xsorusb14_ESO wrote: »I don't know how many caught it, But during the live discussion they mentioned Heavy Armor can get a passive the reduces the cost of your abilities after you break free now... Heavy Armor can run this + Arena set for example and break free cost virtually nothing at that point..Meaning Heavy Armor users can keep this buff up a lot in PvP making it a lot more usable not esp stacked with its block cost reduction and or passive return
To bad you cant break free half the time in PvP...
That's why I'm not using arena, for example. What's the point of a break free reduction when unbreakable cc-combinations are spammed fairly frequently by annoying little ***? The ability can also be unresponsive in general. If it costs 300 or 500 stam is irrelevant to me, when I cant use it in the first place.
Really hope they have some other improvement plans for heavy armor
And ZoS (Paul Sage specifically) said that Trials were going to be difficult for even good players, then they saw the horror of players running them with 11 DK's and a token Sorc for heals in 9 minutes. Certainly the way they have described the Champion System suggests that Heavy Armor will be THE armor that Tanks will want to use, but I can pretty much guarantee that players will still run around Tanking in w/e they feel like. Besides don't forget all the passive Shields that (Maria?) was so happy to talk about.Its going to be better on it own regardless. Now that armor will actually matter, you are about to see a lot more heavies around.
Princess_Asgari wrote: »To bad you cant break free half the time in PvP...
That's why I'm not using arena, for example. What's the point of a break free reduction when unbreakable cc-combinations are spammed fairly frequently by annoying little ***? The ability can also be unresponsive in general. If it costs 300 or 500 stam is irrelevant to me, when I cant use it in the first place.
Really hope they have some other improvement plans for heavy armor
Ive been using arena since it was released and everything your saying about it is false. there is a serious difference in 1v1 or 1vX on how arena actually helps you. The amount of stamina you save with it is a life saver and can give that one extra roll that you need to survive.
honestly sounds like a l2p issue.
So far the only unbreakable CC I've encountered in PvP is being fed on by a vamp - that for sure needs to be fixed asap it's completely ridiculous.
So far the only unbreakable CC I've encountered in PvP is being fed on by a vamp - that for sure needs to be fixed asap it's completely ridiculous.
Yep then 2 other scrubs jump you and they all give each other a pat on the back thinking they are all awesome beating on a perma stunned player -_-
Princess_Asgari wrote: »To bad you cant break free half the time in PvP...
That's why I'm not using arena, for example. What's the point of a break free reduction when unbreakable cc-combinations are spammed fairly frequently by annoying little ***? The ability can also be unresponsive in general. If it costs 300 or 500 stam is irrelevant to me, when I cant use it in the first place.
Really hope they have some other improvement plans for heavy armor
Ive been using arena since it was released and everything your saying about it is false. there is a serious difference in 1v1 or 1vX on how arena actually helps you. The amount of stamina you save with it is a life saver and can give that one extra roll that you need to survive.
honestly sounds like a l2p issue.
Nah. He has a point. Just because you find utility in the gear doesn't mean he needs to L2P. The unbreakable CC in PvP is a real issue. In fact it happens often enough I can see how someone might choose to get more utility from a set that suits their play style rather than have their set shut down for 15-20% of their engagements.
His position is totally reasonable.
It is, though if they do it wrong it will just mean that everyone is running around in heavy armor and light especially will become useless. Survivability is often the top priority for most, and if you can't incentivize oure mages to use light armor, they'll all just wear heavy.
I always thought heavy should be awesome for survival, but a lag on stamina and magicka. Medium neutral, and then light a boon for magicka but bad on survivability. That way it's not just, "heavy armor is always the best and only choice, if you don't chose heavy armor you're stupid."
If they don't think it through in other words, they'll just end up creating an entirely new problem and be back fixing that in 1.7.
It is, though if they do it wrong it will just mean that everyone is running around in heavy armor and light especially will become useless. Survivability is often the top priority for most, and if you can't incentivize oure mages to use light armor, they'll all just wear heavy.
I always thought heavy should be awesome for survival, but a lag on stamina and magicka. Medium neutral, and then light a boon for magicka but bad on survivability. That way it's not just, "heavy armor is always the best and only choice, if you don't chose heavy armor you're stupid."
If they don't think it through in other words, they'll just end up creating an entirely new problem and be back fixing that in 1.7.
This is how it is now actually, heavy makes you take a lot less damage, but its irrelevant because the key to survival in this game is resource management, and therefore armors that do that better are better for living.
That is WHY people are in light - it provides superior resource management.
