Maverick827 wrote: »Medium doesn't have as high of a cost reduction because most (all?) of the stamina weapon lines have passives that already reduce the cost of abilities.
Nerfing something that works how it should by reducing its potency instead of correcting the problems in the other sets is lazy "fixing" and actually doesn't fix anything. It doesn't make you have more fun but it makes others have less fun. A good fix is one that doesn't cause Light Armor users to have less fun but instead makes the other choices more fun.
david.haypreub18_ESO wrote: »Also, I think you need to consider which weapon lines actually have cost reductions, and how much they give. 1-Handed and shield can only get 10% reduction maximum. Destro and Resto staff don't have any passives that reduce cost.
Again, this is part of the sticks and skirts problem:
--A light armor user can put 3 skill points into a passive and get a 21% cost reduction on all class skills and all staff skills.
--A heavy armor user has to put 2 points into each weapon line (say 4 points total) and still can't get any reduction on class skills.
In short, the heavy armor user has to spend more points for dramatically less of an advantage (given that class skills are more numerous, have ultimates, generally do better damage and don't delete from the same pool that you use to run/block/dodge).
If light armor had less of an advantage, I think balance would be easier to achieve.
I think they should not nerf anything but give a decent buff for others.
ViciousWayz wrote: »
There is no single problem with the Light Armor skill line, it has multiple best options which makes it the best option.
•It increases magicka recovery which primarily contributes to sustain.
•It increases spell penetration which primarily contributes to overall DPS.
•It increases spell resistance which primarily contributes to survivability.
•It decreases the cost of magicka skills (all class skills) which primarily contributes to efficiency and overall resource optimization.
Add in the concepts that:
•The overwhelming majority of skills use magicka.
•The overwhelming majority of magicka skills are simply better than stamina alternatives or have no stamina alternative.
•The gear support for magicka vastly outweighs the gear support for stamina (I.E. no stamina equivalent to Warlock, or Syrabane, or Magicka Furnace, etc.)
•Magicka does not have an opportunity cost of losing the ability to use CC Break, Dodge, Block, Bash, Sprint, or Sneak if skills are used to consume it and alternatively the loss of ability to use skills if those features are used (only Stamina faces this constraint).
So to say the entire problem with light armor is due to any singular element is fundamentally short sighted and logically flawed. There's a much bigger problem with the game balance than any one passive in one skill line.
ViciousWayz wrote: »
Light armor will cap spell resist and a pair of resist physical harm enchants will cap armor while wearing it. No sacrifice on protection. Additionally plenty of resources to use armor skills, reflect skills, damage shields, and healing, all at large cost reductions.
No price is paid wearing light armor. The fact that it does not have any trade off is part of the reason it's optimal.
david.haypreub18_ESO wrote: »There is no single problem with the Light Armor skill line, it has multiple best options which makes it the best option.
•It increases magicka recovery which primarily contributes to sustain.
•It increases spell penetration which primarily contributes to overall DPS.
•It increases spell resistance which primarily contributes to survivability.
•It decreases the cost of magicka skills (all class skills) which primarily contributes to efficiency and overall resource optimization.
Add in the concepts that:
•The overwhelming majority of skills use magicka.
•The overwhelming majority of magicka skills are simply better than stamina alternatives or have no stamina alternative.
•The gear support for magicka vastly outweighs the gear support for stamina (I.E. no stamina equivalent to Warlock, or Syrabane, or Magicka Furnace, etc.)
•Magicka does not have an opportunity cost of losing the ability to use CC Break, Dodge, Block, Bash, Sprint, or Sneak if skills are used to consume it and alternatively the loss of ability to use skills if those features are used (only Stamina faces this constraint).
So to say the entire problem with light armor is due to any singular element is fundamentally short sighted and logically flawed. There's a much bigger problem with the game balance than any one passive in one skill line.
Yes, I should have been more careful in the title of the thread; I hope my comments made it clear that I think this problem with LA's 21% reduction is not the sole problem. What I meant to say is that unless this specific problem is addressed, I doubt that any of the other problems are going to be solved. Or to put it in philosophical terms, solving the problem of LA giving a 21% reduction is a necessary but not sufficient condition for solving the problem of LA's overall superiority to heavy.
There is no single problem with the Light Armor skill line, it has multiple best options which makes it the best option.
•It increases magicka recovery which primarily contributes to sustain.
•It increases spell penetration which primarily contributes to overall DPS.
•It increases spell resistance which primarily contributes to survivability.
•It decreases the cost of magicka skills (all class skills) which primarily contributes to efficiency and overall resource optimization.
Add in the concepts that:
•The overwhelming majority of skills use magicka.
•The overwhelming majority of magicka skills are simply better than stamina alternatives or have no stamina alternative.
•The gear support for magicka vastly outweighs the gear support for stamina (I.E. no stamina equivalent to Warlock, or Syrabane, or Magicka Furnace, etc.)
•Magicka does not have an opportunity cost of losing the ability to use CC Break, Dodge, Block, Bash, Sprint, or Sneak if skills are used to consume it and alternatively the loss of ability to use skills if those features are used (only Stamina faces this constraint).
So to say the entire problem with light armor is due to any singular element is fundamentally short sighted and logically flawed. There's a much bigger problem with the game balance than any one passive in one skill line.
Venereous44 wrote: »Lets not break the one armor that works right. The extra buffs help equal the low armor rating...
Just keep complaining about the other armor types instead.
cromica81_ESO wrote: »Venereous44 wrote: »Lets not break the one armor that works right. The extra buffs help equal the low armor rating...
Just keep complaining about the other armor types instead.
Except as people have already stated you can hit armor cap while wearing full light armor, so there is zero negative except for how ugly it is.
All Armor types should have resource management options.
Heavy 1%Magicka 3%Stamina cost reduction
Medium 2%Magicka 2%Stamina cost reduction
Light 3%Magicka 1% Stamina cost reduction
All 5 piece bonuses should be removed and replaced with similar per piece bonuses.The 5 piece bonuses are truly restrictive. This would would really encourage more hybrid and mixed armor builds.
Buffing survivability of Heavy should be done after this since it would be very risky in term of pvp balance.
At VR12 resource management is the game. The 21% reduction from light helps but it is still not enough to remove resource management from the calculations. This is why every good magicka dps build still uses Spell Symmetry at endgame.
So Yes Buff Heavy and Medium for beter sustain. Don't nerf light armor sustain.