Medium armor needs adjustment this PTS cycle - A few suggestions

React
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For several patches now, since at least horns of the reach and maybe prior to that, medium armor has been bottom of the barrel for most stamina builds. In terms of open world PvP in the summerset patch, wearing medium armor is a deathwish against half of the setups that exist in cyrodiil. Things like snipe, rune cage, haunting curse, sloads, bleeds, Double dot and double drain poisons, etc completely rip through you. A single set of sloads active or a single rending slashes, axe bleed, or double dot proc will negate your rally HoT and partially negate your vigor HoT. Any type of defile on non-stamplar medium armor stam classes and you have no chance of healing yourself back to full.

It is because of medium armor's blatant defensive weaknesses that most players are willing to sacrifice an (arguably trivial) amount of weapon damage to run heavy armor. Heavy armor's healing bonus in combination with constitution, heavy attack return, and increased mitigation will give the player hugely increased survivability AND in most cases, sustain. The worst part of all is that because of these heavy armor benefits, they are able to drop rally for forward momentum and have more mobility and as stronger snare removal than medium armor users. Heavy armor is problematic in PvP and fighting heavy armor targets is not fun. Standing and surviving in the path of a zerg until more people arrive is not fun. Let's make some changes to get stamina users back into medium armor.

Now, the issues with medium armor aren't necessarily the sustain or damage. Sure, the damage passive is relatively low in comparison to light armor's penetration value. Despite this, weapon damage scales very well with most stamina classes and affects healing, while pen affects damage exclusively. The cost reduction on abilities as well as sprint, dodge roll, etc is very effective when used properly (i.e in a highly mobile kite heavy playstyle), but the medium armor snare removal is a joke. Shuffle is a massively expensive skill that needs to be used more frequently than the unchained CP passive is available, and it gives a laughably short duration of snare immunity after it's snare purge (2.5s). Why does the snare removal available from slotting 5 pieces of an armor type and using a skill slot cost more and give less immunity than a 32s HoT that gives brutality and can be slotted for simply equipping a 2h weapon?

People have mixed opinions of shuffle primarily because of major evasion. I think in general most people agree that shuffle needs a longer immunity time, but with major evasion being such a massively broken buff people are hesitant to suggest a shuffle buff or change. Major evasion is having it's effectiveness decreased each patch with the addition of more undodgeable skills, but at the same time it can completely over perform in certain scenarios (i.e when faced against a single target direct damage setup such as a stamina nightblade, magicka nightblade, stamina DK, etc it becomes an "RNG" game). Here is what I would suggest for shuffle.
  • Increase the snare immunity duration to 7 seconds.
  • Remove major evasion from the skill. Major evasion should only be available through the sets that provide it (and perhaps the nightblade skill).
  • Shuffle now gives minor ward and minor resolve for the same duration it gave major evasion previously.
  • Shuffle now grants minor vitality for 6-8 seconds after casting.
  • Forward momentum should have it's snare immunity reduced to 3 seconds.

With these changes, shuffle will still function as a snare immunity and active defensive ability, while providing skillful usage in the sense that casting it prior to a vigor or rally will result in increased healing received. At the same time the RNG factor of major evasion gets removed and replaced with a constant uptime on a small amount of mitigation, and the snare immunity will be much stronger than forward momentum's snare immunity, as it always should have been. This would be an excellent step in the right direction in terms of balancing medium/heavy usage across stamina builds, and will allow for the focus to shift to medium & heavy armor passives for the next round of balance adjustments, without having to take broken evasion into account.

Thoughts?
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  • MaxwellC
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    Nope Shuffle doesn't need a massive immunity increase if anything make it 4 seconds or reduce the cost. Shuffle also doesn't need minor vitality & forward momentum doesn't need its snare immunity reduced when that's the only thing that makes that skill even worth using (I don't use it since I run medium).

    Taking away evasion and slapping minor ward/minor resolve seems like a terrible idea since mitigation wise evasion wins.
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  • React
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    MaxwellC wrote: »
    Nope Shuffle doesn't need a massive immunity increase if anything make it 4 seconds or reduce the cost. Shuffle also doesn't need minor vitality & forward momentum doesn't need its snare immunity reduced when that's the only thing that makes that skill even worth using (I don't use it since I run medium).

    Taking away evasion and slapping minor ward/minor resolve seems like a terrible idea since mitigation wise evasion wins.

