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Did light armor get a buff?

The Uninvited
The Uninvited
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Just made some screenshots for another topic about the nerf to Valkyn Skoria, when I noticed something else...

Live:

wvwqp7knrhl1.png

PTS:

0alwuzr94k08.png

Anybody noticed the increase in armor on light pieces?

@ZOS_GinaBruno : Can you confirm if this is just a visual bug, or did light armor really get a buff?
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  • The Uninvited
    The Uninvited
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    Did some checks for other pieces on PTS:

    Light vs Medium:

    lvzdqw95q4lm.png

    Light vs Heavy:

    h65k5c9ahhsb.png
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  • Ezareth
    Ezareth
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    Keep in mind that all non-crafting gear was effectively buffed by one level to match crafted sets now too.

    Doesn't explain everything but should be kept in mind.
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  • Emma_Overload
    Emma_Overload
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    Light Armor has apparently been buffed to 50% of Heavy on PTS, which is a much needed improvement.
    #CAREBEARMASTERRACE
  • Robbmrp
    Robbmrp
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    Just made some screenshots for another topic about the nerf to Valkyn Skoria, when I noticed something else...

    Live:

    wvwqp7knrhl1.png

    PTS:

    0alwuzr94k08.png

    Anybody noticed the increase in armor on light pieces?

    @ZOS_GinaBruno : Can you confirm if this is just a visual bug, or did light armor really get a buff?

    Light armor needs to be 1/3, Medium armor 2/3 and heavy armor 3/3 for physical resistance. For spell resistance they should be the opposite as the heavier the armor the less spell resistance it should have, something like this, Heavy and Medium 1/3 and Light 3/3. IMO this would be a better setup for armor instead of the existing values.
    NA Server - Kildair
  • ThatNeonZebraAgain
    ThatNeonZebraAgain
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    Robbmrp wrote: »
    Just made some screenshots for another topic about the nerf to Valkyn Skoria, when I noticed something else...

    Live:

    wvwqp7knrhl1.png

    PTS:

    0alwuzr94k08.png

    Anybody noticed the increase in armor on light pieces?

    @ZOS_GinaBruno : Can you confirm if this is just a visual bug, or did light armor really get a buff?

    Light armor needs to be 1/3, Medium armor 2/3 and heavy armor 3/3 for physical resistance. For spell resistance they should be the opposite as the heavier the armor the less spell resistance it should have, something like this, Heavy and Medium 1/3 and Light 3/3. IMO this would be a better setup for armor instead of the existing values.

    I agree with the armor value scaling, but think the spell resist should follow the same pattern to allow heavy armor more appeal. Then again, I would much rather see the spell resist addition to armor come from a new crafting system that imbued spell resistance into the raw materials of armor pieces. Basically some kind of interesting interplay between Enchanting+blackmsithing for heavy armor, and enchanting+clothing for medium/light, and enchanting+woodworking for shields that would only be attainable to high skill crafters. But oh well.
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  • ThatNeonZebraAgain
    ThatNeonZebraAgain
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    Going by the screenshots in the second post, light armor has 50.37% the armor of heavy, and Medium has 75.18% of the armor of the heavy piece. That nearly even 50% does not seem like a coincidence.
    Edited by ThatNeonZebraAgain on August 3, 2015 6:32PM
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  • Ezareth
    Ezareth
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    I think considering the amount of armor penetration available in the game having light armor at 50% of the base armor of heavy is fine as it was providing zero physical reduction otherwise to most people.
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  • Robbmrp
    Robbmrp
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    Robbmrp wrote: »
    Just made some screenshots for another topic about the nerf to Valkyn Skoria, when I noticed something else...

    Live:

    wvwqp7knrhl1.png

    PTS:

    0alwuzr94k08.png

    Anybody noticed the increase in armor on light pieces?

    @ZOS_GinaBruno : Can you confirm if this is just a visual bug, or did light armor really get a buff?

    Light armor needs to be 1/3, Medium armor 2/3 and heavy armor 3/3 for physical resistance. For spell resistance they should be the opposite as the heavier the armor the less spell resistance it should have, something like this, Heavy and Medium 1/3 and Light 3/3. IMO this would be a better setup for armor instead of the existing values.

