Enraged_Tiki_Torch wrote: »I don't see why HA users need to accept a nerf to get a buff.
What if I throw in a significant buff for weapon damage on melee weapons with full heavy armor and a 100% crit resistance for full heavy armor templars, will that soften your heart for yielding dodge roll and sneak? :-)
KoshkaMurka wrote: »starkerealm wrote: »Remove dodge roll? You're kidding, right?
Just because I tank in heavy armor (oh, no! What a weirdo scrub noobasaurus loser trololol!), doesn't mean I want to take every hit. Sometimes it's just more prudent to move.
I try to avoid as much damage as possible while tanking, but let's face it, roll dodging with my fully geared up heavy armor tank, makes me squirm a little every time.
To be fair, roll dodging is basically an entertainment media thing. Actually doing that in any kind of real combat would get you killed.
In real world, heavy attacks do not restore stamina and swinging your sword and shiled randomly would also get you killed ^^
Seriously though, removing sneak and rooldodge will nerf heavy armor even further. Even in pve tanks sometimes need to get their butts out of red
Shooting meteors from the sky inside a cave is also not dramatically realistic, and this game never should be. But looking to real life is usually good guidance for balanced game design. After all humans have been "balancing" their war machine for the past 3000 years.
Good that you mention pve. I can see this change positively affecting pve if it were coupled to other changes, such as making mobs and bosses hit harder. Currently the dps players are the most important part of a group, as they can mow everything down if they are good enough and with a few blocks, rolls and a bit of sustain they can survive many encounters long enough to nuke them down. With harder hitting opponents, tanks would be more important again and everyone would be happy to have them aboard and more people will want to play tank because they will enjoy the feeling of being the most important member of the group.
KoshkaMurka wrote: »KoshkaMurka wrote: »starkerealm wrote: »Remove dodge roll? You're kidding, right?
Just because I tank in heavy armor (oh, no! What a weirdo scrub noobasaurus loser trololol!), doesn't mean I want to take every hit. Sometimes it's just more prudent to move.
I try to avoid as much damage as possible while tanking, but let's face it, roll dodging with my fully geared up heavy armor tank, makes me squirm a little every time.
To be fair, roll dodging is basically an entertainment media thing. Actually doing that in any kind of real combat would get you killed.
In real world, heavy attacks do not restore stamina and swinging your sword and shiled randomly would also get you killed ^^
Seriously though, removing sneak and rooldodge will nerf heavy armor even further. Even in pve tanks sometimes need to get their butts out of red
Shooting meteors from the sky inside a cave is also not dramatically realistic, and this game never should be. But looking to real life is usually good guidance for balanced game design. After all humans have been "balancing" their war machine for the past 3000 years.
Good that you mention pve. I can see this change positively affecting pve if it were coupled to other changes, such as making mobs and bosses hit harder. Currently the dps players are the most important part of a group, as they can mow everything down if they are good enough and with a few blocks, rolls and a bit of sustain they can survive many encounters long enough to nuke them down. With harder hitting opponents, tanks would be more important again and everyone would be happy to have them aboard and more people will want to play tank because they will enjoy the feeling of being the most important member of the group.
Do you have a tank? Have you tanked any trials, for example?
Because all this sounds nice etc, and I see your logic, but in realities of this game it will be an outright nerf to tanking. And heavy armor is THE last thing that needs to be nerfed.
And as a tank, I wont feel like an important member of a group if something like this is implemented, I will feel like a disabled person and will probably stop tanking at all. Because why even try to be tanky if I would have extreme survivability AND mobility on my magicka sorc? Heavy armor and tanking needs a buff, if anything, not disabling some of the core mechanics in game.
I wont even start talking about trials, I'll just show you some examples. And would like to see what I'm supposed to do without roll dodge:
1) As you said, you also want to increase damage from mobs. Buuut there are some already hard-hitting things that are easier to dodge than to block. For example, Spawn of Mephala (spider daedra boss in vFungal Grotto). She has an explosion aoe around her as well as explosive laser beams. What a tank is supposed to do, in your opinion, if there's a laser beam moving to him and the boss is about to explode?
2) There is a boss in vICP called Lord Warden Dusk. He spawns flying portals, that need to be avoided until specific times, and spawns spheres that slow you down and damage you, when youre nearby. On hard mode, there's also meteors that stun you. What a tank is supposed to do if he's slowed and there's a portal flying to him? How to leave area of slowing effect? Of course, you can say that in perfect conditions all those spheres should be placed near the wall and there shouldnt be too many, but Im talking about average non-perfect group that doesnt have much dps etc).
