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Gameplay Updates and Q&A with Eric Wrobel

  • umagon
    umagon
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    When will heavy armor receive updates so it will have a definitive role in combat for pvp and pve? When will resource pool management become balanced to where people can not cast skills indefinitely while doing high amounts of damage?
  • Trayyacakes
    Trayyacakes
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    @ZOS_GinaBruno

    1. Stamina Sorcs: Where is there love? The one damaging ability they have that scales on stamina, Thundering Presence, Is so amazing(sarcastic) that most stam sorcs still use the magicka morph, especially next patch when the speed buff is nerfed and sprinting is buffed. Also most of the Sorceror passives aren't even worth taking if you are a stam build. Crit surge while awesome because it gives an alternative to rally, damage shields on your target make it impossible to get any heals from the ability which can be problematic. A stamina morph that provides direct instant melee damage would be nice, as well as some passives that benefit stamina and magicka gameplay, and a way for crit surge heals to proc on damage shields(does the crit roll still happen when hitting a damage shield before it is decided that it can't be crit? I'm thinking it must be because overflow damage can crit.)
    2. Stamina Nightblades: two of their stamina morphs remain magicka damage, killers blade and power extraction, these should be changed to physical or poison.
    3. Stamina Dragonknight's still have to invest in elemental expert to get the most out of their dot attacks.
    4. Ultimates: either more ultimates need to scale off of physical damage or they should all scale to your highest damage modifier in the champion system.
    5. Abilities that scale off of health are extremely gimped in Cyrodiil. The logical answer is to exempt them from battle spirit because stacking health is not really an option. the damage from Blazing shield can be effected by battle spirit, but not the shield size.
    6. Heavy Armor: Heavy armor is pretty gimped right now. When I put on heavy armor I gain very little passive damage mitigation when compared to medium armor. Heavy armor should be more than a little increase from medium in passive mitigation. In ESO active mitigation is greater than passive mitigation anyway, So an argument can be made that medium using heals and dodge rolling when necessary as well as light armor when using damage shields and heals has better survivability than heavy armor. Especially when considering the active mitigation that heavy armor was built around, blocking, destroys your stam regen. When I choose to wear heavy armor I give up the spell penetration and spell crit bonus from light armor passives and the weapon increase and weapon crit from medium armor passives. In other words when I wear heavy armor I give up damage. I should gain survivability, but I don't because survivability in this game relies around resource sustain. Heavy armor does not allow for enough resource sustain to truly be a tanky target. I am aware that there are still extreme perma block builds in game and builds that stack health regen that "work" with heavy armor. There is however no front line heavy armor fighter build in the game because of the terrible resource sustain on heavy.
    7. Viscious Death set, the buff to proxy, most ults scaling better with magicka builds, and the meteor changes will drastically change Cyrodiil. It will swing the balance of power heavily to the magicka side from the stam side as well as provide combos for specific builds that will instantly kill masses of people. Tools should be placed in the game that allow small mans to outmaneuver and outplay Larger groups (things like dynamic ult gen). However these changes provide simple Iwin buttons that I am sure will provide many hilarious laughs in ts and funny youtube clips, but will not be good for the long term health of the game. It will be even more of a stealth up and bomb meta than it has ever been before. I agree that spreading out needs to be encouraged, and that numbers are far too powerful in the games current state, but I fear these shifts will be far too much.
    Edited by Trayyacakes on February 12, 2016 2:34AM
    Bjorn Uldnost
  • EnOeZ
    EnOeZ
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    HEAVY ARMOR IN CYRODIIL
    @Wrobel, @ZOS_GinaBruno, @ZOS_BrianWheeler


    -- In short: --

    My question to Eric @Wrobel:

    From all players point of view, Heavy armor PVP is worst than bad. I try to to point out and demonstrate the really disastrous, atrocious, disheartening, calamitous, terrible state of it in Cyrodiil in the post below. My question concerns the decision process when designing and modifying active and passive skills in competitive environments (Cyrodiil and VMA leaderboards):
    • How do you run your impact analysis (if any) when making a design choice ?
    • What is the purpose (if any) of the current design of Heavy Armor in PVP ?
    • Would you mind sharing it (the purpose) since us, players, clearly fail to understand at what role it excels PVP-wise ?
    Thank you !



