stuff
I know I keep saying the same thing I'm going to say here, but it's what I think so might as well:
Light armor: Git rid of the light armor passive for spell penetration. No other armor has spell or armor penetration, it makes light armor the most useful out of the three despite whatever is done to the other two. (Add something else in its place obviously).
Medium Armor: Aside from the changes already made, double the cost reduction for cc break, dodge rolling, etc. That will make up for having to use the same bar for those actions and for powers.
Heavy Armor: Add a passive that gives 1% damage mitigation per heavy piece of armor worn (probably the highest passive).
IMO that right there would go a long way to balancing the three armors. If they adjusted a couple other things in magicka builds (make staves use stamina like all other weapons, RP reason is you are using your own energy to trigger staff's magic instead of using your own magicka) - then that right there would also balance the whole "everyone using staves" issue.
I know I keep saying the same thing I'm going to say here, but it's what I think so might as well:
Light armor: Git rid of the light armor passive for spell penetration. No other armor has spell or armor penetration, it makes light armor the most useful out of the three despite whatever is done to the other two. (Add something else in its place obviously).
Medium Armor: Aside from the changes already made, double the cost reduction for cc break, dodge rolling, etc. That will make up for having to use the same bar for those actions and for powers.
Heavy Armor: Add a passive that gives 1% damage mitigation per heavy piece of armor worn (probably the highest passive).
IMO that right there would go a long way to balancing the three armors. If they adjusted a couple other things in magicka builds (make staves use stamina like all other weapons, RP reason is you are using your own energy to trigger staff's magic instead of using your own magicka) - then that right there would also balance the whole "everyone using staves" issue.
I dig it.
stuff
but what i mean is once they are on par with eachother allow them to share passives, by that i mean... well heres an example
Light armor, gives all these shiny magicka based boosts but no stamina or tanking type buffs, add the effect of Medium armors passives and heavy armors passives into this armors passive skill line but at 50% output so light armor is still best at it but now light armor wearers can strive to be alittle tanky or alittle more stamina based.
same goes for medium with the other 2 and heavy with the others. this allows variety without imbalance as someone focused into pure 7/7 medium armor with stamina focused damage will out perform a 5 light and 2 medium stamina based user but not completely 100% out plays it but just around 40%
I know I keep saying the same thing I'm going to say here, but it's what I think so might as well:
Light armor: Git rid of the light armor passive for spell penetration. No other armor has spell or armor penetration, it makes light armor the most useful out of the three despite whatever is done to the other two. (Add something else in its place obviously).
Medium Armor: Aside from the changes already made, double the cost reduction for cc break, dodge rolling, etc. That will make up for having to use the same bar for those actions and for powers.
Heavy Armor: Add a passive that gives 1% damage mitigation per heavy piece of armor worn (probably the highest passive).
IMO that right there would go a long way to balancing the three armors. If they adjusted a couple other things in magicka builds (make staves use stamina like all other weapons, RP reason is you are using your own energy to trigger staff's magic instead of using your own magicka) - then that right there would also balance the whole "everyone using staves" issue.
I dig it.
btw making staff lines use stamina would kill how they perform, as well as ruin a large portion of light armor usage
staffs scale on magicka, the passives are related to magicka, making the abilities cost stamina would leave you with high cost stamina abilities with no natural skill based reductions, also have you forgotten they would also not benifit at being able to roll or block since that would burn their prime damaging resource to boot?I know I keep saying the same thing I'm going to say here, but it's what I think so might as well:
Light armor: Git rid of the light armor passive for spell penetration. No other armor has spell or armor penetration, it makes light armor the most useful out of the three despite whatever is done to the other two. (Add something else in its place obviously).
Medium Armor: Aside from the changes already made, double the cost reduction for cc break, dodge rolling, etc. That will make up for having to use the same bar for those actions and for powers.
Heavy Armor: Add a passive that gives 1% damage mitigation per heavy piece of armor worn (probably the highest passive).
