by using it you nerf yourself pretty hard and neither got looked at during this DLC's "balancing"
by using it you nerf yourself pretty hard and neither got looked at during this DLC's "balancing"
smile
Brings up to me the idea for a HA passive... something like the undeath passive of Vampire (and the Armor Resist of the Pariah set):
so something like: "at lower Health reduces incoming damage by up to a maximum of 25%.
At 100 Health 0%
At 80% Health 5%
At 60% Health 10%
At 40% Health 15%
At 20% Health 20%
At 0% Health 25%
Passive could be called "Resilience" and could replace "Battle Field Mobility".
.... and give us the reduction of movement while blocking straight away without the passive.
Why ?
As HA our effective battle field mobility while blocking is already heavily debuffed because we cannot buff ourselves with "Major Expedition" to get 40% movement speed on top while blocking.
And to all the Tanks that want to say: "this passive is of little value, like the Pariah set, because as taunting Tank I need my Health to be at 80-100% all the time, to have enough buffer, to deal with the very big blows of Bosses".
I say: yes you are right, this passive is certainly not game breaking, and adds in practice perhaps 5% on average.
But every little bit helps for HA and Tanks.
Plus they gave everyone unblockable stun. This alone shows how the combat team lacks vision about game balance and to fix things.wrecked heavy armor's active skill because med/light users used it instead of just making the immune part require 5 heavy.
New Ideas for HA
1) (Merely a Flesh Wound) Decrease incoming Weapon and Spell Penetration by X
2) (Heavy Blow) Increase out going Weapon Penetration by X
3) (Head of Steam) Increase outgoing damage from Charge Attacks & Bashing by X
4) (Unbreakable) Decrease incoming Siege weapon damage and effect's duration by X
5) (Immovable) After suffering knockback or a disabling effect, immunity to further such effects increased by X seconds
Base Skill: Gain Major Ward and reduced cost to break free
Morph 1: Add synergy for allies to gain Minor Ward
Morph 2: Increase Combat Health Regeneration by X%
New Ideas for HA
1) (Merely a Flesh Wound) Decrease incoming Weapon and Spell Penetration by X
2) (Heavy Blow) Increase out going Weapon Penetration by X
3) (Head of Steam) Increase outgoing damage from Charge Attacks & Bashing by X
4) (Unbreakable) Decrease incoming Siege weapon damage and effect's duration by X
5) (Immovable) After suffering knockback or a disabling effect, immunity to further such effects increased by X seconds
Base Skill: Gain Major Ward and reduced cost to break free
Morph 1: Add synergy for allies to gain Minor Ward
Morph 2: Increase Combat Health Regeneration by X%
You seem to completly forget that HA is used for PVE tanking and all your passives are addressing pvp buffs.
mzapkeneb18_ESO wrote: »I still remember this awful thread: http://forums.elderscrollsonline.com/de/discussion/148766/heavy-armor-is-so-op-in-1-6