3) Sneak is an important part of pvp gameplay. Tanks will surely feel more important for their teams when they will be rejected in any pvp group because they will reveal them sneaking. This is especially important for small groups, because they cant just randomly charge at enemy's zerg.
Heavy armor is already not very viable, and you want to eliminate any reasons to even use it. If tanks are gimped, then more groups will run without them actually, simply because Zos cant just make the mobs too brutal and oneshotting, since most of game's population consists of casuals and if all mobs suddenly become that strong that you wouldnt be able to withstand their hit, casuals will be excluded from group dungeons. Because casual tanks usually arent perfect at keeping aggro on everything.
But your mentioning the boss mechanics raises an impotant point: A tank without roll-dodging will probably have to be CC-immune by default.
KoshkaMurka wrote: »KoshkaMurka wrote: »starkerealm wrote: »Remove dodge roll? You're kidding, right?
Just because I tank in heavy armor (oh, no! What a weirdo scrub noobasaurus loser trololol!), doesn't mean I want to take every hit. Sometimes it's just more prudent to move.
I try to avoid as much damage as possible while tanking, but let's face it, roll dodging with my fully geared up heavy armor tank, makes me squirm a little every time.
To be fair, roll dodging is basically an entertainment media thing. Actually doing that in any kind of real combat would get you killed.
In real world, heavy attacks do not restore stamina and swinging your sword and shiled randomly would also get you killed ^^
Seriously though, removing sneak and rooldodge will nerf heavy armor even further. Even in pve tanks sometimes need to get their butts out of red
Shooting meteors from the sky inside a cave is also not dramatically realistic, and this game never should be. But looking to real life is usually good guidance for balanced game design. After all humans have been "balancing" their war machine for the past 3000 years.
Good that you mention pve. I can see this change positively affecting pve if it were coupled to other changes, such as making mobs and bosses hit harder. Currently the dps players are the most important part of a group, as they can mow everything down if they are good enough and with a few blocks, rolls and a bit of sustain they can survive many encounters long enough to nuke them down. With harder hitting opponents, tanks would be more important again and everyone would be happy to have them aboard and more people will want to play tank because they will enjoy the feeling of being the most important member of the group.
Do you have a tank? Have you tanked any trials, for example?
Because all this sounds nice etc, and I see your logic, but in realities of this game it will be an outright nerf to tanking. And heavy armor is THE last thing that needs to be nerfed.
And as a tank, I wont feel like an important member of a group if something like this is implemented, I will feel like a disabled person and will probably stop tanking at all. Because why even try to be tanky if I would have extreme survivability AND mobility on my magicka sorc? Heavy armor and tanking needs a buff, if anything, not disabling some of the core mechanics in game.
I wont even start talking about trials, I'll just show you some examples. And would like to see what I'm supposed to do without roll dodge:
1) As you said, you also want to increase damage from mobs. Buuut there are some already hard-hitting things that are easier to dodge than to block. For example, Spawn of Mephala (spider daedra boss in vFungal Grotto). She has an explosion aoe around her as well as explosive laser beams. What a tank is supposed to do, in your opinion, if there's a laser beam moving to him and the boss is about to explode?
2) There is a boss in vICP called Lord Warden Dusk. He spawns flying portals, that need to be avoided until specific times, and spawns spheres that slow you down and damage you, when youre nearby. On hard mode, there's also meteors that stun you. What a tank is supposed to do if he's slowed and there's a portal flying to him? How to leave area of slowing effect? Of course, you can say that in perfect conditions all those spheres should be placed near the wall and there shouldnt be too many, but Im talking about average non-perfect group that doesnt have much dps etc).
3) Sneak is an important part of pvp gameplay. Tanks will surely feel more important for their teams when they will be rejected in any pvp group because they will reveal them sneaking. This is especially important for small groups, because they cant just randomly charge at enemy's zerg.
4) In pvp, many people will use cc and other powerful attacks. Atm high armor rating doesnt help much, and without mobility tank would be a walking bag of easy ap.
Heavy armor is already not very viable, and you want to eliminate any reasons to even use it. If tanks are gimped, then more groups will run without them actually, simply because Zos cant just make the mobs too brutal and oneshotting, since most of game's population consists of casuals and if all mobs suddenly become that strong that you wouldnt be able to withstand their hit, casuals will be excluded from group dungeons. Because casual tanks usually arent perfect at keeping aggro on everything.
KoshkaMurka wrote: »KoshkaMurka wrote: »starkerealm wrote: »Remove dodge roll? You're kidding, right?
Just because I tank in heavy armor (oh, no! What a weirdo scrub noobasaurus loser trololol!), doesn't mean I want to take every hit. Sometimes it's just more prudent to move.
