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Buff to Heavy Armor was a good start, but it is still inferior to Light

david.haypreub18_ESO
david.haypreub18_ESO
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I appreciate the buff to heavy armor; it was a good start. However, it is still inferior to light. The problem IMHO is the numbers: they are just too high for light. 21% cost reduction for light, 28 mana regen, 56 spell resistance and ignoring 42 percent of resistance are just too high for light, if they are to be rivalled by getting .015 magicka and stamina back for Heavy.

I personally think you are on the right track, and that you don't need to add any more new skills. But the numbers do need to be adjusted, because they still favor light (especially light's 21% cost reduction, which is simply too good to pass up).
Edited by david.haypreub18_ESO on August 8, 2014 5:15PM
Templars are 'just slower... by design'
Yes, Gina actually said that (at least regarding Rushed Ceremony) right here:
http://forums.elderscrollsonline.com/en/discussion/161959/templar-skills-bugged-made-useless-ignored/p24
VR 16 Templar (retired until Templars get fixed)
VR 16 Sorcerer
38 Nightblade
24 DK
  • Kalann_Pander
    Kalann_Pander
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    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.
    Opinions are like buttholes : Everybody has one, and they usually stink.

    3 things to reduce stamina/magicka imbalance :
    - Use magicka to block abilities costing magicka, instead of stamina.
    - Add % damage reduction to heavy armor.
    - Add block penetration to 2H.
  • ThoradinBloodfire
    ThoradinBloodfire
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    Maybe we should start armor shaming people into light. Stop being heavy!!

    i kidd, i kidd
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  • jrgray93
    jrgray93
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    Maybe light armor needs to be knocked down a notch, but not until after things like destro-spampires are looked into. I'd rather they buff up heavy than nerf down light for the time being.
    Edited by jrgray93 on August 8, 2014 7:17PM
    EP: Slania Isara : Harambe Was an Inside Job
  • Thechemicals
    Thechemicals
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    I still like my armor like i like my women, Heavy.

    Vr14 Templar since release- dual resto
    Vr14 Dk bow/2h

    Brayan Blackthunder
    Goddick
    Daggerfall Covenant

  • jdandrews108b14_ESO
    I would love to see a system where the player can order the buffs they get from armor.

    The regen passives for each (light gives magicka, medium stam, and heavy health) could be "placed" into which ever armor type you feel should benefit from the most.

    So as it stands, light armor provides a 4% magicka regen boost per piece equipped.
    Being able to change this over to heavy armor instead (albeit with a reduced effect) would be awesome. Maybe it instead grants a 2% regen on heavy and a 3% regen on medium.

    This way players are able to swap out for the resource they use most, but will still be using somewhat sub-par equipment as they would get a larger benefit from having it on Light armor.
  • Cogo
    Cogo
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    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?
    Oghur Hatemachine, Guild leader of The Nephilim - EU Megaserver
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  • Wifeaggro13
    Wifeaggro13
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    Cogo 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 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 running 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
    Edited by Wifeaggro13 on August 8, 2014 9:42PM
  • Cogo
    Cogo
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    Cogo 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.
    Oghur Hatemachine, Guild leader of The Nephilim - EU Megaserver
    Orc Weapon Specialist and Warchief of the Ebonheart Pact - Trueflame Cyrodiil War Campaign
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    -Voltaire

    "My build? Improvise, overcome and adapt!"
  • Wifeaggro13
    Wifeaggro13
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    Cogo wrote: »
    Cogo 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.

    Sure i tank with my orc dk. But why? I have as much mitigatio, more crit,more spell res,more magica, and more damage with light armor. Ive tanked everything in game with both chrs. When im pulling 2k aoe while tanking and 700 ST while having as much hit points and better survivability. Its obvious which chr i need to use. The concepts are broken and imbalanced if you look at it logicaly. Then again top dps uses a resto staff lol so lets not talk logic Eso is lacking it
  • Nox_Aeterna
    Nox_Aeterna
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    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.

    Would be nice to see this.

    In my opinion they should make heavy more wanted when it comes to tanking STILL i do believe light should remain able to tank also , just be worse than heavy to a point.

    The whole concept of the game is , play how you want it , so this should remain an option.
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  • Harnesh
    Harnesh
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    This sugestion really only helps in PvP but if the Impenetrable trait scaled so on heavy it was worth x then diminish for medium/light that would give a little more incentive to wear heavy.
  • Inversus
    Inversus
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    I don't think light needs penalties, but a little bit extra for heavy armour would be good
    VR14 EH Sorc
    VR1 AD NB Crafter
  • ferzalrwb17_ESO
    ferzalrwb17_ESO
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    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.
  • Wifeaggro13
    Wifeaggro13
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    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.

    Harsh but true and i agree though my opinions are not the popular ones with the fanboi's
  • Cogo
    Cogo
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    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?
    Oghur Hatemachine, Guild leader of The Nephilim - EU Megaserver
    Orc Weapon Specialist and Warchief of the Ebonheart Pact - Trueflame Cyrodiil War Campaign
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    -Voltaire

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  • Amerigo
    Amerigo
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    Cogo 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?

