khele23eb17_ESO wrote: »Wait... what did they do to medium armor that was such a DRASTIC buff?
khele23eb17_ESO wrote: »Wait... what did they do to medium armor that was such a DRASTIC buff?
mousekime111rwb17_ESO wrote: »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
mike.gaziotisb16_ESO wrote: »mousekime111rwb17_ESO wrote: »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
A small amount of cost reduction was added to one of the passives.khele23eb17_ESO wrote: »Wait... what did they do to medium armor that was such a DRASTIC buff?
khele23eb17_ESO wrote: »Wait... what did they do to medium armor that was such a DRASTIC buff?
woodlandwoodsb14_ESO wrote: »Making the Immovable skill exclusive to Heavy Armor users would be a good start.
woodlandwoodsb14_ESO 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.