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 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.
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.
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).
Artemiisia 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.
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.
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).