    I agree with the armor value scaling, but think the spell resist should follow the same pattern to allow heavy armor more appeal. Then again, I would much rather see the spell resist addition to armor come from a new crafting system that imbued spell resistance into the raw materials of armor pieces. Basically some kind of interesting interplay between Enchanting+blackmsithing for heavy armor, and enchanting+clothing for medium/light, and enchanting+woodworking for shields that would only be attainable to high skill crafters. But oh well.

    Heavy armor should offer the best physical but not spell resistance. Light armor since it's all "magicka" based bonuses should provide the best spell resistance, IMO anyway. You should never get the best of both worlds in one armor type otherwise everyone has to wear that armor type for survivability. With the next update to IC and Nirnhoned, I wouldn't be surprised to see everyone in Heavy armor anyway.
    NA Server - Kildair
  • Tankqull
    Tankqull
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    Ezareth wrote: »
    I think considering the amount of armor penetration available in the game having light armor at 50% of the base armor of heavy is fine as it was providing zero physical reduction otherwise to most people.

    i´m unsure if 50% would be enough to provide any physical mitigation, when i compare it to my live dmg values when figthing medium wearer who posses hihger mitigation values...

    i would actually recommend a cap to piercing of 50% of the attacked players armor so that they allway provide a mitigation regardless of its type while heavy arnor then would provide significantly more than now and other armors would then.
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • Rayste
    Rayste
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    A welcomed change, thank you ZOS. Now, they need to fix those sharpened maces.

    I do agree on the spell resist as well.
    The Teach - AD Templar
  • eliisra
    eliisra
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    Tankqull wrote: »
    Ezareth wrote: »
    I think considering the amount of armor penetration available in the game having light armor at 50% of the base armor of heavy is fine as it was providing zero physical reduction otherwise to most people.

    i´m unsure if 50% would be enough to provide any physical mitigation, when i compare it to my live dmg values when figthing medium wearer who posses hihger mitigation values...

    Kinda of what I'm thinking to. Having 4k armor like today or 8k armor(whatever the numbers for full light will be after the buff), is probably not going to make any difference in PvP unless ZoS redesigns penetration values.

    But I guess IC also has it's fair share of NPC not stacking armor pen.

    Will of course be nice in PvE. Magicka builds shouldn't(imo) have much lower survivability than medium armor builds when running pure dps specs. It's glass canon v.s glass canon, after all. Need to remember that PvE magicka dps specs can't run around and stack 3 different shields, escapes and self-heals, when doing group content lol. Magicka AoE and single target for 3/4 classes is already inferior compared to stamina. So adding a hint of survivability for robe users, is fair.
  • Plaid13ub17_ESO
    Plaid13ub17_ESO
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    So now heavy armor dosnt have as much of an advantage in defense and blocking sucks now so... why do they hate defensive builds? They need to be nerfing the hell out of damage not defense =/

    Heavy armor dosnt have any great passives like medium and light armor have. but now its losing its edge on defense as well. =/

    Bad enough defenses are the only things capped in the game.

    Its not that i mind that light and medium armor got boosted its that heavy hasnt been.They need to beef up those heavy armor passives.
  • Rayste
    Rayste
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    So now heavy armor dosnt have as much of an advantage in defense and blocking sucks now so... why do they hate defensive builds? They need to be nerfing the hell out of damage not defense =/

    Heavy armor dosnt have any great passives like medium and light armor have. but now its losing its edge on defense as well. =/

    Bad enough defenses are the only things capped in the game.

    Its not that i mind that light and medium armor got boosted its that heavy hasnt been.They need to beef up those heavy armor passives.

