You can still perma block in 1.7. There are already people that have figured out how to do so on the PTS.
I agree with you that heavy armor needs changing for the better, but you going around screaming that heavy armor sucks isn't helping anybody either.You can still perma block in 1.7. There are already people that have figured out how to do so on the PTS.
That changes nothing about the fact that heavy armor offers no mitigation and apart from one, no useful passives.
Having one single build with perma block doesn't mean heavy armor doesn't need changing.
And heavy still provides migation, and not just through blocking. No useful passives? That's probably debatable for a lot of players.
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.
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.
In my opinion, two things need to happen:
1) Massively nerf the penetration values, or change them to percentages capped at 50%.
2) Greatly improve the heavy armor passives, so it becomes worth placing skill points there.
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.
In my opinion, two things need to happen:
1) Massively nerf the penetration values, or change them to percentages capped at 50%.
2) Greatly improve the heavy armor passives, so it becomes worth placing skill points there.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.
That's all I've been saying, heh, if you agree with that then we are in agreement!
david.haypreub18_ESO wrote: »List of things that ZOS just can't get right because they just aren't listening to their players:
--Heavy Armor
--Argonians
--Templars
--Werewolves
Anything I missed?
Penetration is supposedly being fixed in next update so we'll know soon enough if Heavy makes a difference again.
vortexman11 wrote: »
Stalwart385 wrote: »What should make Heavy identifiable?
Heavy should be universally defensive and help support hybrid builds.
First:
- Fix penetration so heavy isn't completely ignored. Max penetration should be around 15k not the 50k numbers we can see now.
Then:
- Increase mana and stam when hit.
- Reduced block free cost, with a full set equipped.
I would also like to see:
- Recovering some stamina regen while blocking, with a full set equipped. Increasing the mana and stam recovered when hit could effectively do this though.
You can still perma block in 1.7. There are already people that have figured out how to do so on the PTS.
That changes nothing about the fact that heavy armin many ways r offers no mitigation and apart from one, no useful passives.
Having one single build with perma block that utilizes one single passive, doesn't mean heavy armor is fine the way it is. There are a lot of people that'd like to use heavy armor, and that don't use that particular perma block build.
olemanwinter wrote: »You can still perma block in 1.7. There are already people that have figured out how to do so on the PTS.
That changes nothing about the fact that heavy armin many ways r offers no mitigation and apart from one, no useful passives.
Having one single build with perma block that utilizes one single passive, doesn't mean heavy armor is fine the way it is. There are a lot of people that'd like to use heavy armor, and that don't use that particular perma block build.
Thats true but if your answer to fixing heavy armor is to reduce penetration values (effectively nerfing damage) then that presents a HUGE problem in a world where shield stacking bubble builds not only exist but in many ways got buffed.
olemanwinter wrote: »You can still perma block in 1.7. There are already people that have figured out how to do so on the PTS.
That changes nothing about the fact that heavy armin many ways r offers no mitigation and apart from one, no useful passives.
Having one single build with perma block that utilizes one single passive, doesn't mean heavy armor is fine the way it is. There are a lot of people that'd like to use heavy armor, and that don't use that particular perma block build.
Thats true but if your answer to fixing heavy armor is to reduce penetration values (effectively nerfing damage) then that presents a HUGE problem in a world where shield stacking bubble builds not only exist but in many ways got buffed.
ZOS_RichLambert wrote: »Could have sworn I already responded to this but I can't find my post!
We have a fix in for the next PTS build that resolves an issue with Battle Spirit where the damage/healing/shield values were not being calculated properly.
We're going to test this change before making any other changes to shields.
As an aside... we also fixed the armor penetration issue with the sharpened and piercing traits.