
You can't cut heavy spell resist like that because it's primary purpose is PVE tanks.
I think LA needs a utility buff, combine the regen/cost reductions into one passive and give it something akin to MA speed/stealth buffs.
HA needs a little tuning, probably wrath wasn't the best idea.
Those things said, I don't think we can fix what's wrong with the PVP meta by nerfing HA into the ground, it's a symptom, not the problem. I've said so before in the PTS thread, where proc sets and ults were brought up.
Let me add something else though, you know what the really big difference is between armor balance in PVP and PVE?
Impen.
No, that's not the simple solution. That's the F'd up Zos-esque bandaid solution to a core mechanical problem.
The simple solution is to remove the intractable balance problem from the equation.
The beginning of addressing the problem is implementing trait crafting as a means of removing impen from the game.
Your thinking style seems to be influenced by Runescape. :P
No, that's not the simple solution. That's the F'd up Zos-esque bandaid solution to a core mechanical problem.
The simple solution is to remove the intractable balance problem from the equation.
The beginning of addressing the problem is implementing trait crafting as a means of removing impen from the game.
How do you figure? I agree with the impen removal, but specifically why would my concept not work? I'm willing to listen, review and edit if legitimate faults are present.
My previous post holds true... you will have to make choices and all of them will have different risk/rewards. You can choose to min/max and be great against certain builds, and bad vs others, or build into a jack of all trades. Either way it would allow for some serious diversity.
Without ACTUAL positives and negatives (and significant ones at that) you will ALWAYS have FotM builds that simply cheeseball ROFLstomp every other build, class, race out there.
Without significant pros/cons to every armor type, you end up with the same armor, just in different colors. It's like asking what weighs more; 10 lbs of feathers or 10 lbs of rocks...
(Age of Conan actually did this quite well; rogues > casters > tanks > rogues)
MalakithAlamahdi wrote: »I don't think heavy armor is a problem, and a 60% nerf to spell resist will make it completely useless.
That being said, I do think the problem is deeper. For starters it's sets like viper that do massive damage without having to do anything for it. The reason is so strong is because it boosts your defenses while still being able to burst people down using proc sets. A perma blocker doesn't hit much, and can simply be ignored.
More people wear heavy because the damage recieved on light is just awefull while it doesn't give you much benefit. The only classes is still see using light are either sorcs or dk's. The damage and mobility improvement with medium on the other hand is good, so you still see people use that. This might be because stamina hits more already than Magicka to begin with.
Also, light armor needs a buff, it's just worse than the other two. It should also give a bonus to spell shields or something, making it more like medium armor but for magicka would be a good step forward. If I get incaped for 12k I want something in return for it as well.
The problem that i see is that you can hit near as hard as medium without proc sets and hit even harder if you wanted to with proc sets in open world pvp. Like wtf man... There is literally no benefits in running medium armor open world over heavy armor. Someone even straight up said to my face "medium armor is used for gangking" i wanted to slap that person right on face because medium armor was not like that and not just relegated solely for a gangking play style. I hate gangnking, i think it's despicable, disgusting, and it doesn't bring me any satisfaction or joy in one shooting people or people one shooting me. You learn nothing from those fights.
No, that's not the simple solution. That's the F'd up Zos-esque bandaid solution to a core mechanical problem.
The simple solution is to remove the intractable balance problem from the equation.
The beginning of addressing the problem is implementing trait crafting as a means of removing impen from the game.
How do you figure? I agree with the impen removal, but specifically why would my concept not work? I'm willing to listen, review and edit if legitimate faults are present.
My previous post holds true... you will have to make choices and all of them will have different risk/rewards. You can choose to min/max and be great against certain builds, and bad vs others, or build into a jack of all trades. Either way it would allow for some serious diversity.
Without ACTUAL positives and negatives (and significant ones at that) you will ALWAYS have FotM builds that simply cheeseball ROFLstomp every other build, class, race out there.
Without significant pros/cons to every armor type, you end up with the same armor, just in different colors. It's like asking what weighs more; 10 lbs of feathers or 10 lbs of rocks...
