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.
Shaun98ca2 wrote: »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.
Then I guess learn NOT to break CC????? Block?
Whenever my Stamina build breaks CC its usually no sweat like hardly dents my pool at all.
davidetombab16_ESO wrote: »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.
COOLDOWN, COOLDOWN, COOLDOWN, COOLDOWN FOR ALL SKILLS, problem solved
demonlkojipub19_ESO wrote: »Not an exaggeration. "almost impossible to kill" should be the aim of heavy armor as I heard, and that would certainly accomplish that. A silly armor boost wont cut it, because the armor overcharges already, with green armor. The current armor and resistances are a joke.
Or we can just go forth with a offensive boost rather than full on defensive boost. If you think a tiny defensive boost would be suitable when all other armor types get all kinds of FAR more appealing trait bonuses you need to think again.
demonlkojipub19_ESO wrote: »Not an exaggeration. "almost impossible to kill" should be the aim of heavy armor as I heard, and that would certainly accomplish that. A silly armor boost wont cut it, because the armor overcharges already, with green armor. The current armor and resistances are a joke.
Or we can just go forth with a offensive boost rather than full on defensive boost. If you think a tiny defensive boost would be suitable when all other armor types get all kinds of FAR more appealing trait bonuses you need to think again.
63% damage reduction on top of the already high armor would make it beyond almost impossible to full on impossible. 4-5% per piece for 28% to 35% reduction is reasonable.
Going back to the offensive increases defeats the purpose of the armor. It is suppose to be heavy armor for heavy protection, not damage powerhouse. You keep going back to the offensive boost well like someone that is forced to wear heavy based on their class choice. The heavy armor is suppose to be the defensive option not the offensive one. You keep making the offensive arguement then point to the far more appealing traits for light and medium. You need to stop doing that. If the defensive traits are not appealing enough for you on heavy armor, you should be campaigning to make them appealing defensively, not try and re-write the entire concept of the armor to undermine the other two armor types.
Here are my ideas to make give better reasons to use other armor types:
For medium armor
Dexterity: Change to affect all attacks, increase crit chance by .5% per rank, and add .5% crit damage increase per piece of medium armor per rank.
Windwalker: add decrease stamina costs by 2% per piece of medium armor equipped (assumed with 2 skill points spent, and already planned by devs)
Agility: Add chance to dodge attacks by 7.5% per rank.
Elude (Evasion Morph): Change to increase dodge chance by 1% per rank instead of continuing to increase the duration.
Shuffle (Evasion Morph): Change snare removal to increased movement speed by 1% per piece of medium armor, increasing by 1% per rank instead of increasing duration.
For heavy armor
Resolve: Change to 1/2/3% damage mitigation per piece of heavy armor when below 50% HP.
Juggernaut: Increase weapon damage by .5% per rank and add Armor penetration/ignore per piece of heavy armor equipped 2% per rank.
Bracing: Add reduce damage from critical strikes by 7.5% per rank.
Rapid Mending: I really hate this one. Change it to a properly named skill for reducing stamina costs of abilities by 1% per piece of heavy armor equipped per rank. With the other damage mitigations, increased healing taken is no longer important.
Immobile: Increase duration to 15 seconds.
Immobile brute morph: Make the ability increase weapon damage 1% more per rank instead of continuing to increase the armor/spell resist the skill gives.
Unstoppable: Change duration increase to further increased armor starting at 1500, spell resist stays at 1000.
For light armor
Evocation: Add increased spell crit by 3% per 25% of magica lost.
Prodigy: Add absorb 7.5% of the damage from spells as magicka per rank.
Concentration: Add 1% increased damage with spells per piece of light armor equipped per rank.
Annulment: Increase the damage shield value.
All armor skills, make their durations and morphed effects 1/2 of their normal value when a 5 set of the armor they are derived from is not equipped.
There is far more choice involved with this imo and none of the armor sets are flat out bad. All sets need the ability to reduce costs of something to a degree, or else the skill lines like Werewolf and Fighters guild won't be reducible.
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 shouldn't 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 doesn't work that way in practice.
If that makes sense.