    No, they need to fix penetration so that armor value actually matters ....... and then, boom, passive mitigation that you are seeking without even holding block.
    The Teach - AD Templar
  • The Uninvited
    The Uninvited
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    @ZOS_BrianWheeler @ZOS_RichLambert @ZOS_GinaBruno

    Can you please confirm if light armor is getting buffed?
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  • Dagoth_Rac
    Dagoth_Rac
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    Robbmrp wrote: »
    Light armor needs to be 1/3, Medium armor 2/3 and heavy armor 3/3 for physical resistance. For spell resistance they should be the opposite as the heavier the armor the less spell resistance it should have, something like this, Heavy and Medium 1/3 and Light 3/3. IMO this would be a better setup for armor instead of the existing values.

    That is the way armor was prior to Update 6. It was a disaster. Everyone hated it. The whole game was basically everyone running around in light armor + staff, doing huge damage but also having huge mitigation. Heavy Armor and Medium were hardly ever seen. Even tanks in Trials were wearing light armor! I don't want to go back to those bad old days. It might work in more restrictive games where only certain classes can wear certain armors and wield certain weapons. But in the freeform world of ESO, it was very unbalanced.
  • The Uninvited
    The Uninvited
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    Dagoth_Rac wrote: »
    The whole game was basically everyone running around in light armor + staff, doing huge damage but also having huge mitigation. Heavy Armor and Medium were hardly ever seen.

    Now they are doing that in medium and even heavy armor, so what's the difference?

    I think it's just very hard to balance between armor types. Agreed, tanking in light armor is silly but it's like if they change one thing everyone will just switch to the next meta because it will be better.
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  • Leandor
    Leandor
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    Robbmrp wrote: »
    For spell resistance they should be the opposite as the heavier the armor the less spell resistance it should have, something like this, Heavy and Medium 1/3 and Light 3/3. IMO this would be a better setup for armor instead of the existing values.
    No, because a tank should never be forced into light armor for magicka-heavy encounters. If any:

    Phys: Heavy 3/3, medium 2/3, light 1/3
    Spell: Heavy 3/3, medium 2/3, light 3/3

    Heavy has best mitigation overall, medium and light have less but similar mitigation overall, but with a very different split.
  • Zsymon
    Zsymon
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    So now heavy armor dosnt have as much of an advantage in defense and blocking sucks now so... why do they hate defensive builds? They need to be nerfing the hell out of damage not defense =/

    Heavy armor dosnt have any great passives like medium and light armor have. but now its losing its edge on defense as well. =/

    Bad enough defenses are the only things capped in the game.

    Its not that i mind that light and medium armor got boosted its that heavy hasnt been.They need to beef up those heavy armor passives.

    Heavy armor never had any edge, with people running around with 25K armor penetration, your 18K heavy armor is worthless, it does nothing except give you some really, really horrible passives, as well as ruin your sustain.
    Edited by Zsymon on August 6, 2015 2:20PM
  • SkylarkAU
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    Zsymon wrote: »
    Heavy armor never had any edge, with people running around with 25K armor penetration, your 18K heavy armor is worthless, it does nothing except give you some really, really horrible passives, as well as ruin your sustain.

    Spent ages testing a full resistance heavy tank DK build on pts, tweaking/adjusting etc etc..

    Login to my sorc for a bit of fun and was taking exactly the same damage hits with almost half the resistance as the DK

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  • Stalwart385
    Stalwart385
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    I like the 2/4, 3/4, 4/4 split.

    I do think heavy needs some love since blocking was nerfed so heavily and light buffed. Not like heavy was ever OP.
    Edited by Stalwart385 on August 7, 2015 6:40AM
  • Erondil
    Erondil
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    Leandor wrote: »
    Robbmrp wrote: »
    For spell resistance they should be the opposite as the heavier the armor the less spell resistance it should have, something like this, Heavy and Medium 1/3 and Light 3/3. IMO this would be a better setup for armor instead of the existing values.
    No, because a tank should never be forced into light armor for magicka-heavy encounters. If any:

    Phys: Heavy 3/3, medium 2/3, light 1/3
    Spell: Heavy 3/3, medium 2/3, light 3/3

    Heavy has best mitigation overall, medium and light have less but similar mitigation overall, but with a very different split.