If medium or heavy were close, people would use them. It isn't the damage, its the increased use of survivability skills and shields and heals enabled by light armor that lets you live longer than taking less damage upfront.
It is, though if they do it wrong it will just mean that everyone is running around in heavy armor and light especially will become useless. Survivability is often the top priority for most, and if you can't incentivize oure mages to use light armor, they'll all just wear heavy.
I always thought heavy should be awesome for survival, but a lag on stamina and magicka. Medium neutral, and then light a boon for magicka but bad on survivability. That way it's not just, "heavy armor is always the best and only choice, if you don't chose heavy armor you're stupid."
If they don't think it through in other words, they'll just end up creating an entirely new problem and be back fixing that in 1.7.
This is how it is now actually, heavy makes you take a lot less damage, but its irrelevant because the key to survival in this game is resource management, and therefore armors that do that better are better for living.
That is WHY people are in light - it provides superior resource management.
If medium or heavy were close, people would use them. It isn't the damage, its the increased use of survivability skills and shields and heals enabled by light armor that lets you live longer than taking less damage upfront.
And in doing that they screwed up, I just don't want it to go in the opposite direction, where everyone is wearing heavy armor. They've not found a balance yet and they really need to.
It is, though if they do it wrong it will just mean that everyone is running around in heavy armor and light especially will become useless. Survivability is often the top priority for most, and if you can't incentivize oure mages to use light armor, they'll all just wear heavy.
I always thought heavy should be awesome for survival, but a lag on stamina and magicka. Medium neutral, and then light a boon for magicka but bad on survivability. That way it's not just, "heavy armor is always the best and only choice, if you don't chose heavy armor you're stupid."
If they don't think it through in other words, they'll just end up creating an entirely new problem and be back fixing that in 1.7.
This is how it is now actually, heavy makes you take a lot less damage, but its irrelevant because the key to survival in this game is resource management, and therefore armors that do that better are better for living.
That is WHY people are in light - it provides superior resource management.
If medium or heavy were close, people would use them. It isn't the damage, its the increased use of survivability skills and shields and heals enabled by light armor that lets you live longer than taking less damage upfront.
And in doing that they screwed up, I just don't want it to go in the opposite direction, where everyone is wearing heavy armor. They've not found a balance yet and they really need to.
Heavy needs to provide better resource management than it currently does, near to what is given by the others, so that the difference isnt resources but what you are using them for. Med and light also have skills that help dps performance, so dps will go there and tanks to heavy as they need the survivability.
In pvp you'll see all of them depending on exact class and role. Heavy gives no assistance with dealing damage and current tanky pvp builds rely on ultimates for most damage dealt. With ult gen changing, that won't work too and damage dealt by skills will be more necessary.
It is, though if they do it wrong it will just mean that everyone is running around in heavy armor and light especially will become useless. Survivability is often the top priority for most, and if you can't incentivize oure mages to use light armor, they'll all just wear heavy.
I always thought heavy should be awesome for survival, but a lag on stamina and magicka. Medium neutral, and then light a boon for magicka but bad on survivability. That way it's not just, "heavy armor is always the best and only choice, if you don't chose heavy armor you're stupid."
If they don't think it through in other words, they'll just end up creating an entirely new problem and be back fixing that in 1.7.
This is how it is now actually, heavy makes you take a lot less damage, but its irrelevant because the key to survival in this game is resource management, and therefore armors that do that better are better for living.
That is WHY people are in light - it provides superior resource management.
If medium or heavy were close, people would use them. It isn't the damage, its the increased use of survivability skills and shields and heals enabled by light armor that lets you live longer than taking less damage upfront.
And in doing that they screwed up, I just don't want it to go in the opposite direction, where everyone is wearing heavy armor. They've not found a balance yet and they really need to.
Heavy needs to provide better resource management than it currently does, near to what is given by the others, so that the difference isnt resources but what you are using them for. Med and light also have skills that help dps performance, so dps will go there and tanks to heavy as they need the survivability.
In pvp you'll see all of them depending on exact class and role. Heavy gives no assistance with dealing damage and current tanky pvp builds rely on ultimates for most damage dealt. With ult gen changing, that won't work too and damage dealt by skills will be more necessary.
The ultimate changes, idk. It seems like it will just allow tanks to spam ultimates like everyone else. I mean it isn't exactly a mechanic change that makes them rarer. People will just start weaving more light attacks in with their skill usage, that's about it.
