in Stamina and enchantments towards Stamina.
Shaun98ca2 wrote: »So to contribute to the current conversation....
MAYBE Juggernaut could be BETTER and slight different...Maybe renamed too.
Allow it to increase your Light/Heavy Attack still but the damage increases as your health decreases. Maybe say +50% attack at -50% health.
demonlkojipub19_ESO wrote: »Ok, then just make a small addition to resolve, reduce damage taken by 9% per piece of piece of heavy armor worn at 3 skill points, and we have a deal. Then the tiny and meaningless health regen would appear to have value as well.
demonlkojipub19_ESO wrote: »Ok, then just make a small addition to resolve, reduce damage taken by 9% per piece of piece of heavy armor worn at 3 skill points, and we have a deal. Then the tiny and meaningless health regen would appear to have value as well.
demonlkojipub19_ESO wrote: »Not an exaggeration. "almost impossible to kill" was the aim as I heard, and that would certainly accomplish that.