    -- In extenso: --

    We are so many in this forum and in this thread desperately asking for Heavy Armor improvements in PVP. For once, there is ABSOLUTE FULL CONSENSUS on its weakness. There is absolutely NOTHING you can do in Heavy you cannot do better in any of the other two armor types: DPSing, sustaining, maneuvering, mitigating damage, avoiding critical hits, bypassing defenses and even mitigating damage ! Combining Heavy Armor design with the other gameplay elements in ESO make the picture abysmally worst! Following is a summary from a PVP design perspective:
    • Worst protection of all three armors since active mitigation (teleports, dodge rolls, shields...) > passive mitigation and you need resources to actively mitigate, resources that you need the most and you lack the most.
    • Mitigation itself is bypassed due to armor penetration, spell penetration, siege damage and corrosive armor.
    • A PVP Tank ? Sure but can still be obliterated in about 1s by magicka Nightblade gankers (when unaware looking at map for example, therefore not blocking and without shield or buff) with full impenetrable and 27K Health.

    To sum up HA:
    • Worst overall mitigation (active+passive)
    • Worst resource management
    • Worst DPS

    Everything have been said ? Not at all and this is why:
    Tanking cuts stamina regeneration which invites players to invest in cost reduction enchants since it also reduces the cost of dodge roll and still "work" while blocking.

    Guess what !
    • All potions enhance regeneration. Since their effect is multiplicative, the more regeneration you have, the more you benefit from them, putting Tanks at an additional disadvantage.
    • More, "Continuous attack" from assault tree gives you multiplicative 20% regeneration to stamina and magicka, meaning all the non blocker players get another demultiplicative advantage over PVP Tanks.
    • I did the math, with one action/second and two legendary cost reduction rings, you just cannot even come close in resources gained/spared with a regeneration build anyone but tanks have access to.

    You think it is enough ? Are you kidding ?
    The combat design team introduced several patches ago the mechanic of heavy attacks returning resources. Great ! But so what ? Well if you wear Heavy Armor, I suppose your intent is to fight in the very heat of battle right ? Probably in melee, otherwise do not waste your time (apart for understandable fashion purposes) in Heavy. But in PVP, outside of scripted combat, heavy attacking in melee is
    • slow
    • cumbersome
    • deadly (but to us)
    Why ? Because you cannot light or heavy attack while holding block. You just cannot release block when you lead the charge or are the first line of defense, especially for a full second or two to weave your sword... while all those range players in light and medium can from safety. Releasing block to weave an entire heavy attack on a moving target when you play as a heavy warrior should and want to, in the middle of every bloody battle. Alike, ultimate generation for melee characters* is problematic, since all rangers start generating ultimate several seconds before you and more steadily since they have easily a target in range.


    So to the above list of three we need to add three more:
    1. Worst overall mitigation (active+passive)
    2. Worst resource management
    3. Worst DPS
    4. Worst consumable integration (potions scaling with stam/mag regeneration enhancing med/light)
    5. Worst PVP integration ("Continuous Attack" passive)
    6. Worst Combat Mechanic integration (heavy attacks for resources and ultimate generation*)

    Why does it matter ? Well the PVP base in Heavy Armor just do not enjoy the game as Magicka sorc and Nightblades do in light armor or even Stamblades/StamDKs in medium do. It is simply a burden we support thanks to our passion for the game.

    The tiny remaining base of PVP Tanks try to shape the game where there is no "front" in the war, where mobility is key with battles of range vs range players only, which is paramount in taking and defending keeps (boring time during which melee fighters feel even more useless).

