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Improvements for Stamina-Based Skills and Passives

  • davidetombab16_ESO
    davidetombab16_ESO
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    makkon 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
  • Lyall84
    Lyall84
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    Shaun98ca2 wrote: »
    Sakiri wrote: »
    Shaun98ca2 wrote: »
    Lyall84 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.
  • demonlkojipub19_ESO
    demonlkojipub19_ESO
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    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.
    Edited by demonlkojipub19_ESO on June 21, 2014 11:07PM
  • demonlkojipub19_ESO
    demonlkojipub19_ESO
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    makkon 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

    They aren't going to do cooldowns, ever. If they do then they violate the promise they made about never doing cooldowns.

    It is pretty difficult to balance things around a no cooldown system, but they are going to have to either figure it out or apologize to everyone who they hyped up while building the game that they will be adding cooldowns to stuff.
    Edited by demonlkojipub19_ESO on June 21, 2014 11:06PM
  • Lyall84
    Lyall84
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    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
    demonlkojipub19_ESO
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    Lyall84 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.
    Edited by demonlkojipub19_ESO on June 21, 2014 11:32PM
  • Cogo
    Cogo
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    Sakiri wrote: »
    Cogo wrote: »


    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.

    What a fantastic answer, if not even a short, consistent, explaining statement what this whole discussion regarding skills overall in ESO is really about.

    Seams like I made the same mistake I think most others do, only looking at my own view.
    Oghur Hatemachine, Guild leader of The Nephilim - EU Megaserver
    Orc Weapon Specialist and Warchief of the Ebonheart Pact - Trueflame Cyrodiil War Campaign
    Guildsite: The Nephilim

    "I don't agree with what you are saying, but I'll defend to the death your right to say it"
    -Voltaire

    "My build? Improvise, overcome and adapt!"
  • murzik54ub17_ESO
    murzik54ub17_ESO
    Soul Shriven
    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
    Trayyacakes
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    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?
    Bjorn Uldnost
  • Thejollygreenone
    Thejollygreenone
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    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
    Edited by Thejollygreenone on June 22, 2014 12:01AM
  • Awe
    Awe
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    to make stamina based builds equal to mana based, just make it, that run/crouch/block/cc break/roll/ etc use both resourses, mana +stamina

    cause it's the only problem of stamina builds, either hit, or defend

    or 2nd option: make all skills use mana, instead of stamina

    and do not touch skills, at least not for this thread's purpose, rebalancing is other topic.
  • Sakiri
    Sakiri
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    makkon 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

    Hell. No.
  • Sakiri
    Sakiri
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    Lyall84 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.

    If youre okay with the current damage reduction of heavy, then breathing on a person in cloth should kill them.
  • Sakiri
    Sakiri
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    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.
  • p_tsakirisb16_ESO
    p_tsakirisb16_ESO
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    Guys, 12 pages and realised that except few people, the rest have based their assumptions on VR content only and PvE.

    First of all, until level 50 all armours are working as intended. (eg Heavy does feel heavy and you only need 7/7 to clear out anything no matter if you are Shield or DW or 2H Templar).

    In Cyrodiil all armours are working as intended. Even against the VR5 mobs IN CYRODIIL. (which are exactly what normal VR mobs should be)

    Same goes for Stamina builds, and weapon damage.


    But those do not work is at VR areas.
    The mobs there have 90%+ Armour & spell penetration. No matter what you put on.
    Their HP even a mediocre trash has 3000HP+. Quest bosses varrying from 11000HP to 45000HP (V5 Sinmun). All way to 1 MILLION in VR dungeons end bosses.

    Trash mobs, do almost twice as much light attack than the player when you carry same level blue weapon and they spam special attacks for 800+. (Harvesters one shoot you with 2800 damage).


    And because of all those issues combined, the players who wear light armour and carry destro staff, can cut through the VR content. Not because they are OP but because most of the spells are AoE, with DoT/snares etc, they have range,can be spammed fast and don't require focused aiming while running around.

    On the other hand except 2 melee attacks (Whirlwind & Cleave) the rest are for single target only. And those two are not good enough either on damage or effects in VR content.

    So the underlying issue here is NOT that armour needs some ludicrous buffs, or weapons some extra damage. The elephant in the room is the VERY high penetration, high damage and high HP the content has at VR areas.