But back on topic, they do need to make it more like that, though now that they've simplified it-- and considering there are so me good magic themed buffs on heavy sets-- it doesn't seem like they're going to manage that. They'd of had better luck if they'd kept the soft caps, I quite liked the idea. If people were hitting them too easily, just raise them somewhat. That way you could've tied some of the armor types to the soft caps as well, like heavy raises your armor and spell resist, but lowers your over all stamina pool, and your magicka regen caps. Light armor the other way around.
The changes seem more putting armors in line with some other MMOs, just without the restrictions on what class can use them. That combined with some other cosmetic and mechanic changes, like multiplying all the stats by 10 (40,000 health now I guess), eso version 2.0 is moving quite a ways away from elder scrolls and far more into the MMO corner. That has me uneasy.
It is, though if they do it wrong it will just mean that everyone is running around in heavy armor and light especially will become useless. Survivability is often the top priority for most, and if you can't incentivize oure mages to use light armor, they'll all just wear heavy.
I always thought heavy should be awesome for survival, but a lag on stamina and magicka. Medium neutral, and then light a boon for magicka but bad on survivability. That way it's not just, "heavy armor is always the best and only choice, if you don't chose heavy armor you're stupid."
If they don't think it through in other words, they'll just end up creating an entirely new problem and be back fixing that in 1.7.
This is how it is now actually, heavy makes you take a lot less damage, but its irrelevant because the key to survival in this game is resource management, and therefore armors that do that better are better for living.
That is WHY people are in light - it provides superior resource management.
If medium or heavy were close, people would use them. It isn't the damage, its the increased use of survivability skills and shields and heals enabled by light armor that lets you live longer than taking less damage upfront.
And in doing that they screwed up, I just don't want it to go in the opposite direction, where everyone is wearing heavy armor. They've not found a balance yet and they really need to.
Heavy needs to provide better resource management than it currently does, near to what is given by the others, so that the difference isnt resources but what you are using them for. Med and light also have skills that help dps performance, so dps will go there and tanks to heavy as they need the survivability.
In pvp you'll see all of them depending on exact class and role. Heavy gives no assistance with dealing damage and current tanky pvp builds rely on ultimates for most damage dealt. With ult gen changing, that won't work too and damage dealt by skills will be more necessary.
The ultimate changes, idk. It seems like it will just allow tanks to spam ultimates like everyone else. I mean it isn't exactly a mechanic change that makes them rarer. People will just start weaving more light attacks in with their skill usage, that's about it.
But back on topic, they do need to make it more like that, though now that they've simplified it-- and considering there are so me good magic themed buffs on heavy sets-- it doesn't seem like they're going to manage that. They'd of had better luck if they'd kept the soft caps, I quite liked the idea. If people were hitting them too easily, just raise them somewhat. That way you could've tied some of the armor types to the soft caps as well, like heavy raises your armor and spell resist, but lowers your over all stamina pool, and your magicka regen caps. Light armor the other way around.
The changes seem more putting armors in line with some other MMOs, just without the restrictions on what class can use them. That combined with some other cosmetic and mechanic changes, like multiplying all the stats by 10 (40,000 health now I guess), eso version 2.0 is moving quite a ways away from elder scrolls and far more into the MMO corner. That has me uneasy.
I think you don't understand the ultimate changes. No one will be using ultimates every 15s like happens now: the current things that generate ultimate aren't going to.
That combined with some other cosmetic and mechanic changes, like multiplying all the stats by 10 (40,000 health now I guess), eso version 2.0 is moving quite a ways away from elder scrolls and far more into the MMO corner. That has me uneasy.
That combined with some other cosmetic and mechanic changes, like multiplying all the stats by 10 (40,000 health now I guess), eso version 2.0 is moving quite a ways away from elder scrolls and far more into the MMO corner. That has me uneasy.
Ugh. Stat inflation is the last thing I want to see in this game.
That combined with some other cosmetic and mechanic changes, like multiplying all the stats by 10 (40,000 health now I guess), eso version 2.0 is moving quite a ways away from elder scrolls and far more into the MMO corner. That has me uneasy.
Ugh. Stat inflation is the last thing I want to see in this game.
Apparently their reasoning was that it would make people feel that getting a 0.6% buff to say, stamina like they are actually getting something, because that way they could really see the change.
I mean... that's kind of stupid, and it only really works if your players are morons who don't realize it's still the exact same percent increase and doesn't change anything, since all the stats are now multiplied by ten... But apparently getting a +1800 stamina buff when your pool is 30,000 is supposed to make you feel way cooler than getting a +180 bonus with a base of 3,000. Because that makes sense if you don't understand the game mechanics and know absolutely nothing about math... but, that was their reasoning.