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Do Armor and "Skill Fuel (What powers your skills)" Needs "Rebalancing"

Malpherian
Malpherian
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I ahve been reading a lot lately about the imablance between the Armors, and specifically the class skills. It seems that ZOS decided to go with:

1.) Weapon traits costing stamina. (Across All Weapons (Except Staves))
2.) Class Skills Costing Magicka. (Across all classes)

The problem with this seems to be where Armor is concerned, As the only armor which becomes beneficial for the above layout is of course, Light Armor. This essentially makes Medium and Heavy armor useless, and obsolete "At higher Levels", since the majority of skills you use on your bar are generally always 80% Class skills, making Light Armor the obvious choice, even for a tank and Nightblade.

Some suggestions for fixing this have been:

1.) Retune Class traits which are obviously NOT spells, to use Stamina or Health instead of magicka. (DK's Skills will use Health, Stamina, and Magicka) (NightBlade will use Stamina and Magicka)

2.) Give heavy and Medium armors: to give stamina bonuses, and Heavy armors to give Health Bonuses (To ensure that players will be more likely use Heavy armor as a DK/Nightblade because of the health/stam bonuses and regen, since their skills will be costing it).

3.) Other Suggestions
Edited by Malpherian on July 6, 2014 6:58PM

Do Armor and "Skill Fuel (What powers your skills)" Needs "Rebalancing" 9 votes

Yes - This is a serious Issue and Needs rebalancing.
66%
MalpherianOberonKorprokMud_PuppyAeratusNemorosuss 6 votes
No - It is fine like it is
22%
JessieColtKalann_Pander 2 votes
Other - Read Comment
11%
LtCrunch 1 vote
  • LtCrunch
    LtCrunch
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    Other - Read Comment
    They don't need to reinvent the wheel here. Magicka vs stamina active abilities just need tweaked. Magicka abilities need to be either toned down or have their costs upped. Stamina abilities need their cost reduced or their damage increased. They also need to tweak how much stamina things like blocking, dodging, CC break, sprinting and sneaking cost.

    Heavy armor should get some big cost reductions when it comes to blocking and CC break scaled on amount of pieces being worn. They should also change the "resolve" passive to give a flat damage reduction vs all incoming types of damage based on amount of pieces being worn instead of what it is now. Which is subject to softcap diminishing returns.

    Medium armor should get some bigger cost reduction for using weapon abilities, again scaled on amount of pieces being worn. Then even bigger cost reduction to sneaking, dodging and sprinting based on amount of pieces worn.

    Pair all of this up and everything is on a much, much more even playing field.

    NerdSauce Gaming
    Laughs-At-Wounds - Sap tanking since 03/30/14
    ßrandalf - Light armor tanking since 03/03/15
    Brandalf Beer-Belly - Tanking drunk since 12/30/16


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