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heavy amor change

lucky_Sage
lucky_Sage
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what are thw chages specificlly. as a sw magdk losing wrath without a big sustain buff will i be forced into a light amor perma blocking build.
DC PC NA
Magdk - main
Stamcro - alt

AD PS4 NA -retired (PC runs way better to play on console)
magdk
magblade
stamplar
magden
magsorc

  • Rex-Umbra
    Rex-Umbra
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    Wrath gone and sounds like nothing to replace. Magicka and Hybrid Heavy is dead. Stamina can adapt possibly but they should probably go medium too.
    Xbox GT: Rex Umbrah
    GM of IMPERIUM since 2015.
  • Teridaxus
    Teridaxus
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    Rapid mending get moved in the missing slot of wrath and a new unknown 5th passive gets added. ( Honestly i have the feeling they will simply split the healing received and heavy attack resource bonus and call it a day )

    Really rex, 200 less weapon/spell damage will ruin your build? I think you got bigger problems than this change then and yes im aware of the shuffle change.
  • Aedaryl
    Aedaryl
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    Can someone link me or tell me exactly which change gonna happen ? (Eso live ?)
  • Cinbri
    Cinbri
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    Teridaxus wrote: »
    Rapid mending get moved in the missing slot of wrath and a new unknown 5th passive gets added. ( Honestly i have the feeling they will simply split the healing received and heavy attack resource bonus and call it a day )

    Really rex, 200 less weapon/spell damage will ruin your build? I think you got bigger problems than this change then and yes im aware of the shuffle change.

    Gina said resource restore from rapid mending going instead of wrath, and rm will be changed. Since it still had 8% healing buff, maybe it will be just buffed to grant more healing.. Anyway it wont be offensive change otherwise they would keep Wrath.
    RIP beautiful Wrath visual effect :(
  • Aedaryl
    Aedaryl
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    Cinbri wrote: »
    Teridaxus wrote: »
    Rapid mending get moved in the missing slot of wrath and a new unknown 5th passive gets added. ( Honestly i have the feeling they will simply split the healing received and heavy attack resource bonus and call it a day )

    Really rex, 200 less weapon/spell damage will ruin your build? I think you got bigger problems than this change then and yes im aware of the shuffle change.

    Gina said resource restore from rapid mending going instead of wrath, and rm will be changed. Since it still had 8% healing buff, maybe it will be just buffed to grant more healing.. Anyway it wont be offensive change otherwise they would keep Wrath.
    RIP beautiful Wrath visual effect :(

    Well, it's a good change, making heavy armor a defensive armor is what it should be.
  • Firstmep
    Firstmep
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    Id much rather see constitution removed, that would force heavy armor builds to actually build for sustain and not get free resources just for wearing heavy. I know that light and medium gets cost reduction but they nerfed those in Morrowind.
    Just to give an example i can run my mag templar in light or heavy, while im in heavy i actually need less recovery than in light meaning i dont have to sacrafice as much damage for passive recovery.
    I was happy when they nerfed thief so heavy builds at least lacked in 1 department, but with the nerf to sharpened resistances make an even bigger difference now.
    I have no issues with wrath i think it fits nicely into heavy armor, gives you a sort of berserker playstyle, but constitution is a bit too strong even after its been nerfed already.
    Either remove it or make it only restore one resource, whatever is lower % at the time of getting hit. I get that some builds rely heavily on blocking, but you can already stack block cost reduction thru the roof with sturdy, cp, 1h/s passives etc.
    Also block costs and mechanics can always be adjusted so pve tanks dont get punished.
    Just to clear things up i have no issues with ppl playing tanks/distruptor/disable builds in PVP, i have an issue with ppl running around with 4k wep dmg builds in heav with great healing, blocking damage everything. While beating people like that is defiently possible, the combination of the damage reduction and sustain from heavy plus a few overtuned sets like 7th, fury, ravagers etc, can make for some very disgusting builds.
    I get that a lot of solo/small scale players run heavy to have a better chance at surviving outnumbered, but i think thats something (zerging in general), that should be addressed outside of general balance.
    I mostly run solo/small grp in cyro and i feel the pain of getting gapclose/root/snare spammed every day. That doesnt mean heavy armor should have the massive advantage in pvp over the other 2 armor weights. Not to mention running into organized grps of ppl sitting with 30k+ hp pretty much relying on just numbers, while being next to impossible to burst down is just plain stupid.
    Taking away the great sustain of heavy armor would mean that you can still be very survivable, but now if you want to survive for extended periods of time youll have to sacrafice a great bit of damage. I think that would effect small scale and zergy gameplay the same, and give medium/light sustain builds a better chance in open world.
    Edit: Forgot to add, taking away wrath from heavy wont be a very massive nerfs while the top heavy(very stamina heavy) sets remain unchanged.
    Edited by Firstmep on October 14, 2017 1:26PM
  • Elrond87
    Elrond87
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    is this change in the next pts update?
    PC|EU
    cp2807
    20 characters
  • Aedaryl
    Aedaryl
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    Elrond87 wrote: »
    is this change in the next pts update?