    There is an entire base of players in Heavy Armor enjoying less and less the game (less resources means less gameplay) trying to support a playstyle with passion (or should I say devotion ?). They need more of everything: more escape mechanisms, more resources, more mitigation but we have less of everything. They die more because they wear by far the worst designed armor and have to ride hours each PVP session, which was not the original purpose of the game.

    Heavy Armor needs so badly a redesign to be brought on par with the other two armors that many of us were disappointed not to have (once more) a single mention of it in the PTS patch notes: sure we spend some time in IC or Wrothgar but we spend ALL OUR PLAYTIME IN HEAVY ! Please support us so that we can support you for a long time ! Make Cyrodiil a place enjoyable to Heavy Armor users too.

    As for solutions, I made so many proposals already to improve the design (cf links below)... but the most sexy, elegant and exciting design choice for game's diversity and interest would be to base Heavy Armor "signature" not on Health but also on a resource like light (magicka) and medium (stamina) do: Ultimate ! More ultimate generation, more ultimate damage which would fit the ESO "lore" of a bloodthirsty melee warrior which was the original design intent if we rely on the cinematics who brought us to the game (Nord Fighter) or the sadly deceptive names chosen for the HA tree passives ("Juggernaut", "Resolve..."). We can agree that currently, they do not reflect reality at all :disappointed:

    And please... make in addition to the very desired and expected Heavy Armor overhaul:
    • consumables (potions, food... enhancing regeneration builds only),
    • passives ("Continuous Attack" in Assault Skill line synergizes best with DPS regeneration builds),
    • mechanisms (Suicidal melee heavy attacks to gain stamina, ultimate generation, block with no stamina regen...),
    • instances (Veteran Maelstrom Arena),
    • DLCs (Imperial City and Thieves Guild are just gifts to the rogue archetypes aka light/medium armor Nightblades),
    • rankings (Veteran Maelstrom Arena leaderboards discriminatory to Tank setups),
    • rewards (AP Gains for Tanks are much much lower, gold rewards infinitely more difficult to get)
    • meta (Metagame revolving around running in the bigger Zerg, there is no need (and nothing) for Tanks)
    • Cyrodiil gameplay in general (Mage at resources unattainable to melee users, Keep defense (and offense) with nothing to do as Tank (let us climb the walls, take flight, create a mobile assault siege engine, tunnels were Tanks in Heavy Armor could shine in bottlenecks), make healer NPCs heal players... (Players can heal NPCs, which is really good for healers, why not the other way around for Tanks ?!)
    that do relate to, and synergize with, the specific gameplay aspects, combat mechanics and requirements of Melee Heavy Armor warriors.


    For balance,
    For enjoyment,
    For diversity,
    For the game!

    With love <3


    *For this writing, some Melee issues (Sword and Board / Two Hand) are tied to Heavy from a gameplay perspective, assuming that if you wear HA it's that you need and/or want to fight in close range, therefore with melee weapons.

    --
    Writing on the dwindling state of Stamina Heavy Armor PVP Stam DK since 2015
    http://forums.elderscrollsonline.com/en/discussion/comment/2682137/#Comment_2682137
    http://forums.elderscrollsonline.com/en/discussion/246221/dk-abilities-redistribution/p1
    http://forums.elderscrollsonline.com/en/discussion/209592/heavy-attack-mechanics-and-bonuses-are-unfair-to-melee-weapon-characters/p1
    http://forums.elderscrollsonline.com/en/discussion/148711/1-6-pts-heavy-armor-feedback/p1[/quote]
    Edited by EnOeZ on February 12, 2016 1:00AM
  • Heatley2142
    Heatley2142
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    My only concern is Meteor, on paper "bringing it in line with other ultimate's" sounds great but honestly the ability is already regarded as one of the best Ultimate's in the game, hits hard, applies DoT, grants Ult or snare. Now it's a guaranteed hit :/ I hope you re-visit this as i can't think of a reason not to run this in PvP which im sure a lot of other people are thinking too which is going to lead to every magic build seeming a little less diverse.

