Currently medium armor simply makes you tankier because everything you do scales off stam and weapon damage, and medium armor users get a lot of those, while heavy armor users end up being helpless pulling no damage and basically withstanding damage for a couple seconds longer than a med armor user which NOW CAN DO PERMAROLLDODGING AGAIN with the well-fitted change.
Thanks to everyone for your feedback on the recent changes to Bracing. We wanted to free up Heavy Armor to be able to fulfill more roles, and not pigeonhole those who use Heavy Armor to just a tanking role. However, we also didn't want the net effect of the changes to Heavy Armor to affect tanks too much by offsetting the loss of Bracing with buffs to Constitution and Mending--passives that also help non-tanks manage their resources.
The overall goal here is not to make tanking more difficult. The numbers for constitution were balanced around being hit every second. You guys have identified situations where you're getting hit every half second and having trouble with the quick stamina depletion. We're going to be reworking some things to make tanking easier in these situations.
Overall, we want players to have fun playing a tank and have enough resources to activate abilities. You aren't being ignored, we just didn't want to rush out a change for this past PTS incremental.
We wanted to free up Heavy Armor to be able to fulfill more roles, and not pigeonhole those who use Heavy Armor to just a tanking role.
Thank you for stopping by to dialogue with us.
If I am reading this right your intention is NOT to remove the role of tanking from Heavy Armor but instead to give Heavy Armor a role beyond tanking. I wanted to warn you about something regarding this. If the Constitution passive does not become the essential role in tanking due to stamina return while blocking then Heavy Armor will cease to be a preferred armor class for tanking. If I can handle the costs for blocking without the constitution passive then I will couple block cost reduction to a LA armor, Armor Master set and sit at mitigation cap, with all the blocking and health of a heavy armor tank along with all the sustain and damage of light armor. If you must decouple bracing, could we at least get 10% on Heavy armor and the rest on Sturdy (cut sturdy in half). This would let us have some remaining trait choices for our heavy set while also making a tank role highly sacrificial in Light Armor due to the reduction of sturdy.
Please also consider PvP in your changes to heavy armor.
1. The 20% armor penetration of the mace/maul passive entirely negates the mitigation of 5 gold heavy armor pieces. The penetration this provides is enormously excessive.
2. People use the bracing in PvP for "damage braking", and not just permablocking. When I am tanking in PvP and my health starts to lose balance I block for 2-3 seconds to allow my healing to catch up. With all the people hitting me my stamina would be destroyed in a second without block cost reduction. With the decoupling of bracing from heavy armor I can regain this through adding the trait, but now I lose the essential crit reduction trait.
Minus the sacrifice of bracing I am pleased with your addition of Wrath, and the recognition that heavy armor needed damage on it.
@Armitas , you say:
If I can handle the costs for blocking without the constitution passive then I will couple block cost reduction to a LA armor, Armor Master set and sit at mitigation cap, with all the blocking and health of a heavy armor tank along with all the sustain and damage of light armor.
With Bracing removed from HA, replaced by Sturdy, and if the Resource sustain of HA becomes comparable with LA and MA, you can indeed still prefer for certain raids or solo to exchange some more Health and Healing from HA for some more Damage from Penetration and SPS/self-HPS from the 10% Crit of LA.
So what ?
That is not only fine, that is also exactly the freedom of choice that is being achieved now for a Role with much Blocking in the game
Certainly for the too easy raids, you can with LA contribute more to the DPS score or better solo.
But other (future) raids will perhaps demand more a max miti build, with high Health and Healing.
Other future raids again something else to be optimal.
More Armor types than can be used for Tanking means also many more Armor sets to choose from. Also choosing between supporting ways to the group.
This all will only increase the freedom of raid dungeon design for the devs
and will increase the build and role diversity and choices for Tanks.
With all their own charm and challenge.
Mr Wrobel made no mention of any intent to hand over the tanking role to LA/MA. The purpose of decoupling block cost was "to not pigenhole those who use heavy armor to just a tanking role". While his statement may appear awkward at first glance, I think it is a precisely chosen statement to withhold any impression that the role of tanking was being given away. It means that we can do more than just tank, not now other armor classes can tank.
You say you lose health and healing by switching to LA armor but do you really?
Health - You only need as much health as you need, beyond that it provides nothing but a bigger shield for igneous shield if you have it. The sustain you get from light armor will allow you to regularly pop shields which is a health bubble much larger than the +health that HA provides. Also by choosing LA Armor Master you get a head start on where you need to be then you would with Heavy Armor. In fact you are just done with what makes you a tank at 5 pieces. So maybe you pick up a different Jewelry set with health on it that you could not of chosen in Heavy Armor due to sustain issues.
Healing - How does +% healing compare to the sustain to cast self heals? It doesn't, any heal you yourself cast is way more health than the % extra from someone elses heal. It's also far more likely to be a crucial save then the % extra heal.
I think if you hand out the role of tanking to LA/MA then HA just has no purpose. Constitution would be the only unique aspect that could qualify HA for success in tanking. If it fails to be a make or break condition for the tanking role then HA will just be a sub armor class with no role but RP. If they have the intention of all 3 armor classes being equally viable for tanking then there needs to be no restraint at all on heavy armor so that Heavy armor can be equally viable for dps but balanced against it's 5%? extra mitigation. Wrath is great if we maintain the exclusive tank role, but if we are making all armor roleless then it needs a huge buff.
I'm quite perplexed that ZOS want all the armours (I'm English so armour has a u) to be equally balanced...
Light armour = more DPs, less survivability
Medium armour = average DPs, average survivability
Heavy armour = less DPs, more survivability
This is a tried and tested method since the dark ages (of life, not just video games), why such the emphasis on equalising everything?