    Yeah
  • Minno
    Minno
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    What else did they say will be happening besides changes to heavy armor? I only was able to catch the lore part with the fez hats.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Taleof2Cities
    Taleof2Cities
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    @Minno

    - Dungeon finder level restrictions on DLC and II dungeons ... minimum level 45 for normal; minimum CP160 for vet. You can still manually form your own group with no restriction. That was the biggest change talked about in the forums.

    Reposted from @baratron:
    baratron wrote: »

    Yeah, sure.
    • Crystal Shards & Frags will no longer stun the enemy that's hit (as mentioned on the forums), but Crystal Blast will. Rune Prison & morphs cost will increase slightly.
    • Slightly increasing the cost of Shield Wall (One Hand and Shield), and "one of the Restoration Staff abilities" (this is NOT helpful, Gina!)
    • Scatter Shot (Bow ability) no longer applies a 5 second disorient to enemies. Instead, it will apply a stun.
    • Wrath (Heavy Armor) replaced with Revitalise which increases the resources that heavy attacks restore. Changes to Rapid Mending because that's being moved over to Revitalise. You will not be required to reallocate CP from Wrath because of this change, it will happen automatically.
    • Also fixing Petrify & Eclipse: issue where you could cast them on an immune enemy.
    • Also increasing the damage of Merciless Charge item set, and "fixing an issue with" Timeless Blessing item set.
    • Group Finder - adjusting minimum level for Normal to Level 45 for Part 2 dungeons and DLC dungeons.
    • Group Finder - adjusting minimum level for Veteran DLC dungeons, plus Veteran City of Ash 2 and Crypt of Hearts 2 to CP 160.
    Edited by Taleof2Cities on October 14, 2017 2:11PM
  • Cinbri
    Cinbri
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    @Minno

    - Dungeon finder level restrictions on DLC and II dungeons ... minimum level 45 for normal; minimum CP160 for vet. You can still manually form your own group with no restriction. That was the biggest change talked about in the forums.

    Reposted from @baratron:
    baratron wrote: »

    Yeah, sure.
    • Crystal Shards & Frags will no longer stun the enemy that's hit (as mentioned on the forums), but Crystal Blast will. Rune Prison & morphs cost will increase slightly.
    • Slightly increasing the cost of Shield Wall (One Hand and Shield), and "one of the Restoration Staff abilities" (this is NOT helpful, Gina!)
    • Scatter Shot (Bow ability) no longer applies a 5 second disorient to enemies. Instead, it will apply a stun.
    • Wrath (Heavy Armor) replaced with Revitalise which increases the resources that heavy attacks restore. Changes to Rapid Mending because that's being moved over to Revitalise. You will not be required to reallocate CP from Wrath because of this change, it will happen automatically.
    • Also fixing Petrify & Eclipse: issue where you could cast them on an immune enemy.
    • Also increasing the damage of Merciless Charge item set, and "fixing an issue with" Timeless Blessing item set.
    • Group Finder - adjusting minimum level for Normal to Level 45 for Part 2 dungeons and DLC dungeons.
    • Group Finder - adjusting minimum level for Veteran DLC dungeons, plus Veteran City of Ash 2 and Crypt of Hearts 2 to CP 160.

    Pretty sure it meant Resto ultimate, not ability.
  • Rex-Umbra
    Rex-Umbra
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    Wrath is weak but it really helps hybrids because they use spell and weapon damage.
    Xbox GT: Rex Umbrah
    GM of IMPERIUM since 2015.
  • Chilly-McFreeze
    Chilly-McFreeze
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    So Instead of taking care of the real offenders (7th legion, ravager, fury) which will grant 5 times the wrath effect, they gut all HA users. Great.
    Do I, as a damage oriented pvp stam player, now have the choice between far too squishy medium armor with mediocre sets and useless main defense or being forced into HA proc sets like the ones mentioned above? Good for diversity and great for stam as a whole. Time to revive my mag builds.
  • lucky_Sage
    lucky_Sage
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    heavy are just be sustain but there are a few dmg heavy armor sets that are to strong they are all stam though not mag.but I have a felling the new passive wont help mag build unless they go destroy instead of dw or S&b. she did say it was going to be changed some when it moves but stay heavy attack focused. but guess I still need to prepare for a light armor perma blocking magdk next update, yay so much fun that way (sarcasm perma blocking is boring)
    DC PC NA
    Magdk - main
    Stamcro - alt

    AD PS4 NA -retired (PC runs way better to play on console)
    magdk
    magblade
    stamplar
    magden
    magsorc

  • ak_pvp
    ak_pvp
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    So Instead of taking care of the real offenders (7th legion, ravager, fury) which will grant 5 times the wrath effect, they gut all HA users. Great.
    Do I, as a damage oriented pvp stam player, now have the choice between far too squishy medium armor with mediocre sets and useless main defense or being forced into HA proc sets like the ones mentioned above? Good for diversity and great for stam as a whole. Time to revive my mag builds.

