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Balance solution for heavy armour

hassubhai
hassubhai
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Ok so hear me out. I have always been under the impression that the purpose of penetration was to take down tankier targets and be less effective vs squishy target however in eso this definetly isnt the case.

If you have 5k penetration and attack a player with 6k resistances its as if they have 1k resitances and if you attack a player who has 20k resistances its as if they have 15k resistances.

This means that penetration is more or less being used to just boost your overall damage rather than penetrate through high resistances.

I think the solution to this is to make penetration percentage based but have high percentages, things like 30% penetration on sharpened but this is only active when in pvp whereas in pve its back to the usual 5k.

This isnt exactly what i think should happen but i strongly believe penetration is completely wrong atm and need to be switched up to combat heavy in pvp.

This imo will cure the heavy armour meta in pvp by adding counter play.
Edited by hassubhai on January 14, 2017 10:18AM

Balance solution for heavy armour 38 votes

Yes
26%
PaganiniGreenSoup2HoTKr3doGrigorijMalahevichWrecking_Blow_SpamEldritchPenguinIsellskoomaGalenus_of_PergamonRoach1990hassubhai 10 votes
No
52%
josh.lackey_ESOKelzanathomas1970b16_ESOidkSureshawttplink3r1SpottswoodeEmencieDHaleSamwell SlayerSpliffoLightninvashRatedChaoticAnti_VirusVipstaakkicpuScientistDoctordarkspawnagrr70Jaeme DiamLadislao 20 votes
Other
21%
1mirgbg22Wifeaggro13MinalanBouldercleaveParaflexZolexiLyserus 8 votes
  • Skinzz
    Skinzz
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    Just make it so shuffle can only be used if you're wearing at least 5 pieces of medium armor.
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  • hassubhai
    hassubhai
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    Yes
    xskinzcity wrote: »
    Just make it so shuffle can only be used if you're wearing at least 5 pieces of medium armor.

    Whilst this seems like a good option i dont think it will fully make it so heavy armour is balanced. The major issue with heavy is the lack if counter play and the fact that it allows too much. %penetration would fix this. But taking shuffle away could possibly even be too much its just something that needs to be tested
  • Riejael
    Riejael
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    I'm surprised they didn't just make Heavy armor have high resist against physical, low against magic. Then do the opposite with light armor, high resist against spells and low against physical, and then medium is inbetween, jack of all trades.
  • hassubhai
    hassubhai
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    Yes
    Riejael wrote: »
    I'm surprised they didn't just make Heavy armor have high resist against physical, low against magic. Then do the opposite with light armor, high resist against spells and low against physical, and then medium is inbetween, jack of all trades.


    Because all that does is creates a triangle and makes it so the only counter play to a certain are armour is completely changing your build. Also means you would not be able to kill certain builds simply because theirs directly counters yours
  • Doctordarkspawn
    Doctordarkspawn
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    No
    xskinzcity wrote: »
    Just make it so shuffle can only be used if you're wearing at least 5 pieces of medium armor.

    This.

    Also, remove wrath, put bracing back where it belongs.
  • Riejael
    Riejael
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    hassubhai wrote: »
    Riejael wrote: »
    I'm surprised they didn't just make Heavy armor have high resist against physical, low against magic. Then do the opposite with light armor, high resist against spells and low against physical, and then medium is inbetween, jack of all trades.


    Because all that does is creates a triangle and makes it so the only counter play to a certain are armour is completely changing your build. Also means you would not be able to kill certain builds simply because theirs directly counters yours

    It worked in PS2.
  • Samwell Slayer
    Samwell Slayer
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    No
    hassubhai wrote: »
    Ok so hear me out. I have always been under the impression that the purpose of penetration was to take down tankier targets and be less effective vs squishy target however in eso this definetly isnt the case.

    If you have 5k penetration and attack a player with 6k resistances its as if they have 1k resitances and if you attack a player who has 20k resistances its as if they have 15k resistances.

