The Uselessness of Heavy Armor.

  • monkeymystic
    monkeymystic
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    Wearing 5 pieces of heavy armor should give a flat out 10% damage reduction bonus to all dmg that is not penetrable (like armor).

    Now medium/light is way stronger.
  • Saturn
    Saturn
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    Penetration should just be capped like armour and spell resist, which would mean that even light armour wearing players wouldn't get hit as if they were running around naked. Just make it 50% max spell penetration, I mean it is only possible to reduce damage by 50% with capped spell resist and armour, so it'd make sense.

    Also, you might say that the healing taken buff is useless, but trust me that stuff stacks really nice. I can heal about 75% of my missing health with Coagulating Blood on my DK by using 5 pieces of heavy armour Eternal Yokeda (5% + 8% increased healing taken), 8% from Coagulating Blood buff, 30% from Igneous shield, 10 points in Quick Recovery (4% increased healing taken) and 100 points in Blessed (25% increased healing done). You might say that the 5% from my 5 pieces of heavy armour doesn't matter, but with all this other stuff I have going on it really does. I will also point out that not every pvp player in the world has that high an amount of penetration, a lot do, but not everyone. Heavy armour really isn't useless in PvP as you think :p
    "Madness is a bitter mercy, perhaps, but a mercy nonetheless."

    Fire and Ice
  • Akavir_Sentinel
    Akavir_Sentinel
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    Saturn wrote: »
    Penetration should just be capped like armour and spell resist, which would mean that even light armour wearing players wouldn't get hit as if they were running around naked. Just make it 50% max spell penetration, I mean it is only possible to reduce damage by 50% with capped spell resist and armour, so it'd make sense.

    Also, you might say that the healing taken buff is useless, but trust me that stuff stacks really nice. I can heal about 75% of my missing health with Coagulating Blood on my DK by using 5 pieces of heavy armour Eternal Yokeda (5% + 8% increased healing taken), 8% from Coagulating Blood buff, 30% from Igneous shield, 10 points in Quick Recovery (4% increased healing taken) and 100 points in Blessed (25% increased healing done). You might say that the 5% from my 5 pieces of heavy armour doesn't matter, but with all this other stuff I have going on it really does. I will also point out that not every pvp player in the world has that high an amount of penetration, a lot do, but not everyone. Heavy armour really isn't useless in PvP as you think :p

    I agree 100%. I use a similar method with my DK. Those who say that heavy armor is useless simply don't know how to use it correctly, or don't use enough pieces of it. You have to set up your build for heavy armor usage, that means using the appropriate skills and passives to get the maximum benefits. Healing initiated and healing received are extremely beneficial. I can instantly heal myself from between 25k and 45k anytime I want using my particular build.
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  • Forestd16b14_ESO
    Forestd16b14_ESO
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    Solanum wrote: »
    The reason heavy armor still sucks terribly:

    http://forums.elderscrollsonline.com/en-GB/discussion/148766/heavy-armor-is-so-op-in-1-6/p1

    Many people start to shout in blind panic when any form of balance is applied.

    "In all honesty, plate still has crap resource management.
    With the softcaps removed, our lack of resource cost reduction will make a severe difference, as well as the vastly improved regeneration other armors will have.

    We get a tiny amount of both magicka and stamina once every four seconds. Whoop whoop. We get nothing that benefits our damage. Our reduced cost for breaking free has been removed from our passives, our damage increase has been removed from our passives.

    We have a whopping 7% health increase and healing taken increase. Aside from that all we have is our armor and magic resist. (which in PVP can quite easily be lowered)



    Plate is probably still laughable, just like the cloth/staff people panicking that their armor is no longer better at -everything- "

    So wait is cause of this troll bait milk drinking skeeving horkers thread why heavy armor is utter garbage ??? This is why the reduce break free was removed ?? And even after all this and how bad HA is now ZoS still think LA needs buffed to have more armor now.
  • timidobserver
    timidobserver
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    A 5 piece damage reduction does seem like a decent idea. 5% or 10%. They could just tack it onto bracing.
    V16 Uriel Stormblessed EP Magicka Templar(main)
    V16 Derelict Vagabond EP Stamina DK
    V16 Redacted Ep Stam Sorc
    V16 Insolent EP Magicka Sorc(retired)
    V16 Jed I Nyte EP Stamina NB(retired)

  • BRogueNZ
    BRogueNZ
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    Saturn wrote: »
    Heavy armour really isn't useless in PvP as you think :p

    I agree. Is a shame CP points have to be spent to just fend of this penetration bollocks.

    Of course all that +healing bonus relies on you surviving one or two shots unless some else anticipates damage.

    Not many pvp healers do, they seem more reactive than proactive.
  • Stalwart385
    Stalwart385
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    I ran some numbers to see how heavy stacks up for sustaining resources. I was looking at pure sustain. That doesn't figure in reduced cost helping with potions or your initial mana pool. It only figures in you casting spells as fast as your resources can regenerate. It looks like heavy's constitution actually puts it on par with light and medium using this approach.

    For example say a build has 1,600 mana recovery, 9% mana reduction, 800 stam recovery and 1% stam reduction (before armor passives).
    Adding light armor will give it an equivalent of 2,171 mana recovery and 808 stam recovery (2,980 total).
    Adding heavy armor 1,967 mana recovery and 1,000 stam recovery (2,968 total).

    Here is a more balanced production build with 1,400 mana recovery, 10% mana reduction, 1,400 stam recovery and 5% stam reduction.
    Light - 1923 mana, 1474 stam (3397 total)
    Medium - 1556 mana, 1970 stam (3526 total)
    Heavy - 1748 mana, 1656 stam (3404 total)

    I checked it with varying numbers and it was always on par.

    Now here is the issue:
    - Reduced cost is superior when you have or add mana (pots, a full resource pool, warlock set, etc.)
    - You must be hit in heavy armor.
    - Heavy armor splits your returns evenly, controlling what skills you can use in rotation.
    - Heavy encourages blocking which is a production killer.
    - The %recovery makes light and medium increasingly better at higher recovery values. 1600+ for mana, 1200+ for stamina. (Before armor)

    With all this in mind I still think constitution could use a 20-30% buff. This will give it more balance. Another option would be to allow some stam regen (30-50%) while blocking for heavy, so it doesn't encourage sustain killing.

    Medium is currently the king of resources with 14% reduced cost attached to it. Light lacks the most in total mana+stam sustain for many builds but has good burst potential with 7% reduced cost. It also has a lot of offensive firepower.

    This is just comparing one aspect of the armors I was curious about. Hopefully fixing penetration gives heavy a little more viability in PvP.
    Edited by Stalwart385 on August 11, 2015 9:52AM
  • AngryNord
    AngryNord
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    You people DO send this as in-game /feedback too, right?
  • Rinmaethodain
    Rinmaethodain
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    Yeah, /feedback is a must, because apparently

    "Public Test Server
    Public Test Server
    Provide feedback on your experiences while testing upcoming content on PTS.
    "

    doesent mean anything. ZOS ignores forum feedback, we see it cleary with "0 stamina regen while blocking" unjustified ubernerf.
  • actosh
    actosh
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    Maybe heavy gets more usefull if they now finaly fixed the armorpenstuff. But heavy should allow u to regen 50% of your stamregvalue while blocking. That whole crap just happenz cause ppl r to dumb to cc permablockers and burst em down. Tankin however is still ok even with the stamreg change
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