I try to avoid as much damage as possible while tanking, but let's face it, roll dodging with my fully geared up heavy armor tank, makes me squirm a little every time.
To be fair, roll dodging is basically an entertainment media thing. Actually doing that in any kind of real combat would get you killed.
In real world, heavy attacks do not restore stamina and swinging your sword and shiled randomly would also get you killed ^^
Seriously though, removing sneak and rooldodge will nerf heavy armor even further. Even in pve tanks sometimes need to get their butts out of red
Shooting meteors from the sky inside a cave is also not dramatically realistic, and this game never should be. But looking to real life is usually good guidance for balanced game design. After all humans have been "balancing" their war machine for the past 3000 years.
Good that you mention pve. I can see this change positively affecting pve if it were coupled to other changes, such as making mobs and bosses hit harder. Currently the dps players are the most important part of a group, as they can mow everything down if they are good enough and with a few blocks, rolls and a bit of sustain they can survive many encounters long enough to nuke them down. With harder hitting opponents, tanks would be more important again and everyone would be happy to have them aboard and more people will want to play tank because they will enjoy the feeling of being the most important member of the group.
Do you have a tank? Have you tanked any trials, for example?
Because all this sounds nice etc, and I see your logic, but in realities of this game it will be an outright nerf to tanking. And heavy armor is THE last thing that needs to be nerfed.
And as a tank, I wont feel like an important member of a group if something like this is implemented, I will feel like a disabled person and will probably stop tanking at all. Because why even try to be tanky if I would have extreme survivability AND mobility on my magicka sorc? Heavy armor and tanking needs a buff, if anything, not disabling some of the core mechanics in game.
I wont even start talking about trials, I'll just show you some examples. And would like to see what I'm supposed to do without roll dodge:
1) As you said, you also want to increase damage from mobs. Buuut there are some already hard-hitting things that are easier to dodge than to block. For example, Spawn of Mephala (spider daedra boss in vFungal Grotto). She has an explosion aoe around her as well as explosive laser beams. What a tank is supposed to do, in your opinion, if there's a laser beam moving to him and the boss is about to explode?
2) There is a boss in vICP called Lord Warden Dusk. He spawns flying portals, that need to be avoided until specific times, and spawns spheres that slow you down and damage you, when youre nearby. On hard mode, there's also meteors that stun you. What a tank is supposed to do if he's slowed and there's a portal flying to him? How to leave area of slowing effect? Of course, you can say that in perfect conditions all those spheres should be placed near the wall and there shouldnt be too many, but Im talking about average non-perfect group that doesnt have much dps etc).
3) Sneak is an important part of pvp gameplay. Tanks will surely feel more important for their teams when they will be rejected in any pvp group because they will reveal them sneaking. This is especially important for small groups, because they cant just randomly charge at enemy's zerg.
4) In pvp, many people will use cc and other powerful attacks. Atm high armor rating doesnt help much, and without mobility tank would be a walking bag of easy ap.
Heavy armor is already not very viable, and you want to eliminate any reasons to even use it. If tanks are gimped, then more groups will run without them actually, simply because Zos cant just make the mobs too brutal and oneshotting, since most of game's population consists of casuals and if all mobs suddenly become that strong that you wouldnt be able to withstand their hit, casuals will be excluded from group dungeons. Because casual tanks usually arent perfect at keeping aggro on everything.
agree
The kind of slow moving HA fortress that OP suggest is too limited for the wide scope of kind of builds, covering many kinds of situations, that the current HA makes possible.
Such a slow moving fortress is a real limited nich with interesting potential for tactical gameplay in PVP.
So nice for a "Fortess" Armor set
A kind of Molag Kena, not for more Damage, but for more Mitigation
Whereby I would, similar to Molag Kena, only increase costs of Stealth, Roll dodge and decrease movement speed.
KoshkaMurka wrote: »KoshkaMurka wrote: »starkerealm wrote: »Remove dodge roll? You're kidding, right?
Just because I tank in heavy armor (oh, no! What a weirdo scrub noobasaurus loser trololol!), doesn't mean I want to take every hit. Sometimes it's just more prudent to move.
I try to avoid as much damage as possible while tanking, but let's face it, roll dodging with my fully geared up heavy armor tank, makes me squirm a little every time.
To be fair, roll dodging is basically an entertainment media thing. Actually doing that in any kind of real combat would get you killed.
In real world, heavy attacks do not restore stamina and swinging your sword and shiled randomly would also get you killed ^^
Seriously though, removing sneak and rooldodge will nerf heavy armor even further. Even in pve tanks sometimes need to get their butts out of red
Shooting meteors from the sky inside a cave is also not dramatically realistic, and this game never should be. But looking to real life is usually good guidance for balanced game design. After all humans have been "balancing" their war machine for the past 3000 years.