    PS would like to see Heavy Armour get some more love!
  • Aspi90
    Aspi90
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    Why are there no Ultimates dealing physical damage? (besides dragon leap)
    On my stamina builds I only use my ultis because of some passives, not because they deal much damage. This kinda sucks.
    Maybe introduce new weapon ultis? So every weapon tree has a ulti dealing physical damage.
  • Mumyo
    Mumyo
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    Aspi90 wrote: »
    Why are there no Ultimates dealing physical damage? (besides dragon leap)
    On my stamina builds I only use my ultis because of some passives, not because they deal much damage. This kinda sucks.
    Maybe introduce new weapon ultis? So every weapon tree has a ulti dealing physical damage.

    I went for 67 thaumaturge yesterday on my stamina templar, its actually really interesting and can be worth it... since my classpassive "Burning light" gets 1k more dmg off it and the ults really hurt lots more but it will leave the tree anyway like on pts and that will take that option entirely away. I know every lass has ults that could indeed scale off stamina...
    At least Templars sweep could do that, Sorc might deserve that too.

    In the meanwhile, try out that Thaumaturge on a stambuild. Its fun!
  • silky_soft
    silky_soft
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    @Wrobel

    Why was killers blade and soul harvest over looked for physical damage?
    Why is the no major or minor debuff for shields like their is for healing?
    Can you make changes specifically to melee damage? Maces more usefull against light and medium, maybe chance of off balance? Daggers affect crit damage, chance of minor force? Axe, stack the bleeds/increase intensity of dot? Swords, do more damage while target bleeds or chance of minor berserk?

    Thanks for any part in the siege update. It's nice.
    This recent update has made me sad. Sad for the game. Sad for the community. Sad to pay whatever it is now. I want the previous eso back.
  • wookikiller95
    wookikiller95
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    Can u give us a complete List or Information which Monster Sets, so Head or/and shoulders and with which trait and Price we can buy with Gold and ap?

    And why not buy with tel var stones instead of gold?:)
    Edited by wookikiller95 on February 12, 2016 9:04AM
  • xarguideb17_ESO
    xarguideb17_ESO
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    @Wrobel
    Hello
    In PVE magicka DKs are fine, but in PVP we lack burst. Are there any plans to do something about it? Maybe tune our signature spell, whip, in this diraction?
    Is stamina whip ever going to happen?
    Are DKs going to get an execute?
    Thanks.
  • BEZDNA
    BEZDNA
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    1. Why do the stamina morphs Killer's Blade and Power Extraction deal *magic* damage and not physical or poison/disease damage? With all the changes in Champion system it is very reasonable to finally make these skills damage be increased via Mighty passive in Champion System.

    2. Can you make the new trial sets' 3-piece bonus affect trash mobs as well in pve environment, so you don't have to swap sets between bosses & trash each time you do high end content?

    3. Dragon Knight execute. With the upcoming changes to Molten Armaments (Molten Weapons morph) DK will become the only class not having a class execute ability. Can you consider to completely rework Inferno and it's morphs (or just one of the morphs) to work as an execute ability.

    4. In upcoming patch Fiery Grip and it's morphs are getting some good mechanic changes which would make that ability more repayable and i really appreciate that. However as a person who plays since beta i miss good old days when as a DK I had an ability to pull my enemies down from keep walls. I know that at some point these ability became heavily abused by players to get inside keeps without actually braking walls and as a result these ability got an LAZY fix which makes it not possible to use chains if there is ALTITUDE DIFFERENCE between you and enemy you are willing to pull. As that being sad can you please take at look at that ability and reasons what prevent from using it on not flat areas and rework that fix so we only would not be able to get inside keeps with the use of Chains but could pull down enemies from keep walls and in open situations like on rocks, hills, towers etc.
  • Turelus
    Turelus
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    Will dual wielding weapons be changed so the benefits are only applied to that skill line?