    If you look at your numbers, this leaves magicka users with an unfair disadvantage since the spell resistance would be overall higher than the armor (there is no armor type with 1/3 in spell res and twice 3/3) while stamina specc already hit harder than magicka (more crit more wep dmg)
    I would rather see:
    Phys: Heavy 3/3 medium 2/3 light 1/3
    Spell Heavy 3/3 medium 1/3 light 2/3

    Medium and light are both dps (and heal for the light) armor types, so they should be overall as squishy but with medium protecting more from physical attacks and light from spells.
    It also leaves heavy with a decent advantage on resistances (heavy values are always higher than the two others armor type) which seems legit knowing the strength if light/medium passives.
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  • Leandor
    Leandor
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    Erondil wrote: »
    Leandor wrote: »
    Robbmrp wrote: »
    For spell resistance they should be the opposite as the heavier the armor the less spell resistance it should have, something like this, Heavy and Medium 1/3 and Light 3/3. IMO this would be a better setup for armor instead of the existing values.
    No, because a tank should never be forced into light armor for magicka-heavy encounters. If any:

    Phys: Heavy 3/3, medium 2/3, light 1/3
    Spell: Heavy 3/3, medium 2/3, light 3/3

    Heavy has best mitigation overall, medium and light have less but similar mitigation overall, but with a very different split.

    If you look at your numbers, this leaves magicka users with an unfair disadvantage since the spell resistance would be overall higher than the armor (there is no armor type with 1/3 in spell res and twice 3/3) while stamina specc already hit harder than magicka (more crit more wep dmg)
    I would rather see:
    Phys: Heavy 3/3 medium 2/3 light 1/3
    Spell Heavy 3/3 medium 1/3 light 2/3

    Medium and light are both dps (and heal for the light) armor types, so they should be overall as squishy but with medium protecting more from physical attacks and light from spells.
    It also leaves heavy with a decent advantage on resistances (heavy values are always higher than the two others armor type) which seems legit knowing the strength if light/medium passives.
    I can fully agree to that.

    (except for the "stamina hits harder" part. My similarly equipped sorc
    hits way truck-er than my nightblade, honestly)
    Edited by Leandor on August 7, 2015 8:07AM
  • Kulvar
    Kulvar
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    Robbmrp wrote: »
    Light armor needs to be 1/3, Medium armor 2/3 and heavy armor 3/3 for physical resistance. For spell resistance they should be the opposite as the heavier the armor the less spell resistance it should have, something like this, Heavy and Medium 1/3 and Light 3/3. IMO this would be a better setup for armor instead of the existing values.

    Not at all. Heavy Armor is for Tanking, it would be pointless if it don't provide any magical resist...

    Heavy Armor:
    - 3/3 Physical Resistance
    - 2/3 Spell Resistance
    - 1/3 Physical Damage
    - 0/3 Spell Damage

    Medium Armor:
    - 3/3 Physical Damage
    - 2/3 Physical Resistance
    - 1/3 Spell Damage
    - 0/3 Spell Resistance

    Light Armor:
    - 3/3 Spell Damage
    - 2/3 Spell Resistance
    - 1/3 Physical Resistance
    - 0/3 Physical Damage
    Edited by Kulvar on August 7, 2015 9:28AM
    Coward Argonian scholar of the Ebonheart Pact
  • Zsymon
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    I don't think people realize how horrible heavy armor really is. No one should ever be using it in PvP, it offers nothing. It has the same protection as light armor (which is 0 armor rating) except not a single useful passive.

    All it does is it used to look cool, and now the new light armor sets look much cooler.
    Edited by Zsymon on August 7, 2015 9:36AM
  • The Uninvited
    The Uninvited
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    Kulvar wrote: »
    Not at all. Heavy Armor is for Tanking, it would be pointless if it don't provide any magical resist...

    Heavy Armor:
    - 3/3 Physical Resistance
    - 2/3 Spell Resistance
    - 1/3 Physical Damage
    - 0/3 Spell Damage

    Medium Armor:
    - 3/3 Physical Damage
    - 2/3 Physical Resistance
    - 1/3 Spell Damage
    - 0/3 Spell Resistance

    Light Armor:
    - 3/3 Spell Damage
    - 2/3 Spell Resistance
    - 1/3 Physical Resistance
    - 0/3 Physical Damage

    This looks actually quite reasonable.
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  • Septimus_Magna
    Septimus_Magna
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    Little to no change for pvp because low armor rating gets fully mitigated by most stam builds.
    Slight improvement (17% higher armor rating) for light armor users in pve.