Trayyacakes wrote: »Ok I have a question for everyone who thinks Heavy armor should be only for health/defense/tanking. Do you propose a nerf be made to all class skills(which use magicka) and raise a players armor by a substantial amount? Do you think tanking in light armor should not be viable?
I personally have no problem with someone who wants to tank in light armor and use class skills to buff there armor, and without nerfing those class skills if you don't put some form of resource management on heavy armor the light armor tank will be better than the heavy armor tank.
you can argue that as heavy you don't have to uses the slots the light armor tank uses on defensive abilities, and you would be correct, but it doesn't matter that the Heavy armor tank gets an extra ability slot to provide dps or damage because that extra slot is a waste because Heavy armor wearers have no resource management and will not be able to use that "extra ability" very often anyway.
Keeping this in mind. From a PVP perspective Heavy Armor gives you nothing! not increased survival or damage because light armor users in order to not get destroyed by stamina builds are going to have an ability on their bar that raises their armor and have way more dps than a heavy armor user while having the survivability of a heavy armor user.
I also assume that the people who think heavy armor should only be for tanking also think that someone should not be able to tank in medium or light armor. correct? How would you stop this from occurring?
davidetombab16_ESO wrote: »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.
COOLDOWN, COOLDOWN, COOLDOWN, COOLDOWN FOR ALL SKILLS, problem solved
demonlkojipub19_ESO wrote: »Not an exaggeration. "almost impossible to kill" should be the aim of heavy armor as I heard, and that would certainly accomplish that. A silly armor boost wont cut it, because the armor overcharges already, with green armor. The current armor and resistances are a joke.
Or we can just go forth with a offensive boost rather than full on defensive boost. If you think a tiny defensive boost would be suitable when all other armor types get all kinds of FAR more appealing trait bonuses you need to think again.
63% damage reduction on top of the already high armor would make it beyond almost impossible to full on impossible. 4-5% per piece for 28% to 35% reduction is reasonable.
Going back to the offensive increases defeats the purpose of the armor. It is suppose to be heavy armor for heavy protection, not damage powerhouse. You keep going back to the offensive boost well like someone that is forced to wear heavy based on their class choice. The heavy armor is suppose to be the defensive option not the offensive one. You keep making the offensive arguement then point to the far more appealing traits for light and medium. You need to stop doing that. If the defensive traits are not appealing enough for you on heavy armor, you should be campaigning to make them appealing defensively, not try and re-write the entire concept of the armor to undermine the other two armor types.
demonlkojipub19_ESO wrote: »I have a long list of changes an alterations to each armor type 2 pages back. Each type gets a boost. Look at it and tell me what part of heavy armor changes are too much.
Thejollygreenone wrote: »Trayyacakes wrote: »Ok I have a question for everyone who thinks Heavy armor should be only for health/defense/tanking. Do you propose a nerf be made to all class skills(which use magicka) and raise a players armor by a substantial amount? Do you think tanking in light armor should not be viable?
I personally have no problem with someone who wants to tank in light armor and use class skills to buff there armor, and without nerfing those class skills if you don't put some form of resource management on heavy armor the light armor tank will be better than the heavy armor tank.
you can argue that as heavy you don't have to uses the slots the light armor tank uses on defensive abilities, and you would be correct, but it doesn't matter that the Heavy armor tank gets an extra ability slot to provide dps or damage because that extra slot is a waste because Heavy armor wearers have no resource management and will not be able to use that "extra ability" very often anyway.
Keeping this in mind. From a PVP perspective Heavy Armor gives you nothing! not increased survival or damage because light armor users in order to not get destroyed by stamina builds are going to have an ability on their bar that raises their armor and have way more dps than a heavy armor user while having the survivability of a heavy armor user.
I also assume that the people who think heavy armor should only be for tanking also think that someone should not be able to tank in medium or light armor. correct? How would you stop this from occurring?
You're providing an inefficient proposal for the opposite side of your argument. I would propose a nerf to the defensive capability of light armor. The amount of spell resistance it gets on top of the access to more uses of magicka based defensive spells is way too much atm.