(Age of Conan actually did this quite well; rogues > casters > tanks > rogues)
I realize reading it my response was way harsher than I intended, apologies.
I don't like the idea of making core gameplay function differently in different areas of the game, I think that's a big part of the problem already.
I agree with you that all armor types should have strengths and weaknesses, but you can't look at them in a vaccuum either. light armor users use shields, medium does more damage for stam than heavy, and/or should, heavy is tankier. If you make heavy vulnerable to magic you make it useless, it would do less damage and be just as vulnerable.
I don't believe the heavy armor meta we currently have is actually a result of what's actually going on in the armor trees. They probably need a little tuning but I don't think we can even know that until all the bigger issues impacting it are dealt with first.
Your thinking style seems to be influenced by Runescape. :P
Never played it.
But honestly, it's just really the only way to obtain actual balance. And open up many different play styles that are equally viable. Too many ppl believe that balance means that every class, playstyle, and build should have an equal chance against every other class, style, build.
The proposed system even promotes actual teamwork and strategy, rather than the oh-so-lovable mindless zergs.
Giles.floydub17_ESO wrote: »Your thinking style seems to be influenced by Runescape. :P
Never played it.
But honestly, it's just really the only way to obtain actual balance. And open up many different play styles that are equally viable. Too many ppl believe that balance means that every class, playstyle, and build should have an equal chance against every other class, style, build.
The proposed system even promotes actual teamwork and strategy, rather than the oh-so-lovable mindless zergs.
It should be a choice between survival and damage.
Giles.floydub17_ESO wrote: »Your thinking style seems to be influenced by Runescape. :P
Never played it.
But honestly, it's just really the only way to obtain actual balance. And open up many different play styles that are equally viable. Too many ppl believe that balance means that every class, playstyle, and build should have an equal chance against every other class, style, build.
The proposed system even promotes actual teamwork and strategy, rather than the oh-so-lovable mindless zergs.
It should be a choice between survival and damage.
That is not ENTIRELY true... that is 1 form of balance, yes... however it narrows diversity and still points towards FotM builds.
My aforementioned overhaul would provide a relatively "realistic" approach and feel to balance. Knights in shinning armor can still swing a sword pretty damn hard, yet would essentially be a "conductor" when hit with magic.
Metal + electricity = Like holding a rod in a lightning storm
Metal + Fire = agonizing burns (you're a tea kettle)
Metal + cold = frosted gear
An entirely different can of worms I'm about to open, but my overhaul would open an entirely new type of play style; battlemage. Even if carried over to PvE. And now Some dungeons may require you to find a magic tank, rather than a traditional tank. It would also make builds require serious thought; meaning that in order for your tank to run certain PvE dungeons you will require a diverse skill set rather than the FotM tank build.
I'm willing to venture and say that fixing this CORE issue would surprisingly fix a TON of class "issues" and even class balance.
I would give anything to have my theory tested on the PTS at the very least. @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_KaiSchober @ZOS_GaryA @ZOS_TristanK
Giles.floydub17_ESO wrote: »Giles.floydub17_ESO wrote: »Your thinking style seems to be influenced by Runescape. :P
Never played it.
But honestly, it's just really the only way to obtain actual balance. And open up many different play styles that are equally viable. Too many ppl believe that balance means that every class, playstyle, and build should have an equal chance against every other class, style, build.
The proposed system even promotes actual teamwork and strategy, rather than the oh-so-lovable mindless zergs.
It should be a choice between survival and damage.
That is not ENTIRELY true... that is 1 form of balance, yes... however it narrows diversity and still points towards FotM builds.
My aforementioned overhaul would provide a relatively "realistic" approach and feel to balance. Knights in shinning armor can still swing a sword pretty damn hard, yet would essentially be a "conductor" when hit with magic.