    The current meta for a lot of builds is hold two swords but never swing them, because of the benefits given to any non-weapon line skill whilst doing this.
    We saw this in earlier builds with Restoration Staves as well where you would gain bonus damage just for holding the item and as such people would use it to power up other skills whilst never using the staff. This was patched out for this very reason, will the same eventually happen to dual weild?
    Edited by Turelus on February 12, 2016 11:44AM
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • shugg
    shugg
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    Q: Are there any plans to balance the classes around roles not just DPS, the game is very very focused to dps (pvp,arena,solo content..) and not much love or any towards tanking both pve and pvp.



    Tanking in this game is not as reactive or fun as it could be. I have tanked all end game content as a dk and nb and there is so much more that can be done to make this role more intresting.You now spend more time blocking and any free time is just for HA. maybe have the bosses hit harder but less often meaning we have to stack health instead of all stam/magic attributs

    In PVP roles such as healer have a place yet the love for tanking is also lost here its like this game dosnt realy want tanks just 3 DPS and a healer. (i now roll a dk healer for pvp, very fun and reactive but had to roll another toon to do it)

    i will also echo other Heavy armour is in bad place in both pvp and pve, it just others no bonus except to reach the spell and phisical cap easy.
  • Essiaga
    Essiaga
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    @Wrobel

    Can we expect damage mitigation to be adjusted to keep up with the power creep that's come with 5 pcs sets, uncapped stats, etc? Some classes have no viable in class damage mitigation/defensive skills (protection, maim, etc) since Blinding Flashes was removed and Battle Spirit killed Sun Shield leaving those classes with nothing but BOL, including Stam builds.

    Mitigation buffs (resolve and ward) remain the same but DPS just keeps growing. Those class could use something besides vamp (beward CamoHunter) and armor skills (there goes our stamina) to help keep them alive in a world were Sorc's can drop 20-40k damage in 3 seconds while maintaining 15k+ in shields that Puncturing Sweeps is nullified by, not to mention the channel time of the skill leaves them open to huge damaged.

  • Targuris
    Targuris
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    I wouldn't mind battle spirit giving 15k health.
  • Bashev
    Bashev
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    Targuris wrote: »
    I wouldn't mind battle spirit giving 15k health.

    It is not going to change anything. Everybody will stack everything in magicka or stamina. Defensive stats and healing stats do not have to be shared with DPS stats. This is the main issue. It is a poor game design.
    Because I can!
  • Zheg
    Zheg
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    So, is this an ESO Live where legitimate questions will actually get answered? Or have enough softball questions been accumulated that you won't have to worry about allocating time to the many difficult things you'd rather not talk about?
  • rosy_ariete
    rosy_ariete
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    [*] Breath of Life: We understand that many of you are frustrated with this change, but we found the ability was a little too powerful as a single ability (both as a single target and AoE healing ability). We’ve been watching a lot of livestreams, and Templars appear to still be very useful using this ability in conjunction with others. This includes using Focused Healing which now grants you the Major Mending buff, or Healing Ritual which has a decreased cast time. We don’t currently have any plans to change Breath of Life beyond what’s already been done.

    At least you could decrease the skill cost... nerf the healing, but not nerf the cost? Seems unfair.
    And the cast time of Healing Ritual is too much even after being decreased (in the new trial fights how can I stay still for 1.3 secs to cast this ability??)

  • templesus
    templesus
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    I just spotted another Templar nerf that most people aren't going to notice until the changes outlined above hit the pts.

