sneakymitchell wrote: »In order to get great mitigation why not but points in cp with a load of points in hardy and elemently defender when thieves guild comes out get ready to get 120 unchained stamina build wrecking blowers.
This is how heavy armor can be useless most the time.
kendellking_chaosb14_ESO wrote: »In my opinion Armor should work as followed.
Light: Powerful attacks have to stand behind shields and range to win. Can't take more then a few hits without a shield up.
Medium: Powerful attacks have to keep moving good at range or Melee. Can take a fair amount of hits.
Heavy: Powerful attacks have to keep enemies in Melee range the worst at ranged attacks but can take far more hits.
What we have makes more sense then release but is still not there.
trucqulent wrote: »kendellking_chaosb14_ESO wrote: »In my opinion Armor should work as followed.
Light: Powerful attacks have to stand behind shields and range to win. Can't take more then a few hits without a shield up.
Medium: Powerful attacks have to keep moving good at range or Melee. Can take a fair amount of hits.
Heavy: Powerful attacks have to keep enemies in Melee range the worst at ranged attacks but can take far more hits.
What we have makes more sense then release but is still not there.
yeah - that's one of my biggest issues.
especially while leveling, even with full heavy armor there trade-off of dps for survivability just isn't as pronounced as it could be.
Forestd16b14_ESO wrote: »increases magicka and stamina recovery by 5% when wearing 5+ pieces of heavy armor.
I agree entirely with this thread. Heavy Armor obviously does need some buffing, but it's a very delicate subject.
Forestd16b14_ESO wrote: »increases magicka and stamina recovery by 5% when wearing 5+ pieces of heavy armor.
This is actually a nerf compared to what I have on Live. At 1200 Recovery, the current Constitution bonus is a 13% increase and even at my more optimized 2000 Stamina Recovery, the current bonus is an 8% increase. Plus, too many percentage modifiers is part of why we are in the current damage stacking meta. With the proposed Recovery increase here, Stamina/Magicka Recovery must reach 3000 before it can be on par with what Heavy Armor has today.
And again, I cannot agree with the 5+ requirement on Immovable. Look at post #58 for my idea with buffing Immovable.
@Forestd16b14_ESO Your suggestions are improving over past attempts but please do some math too. Just because a bonus sounds nice and balanced does not mean it is nice and balanced.
Forestd16b14_ESO wrote: »you are starting to sound like "learn to play my way"
The math here was intended to show how changing from a constant to a percentage would be detrimental to Heavy Armor, which has lower Recovery to begin with. I approximated the benefit of Constitution as 150 because it restores a little over 300 each hit every 4 seconds (Recovery ticks every 2 seconds). What would help low Recovery the most is a constant increase, like we see in the current Constitution. Increasing its value, decreasing its cooldown or removing its condition are ways to buff Heavy Armor Recovery.At 1200 Recovery, the current Constitution bonus is a 13% increase and even at my more optimized 2000 Stamina Recovery, the current bonus is an 8% increase. Plus, too many percentage modifiers is part of why we are in the current damage stacking meta. With the proposed Recovery increase here, Stamina/Magicka Recovery must reach 3000 before it can be on par with what Heavy Armor has today.
RatedChaotic wrote: »Would like to see......Having shield block up buffs allies behind with physical and magic resist. Would make us full tanks feel more useful. I miss yellin "Shield Wall".
Forestd16b14_ESO wrote: »sneakymitchell wrote: »In order to get great mitigation why not but points in cp with a load of points in hardy and elemently defender when thieves guild comes out get ready to get 120 unchained stamina build wrecking blowers.
This is how heavy armor can be useless most the time.
It's the new hardy that is driving the final nails into heavy armors coffin.
Thanks for the explanation!Hardy will reduce Physical Damage taken by a percentage. This percentage reduction is done after mitigation is factored, meaning it is unaffected by Armor Penetration. And as percentages go, the more damage taken, the more this passive reduces it. So non plated players will receive more mitigation from Hardy than plated players, reducing the mitigation difference between armor types even more. Given Heavy Armor in its current state only has mitigation going for it, Hardy will "drive the final nails into heavy armors coffin."
Forestd16b14_ESO wrote: »
Update 10 is the ETA on Heavy Armor buffs!