Metal + electricity = Like holding a rod in a lightning storm
Metal + Fire = agonizing burns (you're a tea kettle)
Metal + cold = frosted gear
An entirely different can of worms I'm about to open, but my overhaul would open an entirely new type of play style; battlemage. Even if carried over to PvE. And now Some dungeons may require you to find a magic tank, rather than a traditional tank. It would also make builds require serious thought; meaning that in order for your tank to run certain PvE dungeons you will require a diverse skill set rather than the FotM tank build.
I'm willing to venture and say that fixing this CORE issue would surprisingly fix a TON of class "issues" and even class balance.
I would give anything to have my theory tested on the PTS at the very least. @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_KaiSchober @ZOS_GaryA @ZOS_TristanK
Narrows diversity but having the armor uniquely different? If they are more similar then the diversity is not there.
My comment, which you mostly edited out, is correct. It also increases the diversity available.
TequilaFire wrote: »I will say it again, there was a time when we begged for heavy armor improvement because it was bad and the devs listened.
Heavy>Medium>Light is how it should be.
If you want the benefits of heavy armor then wear heavy armor.
My magic paladin/templar does not want to wear a dress!
That being said no armor should do damage, armor should buff stats and mitigate damage.
Weapons should do damage and devs need to create some weapons with better traits/procs.
Nickernator wrote: »I think it's pretty balanced already:
Light armor for magicka
Medium for Stamina
Heavy for health
Rock, paper, scissors balancing is boring. The Elder Scrolls universe has already established what each armor type is for and its uses.
Robes (aka light) are worn almost exclusively by mages because they're easy to enchant with powerful effects to enhance a users magicka abilities. Yes, I'm aware you can also enchant armor to do the same things, but for the sake of game balancing - it would be easiest if light armor only buffed magical damage stats.
Medium armor is more of a scout or skirmishers armor - intended to be used by assassins and scouts to sneak around and ambush people. Medium armor should be balanced for that role exclusively. It should provide stealth options and burst buffs. So, stealth, crit, armor penetration, critical damage. The stats that help you gank quickly and get out.
Heavy armor in ES lore is specifically intended for front-line soldiers. It should buff your survivability and sustainability. It doesn't need a damage buff, it needs the ability to buff stamina/magicka recovery, increase defensive stats, increase health, and decrease spell/stamina ability cost.
Heavy armor is for people who want to engage in direct combat. Medium armor is for skirmishers. Light armor is for mages. They each have distinctive battlefield roles - and with the exception of light armor, shouldn't really have anything to do with enhancing overall dps.
Nickernator wrote: »I think it's pretty balanced already:
Light armor for magicka
Medium for Stamina
Heavy for health everything
Nickernator wrote: »I think it's pretty balanced already:
Light armor for magicka
Medium for Stamina
Heavy for health everything
Fixed it.
TequilaFire wrote: »Rock, paper, scissors balancing is boring. The Elder Scrolls universe has already established what each armor type is for and its uses.
Robes (aka light) are worn almost exclusively by mages because they're easy to enchant with powerful effects to enhance a users magicka abilities. Yes, I'm aware you can also enchant armor to do the same things, but for the sake of game balancing - it would be easiest if light armor only buffed magical damage stats.
Medium armor is more of a scout or skirmishers armor - intended to be used by assassins and scouts to sneak around and ambush people. Medium armor should be balanced for that role exclusively. It should provide stealth options and burst buffs. So, stealth, crit, armor penetration, critical damage. The stats that help you gank quickly and get out.
Heavy armor in ES lore is specifically intended for front-line soldiers. It should buff your survivability and sustainability. It doesn't need a damage buff, it needs the ability to buff stamina/magicka recovery, increase defensive stats, increase health, and decrease spell/stamina ability cost.
Heavy armor is for people who want to engage in direct combat. Medium armor is for skirmishers. Light armor is for mages. They each have distinctive battlefield roles - and with the exception of light armor, shouldn't really have anything to do with enhancing overall dps.
And why should light armor be the exception?
Your staff and skills should enhance your DPS not your clothes/armor.
There is also lore for heavy armor wearing battle mages.
The real problem is any weight OP proc damage type armor sets.
Other than blazing shield templar heavy builds there was very little outcry against HA before the new OP sets.