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Now that you've DRASTICALLY aided medium armor, some ideas for heavy.

mousekime111rwb17_ESO
passive one: Resolve - 1 - 2 - 3% damage reduction per heavy armor piece worn

passive two: constitution, reduces stamina cost of melee abilities depending on how high hp you currently have and increases hp regen by the current amount, (1.5%/3% cost reduction per piece of heavy armor @ 100%)

passive three: Juggernaut, 5%/10% the armor rating of equipped heavy armor is added to the initial damage of NON CRITICAL melee hits (added before any other damage calculations) (half effect on light basic attacks)

Passive four bracing: Reduces cost of blocking by 10/20% when a full set of heavy armor is worn (same as is)

Passive five, rapid mending: Increased healing received by .5/1% per piece of heavy armor worn (same as is)

I feel this will give a much nicer feel to heavy armor as damage reduction is universally better than bonus armor making my suggestion give more tankiness than the current passive.

As for the damage side of things, I opted for diminishing with health stamina cost reduction so that it's still weaker than the medium armor equivalent but still offering at least SOMETHING to help heavy armor users stay relevant and figured that the change to the juggernaut passive would offer a REAL alternative to using crits for damage
  • AlexDougherty
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    I personally like the idea that Heavy Armour gives spell resistance. I like most of these passives, but I would change the second passive to spell resistance. But that's just personal taste.
    People believe what they either want to be true or what they are afraid is true!
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  • jamie.goddenrwb17_ESO
    Love it, you're allowing for tanks and melee dps in heavy and separating the crit heavy dps in medium from more sustained but consistent damage of heavy.
    I can has typing!
  • khele23eb17_ESO
    khele23eb17_ESO
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    Wait... what did they do to medium armor that was such a DRASTIC buff?
    P2P offered you 'hell yeah!' moments. F2P offers you 'thank god its over' moments.
  • AlexDougherty
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    Wait... what did they do to medium armor that was such a DRASTIC buff?

    Not sure, but fixing the passives so they work would qualify.
    People believe what they either want to be true or what they are afraid is true!
    Wizard's first rule
    Passion rules reason
    Wizard's third rule
    Mind what people Do, not what they say, for actions betray a lie.
    Wizard's fifth rule
    Willfully turning aside from the truth is treason to one's self
    Wizard's tenth rule
  • Akhratos
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    Wait... what did they do to medium armor that was such a DRASTIC buff?

    Medium had always half-way competent passives compared to light except for stamina cost reduction (wich they added). I play a medium armor NB and the problem now they added the cost reduction is not in the armor passives, but in the stamina mechanics this game use (pool used for everything, garbage damage in most skills, no ultimates, 1 single aoe if you are a stamina user using dw/2h while magick classes can simply use 48754 different magicka based aoes..).

    Heavy has right now the worst passives by far imho. Own copypaste from other thread.

    - Bracing 20% block cost reduction VS 28% ALL MAGICKA cost reduction. Seems a bit unfair, doesnt it?

    - Rapid Mending 1%/piece extra heal income. So 7% extra heal at best. Id say this is pure garbage. Even more in a game where there are no big raw heals but hot stacking. Not fit for a 5th armor passive imho.

    - Juggernaut, 1%/piece extra WEAPON DAMAGE only for MELEE ATTACKS. It only increases weapon damage, wich is only a part of the total damage stamina skills and melee/ranged swings do.

    So a 7% increase in weapon damage, while it represents only a 40% of the total damage a melee swing and stamina skill does (simple figure), would mean 0.07*0.4=0,028. A 2,8% damage boost only for melee swings. Garbage passive again.

    - Constitution. 4%/p Health Regen bonus vs 4%/p Stamina Regen & 2%/p STA cost reduction. Deja vú. Seems heavy armor is the slow cousin of the family. The buff that the devs gave to this medium armor passive is ludicrous. Garbage passive again.

    - Resolve. I think most of tanks dont need so many armor % modifiers. Everybody can get a stupid 1000 armor bonus simply using Bone Armor. What about a critical damage resistance (-x% crit damage received)? Not fit for the slow cousing I guess.


    Right now heavy is far from being the best tanking choice, even more during VR1-10 zones and the allmighty 90% armpen trashmobs, and dps oriented is just incredibly lackluster (but for some people it seems heavy armor should not fit any dps role...). All of the passives are pure garbage compared to their light/medium counterparts.

