I get what you guys are trying to do. You want to raise the floor and lower the ceiling. You want new players to have an easier time, while limiting the the strength of very high-end players, so they stomp all content.
And you want to reduce the impact of Champion Points in recovery and cost of abilities. However, this resulted in the awful cost and recovery we're seeing in PTS. Nightblades that used to do 5 minute rotations, now can only last 30 seconds. That is an issue, a big one, and while increasing the difficulty of sustain is fine... this is too much.
To me, the answer is very obvious: Buff light and medium armor.
Buff it to the point where the recovery and cost you'll have, overall, will be close to the Homestead Patch (If you're a PVE DPS).
From the perspective of a new player, most of your cost and recovery will come from your ARMOR, and not your CP, which is clear and pretty straightforward. This is also the way it worked in other TES games, making the transition more smooth.
From the perspective of a PVE player, you will retain the recovery and cost you have in Homestead. Or at least be close enough to it, that you can keep your precious Julianos and Hunding's Rage sets.
From the perspective of a PVP player, heavy armor will retain the limitations currently set in PTS. If you're not a tank, you will not be using heavy armor. That is the way it's intended to be. Since recovery mostly comes from ARMOR and not CP, you will kill infinite-recovery heavy armor builds in PVP
While I have not done heavy math on this, I feel that, in concept, it's an idea worth testing.
What do you guys think?
Militan1404 wrote: »I get what you guys are trying to do. You want to raise the floor and lower the ceiling. You want new players to have an easier time, while limiting the the strength of very high-end players, so they stomp all content.
And you want to reduce the impact of Champion Points in recovery and cost of abilities. However, this resulted in the awful cost and recovery we're seeing in PTS. Nightblades that used to do 5 minute rotations, now can only last 30 seconds. That is an issue, a big one, and while increasing the difficulty of sustain is fine... this is too much.
To me, the answer is very obvious: Buff light and medium armor.
Buff it to the point where the recovery and cost you'll have, overall, will be close to the Homestead Patch (If you're a PVE DPS).
From the perspective of a new player, most of your cost and recovery will come from your ARMOR, and not your CP, which is clear and pretty straightforward. This is also the way it worked in other TES games, making the transition more smooth.
From the perspective of a PVE player, you will retain the recovery and cost you have in Homestead. Or at least be close enough to it, that you can keep your precious Julianos and Hunding's Rage sets.
From the perspective of a PVP player, heavy armor will retain the limitations currently set in PTS. If you're not a tank, you will not be using heavy armor. That is the way it's intended to be. Since recovery mostly comes from ARMOR and not CP, you will kill infinite-recovery heavy armor builds in PVP
While I have not done heavy math on this, I feel that, in concept, it's an idea worth testing.
What do you guys think?
I disagree. Heavy armor is not intended for tanks only, that was one of the reasons it got buffed in the frist place, they wanted to buff heavy armor dps, then they should change light to so they can only heal. Heavy armor is suposed to be a brawler not just a living meat bag that u think it is. The whole point is that ur should not be able to stand toe to toe with the heavy armor user he is the warrior, if ur light ur sposed to do use range and medium u should use speed and finesse. Its ruining the impresson of playing a warrior if u even cant kill a antoher player or spend 15min killing a mudcrab. Im not saying that heavy armor should be the top dps, just saying that it should be more than just a living meat bag.
leepalmer95 wrote: »Militan1404 wrote: »I get what you guys are trying to do. You want to raise the floor and lower the ceiling. You want new players to have an easier time, while limiting the the strength of very high-end players, so they stomp all content.
And you want to reduce the impact of Champion Points in recovery and cost of abilities. However, this resulted in the awful cost and recovery we're seeing in PTS. Nightblades that used to do 5 minute rotations, now can only last 30 seconds. That is an issue, a big one, and while increasing the difficulty of sustain is fine... this is too much.
To me, the answer is very obvious: Buff light and medium armor.
Buff it to the point where the recovery and cost you'll have, overall, will be close to the Homestead Patch (If you're a PVE DPS).
From the perspective of a new player, most of your cost and recovery will come from your ARMOR, and not your CP, which is clear and pretty straightforward. This is also the way it worked in other TES games, making the transition more smooth.
From the perspective of a PVE player, you will retain the recovery and cost you have in Homestead. Or at least be close enough to it, that you can keep your precious Julianos and Hunding's Rage sets.
From the perspective of a PVP player, heavy armor will retain the limitations currently set in PTS. If you're not a tank, you will not be using heavy armor. That is the way it's intended to be. Since recovery mostly comes from ARMOR and not CP, you will kill infinite-recovery heavy armor builds in PVP
While I have not done heavy math on this, I feel that, in concept, it's an idea worth testing.
What do you guys think?
