GreenSoup2HoT wrote: »2: Make it so you need to wear 5 pieces of a specific armor type to utilize the armor skill-line ability.
Strider_Roshin wrote: »The main defense for medium armor is dodge rolling; which ZOS has made borderline useless in this game. If wanna kill a medium armor wearer, just use soul assault. You can be brain dead, and be successful with it.
GreenSoup2HoT wrote: »2: Make it so you need to wear 5 pieces of a specific armor type to utilize the armor skill-line ability.
So the way to make it useful is to nerf everyone who uses evasion/morphs without 5pc?
The reason that Med armor is not used in pvp is the same as why light isnt used: Heavy is the meta, and pvp means meta or die.
GreenSoup2HoT wrote: »2: Make it so you need to wear 5 pieces of a specific armor type to utilize the armor skill-line ability.
So the way to make it useful is to nerf everyone who uses evasion/morphs without 5pc?
The reason that Med armor is not used in pvp is the same as why light isnt used: Heavy is the meta, and pvp means meta or die.
Strider_Roshin wrote: »The main defense for medium armor is dodge rolling; which ZOS has made borderline useless in this game. If wanna kill a medium armor wearer, just use soul assault. You can be brain dead, and be successful with it.
If that medium armor wearer is a NB (which make up 80% of medium armor users) they can simply cloak it off.
Use rally => block one tick of dmg => cloak. This results in 60% of soulassaults dmg being canceled instantly.
I know i'll get a lot of hate out of this post but is there any hope for our beloved medium? At the moment it's just underperforming (pvp wise) PVE WISE and the nerf to heavy doesnt make it more attractive.
I agree with Derra on this one.
How do you want to buff medium armor without introducing god status for stamblades?
Strider_Roshin wrote: »The main defense for medium armor is dodge rolling; which ZOS has made borderline useless in this game. If wanna kill a medium armor wearer, just use soul assault. You can be brain dead, and be successful with it.
If that medium armor wearer is a NB (which make up 80% of medium armor users) they can simply cloak it off.
Use rally => block one tick of dmg => cloak. This results in 60% of soulassaults dmg being canceled instantly.
OrphanHelgen wrote: »I know i'll get a lot of hate out of this post but is there any hope for our beloved medium? At the moment it's just underperforming (pvp wise) PVE WISE and the nerf to heavy doesnt make it more attractive.
I want crit dmg and penetration passive !
buff trap back again
poison whip
flames of swaglivion AOE
If shuffle was only available with 5 medium armor pièces, it would be a better.
- For medium :
Yes, reduce sprint penality, but not remove it !They need to add first a mechanic that kill 3 shield sorcs, which is so stupid...
- For light armor
I think a major and minor system should be simple and work.
One major shield and one minor shield can stack.
Make harness and hardened ward, and all other shields in game as major shield, just put the healling ward as minor shield.
Also remove regen from harness, it's brain *** really
Then, add a passive at 5 pieces of light armor that increase size of major shield by 20 or 30 %, so NB magicka can be viable with dampen and sorc have one shield more powerfull, but still less than actual harness + hardened ward.
Put regen and cost reduction in one passive like medium then remove the spell resistance passif and make a 5 pièces passive which increase max magicka by 5 - 10% (still less effective than spell damage so it's not competitive with medium 12% wpn damage)]
- For Heavy armor
Finally, add a penality to constitution passive, like reduce damage done by 15% because yes, heavy armor shoudn' t put that awesome damage close to medium armor !
Then it's balanced.
If shuffle was only available with 5 medium armor pièces, it would be a better.
- For medium :
Yes, reduce sprint penality, but not remove it !They need to add first a mechanic that kill 3 shield sorcs, which is so stupid...
- For light armor
I think a major and minor system should be simple and work.
One major shield and one minor shield can stack.
Make harness and hardened ward, and all other shields in game as major shield, just put the healling ward as minor shield.
Also remove regen from harness, it's brain *** really
Then, add a passive at 5 pieces of light armor that increase size of major shield by 20 or 30 %, so NB magicka can be viable with dampen and sorc have one shield more powerfull, but still less than actual harness + hardened ward.
Put regen and cost reduction in one passive like medium then remove the spell resistance passif and make a 5 pièces passive which increase max magicka by 5 - 10% (still less effective than spell damage so it's not competitive with medium 12% wpn damage)]
- For Heavy armor
Finally, add a penality to constitution passive, like reduce damage done by 15% because yes, heavy armor shoudn' t put that awesome damage close to medium armor !
Then it's balanced.