    This means that penetration is more or less being used to just boost your overall damage rather than penetrate through high resistances.

    I think the solution to this is to make penetration percentage based but have high percentages, things like 30% penetration on sharpened but this is only active when in pvp whereas in pve its back to the usual 5k.

    This isnt exactly what i think should happen but i strongly believe penetration is completely wrong atm and need to be switched up to combat heavy in pvp.

    This imo will cure the heavy armour meta in pvp by adding counter play.


    You have this wrong. Assuming you don't over pen, if an enemy player has R resist and you have P pen, then you will be doing

    100 x P/(66000-R)

    percent more damage than if you had none. For enemy NPC's as opposed to players just replace the 66000 by 50000. Note that at hard cap (R=33000) you get double the damage increase from adding pen than for enemies with low resist (you might even over penetrate giving you nearly no damage increase!).

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  • 1mirg
    1mirg
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    Other
    Riejael wrote: »
    I'm surprised they didn't just make Heavy armor have high resist against physical, low against magic. Then do the opposite with light armor, high resist against spells and low against physical, and then medium is inbetween, jack of all trades.
    Yeah, I still don't understand why they didn't go with this set up. I mean it would make sense too. You'd think that this is how the armor system would work ingame but it doesn't.

    Heavy armor: best at resisting physical attacks but extremely low resistance in magical attacks.
    Medium armor: moderate resistance in both magic and physical attacks.
    Light armor: best at resisting magical attacks but extremely low resistance in physical attacks.
    ┬┴┬┴┬┴┬┴┬┴┬┴┤ ⅽ[ː̠̈ː̠̈ː̠̈] ͌ ├┬┴┬┴┬┴┬┴┬┴┬┴
  • Minalan
    Minalan
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    Other
    Heavy armor needs to reduce speed and mobility per piece worn. Moving slower would balance that kind of defensive build.

    On the flip side, light and medium should move faster.
  • Riejael
    Riejael
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    Minalan wrote: »
    Heavy armor needs to reduce speed and mobility per piece worn. Moving slower would balance that kind of defensive build.

    On the flip side, light and medium should move faster.

    Any sort of armor is going to slow people down if you're going for realism. So if you want to go that route. Leave it as is. But increase people's speed by 15% when they have NO armor equipped.

    Pointless though, as you even start a new character with armor, so this change really isn't warranted.
  • starkerealm
    starkerealm
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    Also, remove wrath, put bracing back where it belongs.

    Mostly just this. Or Nerf Black Rose. Mostly that.
  • TequilaFire
    TequilaFire
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    Stop blaming heavy armor for OP heavy sets armor like Black Rose.
    In PvP we need to survive for at least a few seconds when 20 players are on you.
    I don't expect to survive in that situation but I should at least to be able to take a couple with me.
    Edited by TequilaFire on January 15, 2017 2:44AM
  • usmcjdking
    usmcjdking
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    Rework Wrath.

    Remove heavy attack sustain mod.
    0331
    0602
  • TequilaFire
    TequilaFire
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    Rework damage from stealth.
  • bg22
    bg22
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    Other
    It's a good start, but I made a thread the other day with a Rock Paper Scissors solution, which I think would kill many birds with 1 stone. My solution would open a plethora of play-styles and builds which currently are just not even remotely competitive. All whilst completely preventing any sort of FotM build.

    Keep in mind, what most fail to realize is that "balance" does not mean every build, armor, play-style is equally good at everything. At that point, everything is exactly the same but with a different "wrapper". Balance means you excel at certain things, while simultaneously having weaknesses that are equal in value.

    I.e. the Light Armor wearer (LA) has the advantage against the Heavy Armor wearer (HA) due to HA's lower spell resistance. The spell resistance is lower because metal is a conductor of heat, electricity, susceptible to frost, etc.

    The Medium Armor wearer (MA) has the advantage against the LA due to LA's vulnerability to weapon and physical damage, and MA's resistance to elements (fire, electricity, frost, etc).

