Armor Cap scale per Pieces Worn.

Soloeus
Soloeus
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Issue: Armor is Unbalanced. Light Armor (without passives) reaches same Armor Cap from the softcap as Medium and Heavy when using abilities like Bound Armor, and Immovable.

The best fix: Armor Cap should be lowered to 1,000.

2.
Light Armor should increase this by 5% per piece worn. (up to 35%, or 1350).

2. Medium Armor should increase Armor Cap by 10% per piece worn (up to 70%, or 1700).

3. Heavy Armor should increase the cap by 20% per piece worn. (up to 140%, or 2400).

This would normalize all issues with Armor because the Armor Bonus Scaling would create a real difference in Damage Reduction. The Passives that each Armor has, Light Armor would have its 1-2-3% Lower Mana Cost per piece worn to compensate.

I would also like to see Immovable, Evasion and Annulment potency reduced to 30% and gain 10% per piece worn. 7 full pieces would have the same potency it has now. If less, it would reduce by 10% per piece. This would still leave Immovable good for CC Resistance to a Light Armor user and a small Damage Shield but a Heavy Armor user would get the best result.

Note: Staves are only OP right now because there is no Poison. Staves will (hopefully) not be able to use Poison. Once we have Poisons in game, I think the Melee/Archery (Stamina Builds) will be stronger than Magicka Builds.
Edited by Soloeus on August 22, 2014 10:57PM

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  • Resueht
    Resueht
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    Soloeus wrote: »

    I would also like to see Immovable, Evasion and Annulment potency reduced to 30% and gain 10% per piece worn. 7 full pieces would have the same potency it has now. If less, it would reduce by 10% per piece. This would still leave Immovable good for CC Resistance to a Light Armor user and a small Damage Shield but a Heavy Armor user would get the best result.

    I kind of agree with the rest of what you are saying, except this. I think you shouldn't even be able to cast these without wearing at least 5 pieces of the respective armor.
    If she doesn't know the pain of cliffracers, she's too young for you.
  • Soloeus
    Soloeus
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    Resueht wrote: »
    Soloeus wrote: »

    I would also like to see Immovable, Evasion and Annulment potency reduced to 30% and gain 10% per piece worn. 7 full pieces would have the same potency it has now. If less, it would reduce by 10% per piece. This would still leave Immovable good for CC Resistance to a Light Armor user and a small Damage Shield but a Heavy Armor user would get the best result.

    I kind of agree with the rest of what you are saying, except this. I think you shouldn't even be able to cast these without wearing at least 5 pieces of the respective armor.

    I say leave the option; the reduced potency hurts. Immovable for a 300 point damage shield? Thats a lot of stamina for something worse than Healing Ward unless you just want to take 1/2 Magicka for 1 hit on Annulment or are using Immovable just for CC Resistance.

    Within; Without.
  • GwaynLoki
    GwaynLoki
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    Soloeus wrote: »
    I say leave the option; the reduced potency hurts. Immovable for a 300 point damage shield? Thats a lot of stamina for something worse than Healing Ward unless you just want to take 1/2 Magicka for 1 hit on Annulment or are using Immovable just for CC Resistance.

    Not exactly for turning Immovable into a stamina-based heal but I think we definitely need stamina-based burst-heals.
  • Stx
    Stx
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    All these cap altering ideas are just overcomplicating the issue.

    The issue is with the abilities themselves, not the cap system. If some of these abilities were simply % damage reduction instead of armor/spell resist boost, then it would allow them to ignore the caps and be even more useful for tanks/heavy armor users. Other abilities that grant too much armor should simply be nerfed so that light armor users cant get anywhere near the cap.

    Jewelry enchants are also extremely imbalanced. 600 armor from one enchant? GTFO with that. it should be 200 max from a legendary enchant.
  • Artemiisia
    Artemiisia
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    Soloeus wrote: »
    Issue:
    Note: Staves are only OP right now because there is no Poison. Staves will (hopefully) not be able to use Poison. Once we have Poisons in game, I think the Melee/Archery (Stamina Builds) will be stronger than Magicka Builds.

    I can see the ´threads incoming hard from stave user, if suddenly stamina builds/bows will become stronger then theres.
  • AlexDougherty
    AlexDougherty
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    Soloeus wrote: »
    Issue: Armor is Unbalanced. Light Armor (without passives) reaches same Armor Cap from the softcap as Medium and Heavy when using abilities like Bound Armor, and Immovable.

    The best fix: Armor Cap should be lowered to 1,000.

    2.
    Light Armor should increase this by 5% per piece worn. (up to 35%, or 1350).

    2. Medium Armor should increase Armor Cap by 10% per piece worn (up to 70%, or 1700).

    3. Heavy Armor should increase the cap by 20% per piece worn. (up to 140%, or 2400).

    I was just thinking of posting something like this, but hadn't worked out how I would do it. So nice work, and I agree.

    The fine details might need a bit of work, especially with regard to levels (a level 45 character shouldn't have the same armour cap as a level 15 character). And possibly the heavy&medium armours could have passives that improve how much the peices of armour raise the cap(1%/2%/3% increases or less).