    Go fight VR5 mobs at Cyrodiil, they are very well balanced and they do seem a linear upgrade to Level 50 mobs. Not an exponential upgrade like their counterparts in eg Rift (V5) or Shadowfen (V3).
  • Lyall84
    Lyall84
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    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.

    The problem with your list of changes is as follows.

    Light Armor: You are completely re-writing the light armor skill line for some reason when it does not need to be touched. It obviously is working fine or otherwise there would not be a million hogwartz students running around complaining about how medium armor is going to get buffed. I will agree that light armor is providing too much physical damage protection, but that is an issue with how armor value as a whole is being calculated, not about the passives it provides.

    Medium Armor: You are completely re-writing the class to have all this snare removal and dodge rating, like they are suppose to be some sort of super untouchable dodge tank or unstoppable pvp assassin. If they re-write the entire medium armor skill line, they should make it more comparable to the light armor, but for stamina builds. My suggestion, either remove the critical from the armor, or move it elsewhere, make the first passive 21% reduction to stamina, just like the light armor is 21% to magicka, leave the 2nd regeneration passive. Move the agility dodge roll reduction and sprint speed to 3rd passive. Leave the increased attack speed set bonus 4th passive. 5th passive, either add armor pen, or re-insert critical here, but increase the bonus to be comparable to the 42% spell pen that light gets.

    Heavy Armor: I like your changes to resolve, but i think the below 50% health needs to go. just give heavy a straight up 3% per piece reduction (actually 4% in my opinion). You did not add the health regen to your changes, so let me suggest this one, seeing how all other things stat related, health seems to get 50% more than stamina/magicka, this passive does not follow that pattern, make it follow the pattern. Instead of 2%/4% regen per piece, make it 3%/6% per piece. It may not seem like much, but with that 21% (or even 28% if you went 4% per piece) damage reduction, it should be more noticeable. You want both a .5% increase of damage per rank and 2% armor pen, that is overkill. Heavy is suppose to be a defensive set, not offensive one. But I do agree that that it needs help, double the current bonus to 14% (also double the armor line skill ability morph, so that way heavy can do good damage with it up, but not constantly). Rapid mending to reducing stamina? Big mistake. That needs to stay on medium armor only, and off heavy armor. Don't like the amount of healing received? Maybe it needs a boost, maybe it needs to heal based off successful block or interrupt. Either way, rapid mending is just proof that heavy is meant as a tanking, protection armor, not a damage armor. Changing this to stamina or magicka reduction or regeneration undermines the entire purpose of the armor set and having each type be set to a boost the respective stat.
  • Trayyacakes
    Trayyacakes
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    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.
    Bjorn Uldnost
  • Lyall84
    Lyall84
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    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.
  • Wolfshadow777
    Wolfshadow777
    Soul Shriven
    My two cents (long post):

    From my experience with the game (i have been playing since Beta) and its skill lines, I believe the design behind weapon skill lines and "stamina builds" were meant to be based upon using light/heavy attacks primarily with skills to be used as fillers/buffs. Whereas, Magicka builds were based upon using skills with light/heavy attack fillers.

    This can be seen in the skills in the DW, 2H, and bow skill lines. Many of the skills have a dot attached and/or provide some sort of benefit for their usage, i.e. poison status effect, snare, root, bleed, stun, haste, range extender.

    However, these are my thoughts on what was intended and not what currently exists. It is currently not possible to effectively use weapon skills to buff yourself/debuff your enemy and use light/heavy attacks efficiently as ones primary source of damage. Weapon attacks DO NOT do enough damage per attack.

    IMHO weapon attacks need to be scaled up. Fix this first, then see if stamina costs need tinkering and which armor trait truly needs it. For instance, if weapon attacks did more damage and you could DPS competitively using the above mentioned model then medium armor would not need a stamina cost reduction.

    On the topic of Heavy Armor Tanking (which i have not had the experience of using), I believe it will need some sort of Stamina management option. Best option would probably be to add Stamina cost reduction to 1H/S or a Stamina Recharge on successful Shield Block (similar to restoration staffs 10% magicka gain from heavy attack).