One should be able to obtain a level of defensiveness in light armor through their magicka abilities used but it should come at a cost to damage potential just like everyone else, and shouldn't be as potent as one who dedicates more of their skill points and armor into a more defensive route, ie heavy armor and 1h/shield.
On a side note I don't think heavy armor should be only for tanking, just not as good at dps as the dps armor trees. And likewise I'd also personally like to see medium armor and light armor tanks floating around if they so choose, but they wouldn't be as good as one who totally devotes themselves to the more defensive armor tree. And of course they'd have to be balanced to do less damage than a pure damage dealer of that armor type but that's for the devs to come up with.
EDIT: On a side note, here's a thread I put in the guild skills forum that could be of much relevance to upping stamina based dps to on-par with magicka.
http://forums.elderscrollsonline.com/discussion/112807/fighter-s-guild-this-needs-to-be-equivalent-to-mage-s-guild-to-magicka-users?new=1
murzik54ub17_ESO wrote: »alot of people dont want to improve heavy armor other then doing more defence , we either need some sort of stam cost reduction or regen, or increase health recovery to like 150 when wearing full set of heavy armor, as it stands currently , if you increase defence and resistance further without giving a better hp recovery or way to sustain blocking, al you are doing is taking of 500 hp before you die as a tank, i dont think if heavy armor got stam regen or slight mana regen it would be a favored over medium or light armor, if you look at light armor every single passive, actually matters and helps you, when you look at medium armor it has maybe one useless passive, and when you look at heavy it only has 2 usefull passives and everything is junk,
if current change is implemented without buffing heavy armor or just increase our "defence" you might as well delete heavy armor from game, because when you tank block matters more then having 50 damage less per hit, and medium armor now offers a way to sustain blocking longer, while being able to cast juggernaut thanks to reduction, in stam cost,
"proposed changed, abviously increase spell resistance, make hp recovery matter, atleast double it , or triple it,
"healing reciveid" either completely delete it or give a boost of 40% instead of measley 7%
and stam regen would be pretty nice..
Trayyacakes wrote: »Ok I have a question for everyone who thinks Heavy armor should be only for health/defense/tanking. Do you propose a nerf be made to all class skills(which use magicka) and raise a players armor by a substantial amount? Do you think tanking in light armor should not be viable?
I personally have no problem with someone who wants to tank in light armor and use class skills to buff there armor, and without nerfing those class skills if you don't put some form of resource management on heavy armor the light armor tank will be better than the heavy armor tank.
you can argue that as heavy you don't have to uses the slots the light armor tank uses on defensive abilities, and you would be correct, but it doesn't matter that the Heavy armor tank gets an extra ability slot to provide dps or damage because that extra slot is a waste because Heavy armor wearers have no resource management and will not be able to use that "extra ability" very often anyway.
Keeping this in mind. From a PVP perspective Heavy Armor gives you nothing! not increased survival or damage because light armor users in order to not get destroyed by stamina builds are going to have an ability on their bar that raises their armor and have way more dps than a heavy armor user while having the survivability of a heavy armor user.
I also assume that the people who think heavy armor should only be for tanking also think that someone should not be able to tank in medium or light armor. correct? How would you stop this from occurring?
demonlkojipub19_ESO wrote: »Not an exaggeration. "almost impossible to kill" should be the aim of heavy armor as I heard, and that would certainly accomplish that. A silly armor boost wont cut it, because the armor overcharges already, with green armor. The current armor and resistances are a joke.
Or we can just go forth with a offensive boost rather than full on defensive boost. If you think a tiny defensive boost would be suitable when all other armor types get all kinds of FAR more appealing trait bonuses you need to think again.
63% damage reduction on top of the already high armor would make it beyond almost impossible to full on impossible. 4-5% per piece for 28% to 35% reduction is reasonable.
Going back to the offensive increases defeats the purpose of the armor. It is suppose to be heavy armor for heavy protection, not damage powerhouse. You keep going back to the offensive boost well like someone that is forced to wear heavy based on their class choice. The heavy armor is suppose to be the defensive option not the offensive one. You keep making the offensive argument then point to the far more appealing traits for light and medium. You need to stop doing that. If the defensive traits are not appealing enough for you on heavy armor, you should be campaigning to make them appealing defensively, not try and re-write the entire concept of the armor to undermine the other two armor types.
