Well finally happened heavy armor finally got buffed ........................................ Us tanks finally got what we wanted a DPS boost at the cost of one of the best passives heavy armor had to offer........ Plus Constitution is slightly better now too..........
Yea in case no one has noticed yet this is sarcasm I am sorry Wrobel and his dev team but these so called buffs to heavy armor is a joke. No tank asked for a DPS passive no tank asked to remove bracing every tank during DB PTS keeped saying no. But here we are about a month or so after DB and heavy armor is still horribly underwhelming against the other two cause surprise the new wraith passive no where nears the DPS bonuses LA and MA offer.
Like seriously........ How ??? Why ??? What made you guys think tanks needed DPS help ? Tanks need tank help that's what tanks been crying for since 1.6. "Oh just use Malubeth it's all the rage now". Yea use a clearly exploitable set just to be what we are meant to be in the first place plus any one DPS or tank can use it and become a near unkillable player. "Oh just use Blackrose it's so much better now". Yea makes the slightly less terrible Constitution even less terrible still doesn't compare to LA or MA resource management plus why should just 1 tank set be the only way to tank yet DPS players can use any DPS set and have it be as valid as any other DPS set ? Now the removal of bracing ...... just why ? "We want blocking to be something a player invest in" ~ZoS. Oh so want tanks to give up infused, impen, reinforce and our green stars that are most likely used to make up for our lack of resource management just to block ? Blocking is something that should already be strong enough by just having the armor on not something a player has to invest in tanks already invest into having high resistance, crit resistance, and just high defense altogether but now we have to take out investments into that high defense just to make up for blocking whihc the cost also got increases with the DB update if you need reminded. Plus the mitigation cap is still 50% and we still don't have regen when we block and when a tank loses their stamina and can't block it becomes a very bad situation for the tank.
Like really
@Wrobel sorry but you seriously need to sit down and actually talk to players and not one of those stupid guild summits that failed horribly or streamers but actual every day normal players to find out what actually needs changed. Cause these so called buffs to heavy armor you and your team made did nothing to help if anything made HA less of a choice.... except those cheese builds exploiting Malubeth.
And as before ideas that can be made and not only for HA this time but all armors (don't worry thought of good changes to the other armors not 100% bias). Brief explanation basically their is a tier 1 and tier 2 skill for each passive. Tier 1 needs jsut a single piece of armor to use and increases per piece while tier 2 needs 5 or more pieces to use.
Light armor
Need 5 or more pieces of LA to use armor skill
Annulment: Cost~ 4500: Duration~ 8 seconds: Surround your self with a magic shield absorbing up to 5000 damage for 8 seconds
Dampen magic: Cost~ 4500: Duration~ 8 seconds: Surround your self with a magic shield absorbing up to 5000 damage for 8 seconds. Shield strength increases by 1% per piece of LA equip. (Need atleast 5 to gain effect)
Harness magic: Cost~ 4500: Duration~ 8 seconds: Surround your self with a magic shield absorbing up to 5000 damage for 8 seconds. Absorb magic spells to your health restoring 20% damage received from skills/spells using magicka to your own health.
Recovery: increases magicka recovery by 2%/4% per light armor piece equip. When wearing 5 or more pieces of light armor have a 10%/20% chance to recover 30% of your max magicka when damage while below 30% health.
Evocation: reduce magicka cost for spells/skills by 1%/2%/3% per piece of LA equip. When wearing 5 or more pieces of LA have a 2%/4%/8% chance to negate the cost of a skill/spell that uses magicka
Spell warding: Increases spell resistance by 150/200 per piece of LA equip. When wearing 5 or more pieces of LA increases damage shield strength by 10%/15%
Prodigy: Increases spell crit by 200/250 per piece of LA equip. When wearing 5 or more pieces of LA increases spell crit chance by 10%/20%
Concentration: increase spell penetration by 200/250 per piece of LA. When wearing 5 or more pieces of LA increase spell damage by 5%/10%
Medium armor
Need 5 or more pieces of MA to use armor skill (pretty clear reasons why I recommend evasion change....)
