There is an easy solution. Bring down ALL light armor AC value, so if you wear 7 pieces of light armor, you woun't even get half the AC cap.
Just like heavy armor should not protect you from magic like light armor does.
If a newbie lvl 10 warrior hits a Vet 12 mage in a robe, in the head with a 2H sword....the mage takes serious damage.
Just cut the AC on light armor?
Wifeaggro13 wrote: »There is an easy solution. Bring down ALL light armor AC value, so if you wear 7 pieces of light armor, you woun't even get half the AC cap.
Just like heavy armor should not protect you from magic like light armor does.
If a newbie lvl 10 warrior hits a Vet 12 mage in a robe, in the head with a 2H sword....the mage takes serious damage.
Just cut the AC on light armor?
Currently purple set v12 light will get you 1000 of the 3100 armor hard cap. Its the buffs that make give you the mitigation. So my v12 sorc in warlock seducer /7 light pops two buffs and has 2900 armor 1700 over cap spell resistance. While my v12 dk in 5 hist bark heavy/ 4 allessia heavy plus sns has 2400 armor eunning spiked 2800 and no where near the spell resistance. The game is broken sorry its that simple,you cant fix bad design concepts or devolpment teams that delusionaly think they are revolutionary in their implementation
Wifeaggro13 wrote: »There is an easy solution. Bring down ALL light armor AC value, so if you wear 7 pieces of light armor, you woun't even get half the AC cap.
Just like heavy armor should not protect you from magic like light armor does.
If a newbie lvl 10 warrior hits a Vet 12 mage in a robe, in the head with a 2H sword....the mage takes serious damage.
Just cut the AC on light armor?
Currently purple set v12 light will get you 1000 of the 3100 armor hard cap. Its the buffs that make give you the mitigation. So my v12 sorc in warlock seducer /7 light pops two buffs and has 2900 armor 1700 over cap spell resistance. While my v12 dk in 5 hist bark heavy/ 4 allessia heavy plus sns has 2400 armor eunning spiked 2800 and no where near the spell resistance. The game is broken sorry its that simple,you cant fix bad design concepts or devolpment teams that delusionaly think they are revolutionary in their implementation
Ok, and bringing down AC on ALL light armor like I said have anything to do with this....how?
Lets be extreme. Light armor have Ac 1. Then they wount hit any cap.
I am sure there is a number for this. The game is not broken. Works fine for me as tank and I dont use a single piece of light armor.
Kalann_Pander wrote: »Heavy Armor needs a %Dmg Reduction to really be worthwhile.
Changing Resolve to a 1/2/3% dmg reduction per piece of heavy armor, would make heavy armor fully worthwhile.
Also, take note that the new Constitution perk regenerates 0.15% of Max Health as Magicka & Stamina. Although insufficient to close the gap with light armor, it's better than it looks from a high HP tank's point of view.
ferzalrwb17_ESO wrote: »You either have to buff the bejeezus out of Heavy and further modify stamina reductions and regen to benefit medium and then go and rebalance everything else in the game OR wipe leaderboards, nerf Light and start again with some thoughtful redesign to Dungeon mechanics (mob/boss immunity/weakness to ranged/magic/melee requiring diverse combinations).
Putting half a braincell into dungeon design would nerf light armour as well as some actual number nerfs. Change class buffing skills to be percentages based on existing gear not raw numbers. That's always been ridiculous.
Sometimes nerfs are required. It's as simple as that. Resto/Light dps dominance is silly. It just is. Instances were not designed with any thought for diversity. It's actually not hard to envision. Fix it.
I'll ask again. Would not lower the ac on all light armor, to a value where wearing full light armor will not even reach half the cap?
Or is that not the problem?
I'll ask again. Would not lower the ac on all light armor, to a value where wearing full light armor will not even reach half the cap?
Or is that not the problem?
firstdecan wrote: »I'll ask again. Would not lower the ac on all light armor, to a value where wearing full light armor will not even reach half the cap?
Or is that not the problem?
It's not the AC value per se, that's just one piece of it. It's the whole "stick and dress" synergy that is OP (or lack of stick and dress is underpowered)
1 - You can use a magic based ability to compensate for any deficiency in armor / spell resistance
2 - Light armor reduces spell costs drastically
3 - Significant spell resistance is ignored without a comparable ability on the melee side
4 - Staff abilities let you gain significant magicka back, so you'll never run out
5 - Magicka abilities still significantly out DPS Melee \ stam based abilities.
To be honest, I don't care that "Stick and Dress" builds are powerful, I like that the option for a powerful character is available like that. I don't like the fact that you can't build a comparably powerful character with a melee based build. With the new patch, I've finally gotten my Dual Wield DK to do over 600+ DPS, but it's dependent on CC effects on the target. That means it's not effective against boss mobs which is where you really, really want the DPS.
There should be a synergy between melee weapons and armor that allows for comparable sustained DPS to the stick and dress builds. There should also be a significant advantage to wearing each type of armor. They've geared Medium armor towards high melee DPS and heavy armor towards tanking \ sustainability, they just need to make the advantages of those armors and the synergies with those armors comparable to the "stick and dress" builds.
I don't think light needs penalties, but a little bit extra for heavy armour would be good
I'll ask again. Would not lower the ac on all light armor, to a value where wearing full light armor will not even reach half the cap?
Or is that not the problem?
AC isnt the problem, or at least not the solution because armor and spell resist only have a minor effect on damage in ESO.
What heavy armor needs is, as stated before, some damage reduction to make it worthwhile for a tank to wear.
The new magicka and stamina regen perk looks like a good idea tho.
They need to make light armour extremely vulnerable to bow and melee weapons. Heavy bonus damage
Immovable needs to be heavy armour only
Variable softcaps are needed
Soft cap of heavy armour needs to be much higher.
Soft cap of light needs to be much lower
Rumor has it that heavy armor will be changed so that it reduces the cost of both magicka and stamina abilties but not as much as light and medium respectively.