If youre okay with the current damage reduction of heavy, then breathing on a person in cloth should kill them.
Im fine with light armor having high spell resist because of its magicka affinity going on. Heavy getting SR fits with its goal of being defensive.
Id like to see weapon damage for 2h go up. The cap is low and they dont hit very hard when compared to others.
Im not fine with how well protected clothies are. Its pretty much negated any benefit to heavy armor.
murzik54ub17_ESO wrote: »alot of people dont want to improve heavy armor other then doing more defence , we either need some sort of stam cost reduction or regen, or increase health recovery to like 150 when wearing full set of heavy armor, as it stands currently , if you increase defence and resistance further without giving a better hp recovery or way to sustain blocking, al you are doing is taking of 500 hp before you die as a tank, i dont think if heavy armor got stam regen or slight mana regen it would be a favored over medium or light armor, if you look at light armor every single passive, actually matters and helps you, when you look at medium armor it has maybe one useless passive, and when you look at heavy it only has 2 usefull passives and everything is junk,
if current change is implemented without buffing heavy armor or just increase our "defence" you might as well delete heavy armor from game, because when you tank block matters more then having 50 damage less per hit, and medium armor now offers a way to sustain blocking longer, while being able to cast juggernaut thanks to reduction, in stam cost,
"proposed changed, abviously increase spell resistance, make hp recovery matter, atleast double it , or triple it,
"healing reciveid" either completely delete it or give a boost of 40% instead of measley 7%
and stam regen would be pretty nice..
If you look at almost every passive at light armor it is focused around magicka, if you look at almost every passive at medium armor it is focused around stamina, if you look at almost every passive at heavy it is focused around health, maintaining health, or reducing health lost. If you start adding stamina and magicka regeneration or reduction to heavy you break that mold and the game.
Do I think heavy needs to be better buffed to help maintain health? Absolutely, but adding stamina and/or magicka based things to that mix are the incorrect suggestion. If you are talking about ways to sustain blocking, start asking for larger block reduction, you already have 20% on the armor, ask for it to be 30% to keep the armor in the pattern it already has. If you start asking for game breaking changes like adding stamina/magicka regeneration/reduction to heavy (you may not think it would get favored, but please, be realistic, it would).
The balance of choices are currently off, and we all understand that. But the basic and obvious balance between armor types is light for magicka, medium for stamina, heavy for health. Please stop suggesting to completely break that triangle and create just a stamina vs magicka. It is like you are completely ignoring your health as a stat and the fact that heavy armor is designed to augment that prime stat.
demonlkojipub19_ESO wrote: »Not an exaggeration. "almost impossible to kill" should be the aim of heavy armor as I heard, and that would certainly accomplish that. A silly armor boost wont cut it, because the armor overcharges already, with green armor. The current armor and resistances are a joke.
Or we can just go forth with a offensive boost rather than full on defensive boost. If you think a tiny defensive boost would be suitable when all other armor types get all kinds of FAR more appealing trait bonuses you need to think again.
63% damage reduction on top of the already high armor would make it beyond almost impossible to full on impossible. 4-5% per piece for 28% to 35% reduction is reasonable.
Going back to the offensive increases defeats the purpose of the armor. It is suppose to be heavy armor for heavy protection, not damage powerhouse. You keep going back to the offensive boost well like someone that is forced to wear heavy based on their class choice. The heavy armor is suppose to be the defensive option not the offensive one. You keep making the offensive argument then point to the far more appealing traits for light and medium. You need to stop doing that. If the defensive traits are not appealing enough for you on heavy armor, you should be campaigning to make them appealing defensively, not try and re-write the entire concept of the armor to undermine the other two armor types.
If youre okay with the current damage reduction of heavy, then breathing on a person in cloth should kill them.
How did agreeing with that guys suggested implementation of a 4-5% damage reduction per piece of heavy somehow equal me being OK with current damage reduction of heavy?