Good that you mention pve. I can see this change positively affecting pve if it were coupled to other changes, such as making mobs and bosses hit harder. Currently the dps players are the most important part of a group, as they can mow everything down if they are good enough and with a few blocks, rolls and a bit of sustain they can survive many encounters long enough to nuke them down. With harder hitting opponents, tanks would be more important again and everyone would be happy to have them aboard and more people will want to play tank because they will enjoy the feeling of being the most important member of the group.
Do you have a tank? Have you tanked any trials, for example?
Because all this sounds nice etc, and I see your logic, but in realities of this game it will be an outright nerf to tanking. And heavy armor is THE last thing that needs to be nerfed.
And as a tank, I wont feel like an important member of a group if something like this is implemented, I will feel like a disabled person and will probably stop tanking at all. Because why even try to be tanky if I would have extreme survivability AND mobility on my magicka sorc? Heavy armor and tanking needs a buff, if anything, not disabling some of the core mechanics in game.
I wont even start talking about trials, I'll just show you some examples. And would like to see what I'm supposed to do without roll dodge:
1) As you said, you also want to increase damage from mobs. Buuut there are some already hard-hitting things that are easier to dodge than to block. For example, Spawn of Mephala (spider daedra boss in vFungal Grotto). She has an explosion aoe around her as well as explosive laser beams. What a tank is supposed to do, in your opinion, if there's a laser beam moving to him and the boss is about to explode?
2) There is a boss in vICP called Lord Warden Dusk. He spawns flying portals, that need to be avoided until specific times, and spawns spheres that slow you down and damage you, when youre nearby. On hard mode, there's also meteors that stun you. What a tank is supposed to do if he's slowed and there's a portal flying to him? How to leave area of slowing effect? Of course, you can say that in perfect conditions all those spheres should be placed near the wall and there shouldnt be too many, but Im talking about average non-perfect group that doesnt have much dps etc).
3) Sneak is an important part of pvp gameplay. Tanks will surely feel more important for their teams when they will be rejected in any pvp group because they will reveal them sneaking. This is especially important for small groups, because they cant just randomly charge at enemy's zerg.
4) In pvp, many people will use cc and other powerful attacks. Atm high armor rating doesnt help much, and without mobility tank would be a walking bag of easy ap.
Heavy armor is already not very viable, and you want to eliminate any reasons to even use it. If tanks are gimped, then more groups will run without them actually, simply because Zos cant just make the mobs too brutal and oneshotting, since most of game's population consists of casuals and if all mobs suddenly become that strong that you wouldnt be able to withstand their hit, casuals will be excluded from group dungeons. Because casual tanks usually arent perfect at keeping aggro on everything.
agree
The kind of slow moving HA fortress that OP suggest is too limited for the wide scope of kind of builds, covering many kinds of situations, that the current HA makes possible.
Such a slow moving fortress is a real limited nich with interesting potential for tactical gameplay in PVP.
So nice for a "Fortess" Armor set
A kind of Molag Kena, not for more Damage, but for more Mitigation
Whereby I would, similar to Molag Kena, only increase costs of Stealth, Roll dodge and decrease movement speed.
I love the idea!
To be fair, my original idea was to actually explore wild ideas on how to buff heavy armor (as it needs buffing) game-wide. But given how far away my original idea is from implementation, and how great your idea is, this might actually be more fruitful to discuss.
How could it work? Maybe a full heavy armor set with a 5 piece bonus that suppresses the ability to sneak and increases the cost of roll dodge by 300%, and that provides an additional 25% mitigation on top of whatever else you might have? Maybe couple it to wearing 7 pieces of heavy armor.
@hrothbern what do you think of having class specific set bonuses on a set like that? Templars gain 100% ctrit resistance, DKs gain 30s cc-immunity after break-free, Nightblades gain 800 weapon damage on fully charged heavy attacks, sorcs' aoe damage of lightning form is increased by 1000%. (Numbers are just food for thought not real suggestions.
Nice thoughts! I'm not sure how disabling gap closers could be implemented with the existing skill trees, but that could be figured out.
hammayolettuce wrote: »Need 4 source, boost from heavy armor/1h&s mre bloks, from mediem armor, mor dodge, sprint, speed, magicka have cloak, port, dmg shield. It is easy.
Only 2 classes have access to class mobility and only one of those two has access to cloak. That's not a feasible option. I'm all for buffing heavy armor, but not allowing the user to dodge roll or stealth just simply won't work.