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.
cgerhardtutoringub17_ESO wrote: »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.
cgerhardtutoringub17_ESO wrote: »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.
Add a cost reduction to blocking, base damage increase or whatever to heavy. But adding any type of stamina or magicka reduction or regeneration takes away from the other armors.
Heavy armor is suppose to be the Health armor, not the stamina armor, not the magicka armor.
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.
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.
Shaun98ca2 wrote: »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.
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 %.
cgerhardtutoringub17_ESO wrote: »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.
Add a cost reduction to blocking, base damage increase or whatever to heavy. But adding any type of stamina or magicka reduction or regeneration takes away from the other armors.
Heavy armor is suppose to be the Health armor, not the stamina armor, not the magicka armor.
Thejollygreenone wrote: »May I just add, I feel all this heavy armor talk is best moved do a different thread and sub forum.
If we all can agree that light armor is magicka based, medium armor is stamina based, and heavy armor is health points based, then so much talk about heavy armor doesn't quite belong in a forum post about improvements to stamina.
Basically my thoughts are: if medium armor has been agreed upon as the stamina armor tree, while heavy armor has its own thing, then talk about improving heavy armor should require it's own developer post for these comments to fit better.
Until a developer post can be made, creating a forum post under the correct category is the intended process, as far as I know. I would just like to see posts in this thread more focused on the areas of changes listed in this thread, that being medium armor/stamina dps weapon(bow, dw, 2h) skill trees.
Shaun98ca2 wrote: »Thejollygreenone wrote: »May I just add, I feel all this heavy armor talk is best moved do a different thread and sub forum.
If we all can agree that light armor is magicka based, medium armor is stamina based, and heavy armor is health points based, then so much talk about heavy armor doesn't quite belong in a forum post about improvements to stamina.
Basically my thoughts are: if medium armor has been agreed upon as the stamina armor tree, while heavy armor has its own thing, then talk about improving heavy armor should require it's own developer post for these comments to fit better.
Until a developer post can be made, creating a forum post under the correct category is the intended process, as far as I know. I would just like to see posts in this thread more focused on the areas of changes listed in this thread, that being medium armor/stamina dps weapon(bow, dw, 2h) skill trees.
MEH no mod jumped it and told us to "stay on topic". They do that you know lol.
Shaun98ca2 wrote: »cgerhardtutoringub17_ESO wrote: »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.
Add a cost reduction to blocking, base damage increase or whatever to heavy. But adding any type of stamina or magicka reduction or regeneration takes away from the other armors.
Heavy armor is suppose to be the Health armor, not the stamina armor, not the magicka armor.
Heavy armor already gets a discount for blocks, you mean increase the discount?
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.
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.
Hard cap is 50% and softcap is around 35%.
Start thinking from that. Blocking is 50% reduction.
Problem lies in armor being useless.
Unsure what they can do to fix it without outright preventing light from hitting armor cap.
PvP will never be balanced, and need to remove armor pen from VR mobs.
cgerhardtutoringub17_ESO wrote: »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.
Add a cost reduction to blocking, base damage increase or whatever to heavy. But adding any type of stamina or magicka reduction or regeneration takes away from the other armors.
Heavy armor is suppose to be the Health armor, not the stamina armor, not the magicka armor.
Just for a pov change, remember its a TES game.
Fully enchanted heavy was one of the most popular options, even with mages.
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.
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.
cgerhardtutoringub17_ESO wrote: »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.
Add a cost reduction to blocking, base damage increase or whatever to heavy. But adding any type of stamina or magicka reduction or regeneration takes away from the other armors.
Heavy armor is suppose to be the Health armor, not the stamina armor, not the magicka armor.
Just for a pov change, remember its a TES game.
Fully enchanted heavy was one of the most popular options, even with mages.
Yes, but in TES games, heavy armor regardless of enchants, cost more magicka than using light or cloth.
Bow: Snipe
Snipe’s cast time will be reduced from 3 seconds to 2 seconds.
