AlexDougherty wrote: »Or they could just adjust the Armour caps.
Make it so Medium and Heavy Armour have different Armour caps, thus giving greater protection than Light Armour.
This would make more sense, since a suit or Armour will offer greater protection than a suit of clothes.
@Attorneyatlawl : I think he was referring to skills that give armor, such as inamovible or Spiked Armor for Dks that bring you way over softcap, even if you wear light armor
ChillingSpree wrote: »But heavy armor needs anything it can get right now... It's not worthwhile for ANY mode of play... it offers no boost to survivability that light armor wearers can't get without a buff,
The fact that light armor gets a spell resistance passive, and heavy armor gets an extremely gimped general resistance passive, is ridiculous. .
We either need a decent resistance to spell crits, or a decent resistance to spells entirely.
We already have decent resistance to weapon/stamina attacks, which nobody uses in pvp... so maybe it's time to give heavy armor a resistance to something that's actually commonly used.
Heavy armor is supposed to be the defense armor type. Yet it offers less defensive potential than light armor, so long as you slot immovable. Immovable really needs to be restricted to those wearing a majority of heavy armor.
Heavy armor should have a higher soft cap for armor, .
Attorneyatlawl wrote: »@Attorneyatlawl : I think he was referring to skills that give armor, such as inamovible or Spiked Armor for Dks that bring you way over softcap, even if you wear light armor
Again softcap isn't an issue though at all, it's just where you start gaining 40% of the points added past there. You still gain large amounts of mitigation/effectiveness from going beyond. That is what I was pointing out because it seems to be lost on most people so far. 2000 armor is 40 above softcap and gives, give or take a little bit, 35% mitigation value... pop that up to the hardcap by reaching (very difficult to do) around 2950 effective armor rating and you've got 50% mitigation, which is almost an extra half of the effectiveness of merely going to the softcap/overcharge amount. I'm not sure where the confusion of "overcharge/softcap is the cap" keeps springing up but it's a common misunderstanding.
tordr86b16_ESO wrote: »This would be totally overpowered as a DK, and DK is OP enough as it is atm.
Attorneyatlawl wrote: »AlexDougherty wrote: »Or they could just adjust the Armour caps.
Make it so Medium and Heavy Armour have different Armour caps, thus giving greater protection than Light Armour.
This would make more sense, since a suit or Armour will offer greater protection than a suit of clothes.
They already do. You cannot come close to the amount of armor you get from heavy with light, even with armor rings on both setups for example (Hint, softcap is not the cap!). Heavy also gives the option of using something else other than armor rings if all you're going for is softcap.
Attorneyatlawl wrote: »ChillingSpree wrote: »But heavy armor needs anything it can get right now... It's not worthwhile for ANY mode of play... it offers no boost to survivability that light armor wearers can't get without a buff,
The fact that light armor gets a spell resistance passive, and heavy armor gets an extremely gimped general resistance passive, is ridiculous. .
We either need a decent resistance to spell crits, or a decent resistance to spells entirely.
We already have decent resistance to weapon/stamina attacks, which nobody uses in pvp... so maybe it's time to give heavy armor a resistance to something that's actually commonly used.
Heavy armor is supposed to be the defense armor type. Yet it offers less defensive potential than light armor, so long as you slot immovable. Immovable really needs to be restricted to those wearing a majority of heavy armor.
Heavy armor should have a higher soft cap for armor, .
I think every single point you listed is wrong in this post, but I'm going to just quote the most obvious and egregious ones to point out:
-Heavy actually does provide significant extra resistance due to the armor rating to most of the Nightblade abilities of note (such as surprise attack/concealed weap, ambush, etc. etc.), bow attacks, and many other class skills that check armor as their mitigation type.
-Heavy gets 3% armor and 3% spell resist, while light gets 6% spell resist, per piece. Seems perfectly balanced actually.
-You get spell resist with heavy armor. And since you don't need an armor ring to achieve similar physical protection levels as light needs rings for, you can slot a spell resist ring for even higher overall protection.
