


The Uninvited wrote: »Just made some screenshots for another topic about the nerf to Valkyn Skoria, when I noticed something else...
Live:
PTS:
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?
The Uninvited wrote: »Just made some screenshots for another topic about the nerf to Valkyn Skoria, when I noticed something else...
Live:
PTS:
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.
ThatNeonZebraAgain wrote: »The Uninvited wrote: »Just made some screenshots for another topic about the nerf to Valkyn Skoria, when I noticed something else...
Live:
PTS:
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.
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.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
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...
Plaid13ub17_ESO wrote: »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.
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.
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.
No, because a tank should never be forced into light armor for magicka-heavy encounters. If any: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.
Plaid13ub17_ESO wrote: »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.
No, because a tank should never be forced into light armor for magicka-heavy encounters. If any: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.
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.
I can fully agree to that.No, because a tank should never be forced into light armor for magicka-heavy encounters. If any: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.
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.
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
Not at all. Heavy Armor is for Tanking
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
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.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.
The Uninvited wrote: »@ZOS_GinaBruno : Can you confirm if this is just a visual bug, or did light armor really get a buff?