"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."
I like zos's current change... RIP heavy armor
GaunterODim wrote: »Does someone remember when the Wrath passive came out, was it just added on top of it or did it replace something else? Only thing I can remember is that it was there to support more of a "beserker playstyle".
GaunterODim wrote: »Does someone remember when the Wrath passive came out, was it just added on top of it or did it replace something else? Only thing I can remember is that it was there to support more of a "beserker playstyle".
It happened in the Dark Brotherhood update. From PC/Mac Patch Notes v2.4.5:
- Bracing:
Renamed this passive ability to Wrath.
Redesigned this passive ability so it now increases your Weapon and Spell Damage by 10/20 for 6 seconds after taking damage at Ranks I/II respectively, stacking up to 10 times.
The old Bracing passive used to reduce block cost:
http://elderscrollsonline.wiki.fextralife.com/Bracing
"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."
They should give heavy minor mending ontop of the healing received.
paulsimonps wrote: »They should give heavy minor mending ontop of the healing received.
Rather they just buff the healing received bonus and let us get Minor mending on our own if we want to stack on top of it.
But just like OP I was disappointed that we didn't get anything in return for the nerf. Just split one passive we already had in two and called it a day.
paulsimonps wrote: »They should give heavy minor mending ontop of the healing received.
Rather they just buff the healing received bonus and let us get Minor mending on our own if we want to stack on top of it.
But just like OP I was disappointed that we didn't get anything in return for the nerf. Just split one passive we already had in two and called it a day.
paulsimonps wrote: »They should give heavy minor mending ontop of the healing received.
Rather they just buff the healing received bonus and let us get Minor mending on our own if we want to stack on top of it.
But just like OP I was disappointed that we didn't get anything in return for the nerf. Just split one passive we already had in two and called it a day.
It's called incremental changes. If they changed a lot of things at once, it would be difficult to tell the impact of each change.
Now, they just need to tone down weapon damage bonus from heavy sets like 7th legion, fury, etc. so it's in line with the new design.
"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."
If the developer wants to make heavy armor the choice for "suvivability", then put evasion into the passives. "0.5% dodge chance per heavy piece" sounds about right... or, "1% dodge chance per heavy piece while blocking" would work, too.
Another alternative would be to simply revert the constitution nerf and return it to its previous values.
"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."
If the developer wants to make heavy armor the choice for "suvivability", then put evasion into the passives. "0.5% dodge chance per heavy piece" sounds about right... or, "1% dodge chance per heavy piece while blocking" would work, too.
Another alternative would be to simply revert the constitution nerf and return it to its previous values.
Evasion has 2 effects
1- Avoid 100% dmg of a given attcak
2- Make attacker lose resources in a unsuccesful attack.
So if we combine that 2 options with current HA tools (blocking/mending) we should have that HA no only gets 0 dmg in some situations, but also depletes faster enemy resources, gets reduced dmg when blocing and has increased healing received.
Currently that can be done with the combination of HA and evasion, and on top of it, it has dmg increased on hits.
From the developer comments on the 3.2.4 heavy armor nerf:"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."
I'm totally fine with heavy armor becoming entirely "defensively themed", to distinguish it more from medium and light. I support the removal of Wrath in this context, as it removes the offensive aspect of heavy armor.
However, the abovementioned design philosophy (that heavy should possess lower healing power) is simply illogical. Healing power IS an aspect of survivability. Removing Wrath means that heavy armor provides less weapon/spell damage, which translates to lower tooltips on healing abilities, which ultimately reduces the survivability of the user. This is not consistent with the design goal stated by the developers.
For that matter... if heavy armor is supposed to have lower healing, then it contradicts the existence of the Rapid Mending passive in the first place.
I feel that the current values of Rapid Mending (4%/8% at levels I and II, respectively) are no longer sufficient to distinguish heavy armor as the "survivability" choice, given the removal of Wrath. Here are some numbers to illustrate the point:
Let's take the example of a character, in 5 pieces of medium armor, with 30,000 stamina and 3000 weapon damage (after a 132% multiplier from major brutality + the Agility passive). Very reasonable stats. Agility, in this scenario, is providing 272 weapon damage.
This raises the tooltip of Resolving Vigor, a common Stamina healing ability, from 10872 to 11401 (using the calculator at https://esoitem.uesp.net/viewSkills.php). This represents a healing boost of 4.87%, not that far behind Rapid Mending.
In a more realistic scenario, this difference between Agility and Rapid Mending will become even narrower, due to the concurrent application of other healing bonuses (major/minor mending, Blessed & Quick Recovery CP stars, class passives, set bonuses, etc.). Additionally, if a certain build were to stack more weapon damage than the figure I used above, the healing effectiveness derived from Agility would be even greater still.
I feel a slight buff to Rapid Mending would be reasonable.
It would firstly compensate heavy users for the loss of an entire passive (without ANYTHING added in its place, as of the 3.2.4 iteration). Furthermore, it would be consistent with the design goal of distinguishing heavy armor as the "survivability" choice, and medium armor as the "damage" choice.
I'm thinking 5%/9% wouldn't be too game-breaking.
Thoughts?
what r u talking about? ZoS mean Heavy provide more DEFENSE and gives lesser OUTCOMING heal and damage. Thats all right with heavy
Ragnaroek93 wrote: »So heavy armor won't be a nobrainer go to build anymore. Good.
It's still pretty much a no brainer i lose 200 weapon damage big deal.Ragnaroek93 wrote: »So heavy armor won't be a nobrainer go to build anymore. Good.