-Lots of people use physical/armor-checking attacks, see above. Nightblades use mostly entirely armor-checking abilities, as do bow users, dual-wielders, and other skills. Add in the spell resist given and you are gaining a large amount of protection. Stating that no one uses these skills shows a complete non-participation on your part in Cyrodiil except on the forums if you are trying to say that without being sarcastic.
-Heavy does offer higher protection. Immovable cannot bring you even close to the hardcaps, just the softcaps, with other armor types.
-Heavy armor is required to reach the hardcap basically without casting multiple short-duration & temporary buffs which have their own high costs. So it already actually does do this.
The rest of your points are similarly incorrect but there's really no need to do a rundown of your giant block without spacing or linebreaks.
ChillingSpree wrote: »Attorneyatlawl wrote: »ChillingSpree wrote: »But heavy armor needs anything it can get right now... It's not worthwhile for ANY mode of play... it offers no boost to survivability that light armor wearers can't get without a buff,
The fact that light armor gets a spell resistance passive, and heavy armor gets an extremely gimped general resistance passive, is ridiculous. .
We either need a decent resistance to spell crits, or a decent resistance to spells entirely.
We already have decent resistance to weapon/stamina attacks, which nobody uses in pvp... so maybe it's time to give heavy armor a resistance to something that's actually commonly used.
Heavy armor is supposed to be the defense armor type. Yet it offers less defensive potential than light armor, so long as you slot immovable. Immovable really needs to be restricted to those wearing a majority of heavy armor.
Heavy armor should have a higher soft cap for armor, .
I think every single point you listed is wrong in this post, but I'm going to just quote the most obvious and egregious ones to point out:
-Heavy actually does provide significant extra resistance due to the armor rating to most of the Nightblade abilities of note (such as surprise attack/concealed weap, ambush, etc. etc.), bow attacks, and many other class skills that check armor as their mitigation type.
-Heavy gets 3% armor and 3% spell resist, while light gets 6% spell resist, per piece. Seems perfectly balanced actually.
-You get spell resist with heavy armor. And since you don't need an armor ring to achieve similar physical protection levels as light needs rings for, you can slot a spell resist ring for even higher overall protection.
-Lots of people use physical/armor-checking attacks, see above. Nightblades use mostly entirely armor-checking abilities, as do bow users, dual-wielders, and other skills. Add in the spell resist given and you are gaining a large amount of protection. Stating that no one uses these skills shows a complete non-participation on your part in Cyrodiil except on the forums if you are trying to say that without being sarcastic.
-Heavy does offer higher protection. Immovable cannot bring you even close to the hardcaps, just the softcaps, with other armor types.
-Heavy armor is required to reach the hardcap basically without casting multiple short-duration & temporary buffs which have their own high costs. So it already actually does do this.
The rest of your points are similarly incorrect but there's really no need to do a rundown of your giant block without spacing or linebreaks.
Uhh, let's see, first of all you missed the fact that light gets annulment, which is a flat 50% spell damage reduction... Second, you really can't argue that stamina attacks are slotted more commonly than magicka attacks. The fact that you're arguing that point makes it look like you're more interested in putting me down and simply arguing than you are in the facts. Ask every decent PvPer you know how many stam ATTACKS they slot... Finally the fact that you think heavy offers higher protection because it goes further beyond the soft cap is laughable. Do you even know what the soft cap does? Any points further than overcharge is a complete waste of investment. Why on earth would a heavy armor wearer want his only advantage to be that he gets closer to the hard cap? A light armor + immovable vs. a heavy armor + immovable is almost insignificant in pvp, especially when you're dealing with a metagame where magicka attacks are, again, by far the most common. Finally, nobody is even trying to reach the hardcap. You're really just acting like a pretentious *** at this point. You say all my points are wrong, yet you argue with the ones that you can only provide weak, and often incorrect, arguments against. If everything I said is so wrong, then why don't you give a decent explanation as to why it's wrong?
I'll just go ahead and say it for you: you only play dress+stick builds, so you don't want to see any changes to the current meta. Just stick your head in the sand, because it's coming...