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?
Forestd16b14_ESO wrote: »Before any one ask no this is not about adding sexist female armor into the game nor about adding prettier armor but there skills.
So any way sure as alot know armor is this game is kinda broken cause players in light armor and medium armor can last as long if not longer than those in heavy armor and reason being is that light armor allows you to cast magic base skills using less magic which of course allows for the broken mechanic of shield stacking while medium armor has reduce cost of dodging which of course allows them to dodge spells, skills, CC and so on while heavy armor best defense option it has is reduce block cost which isn't much use if you are not using a shield but of those who want heavy armor and say use a 2H weapon or duel wield are left in the rain cause sure there blocking is less but isn't as good as with a shield.
But that's just some passives as for other such as the recovery part cause all 3 armor groups do offer recovery heavy gets the low end again cause both light and medium armor get a 4% recovery bonus per piece of armor the wear to there magicak/stamina while heavy armor only get 1% helth recovery bonus per pices so that's 28% to 7%. What's the deal why do light and medium get this giant bonus to recovery while heavy armor only get this tiny bit you think heavy have more since there more likely to be attacked by NPC cause there most likely the tank.
Another few passive is that light and medium armor give spell/weapon damage, crit, and penetration bonuses while heavy armor just gives a small bonus to armor and spell res and health which honestly doesn't matter when players can by-pass litteraly half to all of your armor and spell res.
So far on live and PTS light and medium armor give just as good defense as heavy armor but also giving players offensive bonuses on top of the defensive bonuses while heavy armor only offers defensive bonuses which isn't much when players can by pass of of that armor and spell res
So just hear me out about this and some change I feel IMO that could make heavy armor much much better. First change all it's passives to be offers by per piece of armor you wear just like the recovery passives that way it can offer more defense to glass DPS players cause I'm sure most of you meet a glass DPS who dies in 1 or 2 blows and starts to complain about how it's the tank fault or the healers. Second make each piece worth 5% so health recovery if wear in 7 will be 35% along with the reduce block cost and armor and spell res bonuses for the armor and spell res be roughly about a 5K boost which makes sense cause it's heavy armor you're giving up that damage boost for defense. Third add a reduce break free cost and reduce snare effect to heavy armor cause again heavy armor you're giving up damage for defense and I'm pretty sure metal caltrops wouldn't be as effective o some one wearing metal boots versus some guy wearing leather or clothed boots. Forth make it scale with health to do something maybe reduce the cost of ultimate or something cause right now health is a waste for attribute point cause you can just fill in the health gap with enchantments.
Again these are just some opinions I have about how heavy armor can be much better and can offer better defense for both tanks and DPS cause a DPS player in say light armor can trade out the boots and gloves or something and get a 10% boost to armor, spell res, health, health recovery, break free, block, and snare reduction while also having that DPS power.
Also last note make it so you need to wear atleast 5 pieces of the armor to use the armor skill.
Suggestion:
1) Resolve: stays the same if pen values are nerfed.
2) Constitution: health recovery bonus of 56% and gain 14% of max magicka/stamina when hit, every 6 seconds.
3) Juggernaut: 14% bonus to max health at 7 pieces and +7% to physical melee damage.
4) Bracing: 20% reduced block cost and +2 seconds CC immunity after breaking free.
5) Rapid Mending: +7% to healing received, and +7% to healing done.
This way heavy armor actually becomes desirable and an equal choice to the large bonuses gained from medium/light armor.
Looks good, though I wouldn't pigeonhole heavy armor into just physical melee attacks. I've wanted to play a heavy armor caster for quite some time, but they're just too weak in many regards to even bother. Light = magicka. Medium = stamina. Heavy should be more neutral.
Better yet Juggernaut increases heavy attack damage and resource return for ALL weapons. Give them an upper hand when fights last longer and they're heavy attacking for resources- get a little more back and do a little more damage. That and heavy armor users are really the only ones that can feasibly heavy attack without getting railroaded or losing too much damage for not weaving.
Looks good, though I wouldn't pigeonhole heavy armor into just physical melee attacks. I've wanted to play a heavy armor caster for quite some time, but they're just too weak in many regards to even bother. Light = magicka. Medium = stamina. Heavy should be more neutral.
Better yet Juggernaut increases heavy attack damage and resource return for ALL weapons. Give them an upper hand when fights last longer and they're heavy attacking for resources- get a little more back and do a little more damage. That and heavy armor users are really the only ones that can feasibly heavy attack without getting railroaded or losing too much damage for not weaving.
Well they were just suggestions, I'm sure more experienced players can come up with better ones.
just figured I would post my support for buffing heavy armor.
my personal idea was to remove the block cost reduction for wearing 5 pieces and add flat damage reduction (like the nord passive) for wearing 5 pieces, something like 10% at rank 1, and 20% at rank 2.
this does pull power away from blocking, but that does seem to be what ZoS wants to do.
just figured I would post my support for buffing heavy armor.
my personal idea was to remove the block cost reduction for wearing 5 pieces and add flat damage reduction (like the nord passive) for wearing 5 pieces, something like 10% at rank 1, and 20% at rank 2.
this does pull power away from blocking, but that does seem to be what ZoS wants to do.
houimetub17_ESO wrote: »Apprentice stone no longer gives spell pen and they are fixing the bug around mace/sharpened weapon pen.. maybe wait and see how it pans out before ya'll go and burn down the barn.
2) Greatly improve the heavy armor passives, so it becomes worth placing skill points there.
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.