    Why should wearing a robe make you stronger against a fireball?
    Edited by Akhratos on July 8, 2014 11:16AM
  • GTech_1
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    This is already being discussed on the PTS forums. Has been for a while now, actually. I would like to invite you all to come check out my thread on the topic.

    forums.elderscrollsonline.com/discussion/115908/skill-change-request-s-heavy-armor-skill-tree
  • Crowzer
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    Immovablen what else ?
    Edited by Crowzer on July 8, 2014 12:28PM
  • Maverick827
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    Heavy needs to help magicka in some way for it to ever be viable.

    Honestly, they should just reduce the cost of all magic spells by 28% and remove that passive from light armor.
  • Maulkin
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    passive one: Resolve - 1 - 2 - 3% damage reduction per heavy armor piece worn

    passive two: constitution, reduces stamina cost of melee abilities depending on how high hp you currently have and increases hp regen by the current amount, (1.5%/3% cost reduction per piece of heavy armor @ 100%)

    passive three: Juggernaut, 5%/10% the armor rating of equipped heavy armor is added to the initial damage of NON CRITICAL melee hits (added before any other damage calculations) (half effect on light basic attacks)

    Passive four bracing: Reduces cost of blocking by 10/20% when a full set of heavy armor is worn (same as is)

    Passive five, rapid mending: Increased healing received by .5/1% per piece of heavy armor worn (same as is)

    I feel this will give a much nicer feel to heavy armor as damage reduction is universally better than bonus armor making my suggestion give more tankiness than the current passive.

    As for the damage side of things, I opted for diminishing with health stamina cost reduction so that it's still weaker than the medium armor equivalent but still offering at least SOMETHING to help heavy armor users stay relevant and figured that the change to the juggernaut passive would offer a REAL alternative to using crits for damage

    Mate, I don't mean to sound harsh but some of the ideas are not well thought out at all. I will elaborate.

    Resolve - It's fine as it is and your suggestion would make heavy armour OP. Lemme explain: 3% damage reduction per item means wearing a 5-piece heavy PvP set you get 15% + 5% = 20% less damage taken from players. Add the 20% from player AoE as well and you character would ignore 40% of impulse damage before mitigation. That's way too much and will cause huge imbalance in Cyrodiil

    Constitution - You need to remember you also have stamina cost reduction from the weapons lines. So any improvement from the armour would have to be marginal. I think 1%/2% like wind walker is more than enough

    Juggernaut - 10% of 1500 armour is 150 and half of that (for light attacks) is 75. If a DKs Flame Whip does normally around ~400HP dmg adding 150 on top would push it to 550. Also you can animation cancel light attacks with all instant cast melee abilities. So if you have a 2H Sword with 150 rating, that's 150+75 = 225. You can animation cancel that with the Whip for an instant cast damage of 225 + 550 = 775 before crits. That's way way too much.

    I would like to see the same reduction added to Wind Walker to be added to Constitution and if the increase from Juggernaut affected both Weapon and Spell Damage for melee attacks (weapons or class skills) that would be brilliant.

    I would wear heavy armour tomorrow if that were the case
    Edited by Maulkin on July 8, 2014 12:54PM
    EU | PC | AD
  • Nysticc
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    What I would also like to see is armor skills requiring you to wear a minimum of five pieces before you can use them. Wearing a dress and being able to use a skill meant for heavy players just doesn't make sense to me..
  • mousekime111rwb17_ESO
    passive one: Resolve - 1 - 2 - 3% damage reduction per heavy armor piece worn

    passive two: constitution, reduces stamina cost of melee abilities depending on how high hp you currently have and increases hp regen by the current amount, (1.5%/3% cost reduction per piece of heavy armor @ 100%)

    passive three: Juggernaut, 5%/10% the armor rating of equipped heavy armor is added to the initial damage of NON CRITICAL melee hits (added before any other damage calculations) (half effect on light basic attacks)

    Passive four bracing: Reduces cost of blocking by 10/20% when a full set of heavy armor is worn (same as is)

    Passive five, rapid mending: Increased healing received by .5/1% per piece of heavy armor worn (same as is)

    I feel this will give a much nicer feel to heavy armor as damage reduction is universally better than bonus armor making my suggestion give more tankiness than the current passive.