I disagree. Heavy armor is not intended for tanks only, that was one of the reasons it got buffed in the frist place, they wanted to buff heavy armor dps, then they should change light to so they can only heal. Heavy armor is suposed to be a brawler not just a living meat bag that u think it is. The whole point is that ur should not be able to stand toe to toe with the heavy armor user he is the warrior, if ur light ur sposed to do use range and medium u should use speed and finesse. Its ruining the impresson of playing a warrior if u even cant kill a antoher player or spend 15min killing a mudcrab. Im not saying that heavy armor should be the top dps, just saying that it should be more than just a living meat bag.
Heavy was always a type designed to be tanky, thats the entire point.
Not to run around hitting harder than most dps builds.
In the current patch there is no downside to using heavy, your have better healing, more armor, good sustain without losing anything.
Now if you want to wear heavy and be very tanky you'll be giving up a lot fo sustain and will need to lower your dmg to compensate for it. Like it was designed when the game was released.
If you want to dps like a 'warrior' go medium or light. Like in every other game.
leepalmer95 wrote: »Militan1404 wrote: »I get what you guys are trying to do. You want to raise the floor and lower the ceiling. You want new players to have an easier time, while limiting the the strength of very high-end players, so they stomp all content.
And you want to reduce the impact of Champion Points in recovery and cost of abilities. However, this resulted in the awful cost and recovery we're seeing in PTS. Nightblades that used to do 5 minute rotations, now can only last 30 seconds. That is an issue, a big one, and while increasing the difficulty of sustain is fine... this is too much.
To me, the answer is very obvious: Buff light and medium armor.
Buff it to the point where the recovery and cost you'll have, overall, will be close to the Homestead Patch (If you're a PVE DPS).
From the perspective of a new player, most of your cost and recovery will come from your ARMOR, and not your CP, which is clear and pretty straightforward. This is also the way it worked in other TES games, making the transition more smooth.
From the perspective of a PVE player, you will retain the recovery and cost you have in Homestead. Or at least be close enough to it, that you can keep your precious Julianos and Hunding's Rage sets.
From the perspective of a PVP player, heavy armor will retain the limitations currently set in PTS. If you're not a tank, you will not be using heavy armor. That is the way it's intended to be. Since recovery mostly comes from ARMOR and not CP, you will kill infinite-recovery heavy armor builds in PVP
While I have not done heavy math on this, I feel that, in concept, it's an idea worth testing.
What do you guys think?
I disagree. Heavy armor is not intended for tanks only, that was one of the reasons it got buffed in the frist place, they wanted to buff heavy armor dps, then they should change light to so they can only heal. Heavy armor is suposed to be a brawler not just a living meat bag that u think it is. The whole point is that ur should not be able to stand toe to toe with the heavy armor user he is the warrior, if ur light ur sposed to do use range and medium u should use speed and finesse. Its ruining the impresson of playing a warrior if u even cant kill a antoher player or spend 15min killing a mudcrab. Im not saying that heavy armor should be the top dps, just saying that it should be more than just a living meat bag.
Heavy was always a type designed to be tanky, thats the entire point.
Not to run around hitting harder than most dps builds.
In the current patch there is no downside to using heavy, your have better healing, more armor, good sustain without losing anything.
Now if you want to wear heavy and be very tanky you'll be giving up a lot fo sustain and will need to lower your dmg to compensate for it. Like it was designed when the game was released.
If you want to dps like a 'warrior' go medium or light. Like in every other game.
There's nothing needs buffing in this game, only nerfs to things which outperforms, it's most promising update, and if @Wrobel will be kind enough in 3.0.2 we will see direct sorc sustain nerfs.I get what you guys are trying to do. You want to raise the floor and lower the ceiling. You want new players to have an easier time, while limiting the the strength of very high-end players, so they stomp all content.
And you want to reduce the impact of Champion Points in recovery and cost of abilities. However, this resulted in the awful cost and recovery we're seeing in PTS. Nightblades that used to do 5 minute rotations, now can only last 30 seconds. That is an issue, a big one, and while increasing the difficulty of sustain is fine... this is too much.
To me, the answer is very obvious: Buff light and medium armor.
Buff it to the point where the recovery and cost you'll have, overall, will be close to the Homestead Patch (If you're a PVE DPS).
From the perspective of a new player, most of your cost and recovery will come from your ARMOR, and not your CP, which is clear and pretty straightforward. This is also the way it worked in other TES games, making the transition more smooth.
From the perspective of a PVE player, you will retain the recovery and cost you have in Homestead. Or at least be close enough to it, that you can keep your precious Julianos and Hunding's Rage sets.
From the perspective of a PVP player, heavy armor will retain the limitations currently set in PTS. If you're not a tank, you will not be using heavy armor. That is the way it's intended to be. Since recovery mostly comes from ARMOR and not CP, you will kill infinite-recovery heavy armor builds in PVP
While I have not done heavy math on this, I feel that, in concept, it's an idea worth testing.
What do you guys think?