    Lastly, I believe any class skill that utilizes weapon critical should also use weapon power to calculate its damage and not spell power. This just seems really odd to me and does not allow for great synergy between a weapon centric build and class skills. Examples of this are veiled strike, assassin's blade, biting jabs, etc.
  • Lyall84
    Lyall84
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    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?

    I think tanking in light armor should not be viable. This is not WOW where each class is locked into their armor type, therefore you need to have cloth, or leather tanks or whatever.

    This game breaks that mold and allows the choice of tank to be made in the armor selection instead of the class selection.

    If you talk about stopping medium or light armor from tanking, I think 90% of people you will talk to will agree that to a more extreme light, but even medium armor is either providing too much physical protection, or heavy is providing way too little. The entire way armor scales and caps needs to be adjusted so heavy armor is heavy armor. That is a big part of the problem with heavy armor at the moment. As of right now, soft cap is 30%, hard cap 50%. Light armor sits around 15-20% before you add abilities, and medium armor sits around 22-27%, leaving heavy armor (unless made with the more armor trait) sitting around 32-35% reduction.

    Heavy armor should have a greater than 15-20% reduction in damage compared to light armor. That is a different issue that we all, for the most part, agree needs to be addressed. There should be a 15-20% reduction in physical damage in each step, from heavy, to medium, then to light, at a minimum. Just because the way armor is calculated is clearly giving heavy armor the short end of the stick does not mean you should toss buffs onto heavy to make up for it. It means fix what is broken first.

    Every person here that is going on about adding stamina regeneration or reduction to heavy is acting like that is the only armor they are allowed to use. Take a step back and look at the armor as a whole. We have 3 primary stats, Magicka, Stamina, and Health. We have 3 armor types, each with passives that buff one of those stat types without touching the other.

    Light for magicka - everything is to reduce costs, increase regeneration, increase effectiveness of outgoing, or decrease effectiveness of incoming magicka spells.

    Medium for stamina - everything is to reduce costs, increase regeneration, increase efficiency of used stamina

    Heavy for health - everything (except juggernaut) is to reduce incoming damage from all sources or increase efficiency of protecting your health pool.

    As far as armor changes there are things that can still be helped or corrected. One of the things I would like to see is the removal of stealth efficiency from medium armor and addition to more damaging properties in its place. I think the stealth cost reduction should be added to the well fitted armor trait (in addition to the sprint cost reduction). So that way you can have your mage assassins, or shadow tanks, and not be forced to medium armor to get increased sneak perks. Save the reduced detection radius stuff for Thief Guild or Dark Brotherhood when it gets released. That would help heavy armor users in pvp sneak around and not be totally wasted on stamina when they get to the objective.

    This game made an error by adding the sneak to medium armor type casting medium as sneaky in most peoples minds instead of type casting it as stamina like it should have.
  • Lyall84
    Lyall84
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    Sakiri wrote: »
    Lyall84 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.
  • Lyall84
    Lyall84
    ✭✭✭✭
    Sakiri wrote: »
    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.

    Agreed. They also need to fix critical rush/charge/stampede. It says it always does critical damage, but it only ever seems to do tool tip damage to me. If that is the case, it is seriously misleading.
  • Sakiri
    Sakiri
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    ✭✭
    Lyall84 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?
  • Sakiri
    Sakiri
    ✭✭✭✭✭
    ✭✭
    Lyall84 wrote: »
    Sakiri wrote: »
    Lyall84 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.
  • Thejollygreenone
    Thejollygreenone
    ✭✭✭
    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.

    My elaboration to the bolded statement: Medium Armor and Light Armor are damage dealing oriented armor skill trees, therefore one using mainly one of these armor types should have higher maximum damage output than someone using mainly heavy armor. That's all there is to it.

    How big the gap should be is up for debate, but between to players of equal skill and gear the damage output of someone in mostly medium/light armor should be higher than that of one in heavy armor. None of that means that heavy armor users should not be able to do ANY respectable damage when they pick up a damage-dealing oriented weapon. That's the beauty of ESO.

    Since you can combine Heavy armor with an offensive weapon they clearly didn't want players to never use heavy armor when trying to deal damage, that I believe confidently, and this coincides with your interests. You seem to be misunderstanding me in thinking that I believe heavy armor users should not be able to deal any damage. That's not my intention. They should be able to make up for dealing however marginal amount less damage by being more defensive. That is the ideal I believe heavy armor exists for with damage dealers in this game as well as previous TES games.