Lost me on that one. The entire time I have been pointing out that the amount of physical protection that light and even medium provides compared to heavy is off. Either heavy needs a boost, or light/medium need a nerf.
Trayyacakes wrote: »Thejollygreenone wrote: »Trayyacakes wrote: »Ok I have a question for everyone who thinks Heavy armor should be only for health/defense/tanking. Do you propose a nerf be made to all class skills(which use magicka) and raise a players armor by a substantial amount? Do you think tanking in light armor should not be viable?
I personally have no problem with someone who wants to tank in light armor and use class skills to buff there armor, and without nerfing those class skills if you don't put some form of resource management on heavy armor the light armor tank will be better than the heavy armor tank.
you can argue that as heavy you don't have to uses the slots the light armor tank uses on defensive abilities, and you would be correct, but it doesn't matter that the Heavy armor tank gets an extra ability slot to provide dps or damage because that extra slot is a waste because Heavy armor wearers have no resource management and will not be able to use that "extra ability" very often anyway.
Keeping this in mind. From a PVP perspective Heavy Armor gives you nothing! not increased survival or damage because light armor users in order to not get destroyed by stamina builds are going to have an ability on their bar that raises their armor and have way more dps than a heavy armor user while having the survivability of a heavy armor user.
I also assume that the people who think heavy armor should only be for tanking also think that someone should not be able to tank in medium or light armor. correct? How would you stop this from occurring?
You're providing an inefficient proposal for the opposite side of your argument. I would propose a nerf to the defensive capability of light armor. The amount of spell resistance it gets on top of the access to more uses of magicka based defensive spells is way too much atm.
One should be able to obtain a level of defensiveness in light armor through their magicka abilities used but it should come at a cost to damage potential just like everyone else, and shouldn't be as potent as one who dedicates more of their skill points and armor into a more defensive route, ie heavy armor and 1h/shield.
On a side note I don't think heavy armor should be only for tanking, just not as good at dps as the dps armor trees. And likewise I'd also personally like to see medium armor and light armor tanks floating around if they so choose, but they wouldn't be as good as one who totally devotes themselves to the more defensive armor tree. And of course they'd have to be balanced to do less damage than a pure damage dealer of that armor type but that's for the devs to come up with.
EDIT: On a side note, here's a thread I put in the guild skills forum that could be of much relevance to upping stamina based dps to on-par with magicka.
http://forums.elderscrollsonline.com/discussion/112807/fighter-s-guild-this-needs-to-be-equivalent-to-mage-s-guild-to-magicka-users?new=1
I looked at your thread and I agree with that 100%
When you say heavy armor should not be able to dps as well as light or medium please elaborate.
I personally think that if I want to play as a 2H heavy armor character, you know like a knight. I should not be an anchor for my group to carry through trials. I should be able to hit the numbers I need for dps checks. It should be based on skill/player.
And PVP wise in order for HA to be balanced with the others the defense increase would need to be enormous because HA users will burn through their magicka rather quickly trying to kill their attackers. They can't use stamina attacks for fear of not being able to block a cc and getting destroyed. Then what does a heavy armor user do after his cc's were blocked, and he is out of magicka? light attack?
Thejollygreenone please don't think I'm trying to be an A-hole here. I enjoy the debating as long as it stays civil and think you make good points in your posts.
I understand the high defense low output point which is why I think giving crit of any kind to HA would be absolutely dumb. Having HA be able to do good sustained dps should not be out of the question. Giving them any extra burst would be terrible.