    While HA has the advantage against MA due to HA's invulnerability against weapon damage, whilst having enough damage to wear out MA's health because of MA's mediocre physical resistance.

    Here's a link to the thread, and chart I made to simply demonstrate the balance.

    https://forums.elderscrollsonline.com/en/discussion/comment/3679484#Comment_3679484

    5df0f1ab213c483922f6ac4905e10310.jpg
  • Riejael
    Riejael
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    bg22 wrote: »
    Here's a link to the thread, and chart I made to simply demonstrate the balance.

    https://forums.elderscrollsonline.com/en/discussion/comment/3679484#Comment_3679484

    5df0f1ab213c483922f6ac4905e10310.jpg

    This is about what I suggested earlier in the thread. But your explaination is more detailed. I'd like to see it affect PVE as well. That way Light Armor tanks would be requested. I know they already exist. But I'd like to see them have a niche to fill.
  • idk
    idk
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    No
    Riejael wrote: »
    I'm surprised they didn't just make Heavy armor have high resist against physical, low against magic. Then do the opposite with light armor, high resist against spells and low against physical, and then medium is inbetween, jack of all trades.

    Because tanking needs to have high resist for both.

    Players in heavy armor that stack for suitability should be able to survive much more but not be able to do high damage. When that is the case all is well.

    The issue is when the build for suitability and have proc sets that do do good damage (because they do not scale of damage stats) then the balance is completely wrong.
  • olsborg
    olsborg
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    xskinzcity wrote: »
    Just make it so shuffle can only be used if you're wearing at least 5 pieces of medium armor.

    This, so much this. Also, wrath passive or constitution, either of them needs to be nerfed somehow, or preferably buff light and medium armor somehow. At the moment, heavy armor has the full package and light and medium is lagging behind quite noticeably.

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  • Riejael
    Riejael
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    Because tanking needs to have high resist for both.

    Newp.

    In other MMOs we did tank swaps for that sort of thing. Some boss encounters might need a bit of tweaking but its doable.
  • DHale
    DHale
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    No
    Fine as is, the light and medium need a buff.
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  • Paraflex
    Paraflex
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    Other
    The real problem with Heavy Armor is you get everything you want

    Sustain from constitution (Black Rose Helps)
    Spell resist
    Physical Resist
    Health
    Healing recieved
    Resources back from Heavy attacks

    After all this you can use class skills like a Templar with Rune Focus to add minor vitality plus minor protection and shuffle for dodge chance. Let's assume you don't do anything else.

    This takes 5 pieces of heavy and 1 Templar skill. Heavy Armor is loaded with all kinds of value.

    This allows for all types of cancer builds with great sustain.

    The last time light armor had a cancer problem was when you could shield stack 3 different shields and get 3-4 full damage rotations on a sorc. It was terrible for the game.
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  • hassubhai
    hassubhai
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    Yes
    DHale wrote: »
    Fine as is, the light and medium need a buff.

    Power creep tho
  • psychotic13
    psychotic13
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    xskinzcity wrote: »
    Just make it so shuffle can only be used if you're wearing at least 5 pieces of medium armor.

    For pvp I agree, but a lot of tanks wear Tavas and that change would kill the build
  • Myerscod
    Myerscod
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    xskinzcity wrote: »
    Just make it so shuffle can only be used if you're wearing at least 5 pieces of medium armor.

    That's right, nerf pve for pvps benefit.... No thanks
  • hassubhai
    hassubhai
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    Yes
    Myerscod wrote: »
    xskinzcity wrote: »
    Just make it so shuffle can only be used if you're wearing at least 5 pieces of medium armor.

    That's right, nerf pve for pvps benefit.... No thanks

    Not like pve id actually difficult aside vmaw, and if your able to complete that these changes have a pretty minor effect.
  • Spottswoode
    Spottswoode
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    No
    olsborg wrote: »
    xskinzcity wrote: »
    Just make it so shuffle can only be used if you're wearing at least 5 pieces of medium armor.