    Also the shield would need to increase the armour cap too, otherwise their is no reason to equip a decent shield.
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  • Soloeus
    Soloeus
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    Artemiisia wrote: »
    Soloeus wrote: »
    Issue:
    Note: Staves are only OP right now because there is no Poison. Staves will (hopefully) not be able to use Poison. Once we have Poisons in game, I think the Melee/Archery (Stamina Builds) will be stronger than Magicka Builds.

    I can see the ´threads incoming hard from stave user, if suddenly stamina builds/bows will become stronger then theres.

    This is why we don't want to nerf things, you see. Because when Poisons come out, if Light Armor/Staves is nerfed before hand, poisons/stamina abilities will need nerfed. See the problem? If staves/light armor are left as is, and they add poisons and fix Medium/Heavy Armor, they don't need to nerf anything. Nerfing me doesn't give you more fun, it just gives me less fun. Buffing you gives you more fun while letting me keep the fun I am having, see where this goes?

    We need to have a situation in which when poisons are released the balancing should be done. If armor gave Damage Reduction % based on piece worn, that would be a very simple and easy, effective solution.

    I fear, its too easy, and smart for ESO to accept.

    Within; Without.
  • Soloeus
    Soloeus
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    Having potency of abilities scale to pieces worn is the best outcome. It makes the most sense.

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  • Ulvik
    Ulvik
    I like the idea... However, the devs have stated that the champion system may remove soft caps altogether.
  • Soloeus
    Soloeus
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    Ulvik wrote: »
    I like the idea... However, the devs have stated that the champion system may remove soft caps altogether.

    They also said the Champion System was over a year away, and increased Vet Ranks.

    Within; Without.
  • khele23eb17_ESO
    khele23eb17_ESO
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    Soloeus wrote: »
    This is why we don't want to nerf things, you see. Because when Poisons come out, if Light Armor/Staves is nerfed before hand, poisons/stamina abilities will need nerfed. See the problem? If staves/light armor are left as is, and they add poisons and fix Medium/Heavy Armor, they don't need to nerf anything. Nerfing me doesn't give you more fun, it just gives me less fun. Buffing you gives you more fun while letting me keep the fun I am having, see where this goes?

    We need to have a situation in which when poisons are released the balancing should be done. If armor gave Damage Reduction % based on piece worn, that would be a very simple and easy, effective solution.

    And for the 2-5 months (dont recall even hearing an ETA for this from ZOS) until that happens...?
    Edited by khele23eb17_ESO on September 25, 2014 3:56PM
    P2P offered you 'hell yeah!' moments. F2P offers you 'thank god its over' moments.
  • Lorgend
    Lorgend
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    Soloeus wrote: »
    Issue: Armor is Unbalanced. Light Armor (without passives) reaches same Armor Cap from the softcap as Medium and Heavy when using abilities like Bound Armor, and Immovable.

    The best fix: Armor Cap should be lowered to 1,000.

    2.
    Light Armor should increase this by 5% per piece worn. (up to 35%, or 1350).

    2. Medium Armor should increase Armor Cap by 10% per piece worn (up to 70%, or 1700).

    3. Heavy Armor should increase the cap by 20% per piece worn. (up to 140%, or 2400).

    This would normalize all issues with Armor because the Armor Bonus Scaling would create a real difference in Damage Reduction. The Passives that each Armor has, Light Armor would have its 1-2-3% Lower Mana Cost per piece worn to compensate.

    I would also like to see Immovable, Evasion and Annulment potency reduced to 30% and gain 10% per piece worn. 7 full pieces would have the same potency it has now. If less, it would reduce by 10% per piece. This would still leave Immovable good for CC Resistance to a Light Armor user and a small Damage Shield but a Heavy Armor user would get the best result.

    Note: Staves are only OP right now because there is no Poison. Staves will (hopefully) not be able to use Poison. Once we have Poisons in game, I think the Melee/Archery (Stamina Builds) will be stronger than Magicka Builds.

    nah bro. better remove caps from game and let us play as we want xD
  • JLB
    JLB
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    Soloeus wrote: »
    Issue: Armor is Unbalanced. Light Armor (without passives) reaches same Armor Cap from the softcap as Medium and Heavy when using abilities like Bound Armor, and Immovable.

    The best fix: Armor Cap / Spell Resist should be lowered to 1,000.

    2. Light Armor should increase Armor Cap / Spell Resist by 5% per piece worn. (up to 35%, or 1350).

    2. Medium Armor should increase Armor Cap / Spell Resist by 10% per piece worn (up to 70%, or 1700).

    3. Heavy Armor should increase Armor Cap / Spell Resist by 20% per piece worn. (up to 140%, or 2400).

    Edited it a bit :smile: I do agree with you, but the problem why Light Armor is so good is because it's got the best Spell Resist in game.
    It makes no sense that the squishiest Armor has better Spell Resist than the toughest one, specially having in mind the buffs you can use to even that lack of Armor.
    Given the huge amount of magic damage both in PvE and PvP, on top of the spell cost decrease, Magicka regeneration and Spell Penetration, it's obvious why Light Armor is on top.
    Edited by JLB on September 25, 2014 11:59PM
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