IMO that right there would go a long way to balancing the three armors. If they adjusted a couple other things in magicka builds (make staves use stamina like all other weapons, RP reason is you are using your own energy to trigger staff's magic instead of using your own magicka) - then that right there would also balance the whole "everyone using staves" issue.
I dig it.
btw making staff lines use stamina would kill how they perform, as well as ruin a large portion of light armor usage
That's the point. Though it wouldn't "Kill" how they perform, it would make them equal to every other weapon in the game.
staffs scale on magicka, the passives are related to magicka, making the abilities cost stamina would leave you with high cost stamina abilities with no natural skill based reductions, also have you forgotten they would also not benifit at being able to roll or block since that would burn their prime damaging resource to boot?I know I keep saying the same thing I'm going to say here, but it's what I think so might as well:
Light armor: Git rid of the light armor passive for spell penetration. No other armor has spell or armor penetration, it makes light armor the most useful out of the three despite whatever is done to the other two. (Add something else in its place obviously).
Medium Armor: Aside from the changes already made, double the cost reduction for cc break, dodge rolling, etc. That will make up for having to use the same bar for those actions and for powers.
Heavy Armor: Add a passive that gives 1% damage mitigation per heavy piece of armor worn (probably the highest passive).
IMO that right there would go a long way to balancing the three armors. If they adjusted a couple other things in magicka builds (make staves use stamina like all other weapons, RP reason is you are using your own energy to trigger staff's magic instead of using your own magicka) - then that right there would also balance the whole "everyone using staves" issue.
I dig it.
btw making staff lines use stamina would kill how they perform, as well as ruin a large portion of light armor usage
That's the point. Though it wouldn't "Kill" how they perform, it would make them equal to every other weapon in the game.
healing with no stamina then needing to roll doesnt sound like fun
stuff
but what i mean is once they are on par with eachother allow them to share passives, by that i mean... well heres an example
Light armor, gives all these shiny magicka based boosts but no stamina or tanking type buffs, add the effect of Medium armors passives and heavy armors passives into this armors passive skill line but at 50% output so light armor is still best at it but now light armor wearers can strive to be alittle tanky or alittle more stamina based.
same goes for medium with the other 2 and heavy with the others. this allows variety without imbalance as someone focused into pure 7/7 medium armor with stamina focused damage will out perform a 5 light and 2 medium stamina based user but not completely 100% out plays it but just around 40%
Yeah, I know what you are saying, just don't agree with it. I think the armor styles should be different as they are and force players to mix and match if they want a little of each.
rob.shzaub17_ESO wrote: »Heavy Armor needs to have the hard and soft caps removed. I think that would make a HUGE difference. My blacksmith has had capped AC the entire game, and still takes the same damage as my medium or light dude who are capped. Heavy armor should always take less damage if capped imho.
less then that even, atleast currently stamina based weapons have synergy with the passives, even if the skills themselves are under performing due to fail scalingstaffs scale on magicka, the passives are related to magicka, making the abilities cost stamina would leave you with high cost stamina abilities with no natural skill based reductions, also have you forgotten they would also not benifit at being able to roll or block since that would burn their prime damaging resource to boot?I know I keep saying the same thing I'm going to say here, but it's what I think so might as well:
Light armor: Git rid of the light armor passive for spell penetration. No other armor has spell or armor penetration, it makes light armor the most useful out of the three despite whatever is done to the other two. (Add something else in its place obviously).
Medium Armor: Aside from the changes already made, double the cost reduction for cc break, dodge rolling, etc. That will make up for having to use the same bar for those actions and for powers.
Heavy Armor: Add a passive that gives 1% damage mitigation per heavy piece of armor worn (probably the highest passive).
IMO that right there would go a long way to balancing the three armors. If they adjusted a couple other things in magicka builds (make staves use stamina like all other weapons, RP reason is you are using your own energy to trigger staff's magic instead of using your own magicka) - then that right there would also balance the whole "everyone using staves" issue.