As far as the arguments against putting ANY resource management on HA. ESO was suppose to be play like you want. I realize some builds will always out perform others, but Why can't a Templar Heal in Heavy? Why can't a Dragon Knight dps in Heavy with a 2h? These aren't crazy builds by any means, and should be viable.
murzik54ub17_ESO wrote: »alot of people dont want to improve heavy armor other then doing more defence , we either need some sort of stam cost reduction or regen, or increase health recovery to like 150 when wearing full set of heavy armor, as it stands currently , if you increase defence and resistance further without giving a better hp recovery or way to sustain blocking, al you are doing is taking of 500 hp before you die as a tank, i dont think if heavy armor got stam regen or slight mana regen it would be a favored over medium or light armor, if you look at light armor every single passive, actually matters and helps you, when you look at medium armor it has maybe one useless passive, and when you look at heavy it only has 2 usefull passives and everything is junk,
if current change is implemented without buffing heavy armor or just increase our "defence" you might as well delete heavy armor from game, because when you tank block matters more then having 50 damage less per hit, and medium armor now offers a way to sustain blocking longer, while being able to cast juggernaut thanks to reduction, in stam cost,
"proposed changed, abviously increase spell resistance, make hp recovery matter, atleast double it , or triple it,
"healing reciveid" either completely delete it or give a boost of 40% instead of measley 7%
and stam regen would be pretty nice..
If you look at almost every passive at light armor it is focused around magicka, if you look at almost every passive at medium armor it is focused around stamina, if you look at almost every passive at heavy it is focused around health, maintaining health, or reducing health lost. If you start adding stamina and magicka regeneration or reduction to heavy you break that mold and the game.
Do I think heavy needs to be better buffed to help maintain health? Absolutely, but adding stamina and/or magicka based things to that mix are the incorrect suggestion. If you are talking about ways to sustain blocking, start asking for larger block reduction, you already have 20% on the armor, ask for it to be 30% to keep the armor in the pattern it already has. If you start asking for game breaking changes like adding stamina/magicka regeneration/reduction to heavy (you may not think it would get favored, but please, be realistic, it would).
The balance of choices are currently off, and we all understand that. But the basic and obvious balance between armor types is light for magicka, medium for stamina, heavy for health. Please stop suggesting to completely break that triangle and create just a stamina vs magicka. It is like you are completely ignoring your health as a stat and the fact that heavy armor is designed to augment that prime stat.
Chance to gain stamina on block?
demonlkojipub19_ESO wrote: »Not an exaggeration. "almost impossible to kill" should be the aim of heavy armor as I heard, and that would certainly accomplish that. A silly armor boost wont cut it, because the armor overcharges already, with green armor. The current armor and resistances are a joke.
Or we can just go forth with a offensive boost rather than full on defensive boost. If you think a tiny defensive boost would be suitable when all other armor types get all kinds of FAR more appealing trait bonuses you need to think again.
63% damage reduction on top of the already high armor would make it beyond almost impossible to full on impossible. 4-5% per piece for 28% to 35% reduction is reasonable.
Going back to the offensive increases defeats the purpose of the armor. It is suppose to be heavy armor for heavy protection, not damage powerhouse. You keep going back to the offensive boost well like someone that is forced to wear heavy based on their class choice. The heavy armor is suppose to be the defensive option not the offensive one. You keep making the offensive argument then point to the far more appealing traits for light and medium. You need to stop doing that. If the defensive traits are not appealing enough for you on heavy armor, you should be campaigning to make them appealing defensively, not try and re-write the entire concept of the armor to undermine the other two armor types.
If youre okay with the current damage reduction of heavy, then breathing on a person in cloth should kill them.
How did agreeing with that guys suggested implementation of a 4-5% damage reduction per piece of heavy somehow equal me being OK with current damage reduction of heavy?
Lost me on that one. The entire time I have been pointing out that the amount of physical protection that light and even medium provides compared to heavy is off. Either heavy needs a boost, or light/medium need a nerf.
What I got from your post was what they suggested is too high. Im disputing that.
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.
I actually like that idea. Make it scale so you do increased damage based on lost health instead of just a jump/step at 50%.
Shaun98ca2 wrote: »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.
Then I guess learn NOT to break CC????? Block?
Whenever my Stamina build breaks CC its usually no sweat like hardly dents my pool at all.
I dont think you understand what we mean by CC break, we don't mean roll, or block the CC, we mean, after you are hit by it and immobile, you basically bash (hold right mouse, click left mouse) and it ends the CC prematurely, and you get little white swirly things around your feet showing that you broke out of CC.
That costs 30% of your max, not base stamina. Period. You appear to be the only person that does not seem to notice that.