    As for the damage side of things, I opted for diminishing with health stamina cost reduction so that it's still weaker than the medium armor equivalent but still offering at least SOMETHING to help heavy armor users stay relevant and figured that the change to the juggernaut passive would offer a REAL alternative to using crits for damage

    Mate, I don't mean to sound harsh but some of the ideas are not well thought out at all. I will elaborate.

    Resolve - It's fine as it is and your suggestion would make heavy armour OP. Lemme explain: 3% damage reduction per item means wearing a 5-piece heavy PvP set you get 15% + 5% = 20% less damage taken from players. Add the 20% from player AoE as well and you character would ignore 40% of impulse damage before mitigation. That's way too much and will cause huge imbalance in Cyrodiil

    Constitution - You need to remember you also have stamina cost reduction from the weapons lines. So any improvement from the armour would have to be marginal. I think 1%/2% like wind walker is more than enough

    Juggernaut - 10% of 1500 armour is 150 and half of that (for light attacks) is 75. If a DKs Flame Whip does normally around ~400HP dmg adding 150 on top would push it to 550. Also you can animation cancel light attacks with all instant cast melee abilities. So if you have a 2H Sword with 150 rating, that's 150+75 = 225. You can animation cancel that with the Whip for an instant cast damage of 225 + 550 = 775 before crits. That's way way too much.

    I would like to see the same reduction added to Wind Walker to be added to Constitution and if the increase from Juggernaut affected both Weapon and Spell Damage for melee attacks (weapons or class skills) that would be brilliant.

    I would wear heavy armour tomorrow if that were the case

    so a few things, on the damage reduction, make it scale from different sources with diminishing returns, 20% from one source leaves it at 80% damage taken, 20% from another leaves it at 64% damage taken, not 60%. I don't see a problem with a tank not dieing instantly to a spell that's designed to either take out lots of weak enemies or be used once for it's total health debuff and then have single target abilities used after.

    On armor instead of straight DR: weakness to elements, light armor passives, mark target, crushing glyphs, pvp passive penetration - 2.5k armor and spell resist (the hard cap) gets reduced to ~ 200 - 300 really quite easily, flat DR would be required to be tanky in this situation.

    Yeah i got my numbers wrong on constitution, my bad I'll let that one slide.

    as for juggernaut, i specified NON- critical hits, I don't see a problem with sacrificing 21% crit chance on flame whip to have it hit ~ 20% harder normally, hell maybe I'll even update it to suggest that every consecutive non critical gains an additional 10% of this bonus damage up to a cap of 50% extra, to really encourage a 0% critical chance build (making an option to disable the pvp bonuses of course)
  • zScars
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    no
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  • Arsenic_Touch
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    Are you trying to be funny? Drastically aided? HAHA.
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  • Oberon
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    Wait... what did they do to medium armor that was such a DRASTIC buff?
    A small amount of cost reduction was added to one of the passives.

    It was far from drastic--a minor change really--going light + staff still vastly outperforms stamina builds.

    Medium armor remains terrible. Heavy is worse. Light's the only intelligent choice unfortunately.
  • Wifeaggro13
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    Wait... what did they do to medium armor that was such a DRASTIC buff?

    Nothing absloutely nothing
  • woodlandwoodsb14_ESO
    Making the Immovable skill exclusive to Heavy Armor users would be a good start.
  • Samadhi
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    Making the Immovable skill exclusive to Heavy Armor users would be a good start.

    Make it so it requires 5 equipped pieces to be activated, to inhibit people who would try to wear just 1 piece to still use it.
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  • mousekime111rwb17_ESO
    it's funny that people are struggling to comprehend the difference that 14% cost reduction has made. A nightblade duel wield build can have up to 75% weapon critical constantly - boosting to 100% with potions. Apply dots and use blinding flurry with basic attacks in between can sustain 750 dps at vr10 - now without ever having to worry about running out of stamina in a long boss fight in group content if you use potions. There used to be downtime of 0 stamina available, now there isn't
  • mousekime111rwb17_ESO
    Samadhi wrote: »
    Making the Immovable skill exclusive to Heavy Armor users would be a good start.

    Make it so it requires 5 equipped pieces to be activated, to inhibit people who would try to wear just 1 piece to still use it.

    this only suffices to nerf the other armor trees, not buff heavy armor - while it's a needed change it's not going to make heavy armor any more viable.
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