    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.
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  • RedTalon
    RedTalon
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    They could always have anyone in light take double damage from any melee style attack or getting hit with siege weapons.
    Edited by RedTalon on August 10, 2014 8:39AM
  • demonlkojipub19_ESO
    demonlkojipub19_ESO
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    I think only a nerf to light armor is going to really fix anything. For both medium and light armor, they should adjust the max cost reductions of abilites to 7%, and for light armor the spell pen needs to drop significantly as well, and probably not even be a % but instead a set number per piece of light armor equipped.

    Then they should go to every ability and simply drop their costs by about 15%, while removing the cost reduction traits out of any weapon or skill line with a cost reduction (except sorcerer).
  • firstdecan
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    Cogo 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.
  • phaneub17_ESO
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    Giving Resolve bonus damage reduction is a good idea, at soft cap you're already at 30% damage reduction and hard cap is 50%. Bonus damage reduction will help out getting to and over those limitations. Bracing needs to also provide 10% / 20% resistance to effects that knock down, knock back, and disorients if wearing more than 5pc Heavy Armor. Last of all Rapid Mending not only increases healing received, but also grant scaling health recovery.
  • Cogo
    Cogo
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    firstdecan wrote: »
    Cogo 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.

    Alright, but I see no problem in that. This is ESO, you choose your build. If you want to tank in light armor and use spells for protection thats your choice and should work if you are good at it.

    I did not know that AC didnt have much impact. I do know that when my gear breaks more and more, and I loose ac, I DO take much more damage in Vet dungeons. I wear 5 heavy and 2 medium.

    Please remember that heavy armor isnt for tanking. Heavy armor is for best protection from normal attacks + hp.

    The ability to have constant magika with light armor I did not know. That cant be right? (I believe you).

    If its true that anyone can chaincast spells and not run out of mana.....then thats an obvious flaw to fix.

    I still think lower AC on all light armor would be one step in the right direction.
    Oghur Hatemachine, Guild leader of The Nephilim - EU Megaserver
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  • AlexDougherty
    AlexDougherty
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    Inversus wrote: »
    I don't think light needs penalties, but a little bit extra for heavy armour would be good

    Agreed, I play both Light and Heavy, and the problem isn't the Light, they need to fix the Heavy, perhaps the Damage Reduction @Kalann_Pander suggested.

    Mind you if they fix the Heavy, then the next step would probably be to buff the Mobs, and Light Armour still gets stuffed.
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  • jamie.goddenrwb17_ESO
    + dmg mitigation if you have a taunt ability slotted, + weap damage/crit if you don't.

    Or something along those lines, not those specifically. Then melee dps can get some use out of it too :)
    Edited by jamie.goddenrwb17_ESO on August 10, 2014 2:23PM
    I can has typing!
  • Wifeaggro13
    Wifeaggro13
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    Amerigo wrote: »
    Cogo 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?

    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.

    I dont know which game your playing but for tanking Spell resist makes a huge difference when getting projectiles thrown at you ever half a second. at least in VR PVE 4 mans. Light armor is superior for tanking VR group content.
  • semp3rfi
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    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
  • Baphomet
    Baphomet
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    Heavy armor should give some flat damage mitigation and increase damage of melee attacks more than it does. 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.
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  • Wifeaggro13
    Wifeaggro13
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    semp3rfi wrote: »
    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

    Agreed , but immovable is situational . The real problem is class buffs. My sorc tank can be 1400 over cap on both spell resist and armor in light . While my heavy dk can be 900 over armor in heavy. Zos did a horrible job balancing and testing pre launch and even worse job balancing and fixing post launch. Had they addressed this earlier diverted the content push to the balance of melee and tank builds. Retention would been 20%more. Bad decisions all the way around such potential wasted on a poor post launch management
  • david.haypreub18_ESO
    david.haypreub18_ESO
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    Baphomet wrote: »
    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.

    That would be very good.
    Templars are 'just slower... by design'
    Yes, Gina actually said that (at least regarding Rushed Ceremony) right here:
    http://forums.elderscrollsonline.com/en/discussion/161959/templar-skills-bugged-made-useless-ignored/p24
    VR 16 Templar (retired until Templars get fixed)
    VR 16 Sorcerer
    38 Nightblade
    24 DK
  • Cody
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    if they wont change anything else they need to let heavy armor users penetrate some armor, like LA users penetrate spell resistance. also make armor abilities require 5/7 pieces to use. would make heavy armor far more incentive.
    Edited by Cody on August 10, 2014 9:46PM
  • Mendoze
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    I think 5 piece requirement for armor specific skills would be a nice boost for heavy armor. Currently immovable is probably the only armor skill anybody uses, and if it was heavy armor only, that alone would make heavy armor more viable option....at least in PVP.
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