Idea for Heavy Armor: Massive mitigation increase but prohibit dodge roll and sneak!

  • Enraged_Tiki_Torch
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    spoqster 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? :-)

    No. You need to be able to dodge roll or you will be permanently immobilized. There are many reason to be able to dodge roll.

    Sneak maybe cause it does make sense. Maybe a debuff to stealth radius cause you probably are walking around making a lot of noise in metal armor.

    Too me HA needs a small tweak. Where? Resources are always a problem. A constitution buff would be nice, maybe every second instead of 3. Or have it work like the Warrior's Fury 5 set bonus.

    Maybe instead of increases armor for each set: Increase Crit Resistance since with 7, you can hit softcap. If you run a 5-x setup, Crit resistance is still better than the extra armor you get.

    People complain about Nirn and Sharpened but its balance imo.

    Edited by Enraged_Tiki_Torch on March 25, 2016 2:32AM
    My solution to Champion Point System here
  • LadyNalcarya
    LadyNalcarya
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    spoqster wrote: »
    spoqster wrote: »
    Miszou 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.
    Edited by LadyNalcarya on March 25, 2016 2:30AM
    Dro-m'Athra Destroyer | Divayth Fyr's Coadjutor | Voice of Reason

    PC/EU
  • spoqster
    spoqster
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    spoqster wrote: »
    spoqster wrote: »
    Miszou 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.

    Well, it looks like we both want the same thing, namely that tanks are an important part of the game, more so even than now. Let's focus on that, shall we?

    You're completely right with all your examples, and yes I have tanked trials and I know how hard some of the bosses hit and how important it is to avoid that damage. It's just that in developing this idea I don't feel constricted by the current state of the game, simply because my idea represents such a dramatic change to the game, that there is no way to implement it without touching pretty much every boss mechanic in the game and then some. You can't just slap 20k or 30k resistance onto a tank and prohibit roll-dodging and sneaking without changing anything else about the game.

    What I am trying to do is to get this idea from the idea stage to the concept stage, and to think about the big picture. I am asking myself what a change like that would do to PvP an PvE in principle. It's way too early to think about implementation details such as specific boss interactions. If you look at my comment in the official tanking thread, you'll see that I have also a few very concrete and realistic suggestion for how to improve tanking. This idea here is in the "wild" category.

    But your mentioning the boss mechanics raises an impotant point: A tank without roll-dodging will probably have to be CC-immune by default.
  • starkerealm
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    spoqster wrote: »
    But your mentioning the boss mechanics raises an impotant point: A tank without roll-dodging will probably have to be CC-immune by default.

    Oh man, that would open up a whole new can of worms. You have any idea how horribly you could break the game if anyone in heavy armor was both hideously resistant to damage, and immune to crowd control?
  • Sharee
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    I like the general idea, but the actual implementation would have to account for things like roots, which are primarily countered by dodging, etc. If pitfalls like that (and others i probably missed) would be accounted for, i could get on board for trading the rolling and sneaking mechanics for highly-boosted survivability.
  • hrothbern
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    spoqster wrote: »
    spoqster wrote: »
    Miszou 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 "Fortress" 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.

    Edited by hrothbern on March 25, 2016 9:48AM
    "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs. Now my home village is in shambles, the houses burning, the invaders feasting.I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".PC-EU
  • spoqster
    spoqster
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    hrothbern wrote: »
    spoqster wrote: »
    spoqster wrote: »
    Miszou 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.

    EDIT: I reckon class bonuses like that should all be coupled to class skills. Rune Focus for templars, Spike Armor for DKs, and maybe Path of Darkness for NBs.
    Edited by spoqster on March 25, 2016 10:03AM
  • hrothbern
    hrothbern
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    spoqster wrote: »
    hrothbern wrote: »
    spoqster wrote: »
    spoqster wrote: »
    Miszou 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.


    Converting a qualitative idea into a quantitatively balanced draft is quite an amount of work.
    Keeping it balanced is especially for PVP important.
    Overseeing all balance aspects in all kinds of situations and armor set/class combinations means also that it has to be kept simple.
    I would not tie it up to 7 piece Armor. I would stay away from class specific diversity.

    Along the lines of Molag Kena,
    I would as first rough draft for a "Fortress" HA Armor set consider:
    1. 25% reduction of incoming Damage (like Cyrodiil's Light)
    2. 25% decreased Damage output
    3. 25% slower movement
    4. 25% increased costs of Dodgeroll, Stealth, Sprinting, Gap-closers, Streak, etc.

    Perhaps the 25% can be taken higher, up to perhaps 50%.

    In PVP the build will typically gain ground and hold position.
    The enemies, if clever enough, should not waste any resources on you, ignore you, concentrate on your mates, and if it comes to that, kill you afterwards, like normal against a wet noodle "taunting" tank in PVP.
    You can choose to wear also a support set, to give some benefit to your mates, like Lord Warden (group Armor Resist), or perhaps Fasalla's Guile (Healing debuff as penalty for the stupid that attack you nevertheless or spam mindless AOE). There are certainly more interesting combo's.

    It could even function for PVE

    my 2 cents.

    EDIT:
    It could also be a new Monster set.


    Edited by hrothbern on March 25, 2016 10:35AM
    "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs. Now my home village is in shambles, the houses burning, the invaders feasting.I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".PC-EU
  • Faulgor
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    Dark Souls style fat rolls would be an awesome and obvious downside for using heavy armor.
    Don't think it will happen though. Having actual disadvantages in your build is not the current RPG Zeitgeist.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • dsalter
    dsalter
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    spoqster wrote: »

    Nice thoughts! I'm not sure how disabling gap closers could be implemented with the existing skill trees, but that could be figured out.

    5 set of heavy armor reduces gap closers range to 10 but increases it's damage B)

    becomes a tackle rather than a gap closer
    PLEASE REPLY TO ME WITH @dsalter otherwise i'm likely to miss the reply if its not my own thread

    EU - [Arch Mage Dave] Altmer Sorcerer
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  • altemriel
    altemriel
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    LorDrek 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.

    I am not sure about that too, heavy armor should have stealth and dodge roll
  • spoqster
    spoqster
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    dsalter wrote: »
    spoqster wrote: »

    Nice thoughts! I'm not sure how disabling gap closers could be implemented with the existing skill trees, but that could be figured out.

    5 set of heavy armor reduces gap closers range to 10 but increases it's damage B)

    becomes a tackle rather than a gap closer

    I like the idea of tackles, I just don't see how to apply this rule without making the tooltip and the mechanics overly complicated, as gap closers are not an official skill category.
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