    Yep. The heavy armour passives are easily comparable to the light (med passives are really meh) The little extra damage was added in because old DK and often templar was forced into heavy and had no damage. These sets listed above and permablocking (due to the formula) caused this issue. Another blanket nerf :/
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • Asardes
    Asardes
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    Good. I will chang from sharp greatsword to nirnhoned greatsword on my stamina DK since I will be meeting fewer heavy armor users. He has always worn 5 medium. I hate heavy since I've spent so much time tanking in PvE.
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
    vMA (The Flawless Conqueror) | vVH (Spirit Slayer & of the Undying Song) | vDSA | vAA HM | vHRC HM | vSO HM | vMoL | vAS+1 | Emperor

    PC-EU CP 3000+
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  • Asardes
    Asardes
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    BTW. 1/1/5 only gives you about 7% more mitigation than 1/5/1. And that's when not blocking. With block up that shrinks to 2% or less. It's blocking that makes you tanky, not the armor weight.
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
    vMA (The Flawless Conqueror) | vVH (Spirit Slayer & of the Undying Song) | vDSA | vAA HM | vHRC HM | vSO HM | vMoL | vAS+1 | Emperor

    PC-EU CP 3000+
    41,000+ Achievement Points before High Isle
    Member of:
    Pact Veteran Trade: Exemplary
    Traders of the Covenant: God of Sales
    Tamriels Emporium: God of Sales
    Valinor Overflow: Trader
    The Traveling Merchant: Silver


    Characters:
    Asardes | 50 Nord Dragonknight | EP AR 50 | Master Crafter: all traits & recipes, all styles released before High Isle
    Alxaril Nelcarion | 50 High Elf Sorcerer | AD AR 20 |
    Dro'Bear Three-paws | 50 Khajiit Nightblade | AD AR 20 |
    Veronique Nicole | 50 Breton Templar | DC AR 20 |
    Sabina Flavia Cosades | 50 Imperial Warden | EP AR 20 |
    Ervesa Neloren | 50 Dark Elf Dragonknight | EP AR 20 |
    Fendar Khodwin | 50 Redguard Sorcerer | DC AR 20 |
    Surilanwe of Lillandril | 50 High Elf Nightblade | AD AR 20 |
    Joleen the Swift | 50 Redguard Templar | DC AR 20 |
    Draynor Telvanni | 50 Dark Elf Warden | EP AR 20 |
    Claudius Tharn | 50 Necromancer | DC AR 20 |
    Nazura-la the Bonedancer | 50 Necromancer | AD AR 20 |

    Tharkul gro-Shug | 50 Orc Dragonknight | DC AR 4 |
    Ushruka gra-Lhurgash | 50 Orc Sorcerer | AD AR 4 |
    Cienwen ferch Llywelyn | 50 Breton Nightblade | DC AR 4 |
    Plays-with-Sunray | 50 Argonian Templar | EP AR 4 |
    Milariel | 50 Wood Elf Warden | AD AR 4 |
    Scheei-Jul | 50 Necromancer | EP AR 4 |

    PC-NA CP 1800+
    30,000+ Achievement Points before High Isle
    Member of:
    Savage Blade: Majestic Machette


    Characters:
    Asardes the Exile | 50 Nord Dragonknight | EP AR 30 |
  • lucky_Sage
    lucky_Sage
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    why did you take wrath away but give nothing in return. thank you for ruining dw heavy armor magdk. thank you for making me go into a light armor perma blocking build good job killing build diversity

    @ZOS_Wrobel
    DC PC NA
    Magdk - main
    Stamcro - alt

    AD PS4 NA -retired (PC runs way better to play on console)
    magdk
    magblade
    stamplar
    magden
    magsorc

  • DDuke
    DDuke
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    Ok, not a fan of the latest change to heavy armor, they should've just gone with the Shuffle change and that would've been enough.

    The rationale provided for it is also absurd:
    We want each of the three armor types to have unique trade-offs. Heavy Armor’s main advantage is its increase to survivability, while the disadvantage is its lower damage and healing power. To emphasize this distinction, we’ve removed the Wrath passive.

    By saying "you shouldn't be able to deal high damage in heavy armor" you essentially say "you shouldn't play a warrior type character or a retribution paladin kinda character" and that's how you reduce build diversity in the game even further, by forcing everyone in heavy armor into playing solely the "tank" archetype which many don't enjoy.

    ZOS should be increasing build diversity, not reducing it.


    Medium armor needed buffs to survivability vs undodgeable bullsh*t, heavy armor needed slight adjustments to its survivability (not damage).

    Now everyone will just run around in light armor S&B & Riposte set and everything will be exactly as it was, except no heavy armor builds.

    Good job...
  • Rex-Umbra
    Rex-Umbra
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    I am forced to wear light armour to be a Shadow Knight type character.
    Xbox GT: Rex Umbrah
    GM of IMPERIUM since 2015.
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