The point isnt to butcher heavy armor and make it useless again. They said that they want heavy armor to work better when u are outnumbered. So just change constitution to work better when u are heavily outnumbered but not that good in 1v1 situations. Something like 8% chance on getting hit to restore x magicka and stamina with y seconds cooldown
It maybe a good idea, but if you'll watch at those set numbers like 12k for gold Selene without any CP(it's f ridiculous) i don't believe that they actually make numbers much lesser, but will open a way to make zero sustain oneprockill builds.I don't think medium is that bad. I actually thing light is worse due to it not giving spell damage while heavy does? If you are going to compare it to heavy; that is fine, but what really needs to happen is they need to
1. Remove wrath damage boosts to heavy outright; not just make it slower to build up. Heavy would be perfectly fine being tanky and there is no reason it should have damage buffs. Regen, I get; as you need the resources to maintain tankiness in this game. Medium and light should have a clear edge on raw damage to fit into a trinity of armors of 1 for magicka DPS, 1 for stamina DPS, and 1 for tankiness
2. Then they need to do something about proc sets who's damage does not require you to work damage into your build. I would say they need to do the opposite of what they are doing now in not allowing them to crit. They should allow the procs to crit AND scale off of stats but then reduce their base damage/heal stat substantially. Make it to where you have to put at least a little bit into the damage and I would make them require a resource cost.
Ragnaroek93 wrote: »Does this work if the opponent popped a detect pot? If not, Soul Strike is pretty much a free win. Also keep in mind that not everybody in medium armor is a nightblade. Soul Strike is just a bad designed skill (almost on the same stupidity level as shieldbreaker) in my opinion.
Ragnaroek93 wrote: »Does this work if the opponent popped a detect pot? If not, Soul Strike is pretty much a free win. Also keep in mind that not everybody in medium armor is a nightblade. Soul Strike is just a bad designed skill (almost on the same stupidity level as shieldbreaker) in my opinion.
Yeah it works against detect potions aswell.
That´s the problem i´ve tried to adress in my first post in this topic though. You can´t buff light armor because sorcs would be too good (even though that could be fixed by making fecking hardened not stack with harness).
You can´t buff medium because that would make stamblades too good. I´m playing with a great stamblade every day and boy does he make medium armor work.
All these suggestions about that you need 5 piece to use armorability would be the end for Tava-tanks. Stupid idea that doesn´t solve anything
All these suggestions about that you need 5 piece to use armorability would be the end for Tava-tanks. Stupid idea that doesn´t solve anything
This, all this crying is just from a pvp point of view , nerf heavy nerf heavy ......is the goal that tanks in pve should also wear medium armor ? xD
The best thing is to give diversity in abilities when pvp is active or not ....
"Evasion:
Shroud yourself in mist to gain Major Evasion, which increases your dodge chance by 20% for 20 seconds. The effect of this ability is in pvp reduced for each part of medium armor missing by 5%."
So if you have only 2 pieces, you can use this skill but only with , 5% , 3 pieces you get 10% , 4 15% and 5 the full 20%
Thats balance ...and not the *** you are calling for "nerf heavy, buff this ,....pls i want my *** being op" And if zos would finally do this kind of method with all abilities you can play in a game close to real balance. But balance patches are not give any money to them, so you need to deal with it that you will see like 1000 more shop mounts and such thing before anything major happen.
All these suggestions about that you need 5 piece to use armorability would be the end for Tava-tanks. Stupid idea that doesn´t solve anything
This, all this crying is just from a pvp point of view , nerf heavy nerf heavy ......is the goal that tanks in pve should also wear medium armor ? xD
The best thing is to give diversity in abilities when pvp is active or not ....
"Evasion:
Shroud yourself in mist to gain Major Evasion, which increases your dodge chance by 20% for 20 seconds. The effect of this ability is in pvp reduced for each part of medium armor missing by 5%."
So if you have only 2 pieces, you can use this skill but only with , 5% , 3 pieces you get 10% , 4 15% and 5 the full 20%
Thats balance ...and not the *** you are calling for "nerf heavy, buff this ,....pls i want my *** being op" And if zos would finally do this kind of method with all abilities you can play in a game close to real balance. But balance patches are not give any money to them, so you need to deal with it that you will see like 1000 more shop mounts and such thing before anything major happen.
I like the suggestion. The problem with shuffle/elude however is that when the dodge procs it creates a small window where it dodges all attack, instead of calculating dodgechance for each individuall instance. So even if dodgemechanic was nerfed the main-problem still persist.