The larger armor pieces should be more affected by armor passives

Drdeath20
Drdeath20
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Since each armor piece has a unique armor value I feel like that larger pieces should be more affected by the armor passive.

The reason I suggest this is because there is very little value in using a light armor chest piece. It offers a significant decrease in resistance but no more magicka recovery or increase in crit damage.

As a Magicka user I'm almost handcuffed into wearing heavy armor on a larger armor piece.

I propose that the larger the piece of armor is, the more it's affected by the passive. This way there is a trade off of survivability vs dps.
  • Drdeath20
    Drdeath20
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    Does anybody else feel this way?
  • Waffennacht
    Waffennacht
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    Not a bad idea. Don't see it happening, but I get your point.

    I could elaborate on the idea, but we both know this isn't a pressing issue (if one could call it an "issue")
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

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  • CasNation
    CasNation
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    Interesting, and not oppossed, but I can see it confusing people real fast. Cool idea.
    PC NA AD
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  • Drdeath20
    Drdeath20
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    CasNation wrote: »
    Interesting, and not oppossed, but I can see it confusing people real fast. Cool idea.

    Thanks yeah it could subtly change armor choices.
  • redspecter23
    redspecter23
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    I'd take it a step further and have each armor piece excel with certain traits. Perhaps chest pieces should get 50% bonus with reinforced or 75% with Infused or a large static nirnhoned bonus, but only 2% with divines. Gloves can get smaller reinforced and sturdy % values but maybe have 100% Infused and 15% divines. Clever distribution of trait numbers between the different pieces could add some diversity to the metagame rather than divines on every piece for pve dps characters.
    Edited by redspecter23 on September 9, 2016 11:32PM
  • Drdeath20
    Drdeath20
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    I'd take it a step further and have each armor piece excel with certain traits. Perhaps chest pieces should get 50% bonus with reinforced or 75% with Infused or a large static nirnhoned bonus, but only 2% with divines. Gloves can get smaller reinforced and sturdy % values but maybe have 100% Infused and 15% divines. Clever distribution of trait numbers between the different pieces could add some diversity to the metagame rather than divines on every piece for pve dps characters.

    That would be great. Anything to entice variety and create a bigger gap between survivability and dps.
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