jamie.goddenrwb17_ESO wrote: »Put in an slotted ability for heavy armor that buffs the hell out of weapon damageAll 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.
This is a fantastic idea.
Add an ability for heavy armor that buffs the hell out of weapon damage while slotted and you'd have the perfect counterpoint to light armor being able to do damage while their damage shields are up.
Complete freedom in armor type then without nerfing anything!
jamie.goddenrwb17_ESO wrote: »
Expecting a large warrior in heavy armor not to be able to swing their weapon extremely hard is also silly
Light armor only really provides good protection when used in conjunction with protective spells. That's why they should add a slottable ability to allow heavy to do damage.
I'm fine with heavy armor hitting hard, but the tradeoff should be greatly reduced attack speed vs. cloth.
I would agree only if it is another toggled ability that has two great shiny red balls sniping around your oh so manly Curved Sword.
I don't know if a passive or buff is necessary though. The truth is that melee doesn't only have dps problem it also has a great deal of stupid,boring,awkward skills for PVE. I am not interested in trying DW again no matter how much the buff stamina regen .cost reductions,weapon damage buffs they introduce. Blood craze - crap skill that does nothing on most end game monster since bleeding doesn't do much.Flurry-the worst skill animation I have seen in a game recently. We are only left to play with WW and Sparks that are nice but not much you can do with single target. The 2handed also doesn't really have a good single target skill and only makes for a good aoe ultimate spammer.
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.
You sacrifice 26 spell power or one or two skill slots that you may not want to use.on top of the 2 slots you sacrifice on freaking balls since you can't get spell crit worth crap from gear that you don't get in trials.
Spell power cap has been lowered. Using jewelry to reach the cap is not necessary. I have a full medium DK with DW+Bow with 99 spell power (30 points from the cap at 129). Resistance negation via the sharpened trait on staves (as well as bows and two handers) stacking with resist bypass of light armor is were the largest portion of damage increase comes from.
Spell crit is obtainable via skills such as Inner Light, and crafted sets Willows Path, Twilights Embrace, and Night Mother's Gaze. Not to mention the temporary buff granted by potions of spell critical.
If you are a NB caster going for Spell crit on gear will require you to sacrifice other stuff such as extra Regen. Magicka, Cost reduction. This means that you will have to use either Spell Symmetry or Siphoning Attacks. Siphoning attacks cost 22% of my spell power which means I actually have to have 127 to get your 99 spell power.Either way 2 or 3 slots for spell crit and resource management. I am not COMPLAINING though I am happy with my set up. I am just pointing out that with light armor there are sacrifices you have to make. It is in no way light armor with armor cap for free. The post I was replying was definitely implying it. It is certainly possible to get soft cap in light but no end game PVE DPS will put 2 freaking armor rings on or be able to user armor biffs without a pretty large sacrifice in dps.
The spell penetration is another topic entirely and should be taken care of , Preferably In a way that has minimal impact on pve.
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.
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.
BrassRazoo wrote: »Sorcerers and Templars are the only classes that should be allowed to wear light armour in the first place.
No.
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.
This is pretty much the core of the issue.
Light Armour can build to tank effectively as Heavy Armour with little sacrifice.
Heavy Armour should be substantially better at reducing damages than Light Armour is, but it isn't.
The issue isn't that DPS-gear is doing DPS too well; it's that DPS gear is doing survivability as well as Survivability gear.
BrassRazoo wrote: »Sorcerers and Templars are the only classes that should be allowed to wear light armour in the first place.
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.
You sacrifice 26 spell power or one or two skill slots that you may not want to use.on top of the 2 slots you sacrifice on freaking balls since you can't get spell crit worth crap from gear that you don't get in trials.
Spell power cap has been lowered. Using jewelry to reach the cap is not necessary. I have a full medium DK with DW+Bow with 99 spell power (30 points from the cap at 129). Resistance negation via the sharpened trait on staves (as well as bows and two handers) stacking with resist bypass of light armor is were the largest portion of damage increase comes from.
Spell crit is obtainable via skills such as Inner Light, and crafted sets Willows Path, Twilights Embrace, and Night Mother's Gaze. Not to mention the temporary buff granted by potions of spell critical.
If you are a NB caster going for Spell crit on gear will require you to sacrifice other stuff such as extra Regen. Magicka, Cost reduction. This means that you will have to use either Spell Symmetry or Siphoning Attacks. Siphoning attacks cost 22% of my spell power which means I actually have to have 127 to get your 99 spell power.Either way 2 or 3 slots for spell crit and resource management. I am not COMPLAINING though I am happy with my set up. I am just pointing out that with light armor there are sacrifices you have to make. It is in no way light armor with armor cap for free. The post I was replying was definitely implying it. It is certainly possible to get soft cap in light but no end game PVE DPS will put 2 freaking armor rings on or be able to user armor biffs without a pretty large sacrifice in dps.