I dig it.
btw making staff lines use stamina would kill how they perform, as well as ruin a large portion of light armor usage
That's the point. Though it wouldn't "Kill" how they perform, it would make them equal to every other weapon in the game.
healing with no stamina then needing to roll doesnt sound like fun
So... they would have the same problem as a user of every other weapon type in the game?
less then that even, atleast currently stamina based weapons have synergy with the passives, even if the skills themselves are under performing due to fail scalingstaffs scale on magicka, the passives are related to magicka, making the abilities cost stamina would leave you with high cost stamina abilities with no natural skill based reductions, also have you forgotten they would also not benifit at being able to roll or block since that would burn their prime damaging resource to boot?I know I keep saying the same thing I'm going to say here, but it's what I think so might as well:
Light armor: Git rid of the light armor passive for spell penetration. No other armor has spell or armor penetration, it makes light armor the most useful out of the three despite whatever is done to the other two. (Add something else in its place obviously).
Medium Armor: Aside from the changes already made, double the cost reduction for cc break, dodge rolling, etc. That will make up for having to use the same bar for those actions and for powers.
Heavy Armor: Add a passive that gives 1% damage mitigation per heavy piece of armor worn (probably the highest passive).
IMO that right there would go a long way to balancing the three armors. If they adjusted a couple other things in magicka builds (make staves use stamina like all other weapons, RP reason is you are using your own energy to trigger staff's magic instead of using your own magicka) - then that right there would also balance the whole "everyone using staves" issue.
I dig it.
btw making staff lines use stamina would kill how they perform, as well as ruin a large portion of light armor usage
That's the point. Though it wouldn't "Kill" how they perform, it would make them equal to every other weapon in the game.
healing with no stamina then needing to roll doesnt sound like fun
So... they would have the same problem as a user of every other weapon type in the game?
stuff
but what i mean is once they are on par with eachother allow them to share passives, by that i mean... well heres an example
Light armor, gives all these shiny magicka based boosts but no stamina or tanking type buffs, add the effect of Medium armors passives and heavy armors passives into this armors passive skill line but at 50% output so light armor is still best at it but now light armor wearers can strive to be alittle tanky or alittle more stamina based.
same goes for medium with the other 2 and heavy with the others. this allows variety without imbalance as someone focused into pure 7/7 medium armor with stamina focused damage will out perform a 5 light and 2 medium stamina based user but not completely 100% out plays it but just around 40%
Yeah, I know what you are saying, just don't agree with it. I think the armor styles should be different as they are and force players to mix and match if they want a little of each.
the point of this suggestion is mixing and matching still matters, but you wont be punished as hard. by no means is it a replacement for wearing propper armor for jobs, but it allows more variety. keep some armor specific passive perks like the stealth bonus locked to their appropriate armor if you must then you have a reason to mix and match but also a reason to focus a specific line for bonuses
I'd like to see something like this:
-Remove Spell Resistance from Light Armour and put it into Heavy Armour.
Defensive stats, spell resist included, should belong to the defensive armour type. Giving the best spell offensive and defensive passives to the same armour type has an obvious result.
-Give Heavy Armour increased Ultimate gain per piece or Ultimate reduction.
I think this would make people think twice whether or not to equip a few Heavy pieces.
-Increased cost reduction for Blocking in the Heavy Armour passives.
Blocking shouldn't consume so much Stamina if using the proper armour, imo. That way you have more room for dodge rolls & CC break, which is a key part of a tank.
-Remove the weapon damage from "Juggernaut" (Heavy) passive into some kind of Health/Stamina/Magicka leech per block or light/heavy attack.
I always felt this passive was out of place. Doesn't really add anything to defensiveness, while resource management is still a big downside of using Heavy Armour. This might solve it a bit.
-Increase Dodge Chance per piece of Medium Armour.
This would give a little room for builds like a Dodging Tank, and give a little extra incentive of survivability for Medium Armour users.
My 2cents.