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Could you guys change heavy armor this way?

Gamerscape2007
Gamerscape2007
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Now I'm not a theorycrafter by any means, but if I heard heavy armor are god awful compared to the other armors. So Here's my proposed fixed.


Resolve: Instead of a 2k armor boost. How about some flat damage reduction? So for every piece of armor you wear, you get 1%/1.5%/2%
You get a 14% damage reduction if you wear all 7 Heavy. It's sound decent.

Constitution: Simply add health increase and Hp regen that's already exist in this armor and put those two together.

Juggernaut: Well since the name is called JUGGERNAUT. Why don't this passive get reduce cost to both CC Break and Blocking at the same time? /3% /4% per piece. It can help with stamina management.

Bracing: I thought this one for a bit. Now, I know this sounds like a bad idea. But maybe if we do it right, we can make it work. If blocking get the same nerf treatment as dodge roll, I say let this passive give you some Stam regen back. 25%/50% Maybe you guys can think of something better?

Rapid Mending: Let the healing recived buff stay the way it is. Also, why don't you make getting healed give you some stuff like magicka and stam back? Don't make it op, obviously.

And there you have it. Again, I'm not a theory crafter, so for all I know this is flawed without me realizing it. If you guys have any better suggestion, let me know. (Especally the final 2 passive, because I have no idea what the better effect they should have.)
Edited by Gamerscape2007 on February 10, 2016 10:20PM
  • Teridaxus
    Teridaxus
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    About bracing:
    How about you get 10% stamina regen for each heavy item slotted?
  • Gamerscape2007
    Gamerscape2007
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    About bracing:
    How about you get 10% stamina regen for each heavy item slotted?

    I think that would be grossly op.
  • Teridaxus
    Teridaxus
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    About bracing:
    How about you get 10% stamina regen for each heavy item slotted?

    I think that would be grossly op.

    Yeah i was a bit unclear with that, I mean during block you would get up to 70% of your normal stam regen if you wear 7 heavy pieces.
  • Lokey0024
    Lokey0024
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    About bracing:
    How about you get 10% stamina regen for each heavy item slotted?

    I think that would be grossly op.

    Yeah i was a bit unclear with that, I mean during block you would get up to 70% of your normal stam regen if you wear 7 heavy pieces.

    This Sounds fair, if there it's a 5pce req.
  • Cathexis
    Cathexis
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    I don't know why heavy armor has to be strictly damage reduction. Both the other armor types are a balance of damage and sustain - heavy offers direct defensive benefits instead of skill based so it makes sense that it shouldn't be high dps, but it could easily offer burst damage mechanics to bring it in line with other armor types.

    However on the topic of damage reduction itself, it isn't that great either atm.
    Edited by Cathexis on February 11, 2016 12:38AM
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  • Soris
    Soris
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    If blocking get the same treatment as dodge roll and streak it would be terrible idea. Lets say it get exact same treatment, then you will most likely loose a big chunk of your stamina with just one animation cancelled attack since they count as 3 attack (la+skill+bash) Or things like channeled attacks and dots etc.

    There could be a fatigue system. Longer you hold block, bigger it costs. At 10 second mark your block cost x2, at 20 it cost x3 etc. And if you dont block for 5 sec, it resets. Allow full stamina regen while blocking
    Edited by Soris on February 11, 2016 2:22PM
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  • tinythinker
    tinythinker
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    My comments on a similar idea from a similar thread:
    Heavy Armor and Tanking

    "Resolve: Increases your Armor for each piece of Heavy Armor equipped."
    :+1: Fine as it is, I would take a buff to the values if offered, but I'm not worried about it. If anything I would add critical damage resistance per piece, which players could stack with the impenetrable trait and the Resistant perk from the Champion System to be really super tanky or they could use other bonuses if not tanking in Cyrodiil. Options are nice, and this would increase the (gasp) mitigation value of HA.

    "Constitution: Increases Health Recovery by 2%/4% per piece of Heavy Armor equipped. Also restores Magicka and Stamina each time you are hit, but only once every 8/4 seconds. Amount restored is increased per piece of Heavy Armor equipped."
    :-1: A good idea for sustain but the values for magicka and stamina return are too low with the cool-down at 8/4 seconds. It should be based on how much aggro you have, which the cool-down negates (i.e. this should be awesome if you are getting wailed on by a ton of enemies constantly). At the current values for what you get per hit they need to drop the cool-down to every 3/1.5 or 2/1 seconds. Yes they could keep the cool-down time the same and raise the return per hit but that negates the value of being tanky and drawing lots of aggro onto yourself.

    "Juggernaut: Increases Max Health by 0.5%/1% per piece of Heavy Armor equipped."
    :+1: Good passive, but would be better if you took less damage while CCed and received limited resistance to snares. A good synergy with Argonian passives (for those who care like me).

    "Bracing: Decreases Stamina cost of blocking by 10%/20%."
    :-1: Good passive before the nerf to stamina regen while blocking. Outdated now. I agree with the general sentiments expressed here. Would change it to either 20%/40% reduction to cost of blocking *or* allow stamina regen at 25% of normal rate while blocking. This is the "requires 5 pieces of this armor type" passive so it's not like LA or MA block-casters could abuse it. If they lowered the cool-down on Constitution as per the above recommendation these changes might not even be needed when playing like a tank.

    "Rapid Mending: Increases healing received by 0.5%/1% per piece of Heavy Armor equipped."
    :+1: I like this, and it goes also goes well with Argonian passives. I might add in "and reduces the duration of negative status effects" though to make this really solid.

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