    However there is one thing I'd like to contend. In the mmo world where min/maxing has become the ultimate goal of endgame pve, a dps intentionally lowering his dps in favor of possibly unnecessary defensiveness just goes against the intention of the timed-trial setup.

    One thing that would be acceptable is instead of using two full tanks, have one full time tank and one that uses heavy armor but has an offensive weapon in their second weapon slot and can preform better damage than they would as a tank while still retaining their ability to be defensive when things go bad. Otherwise I see no place for a heavy armor damage dealer in end game pve, I'm sorry to say.

    I would think (in this ideal sense) the option to deal damage in heavy armor would be primarily a pvp option to increase fight longevity. One would have to find resource regeneration etc elsewhere like ability based active regeneration as well as using a 5/2 combo of 5 heavy 2 light or 2 medium depending on the weapon and build, and ideally those together should be enough to get by in pvp while being compensated by their superior defenses.

    If it isn't enough resource help to the players liking they can go without a jewelry enchant that they'd otherwise use for something else in favor of stam/magicka regen or reduced spell/stam costs. As a medium/light armor user I have to use neither of these things to acquire adequate stat-sheet apparent regen, I imagine it shouldn't be hard to obtain the same results with one or two jewelry enchants. But in the end heavy armor users also have to recognize they are giving up part of their damage capability, including some resource management, in favor of their defenses. That is the sole purpose of heavy armor as far as I can tell.

    (sorry for the wall of text, but he asked >_<)
  • OkieDokie
    OkieDokie
    ✭✭✭
    @ZOS_JessicaFolsom‌

    Hey Jessica, may I ask just one question?

    Could you confirm or deny if weapon skills are designed to be a secondary damage source of if they are supposed to be at the same level of class skills?

    Because this balance/improvement discussion takes a different path depending on the answer.

    If class skills > weapon skills we should be discussing just resource management.

    if class skills = weapon skills then we should be discussing ways of improving dps as well.

    Thank you in advance.
    People keep saying they heard of a friend of friend of friend of their neighbors that plays a NB and can catch up with dks and sorcs and this guy just never shows up. He would be a rock star if he existed.
  • Lyall84
    Lyall84
    ✭✭✭✭
    Sakiri wrote: »
    Lyall84 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?

    That goes back to heavy suddenly becoming a health/stamina hybrid set, further reduce the costs to blocking that are already on the set if stamina for blocking is the real concern. Stamina reduction across the board needs to remain unique for medium armor. If you look at some of my other posts, I do think juggernaut should apply more damage and effect staves and bows, so that way when the heavy armored users hit, it hits harder. But it goes with reason that if you are wearing heavy armor, your stamina would be worn down by wearing that extra weight, not increased just because you want to do more damage.
  • Lyall84
    Lyall84
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    Sakiri wrote: »
    Lyall84 wrote: »
    Sakiri wrote: »
    Lyall84 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.

    The 9% they were asking for is way too much. 4-5% is more reasonable, 3% would seem light to me though. At 9% per piece, that would be a 63% damage reduction to the damage already reduced by their current armor/spell resistance. You would not be able to kill them, dragon knights in particular, if you added a 63% damage reduction to heavy like that. I do agree a buff needs to be there, but suddenly taking a 2/3 damage reduction is way too much.
    Edited by Lyall84 on June 22, 2014 3:19AM
  • Shaun98ca2
    Shaun98ca2
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    Lyall84 wrote: »
    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%.

    Yea I tried to convey that.....didn't come across as well as I would of liked.

    "the damage increases as your health decreases"

    But yes this would lend VERY well to the set. Its already got a damage increaser this one would be more risky while rewarding.
  • Shaun98ca2
    Shaun98ca2
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    Lyall84 wrote: »
    Shaun98ca2 wrote: »
    Sakiri wrote: »
    Shaun98ca2 wrote: »
    Lyall84 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.

    Your right on my Stamina build I haven't noticed it taking 30%. I don't use addons to track so I guestamate. Doesn't seem like 30%, plus I heard back in beta all those Stamina things were changed to base instead max %.
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