I understand that the % healing from heavy armor works for both. I am comparing regular self heals vs (healer heals +%) via sustain. The sustain allows you to rely on self healing more than you could otherwise. The addition of extra casted heals far surpasses the % increase on each individual heal that is cast.
on Healing:
Rapid Mending increases Healing Received. That is for both Heals: Heals from somebody else, AND your own self Heals. The self-Heal increase does not show on your tooltip heal. But you do get it (tested in PTS).
The difference in sustain is there, but only for the more expensive abilities. Cheaper abilities benefit from the flat Constitution value.
It is however still losely bound, because the advantage of HA Constitution stays, that you get Stamina back while blocking, without using abilities for that. It only does not scale proportional to the number of hits. So currently you gain in PTS Stamina against one add and you lose against more. Perhaps when Constitution is upgraded to deliver some more Stamina/Magicka when more adds hit, Constitution would be better for mobs.
I understand that the % healing from heavy armor works for both. I am comparing regular self heals vs (healer heals +%) via sustain. The sustain allows you to rely on self healing more than you could otherwise. The addition of extra casted heals far surpasses the % increase on each individual heal that is cast.
on Healing:
Rapid Mending increases Healing Received. That is for both Heals: Heals from somebody else, AND your own self Heals. The self-Heal increase does not show on your tooltip heal. But you do get it (tested in PTS).
The difference in sustain is there, but only for the more expensive abilities. Cheaper abilities benefit from the flat Constitution value.
You can't safely use resto heals on your back bar because block does not transition from shield to staff, only shield to shield. If you need to swap for that heal you will need to hold block because you are moving to your nuke heal because you are almost dead. So you have to rely on class healing which is expensive for anything significant. Things like BOL or DB don't become cheap without cost reduction. So with LA you can regularly rely on the bulk heals and the minor heals, and with HA you can regularly rely on the minor heals plus a small increase in healing. It just doesn't compare, minor self heals and universal %healing are a convenience and a sustain benefit to your primary healer, they don't often create a situation of success or failure, whereas the light armor healing and shielding if very likely to create success where failure should have occurred.
zerosingularity wrote: »Keep in mind that while LA/MA can hit mit cap with Armor Master for tanking, HA can hit cap without it, opening things up for other sets like Tava's or w/e you want.
Oh, and I have demonstrated you'd have zero problems as a templar either. That's 2/4 classes. Maybe I should slot some heavy armor on NB & show you how to have no problems with it as well?
zerosingularity wrote: »Something that I just thought of that makes Wrath bad for PvE tanking.
Say you are a Nightblade tank in vet Banished Cells or vet Crypt of Hearts, and you are tanking the daedroth/ghosts. You need to keep many of these alive and generally keep aggro via sap essence (since there are many and the other party members should NOT be hitting them.) In this case higher damage (which wrath forces upon us) runs the risk of killing the adds by mistake. I am sure this applies to other classes in some form as well.
zerosingularity wrote: »Something that I just thought of that makes Wrath bad for PvE tanking.
Say you are a Nightblade tank in vet Banished Cells or vet Crypt of Hearts, and you are tanking the daedroth/ghosts. You need to keep many of these alive and generally keep aggro via sap essence (since there are many and the other party members should NOT be hitting them.) In this case higher damage (which wrath forces upon us) runs the risk of killing the adds by mistake. I am sure this applies to other classes in some form as well.
Just food for thought.
I'm quite perplexed that ZOS want all the armours (I'm English so armour has a u) to be equally balanced...
Light armour = more DPs, less survivability
Medium armour = average DPs, average survivability
Heavy armour = less DPs, more survivability
This is a tried and tested method since the dark ages (of life, not just video games), why such the emphasis on equalising everything?
Equally balanced does not mean identical.
If you read Wrobel Official thread header, he says: "all Armor types should be desirable"
If HA is in general much less used than LA and HA, then it is clear that HA is atm less desired.
mzapkeneb18_ESO wrote: »Welp looks like there won't discuss any balance during eso live and only will before the release, which sounds a lot like: Here we did this, deal with it like no stam during blocking before...
Block expertise relocated to the green cp trees. Now, I too start to seriously doubt the capacities of the people designing this.
The Sturdy trait’s block cost reduction is currently a multiplicative bonus with itself, rather than an additive. [This is a bug listed under KNOWN ISSUES]
Fortress [One Hand and Shield Passive]: Increased the block cost reduction from this passive ability to 18/36% at Ranks I/II from 15/30%.
The Steed
Block Expertise:
Renamed this Champion ability to Shadow Ward.
This Champion ability has been switched with the Elusive ability from The Shadow constellation.
The Shadow
Elusive:
Renamed this Champion ability to Ironclad.
This Champion ability has been switched with the Block Expertise ability from The Steed constellation.
Sturdy: Increased the value of the Sturdy trait by 1% at all quality levels. Gold Sturdy-traited gear now gives 4% block cost reduction instead of 3%.
ZOS_GinaBruno wrote: »FIXES & IMPROVEMENTS, BASE GAME PATCH
Weapon
- One Hand and Shield
- Fortress: Increased the block cost reduction from this passive ability to 18/36% at Ranks I/II from 15/30%.
ZOS_GinaBruno wrote: »Champion System
- The Steed
- Block Expertise:
- Renamed this Champion ability to Shadow Ward.
- This Champion ability has been switched with the Elusive ability from The Shadow constellation.
- The Shadow
- Elusive:
- Renamed this Champion ability to Ironclad.
- This Champion ability has been switched with the Block Expertise ability from The Steed constellation.