Undoctrinated wrote: »making it more tanky would be a good start, or maybe some crit resistance passives are in order. its just imo, the dmg mitigation difference between medium and heavy isn't significant enough to compensate for the fact that you'll also have to give up both weapon damage and stamina recovery w/ switching to heavy. my 2 cents...
Give us back stamina regen while blocking, but it's a 5pc of heavy armor passive, and not full regen.
Emma_Eunjung wrote: »I think many of the existing Heavy Armor passives are pretty good, actually, BUT...
They're not strong enough! Constitution, for example, needs to be an order of magnitude (10X) stronger. If it's not strong enough to feel it when it procs, it's not strong enough!
Give us back stamina regen while blocking, but it's a 5pc of heavy armor passive, and not full regen.
Give us back stamina regen while blocking, but it's a 5pc of heavy armor passive, and not full regen.
While I agree with this for a quick fix, doesn't it feel odd that heavy armor helps block? Get all suited up in heavy armor to soak up hits, then block the dangerous part of the hits anyway... I'd rather see blocking used by light and medium armor wearers (who actually need to block occasionally).
Heavy armor could be pretty fun if:
- Makes you more immune to stuns and ccs (simple to implement, either increase cc immunity time or reduce dmg taken while stunned),
- Which then makes it easier to land heavy attacks, providing an active and engaging way to regen. Consitution is boring.
- Needs to be more protective than it currently is. Make it double of what medium armor is, for example.
The passives are actually pretty good... they just need to have larger numbers. More hp, more armor, more resource return from constitution, etc.
Give us back stamina regen while blocking, but it's a 5pc of heavy armor passive, and not full regen.
dodgehopper_ESO wrote: »
timidobserver wrote: »1. 5 pieces of heavy reduces the effectiveness of armor/spell penetration on the wearer by a significant amount. 7 piece heavy makes wearer immune to penetration.
2. 5 piece heavy returns significant % of damage to ranged and melee attackers. Returned damage scales up based on how many enemies are near like blazing shield.
3.(beta idea) 5 piece heavy has damage reduction that scales up the lower your offensive stats are.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Wreuntzylla wrote: »You realize that ZoS has been going out of its way to make sure players can't effectively 1vX, yes? If the read the OP, they probably won't go any farther.dodgehopper_ESO wrote: »
What?!?! If I could regen stamina while blocking, I would spam emote 3-5 DPS NBs as they spam suprise attack before killing them one by one.... As it stands now, I can tank 15-20 puggers for about 30sec on my *magicka* templar.timidobserver wrote: »1. 5 pieces of heavy reduces the effectiveness of armor/spell penetration on the wearer by a significant amount. 7 piece heavy makes wearer immune to penetration.
2. 5 piece heavy returns significant % of damage to ranged and melee attackers. Returned damage scales up based on how many enemies are near like blazing shield.
3.(beta idea) 5 piece heavy has damage reduction that scales up the lower your offensive stats are.
At least someone has proposed somewhat reasonable individual changes.
I'm curious, though. For bullet 2., you are excluding what, AoE except for things like templar sweeps/jabs?
cwp303b14_ESO wrote: »I think the answer is in resource management. Light armor obviously has increased magicka regen and decreased magicka cost. The same applies to medium armor only with stamina. Each has a unique aspect such as stealth/speed benefit from medium and spell pen/resistance for light.
I propose that heavy armor focus on ultimate regeneration and decreased ultimate cost. Abandon some of the negligible health and stam/magic passives and retool/balance for ultimate. Keep mitigation and block cost reduction.
This would allow heavy armor users the ability to focus on survival while still having burst damage/utility at key points in pve and pvp fights, in the form of more frequent ultimates from absorbing so much damage.
The concept is key which is why I won't attempt to come up with any numbers right now that could derail the central idea with cries of over/underpowered.