    This, so much this. Also, wrath passive or constitution, either of them needs to be nerfed somehow, or preferably buff light and medium armor somehow. At the moment, heavy armor has the full package and light and medium is lagging behind quite noticeably.

    I can't, for the life of me, figure out why that hasn't been changed already seeing as how pretty much everyone uses the 5/1/1 setup because of the undaunted passives. It's been a frickin year already.
    bg22 wrote: »
    It's a good start, but I made a thread the other day with a Rock Paper Scissors solution, which I think would kill many birds with 1 stone. My solution would open a plethora of play-styles and builds which currently are just not even remotely competitive. All whilst completely preventing any sort of FotM build.

    Ok....here's the problem with applying a rock, paper, scissors template: Rock paper scissors only works because players can only use on at a time and each one has a specific counter. Applying that sort of thinking to armor means that everyone in the game can use medium armor, bows, and destro staff and kill nearly everyone who doesn't pretty easily. So what you actually do by that is enforce uniformity among builds.

    By the way, that would totally destroy tanking. There are many bosses that have powerful physical and magical attacks that can't be defended against with moderate protection (medium armor in your examples) without a boatload of health and a very specific setup.


    On the actual problem: Heavy armor needs to be for defense and should emphasize blocking. (Because irl heavy armor use involves bracing the thick parts of the armor toward the attack.) Heavy armor should not be giving extra resources on heavy attacks, but I am ok with the constitution perk.

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  • Docmandu
    Docmandu
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    hassubhai wrote: »
    The major issue with heavy is the lack if counter play and the fact that it allows too much.

    Haven't you heard, the counter is to let the heavy dude bang on your face for 5 seconds while you do nothing. #zoslogic
  • psychotic13
    psychotic13
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    Docmandu wrote: »
    hassubhai wrote: »
    The major issue with heavy is the lack if counter play and the fact that it allows too much.

    Haven't you heard, the counter is to let the heavy dude bang on your face for 5 seconds while you do nothing. #zoslogic

    Well it does make sense? You go on the defensive for a few seconds so they lose their wraith bonus and are not gaining resources through the constitution passive.

    Don't know what your 'zoslogic' is about, use your head
  • IcyDeadPeople
    IcyDeadPeople
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    Riejael wrote: »
    I'm surprised they didn't just make Heavy armor have high resist against physical, low against magic. Then do the opposite with light armor, high resist against spells and low against physical, and then medium is inbetween, jack of all trades.

    They did, at launch. The result was people were much tankier in light armor with immovable and similar buffs up compared to heavy armor, and they did more damage, so nobody wore heavy armor.

    I think this is a good thing that that heavy armor was changed to provide more spell resistance and physical resistance than light armor and medium armor. But I agree it would be nice to see perhaps a bit more of a trade off when it comes to dps. Might be interesting if light armor Concentration passive was a bit higher, and full set of medium armor provided similar armor pen buffed.

    Planning a build is more fun when you have to make tough choices. Currently seems a little too easy to have extremely high physical/spell resistance and still hit very hard, at least for stamina build w/ heavy armor (haven't tried magicka heavy armor build yet).
    .
    Edited by IcyDeadPeople on January 17, 2017 1:07PM
  • hassubhai
    hassubhai
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    Yes
    Docmandu wrote: »
    hassubhai wrote: »
    The major issue with heavy is the lack if counter play and the fact that it allows too much.

    Haven't you heard, the counter is to let the heavy dude bang on your face for 5 seconds while you do nothing. #zoslogic

    Well it does make sense? You go on the defensive for a few seconds so they lose their wraith bonus and are not gaining resources through the constitution passive.

    Don't know what your 'zoslogic' is about, use your head

    Allowing the other player to hit you with 5 free abilities and light attacks is not counter play at all especially considering that the game should be balanced in a way where being defensive costs more than being aggressive
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