    Focused healing gives major mending, oh wait, the passive is supposed to give that for using cleanse rune focus etc...why would they say use focused healing....
  • randolphbenoit
    randolphbenoit
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    How will the new upcoming motifs be gained? Items needed to craft the style? With alliance motifs what are the restrictions (if any)?
    the NeXus Guild (NA-DC-Crafters) contact @randolphbenoit - Currently Allies to Fairy Tail of Tamriel (Social) and Brave Kore (DC PvP). https://twitter.com/randolphbenoit

    Saltrice - (Salt tolerant rice) Saltrice, pronounced just like it looks is, in fact, a kind of rice that can grow in paddies of either fresh or brackish water.
  • altemriel
    altemriel
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    Takllin wrote: »
    altemriel wrote: »
    when is the Khajiit Carnage passive going to be fixed?

    AFAIK it is fixed on the PTS.

    wait, seriously? awesome!!!
  • altemriel
    altemriel
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    ZOS, when you plan to introduce the "magic stone" (I don`t remember the name it will have) that would transmute to any style material, would you also introduce some "magical material", that would enable us to recraft a particular armor piece to an another motif style?
  • timidobserver
    timidobserver
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    How do you like being the combat team lead?
    Soft ball question you can answer rather than dealing with the hard ones above.
    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)

  • bowmanz607
    bowmanz607
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    Will there be a PTS night to fight the devs?
  • Enodoc
    Enodoc
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    Zheg wrote: »
    So, is this an ESO Live where legitimate questions will actually get answered? Or have enough softball questions been accumulated that you won't have to worry about allocating time to the many difficult things you'd rather not talk about?
    If they answer this one, that's one more softball question that they've filled up time with ;)
    UESP: The Unofficial Elder Scrolls Pages - A collaborative source for all knowledge on the Elder Scrolls series since 1995
    Join us on Discord - discord.gg/uesp
  • Essiaga
    Essiaga
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    Q: So ... Did your wife cheat on you with a Templar or something?

    There is clearly not a no class left behind policy at ZOS. The class lacks defensive skills/damage mitigation/buffs/debuffs, has terrible regen, is plagued with channels, cast times, awful spell travel times, crappy animations that self root and snare, lack luster ultimate ...

    After all the feed back that has been given on the Templar class in the last 6 months alone ... and more was done to make PETS viable then the Templar class. Pets belonging to Sorcerers, who are the most powerful PVP and PVE damage class. Nothing was done to help the Templar get through shields or survive the superior burst DPS. Were just expected to spam BOL while standing in a tiny circle or a little bigger Circle so we can get a net buff to healing output to off set the nerf to Puncturing Strikes.

    When will the Templar Class receive some legitimate rework? Not this backhanded Eclipse and Backlash crap that subtracts as much or more then it adds. If you lack the imagination just check out the crap ton of Templar feedback.
  • Jaronking
    Jaronking
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    I can already forsee how the chat will be during his time during ESO live.Most of it will be questions about AOE caps.
  • Bashev
    Bashev
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    Jaronking wrote: »
    I can already forsee how the chat will be during his time during ESO live.Most of it will be questions about AOE caps.

    Will he dare to answer a question related to AoE caps or ZoS will pretend that the casp do not exists?
    Because I can!
  • Tankqull
    Tankqull
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    Jaronking wrote: »
    I can already forsee how the chat will be during his time during ESO live.Most of it will be questions about AOE caps.

    if the channel mods are mean they will simply set AOE and all its derivations onto the channel blacklist... problem solved no questions about AOE caps :P
    EnOeZ wrote: »
    HEAVY ARMOR IN CYRODIIL
    @Wrobel, @ZOS_GinaBruno, @ZOS_BrianWheeler


    -- In short: --

    My question to Eric @Wrobel:

    From all players point of view, Heavy armor PVP is worst than bad. I try to to point out and demonstrate the really disastrous, atrocious, disheartening, calamitous, terrible state of it in Cyrodiil in the post below. My question concerns the decision process when designing and modifying active and passive skills in competitive environments (Cyrodiil and VMA leaderboards):
    • How do you run your impact analysis (if any) when making a design choice ?
    • What is the purpose (if any) of the current design of Heavy Armor in PVP ?
    • Would you mind sharing it (the purpose) since us, players, clearly fail to understand at what role it excels PVP-wise ?
    Thank you !