    Good change Zenimax, more changes should be made like this.
    Changing stats drastically makes it very hard to balance pvp, more changes like this one please!
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  • Zsymon
    Zsymon
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    Kulvar wrote: »
    Not at all. Heavy Armor is for Tanking

    Yeah but heavy armor should be for more than just tanking, it should be a survivable PvP option.

    In PvP, medium armor should be for offensive stamina builds, light armor for offensive magicka builds, and heavy armor for survivable stamina and magicka builds.

    Right now using heavy armor in PvP, means losing survivability, losing offense, losing mobility, you lose on everything and gain nothing, as pen values are 5x too high.

    1) Penetration values need to be nerfed massively or changed to percentages, capping at 50%.
    2) Heavy armor passives need to be changed as well as buffed a great deal.
    Edited by Zsymon on August 7, 2015 10:09AM
  • Leandor
    Leandor
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    Kulvar wrote: »
    Robbmrp wrote: »
    Light armor needs to be 1/3, Medium armor 2/3 and heavy armor 3/3 for physical resistance. For spell resistance they should be the opposite as the heavier the armor the less spell resistance it should have, something like this, Heavy and Medium 1/3 and Light 3/3. IMO this would be a better setup for armor instead of the existing values.

    Not at all. Heavy Armor is for Tanking, it would be pointless if it don't provide any magical resist...

    Heavy Armor:
    - 3/3 Physical Resistance
    - 2 3/3 Spell Resistance
    - 1 0/3 Physical Damage
    - 0/3 Spell Damage

    Medium Armor:
    - 3/3 Physical Damage
    - 2/3 Physical Resistance
    - 1/3 Spell Damage Resistance
    - 0/3 Spell Resistance Damage


    Light Armor:
    - 3/3 Spell Damage
    - 2/3 Spell Resistance
    - 1/3 Physical Resistance
    - 0/3 Physical Damage

    Some changes/fixes. I think the medium armor one was just a typo. Yes, that is reasonable.
    Edited by Leandor on August 7, 2015 10:24AM
  • Akinos
    Akinos
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    Zsymon wrote: »
    Kulvar wrote: »
    Not at all. Heavy Armor is for Tanking

    Yeah but heavy armor should be for more than just tanking, it should be a survivable PvP option.

    Right now using heavy armor in PvP, means losing survivability, losing offense, losing mobility, you lose on everything and gain nothing, as pen values are 5x too high.

    1) Penetration values need to be nerfed massively or changed to percentages, capping at 50%.
    2) Heavy armor passives need to be changed as well as buffed a great deal.
    Heavy armor IS a survivable PvP option. All the bashing you've done on heavy armor, you always fail to mention one thing: BLOCK ABILITY.

    I say this as somebody with experience who has proven that heavy is viable in most of the game updates since day one( I say most because I took several breaks from the game and missed some major updates). For Templars and DK's heavy is probably the best option in terms of survivability, mobility means nothing since we have none to begin with except for mist form and perma dodging. You can still have high stats, high regen, low spell cost, and high dps in heavy.

    I understand your reasoning behind preaching to everybody to not wear heavy, but I gotta say that not everybody has stupid high armor pen. Not everybody is running mace/dual maces. Not everybody is a stam build.

    I agree with you on the last thing though, heavy armor and it's passive tree really does need some kind of buffs. And armor penetration SERIOUSLY needs to be fixed/lowered.
    Edited by Akinos on August 7, 2015 10:59AM
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  • ZOS_GinaBruno
    ZOS_GinaBruno
    Community Manager
    @ZOS_GinaBruno : Can you confirm if this is just a visual bug, or did light armor really get a buff?

    It did get a buff in this patch, and honestly, we just completely missed the patch note. Sorry about that! The per-level armor value was increased by 100%.
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