Snipe’s maximum range will be reduced from 40 meters to 35 meters.
Snipe’s minimum range will be reduced from 20 meters to 10 meters.
*snip*
This I find to be a valid point as well, templars and nbs get really shafted on cc, nb gets a minimal snare/speed increase, and a very short term fear, I don't even know if temps even get any cc at all.
ZOS_JessicaFolsom wrote: »ShedsHisTail wrote: »ZOS_JessicaFolsom wrote: »Medium Armor
- With the Wind Walker passive, medium armor will reduce stamina costs by 2% per piece equipped.
Cost of what? Everything?
Is this on top of the 2% Regen? Or instead of?
This is on top of the 2% Stamina regen, and the 2% stamina cost reduction is for all abilities that cost stamina (per piece equipped, so a total of 14% possible stamina cost reduction.)
demonlkojipub19_ESO wrote: »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.
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.
I didn't rewrite anything about light armor. Everything there is an addition. You see it says "Add", not "Change". Those are buffs.
Medium armor additions were for the nimble survivability of medium armor. Being able to dodge better, and dodge further better with their exclusive skill furthers that. And that snare removal was a *** addition to shuffle period. who needs to remove 7 snareswho even gets 7 SEPARATE snares on them. Its stupid. and if you use it with an ardent flame dot on you, you're going to stay snared unless you spam it. Movement speed increase servers to negate the effect of snares and snare spam.
The damage increase and armor pen increase of heavy armor isn't overkill, because I also added damage increase to light armor and medium armor which balances it out, not makes heavy better for damage. The armor pen suggested isn't even higher than light armors current spell pen.
All armor types need skill use resource reduction.
murzik54ub17_ESO wrote: »well, as some guy mentioned above, the "heavy = hp, medium = stamina, and light = magica"
well main problem is, there is about 15 skills that recover hp, and maybe about 5 skills that recover magica or stamina, that being said, you basically dont get any benefit from having few points of hp regen on heavy armor, since almost every class has acess to multiple healing skills,
i doubt any mage in here would play heavy armor if we got a passive that increased stam/manag regen 1% per armor piece,
cgerhardtutoringub17_ESO wrote: »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.
Add a cost reduction to blocking, base damage increase or whatever to heavy. But adding any type of stamina or magicka reduction or regeneration takes away from the other armors.
Heavy armor is suppose to be the Health armor, not the stamina armor, not the magicka armor.
Just for a pov change, remember its a TES game.
Fully enchanted heavy was one of the most popular options, even with mages.
Yes, but in TES games, heavy armor regardless of enchants, cost more magicka than using light or cloth.
Yes, but Im also not calling for regen. Id prefer being able to kill it before Im out, not waiting for it to come back.
SpeedySteve wrote: »ZOS,
-Adding stamina cost reduction to medium armor is an enormous step in the right direction for overall class/spec balance. I couldn't be happier to see this. Thank you.
-Increasing the damage on Flurry is also a step in the right direction on the redemption of what many regard to be a worthless ability. However, my honest opinion is that this (extremely small) change won't have any concrete effect on gameplay. The ability will still remain entirely unused in VR ranks due to the fact that "weaving" light attacks with instant abilities is significantly more effective *and* efficient. In light of this, I strongly encourage you to consider what I regard to the be best and only possibility for saving Flurry that does not significantly alter its mechanics: Give Flurry a distinctive use by making it a highly inefficient "burn" ability. Increase its damage by roughly 50% while doubling its stamina cost (or something comparable). This will mean that the ability can never be sustained for any length of time, but it will at least offer DW users an actual "burst" DPS option for PvP, etc.
-I'm fully in favor of the changes to Snipe. Beware, however, that reducing its cast time to 2 seconds will allow for its use in conjunction with the Nightblade's Shadowy Disguise. I'm not sure if that's already been foreseen or not, but I bring it up because it is the type of combination that could significantly unbalance the PvP playing field.