    -- In extenso: --

    We are so many in this forum and in this thread desperately asking for Heavy Armor improvements in PVP. For once, there is ABSOLUTE FULL CONSENSUS on its weakness. There is absolutely NOTHING you can do in Heavy you cannot do better in any of the other two armor types: DPSing, sustaining, maneuvering, mitigating damage, avoiding critical hits, bypassing defenses and even mitigating damage ! Combining Heavy Armor design with the other gameplay elements in ESO make the picture abysmally worst! Following is a summary from a PVP design perspective:
    • Worst protection of all three armors since active mitigation (teleports, dodge rolls, shields...) > passive mitigation and you need resources to actively mitigate, resources that you need the most and you lack the most.
    • Mitigation itself is bypassed due to armor penetration, spell penetration, siege damage and corrosive armor.
    • A PVP Tank ? Sure but can still be obliterated in about 1s by magicka Nightblade gankers (when unaware looking at map for example, therefore not blocking and without shield or buff) with full impenetrable and 27K Health.

    To sum up HA:
    • Worst overall mitigation (active+passive)
    • Worst resource management
    • Worst DPS

    Everything have been said ? Not at all and this is why:
    Tanking cuts stamina regeneration which invites players to invest in cost reduction enchants since it also reduces the cost of dodge roll and still "work" while blocking.

    Guess what !
    • All potions enhance regeneration. Since their effect is multiplicative, the more regeneration you have, the more you benefit from them, putting Tanks at an additional disadvantage.
    • More, "Continuous attack" from assault tree gives you multiplicative 20% regeneration to stamina and magicka, meaning all the non blocker players get another demultiplicative advantage over PVP Tanks.
    • I did the math, with one action/second and two legendary cost reduction rings, you just cannot even come close in resources gained/spared with a regeneration build anyone but tanks have access to.

    You think it is enough ? Are you kidding ?
    The combat design team introduced several patches ago the mechanic of heavy attacks returning resources. Great ! But so what ? Well if you wear Heavy Armor, I suppose your intent is to fight in the very heat of battle right ? Probably in melee, otherwise do not waste your time (apart for understandable fashion purposes) in Heavy. But in PVP, outside of scripted combat, heavy attacking in melee is
    • slow
    • cumbersome
    • deadly (but to us)
    Why ? Because you cannot light or heavy attack while holding block. You just cannot release block when you lead the charge or are the first line of defense, especially for a full second or two to weave your sword... while all those range players in light and medium can from safety. Releasing block to weave an entire heavy attack on a moving target when you play as a heavy warrior should and want to, in the middle of every bloody battle. Alike, ultimate generation for melee characters* is problematic, since all rangers start generating ultimate several seconds before you and more steadily since they have easily a target in range.


    So to the above list of three we need to add three more:
    1. Worst overall mitigation (active+passive)
    2. Worst resource management
    3. Worst DPS
    4. Worst consumable integration (potions scaling with stam/mag regeneration enhancing med/light)
    5. Worst PVP integration ("Continuous Attack" passive)
    6. Worst Combat Mechanic integration (heavy attacks for resources and ultimate generation*)

    Why does it matter ? Well the PVP base in Heavy Armor just do not enjoy the game as Magicka sorc and Nightblades do in light armor or even Stamblades/StamDKs in medium do. It is simply a burden we support thanks to our passion for the game.

    The tiny remaining base of PVP Tanks try to shape the game where there is no "front" in the war, where mobility is key with battles of range vs range players only, which is paramount in taking and defending keeps (boring time during which melee fighters feel even more useless).

    There is an entire base of players in Heavy Armor enjoying less and less the game (less resources means less gameplay) trying to support a playstyle with passion (or should I say devotion ?). They need more of everything: more escape mechanisms, more resources, more mitigation but we have less of everything. They die more because they wear by far the worst designed armor and have to ride hours each PVP session, which was not the original purpose of the game.