Smoke screen:Cost~4500: Duration~ 20 seconds: Radius~ 15 meters: throw a smoke bomb on the ground increasing enemies miss chance by 40% in the AoE.
Snaring Smoke screen :Cost~4500: Duration~ 20 seconds: Radius~ 15 meters: throw a smoke bomb on the ground increasing enemies miss chance by 40% in the AoE and decreases enemy movement speed by 40% while in AoE.
Escaping Smoke screen :Cost~4500: Duration~ 20 seconds: Radius~ 15 meters: throw a smoke bomb on the ground increasing enemies miss chance by 40% in the AoE and increases movement speed by 50% for 5 seconds.
Wind Walker: Increases stamina recovery by 2%/4% per piece of MA equip. When wearing 5 or more pieces of MA have a 10%/20% chance to recover 30% of your max stamina when damaged below 30% health.
Dexterity: Increases weapon crit by 200/250 and reduce cost of stamina base skills/spells by 1%/3% per MA equip . When wearing 5 or more pieces of MA increases weapon crit chance by 10%/20%
Improved Sneak: Reduce the cost of sneaking by 3%/6% per piece of MA equip. When wearing 5 or more pieces of MA reduce detection area by 35%/45%
Agility: Increases physical penetration 200/250 per piece of MA equip. When wearing 5 or more pieces of MA increases weapon damage by 5%/10%
Athletics: increases movement speed by 3%/5% per piece of MA equip. When wearing 5 or more pieces of MA reduce cost of sneaking by 10%/15%.
Heavy armor
Need 5 or more pieces of HA to use armor skill
Immovable: cost~ 3000: Duration~ 20 seconds: Increases physical and spell resistance by 5200 and gain full immunity to disorienting and CC effects for the duration
Immovable Brute: cost~3000: Duration~ 20 seconds: Increases physical and spell resistance by 5200 and gain full immunity to disorienting and CC effects for the duration and increases weapon and spell damage by 250
Unstoppable: cost~ 2500: Duration~ 30 seconds: Increases physical and spell resistance by 5200 and gain full immunity to disorienting and CC effects for the duration and reduce snare effects by 100%
Constitution: Increases health recovery by 2%/4% per piece of HA equip. When wearing 5 or more pieces of HA recover 1700/2200 stamina and magicka when damaged 5 second cool down.
Resolved: increases physical and spell resistance by 150/300/400 per piece of HA equip. When wearing 5 or more pieces of HA reduce penetration effect by 50% and increases crit resistance by 30%
Juggernaut: increases health by 2%/3% per piece of HA equip. When wearing 5 or more pieces of HA reduce damage received by 15%/20% and reduce break free cost by 40%
Bracing (cause screw wraith): Reduce the cost of blocking by 3%/5% per piece of HA equip. When wearing 5 or more pieces of HA block 15% more damage and increase movement speed while blocking by 15%.
Rapid mending: Increases healing received by 3%/5% per piece of HA equip. When wearing 5 or more pieces of HA increases the amount of stamina/magicka recovered from heavy attacks by 70%
As a final note before players can start sharing their ideas I also recommend the whole min/max resource scaling go but be replaced with attribute scaling. It will go like this we have 64 attribute points right ? Well per point we spend into our resource 1 of 3 things will happen.....
Magicka= increase spell damage (all forms of damage/healing that scales with spell damage fire,frost,shock,ect) by .5% per point spent into magicka.
Stamina= increases weapon damage (all forms of damage/healing that scales with weapon damage physical, poison,disease, ect) by .5% per point spent into stamina.
Health= decreases all forms of damage (physical, magic, fire, poison, DoTs, ect) by .5% per point spent into health.
Kinda makes health a more valid option and will hopefully reel in the power gap/creep in the game.