The spell penetration is another topic entirely and should be taken care of , Preferably In a way that has minimal impact on pve.
I'm a VR12 Khajiiti NB caster. This is my trials build.
I'm softcapped with max magicka and spell resistance. My magicka recover is 105 where my health and stam are half that or more. My spell crit is 71% my spell power is 131.
I run funnel health, crippling crasp, impale, siphoning spirit, inner light on my main bar with restro staff.
2nd bar is destro staff, elemental ring, power extraction, impale, spell symmerty, inner light.
5-piece Magnus, 3 piece Warlock, and 3 piece Wise Mage.
I use 3x 600 armor rings on my NB light armor tank, for total armor over 3k with the unassailable set bonus.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.
You sacrifice 26 spell power or one or two skill slots that you may not want to use.on top of the 2 slots you sacrifice on freaking balls since you can't get spell crit worth crap from gear that you don't get in trials.
Spell power cap has been lowered. Using jewelry to reach the cap is not necessary. I have a full medium DK with DW+Bow with 99 spell power (30 points from the cap at 129). Resistance negation via the sharpened trait on staves (as well as bows and two handers) stacking with resist bypass of light armor is were the largest portion of damage increase comes from.
Spell crit is obtainable via skills such as Inner Light, and crafted sets Willows Path, Twilights Embrace, and Night Mother's Gaze. Not to mention the temporary buff granted by potions of spell critical.
If you are a NB caster going for Spell crit on gear will require you to sacrifice other stuff such as extra Regen. Magicka, Cost reduction. This means that you will have to use either Spell Symmetry or Siphoning Attacks. Siphoning attacks cost 22% of my spell power which means I actually have to have 127 to get your 99 spell power.Either way 2 or 3 slots for spell crit and resource management. I am not COMPLAINING though I am happy with my set up. I am just pointing out that with light armor there are sacrifices you have to make. It is in no way light armor with armor cap for free. The post I was replying was definitely implying it. It is certainly possible to get soft cap in light but no end game PVE DPS will put 2 freaking armor rings on or be able to user armor biffs without a pretty large sacrifice in dps.
The spell penetration is another topic entirely and should be taken care of , Preferably In a way that has minimal impact on pve.
I'm a VR12 Khajiiti NB caster. This is my trials build.
I'm softcapped with max magicka and spell resistance. My magicka recover is 105 where my health and stam are half that or more. My spell crit is 71% my spell power is 131.
I run funnel health, crippling crasp, impale, siphoning spirit, inner light on my main bar with restro staff.
2nd bar is destro staff, elemental ring, power extraction, impale, spell symmerty, inner light.
5-piece Magnus, 3 piece Warlock, and 3 piece Wise Mage.
Exactly. You are not using 2 x 600 armor rings or any skills that caps your armor. No one does in pve.
recommended something like this in the past. apparently thats "bad"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.
david.haypreub18_ESO wrote: »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.
That's why I suggested the alternate of buffing the other armor types' cost reduction to 0.5/1/1.5 as an alternative method of addressing the problem.
HomerSamson wrote: »How about making armor relevant to damage mitigation so people running around in underwear are as squishy as they should be
You likely know first hand how quickly a group will take Sorc DPS over Nightblade. Not a large difference between the two in DPS, but that Sorcs sustain doesn't miss a beat with crit surge (makes specing for more DPS mean you're more survivable). Though that's a class inequality thing that I'm not even sure is really a problem.
BrassRazoo wrote: »BrassRazoo wrote: »Sorcerers and Templars are the only classes that should be allowed to wear light armour in the first place.
No.
Well if you can explain why it makes sense, or in this case, is successful, for "Tanks" to wear Cloth and wield Staves then I may change my mind.
I can appreciate the apparent freedom this games design is trying to achieve but it has failed.
If you raise the armor cap substantially, you'd still be better off wearing light armor and using mitigation spells for tanking.
david.haypreub18_ESO wrote: »It certainly won't surprise many people, but in light of the developers mild nerf to light armor's spell penetration, this needs to be said (because it seems the developers either don't know it or are not willing to accept it):
The central problem with light armor is that it can reduce the cost of all spells up to 21%.
Nothing in the other armor lines even comes close to this.
The problem with Light Armor being superior to heavy will not be solved until this is addressed. This is why you can wear light armor and have not just greater DPS and healing, but greater survivability too (since you have more mana for defensive shields and buffs and self-heals).
My suggestion: reduce the spell cost reduction from light armor from 1/2/3 % per piece to 0.5/1/1.5 % per piece. Either that, or give medium and heavy a 0.5/1/1.5 % increase.
Then we might see some real choice on types of armor. Until that issue is addressed, light will still be superior to heavy.