    Heavy Armor needs so badly a redesign to be brought on par with the other two armors that many of us were disappointed not to have (once more) a single mention of it in the PTS patch notes: sure we spend some time in IC or Wrothgar but we spend ALL OUR PLAYTIME IN HEAVY ! Please support us so that we can support you for a long time ! Make Cyrodiil a place enjoyable to Heavy Armor users too.

    As for solutions, I made so many proposals already to improve the design (cf links below)... but the most sexy, elegant and exciting design choice for game's diversity and interest would be to base Heavy Armor "signature" not on Health but also on a resource like light (magicka) and medium (stamina) do: Ultimate ! More ultimate generation, more ultimate damage which would fit the ESO "lore" of a bloodthirsty melee warrior which was the original design intent if we rely on the cinematics who brought us to the game (Nord Fighter) or the sadly deceptive names chosen for the HA tree passives ("Juggernaut", "Resolve..."). We can agree that currently, they do not reflect reality at all :disappointed:

    And please... make in addition to the very desired and expected Heavy Armor overhaul:
    • consumables (potions, food... enhancing regeneration builds only),
    • passives ("Continuous Attack" in Assault Skill line synergizes best with DPS regeneration builds),
    • mechanisms (Suicidal melee heavy attacks to gain stamina, ultimate generation, block with no stamina regen...),
    • instances (Veteran Maelstrom Arena),
    • DLCs (Imperial City and Thieves Guild are just gifts to the rogue archetypes aka light/medium armor Nightblades),
    • rankings (Veteran Maelstrom Arena leaderboards discriminatory to Tank setups),
    • rewards (AP Gains for Tanks are much much lower, gold rewards infinitely more difficult to get)
    • meta (Metagame revolving around running in the bigger Zerg, there is no need (and nothing) for Tanks)
    • Cyrodiil gameplay in general (Mage at resources unattainable to melee users, Keep defense (and offense) with nothing to do as Tank (let us climb the walls, take flight, create a mobile assault siege engine, tunnels were Tanks in Heavy Armor could shine in bottlenecks), make healer NPCs heal players... (Players can heal NPCs, which is really good for healers, why not the other way around for Tanks ?!)
    that do relate to, and synergize with, the specific gameplay aspects, combat mechanics and requirements of Melee Heavy Armor warriors.


    For balance,
    For enjoyment,
    For diversity,
    For the game!

    With love <3


    *For this writing, some Melee issues (Sword and Board / Two Hand) are tied to Heavy from a gameplay perspective, assuming that if you wear HA it's that you need and/or want to fight in close range, therefore with melee weapons.

    --
    Writing on the dwindling state of Stamina Heavy Armor PVP Stam DK since 2015
    http://forums.elderscrollsonline.com/en/discussion/comment/2682137/#Comment_2682137
    http://forums.elderscrollsonline.com/en/discussion/246221/dk-abilities-redistribution/p1
    http://forums.elderscrollsonline.com/en/discussion/209592/heavy-attack-mechanics-and-bonuses-are-unfair-to-melee-weapon-characters/p1
    http://forums.elderscrollsonline.com/en/discussion/148711/1-6-pts-heavy-armor-feedback/p1
    [/quote]

    HA has only one problem, medium armor is significantly overperforming defensive wise. never understood why one dmg armor had no mitigation (LA previous to its IC changes) while the other DPS armor had nearly the same mitigation as HA...
    reduce MA to LA values(with a slight advantage towards physical dmg as LA has in regard of spell dmg) and HA is fine.
    Edited by Tankqull on February 12, 2016 6:59PM
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • bowmanz607
    bowmanz607
    ✭✭✭✭✭
    How many people are on the combat design team (roughly)?
  • ZOS_AlanG
    ZOS_AlanG
    admin
    Please remember to keep all criticism constructive and civil. It's OK to disagree or be frustrated, but this doesn't excuse breaking the forum rules. Some content has been removed.
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