ShiftControl wrote: »Bow: Snipe
Snipe’s cast time will be reduced from 3 seconds to 2 seconds.
Snipe’s maximum range will be reduced from 40 meters to 35 meters.
Snipe’s minimum range will be reduced from 20 meters to 10 meters.
Snipe is one the worst skills in the bow line, absolutely useless in PVE and 90% of time the terrible in PvP as well. By time it goes off the target is in Riften already.
My suggestion is make it instant cast or a 1 sec cast with 2-3 sec CD so we can't spam it In PVP. In this case the PvE guys would slot it as well.
The range is short don't make it even shorter.
The min range to 10 is fine got to think about a boss fight and in this case the bow wielder can stay within healing range.
the range of the Snipe should be equal or > then bolt escape.
Aslo bow skills are not gave us enough Ulty regen like other skills.
As of stamina fix: the problem lays in the weapons dmg and the skills dmg, and cost, not in stamina regen or pool. All stam based skills should do about 15-25% more dmg so it is competitive with the magica based skills. if something has 71dmg/sec and buff it with 10% is nuttin.
DoTs should be in the 150 range equal to a light attack or so. NB mages can do 1000dmg/sec high end melee can do 800 if everything works out perfectly. If you buff weapon skills about 20%+ it might be in the same lvl. this something to consider and test.
Also AoE is below expectations with DW, or 2H weapons.
it is off topic a little but hafta say it:
Dear developers stop nerfing DKs, Sorcs, bring the other classes to the same lvl and all problems are fixed. I'm a NB DW, Bow, and rest destro which I hate but current game play dictates to use it. We want to wield our bows and swords we are NightBlades the name say it all "blades"
and why did you guys nerfed the Ulty regen bc noobs complained about it, please do not listen to everyone
Ulty = high dmg AoE noobs gotto learn how to avoid it like turn around and run or move tails between legs and roll.
It was nuttin wrong with the Vamps either. I care less about bolt escape just gave me something so I can catch them. Talons banners? only noobs stay in there and die. However the cc break has to be fixed.
Only noobs complained about all above, simple don't stay in AOE, or fire etc ... ZoS gave you a dodge roll use it.
ZOS_JessicaFolsom wrote: »Folks, we understand that everyone would like to see changes made to their preferred armor type or weapon immediately. Voicing disappointment that what you're looking for improvements to wasn't mentioned in an update post is totally fair, but we ask that you please understand that balance changes are part of an ongoing, never-ending effort and we implement them carefully and in small steps.
We will continue to do our very best to keep you updated on what is coming, and what we're working toward.
Ragnar_Lodbrok wrote: »ZOS_JessicaFolsom wrote: »Many of you have asked what we’re doing to make skills, passives, and builds based on stamina more viable and as attractive as the magicka-based options. Below is a first look at some of the improvements we’re making to stamina-based skills and passives. As with all our balance efforts, this is an ongoing process and there will be more to come. We look forward to hearing your thoughts!
Bow: Poison Arrow
- Poison Arrow’s damage-over-time has been increased by 50% overall.
Bow: Snipe
- Snipe’s cast time will be reduced from 3 seconds to 2 seconds.
- Snipe’s maximum range will be reduced from 40 meters to 35 meters.
- Snipe’s minimum range will be reduced from 20 meters to 10 meters.
Dual Wield: Flurry
- The damage for Flurry’s final hit will be increased by 10%.
Medium Armor
- With the Wind Walker passive, medium armor will reduce stamina costs by 2% per piece equipped.
Two Handed: Cleave
- Cleave’s damage-over-time will be increased by 25% overall, and scale as the ability ranks up.
Two Handed: Uppercut
- Uppercut’s damage will be increased by 10%.
- Uppercut’s global cooldown after use will be reduced by 50%.
Nothing about fixing 1h & s? Nothing about nerfing stick and skirts? No fixes to why heavy armor is absolutely useless? You guys are useless, zenimax