    I only run medium as a principle, but that doesn't change the fact that FM is FAR superior to shuffle SOLELY for providing mobility to heavy armor (and certain niche mag setups), when shuffle is the MEDIUM ARMOR SKILL. You can say evasion mitigates more than both minors - but it is RNG mitigation. You cannot rely on it to mitigate damage EVER, and certain undodgebale abilities will effectively not be mitigated at all/ever by shuffles current iteration. Shuffle & forward momentum's immunity SHOULD be switched because of the requirements of slotting both and their effective uses - heavy armor should not be provided with a far superior snare removal than medium armor, and medium armor cannot afford to drop rally. Forward momentum would still have the same use as it's current iteration with a shorter duration - it just wouldn't grossly over perform & add to the imbalance between medium and heavy armor on stam builds.

    What is your argument for shuffle's current iteration? Are you saying that medium armor is fine and shuffle doesn't need any sort of adjustment?
    Edited by React on July 10, 2018 4:19PM
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  • Ocelot9x
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    Shuffle is fine as it is,medium armor sucks because roll dodging is outdated and the best way of surviving as a stamina character is mitigation/healing.
    150 crit resistances per medium pieces
    Major vitality while dodging
    Aoe damage reduction

    Pick one and medium will be better
  • MaxwellC
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    @Liam12548 You have a chance which is all you need to have a chance to avoid a incap, having a chance to avoid a dizzing swing etc so it'll always be better.

    Medium isn't good primarily because how heavily Stam builds have to rely on stamina just to get around the map while doing damage and using mitigating moves like dodge roll.

    This all stems back from nerfs that made you no longer recovery stamina while running, no longer recovering stamina while blocking (change could've been punishing but not to that extent), and increases in dodge roll cost. That's why we're struggling because we're forced to use a recovery set + recovery stat buffs while other builds can rely on sheer resistance/mitigation or shields and massive heal gains in short periods.
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  • Avran_Sylt
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    Personally, I'd love to see it add in some kind of sneak movement buff alongside the sneak cost reduction (be it passive, or an added effect of shuffle) One of my largest issues with sneaking as a stamina character is that it's so bloody slow even when casting rapids prior, and the only way to buff it is via specific sets.
  • NobleX35
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    I think medium is a lot stronger than people make it seem or realize. Since the wrath passive nerf to heavy armor and the shuffle lock on 5 medium almost a year ago I switched exclusively to medium on all my stam characters. With that said I do think shuffle could use a buff since it so expense and is now locked behind 5 medium. I think a good start would be to change the immunity duration to 1 second per piece of medium armor or just make the immunity a flat duration of 4 or 5 seconds. Alternatively they could cut the cost by about a 1/3.
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  • Ocelot9x
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    NobleX35 wrote: »
    I think medium is a lot stronger than people make it seem or realize. Since the wrath passive nerf to heavy armor and the shuffle lock on 5 medium almost a year ago I switched exclusively to medium on all my stam characters. With that said I do think shuffle could use a buff since it so expense and is now locked behind 5 medium. I think a good start would be to change the immunity duration to 1 second per piece of medium armor or just make the immunity a flat duration of 4 or 5 seconds. Alternatively they could cut the cost by about a 1/3.

    The problem is that they nerfed heavy with no buff to medium. You have more sustain,more tankyness and almost same damage wearing heavy. I always played medium but after summer set I switched cause the damage is way to high to survive 4+ people in medium
  • Edziu
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    we shouldnd tak away major evasion from shuffle as it cant be more used by non-medium armor wearers and at all medium armor basic defensive is to dodge incomming attacks, not to tank them like in heavy where you have more resists and bonuses to healing etc

    like one of @Ocelot9x suggestions as medium armor is most glass cannon armor for me as we have more and more undodgable skills and heavy armor is to tank every damage and heal, light armor is to tank all daamge through damage shields and heal under them and medium armor is for what? no tools to tank efficient, everything which is hitting like wet noddle to heavy armor wearer is hitting hard into medium armor and we have no any bonuses to healing or to tanking damage so our only way to stay alive in medium armor is just dodge as most as you can but as it was mention we have many and many undodgable skills so how to deal with them then?
  • NobleX35
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    Ocelot9x wrote: »
    NobleX35 wrote: »
    I think medium is a lot stronger than people make it seem or realize. Since the wrath passive nerf to heavy armor and the shuffle lock on 5 medium almost a year ago I switched exclusively to medium on all my stam characters. With that said I do think shuffle could use a buff since it so expense and is now locked behind 5 medium. I think a good start would be to change the immunity duration to 1 second per piece of medium armor or just make the immunity a flat duration of 4 or 5 seconds. Alternatively they could cut the cost by about a 1/3.

    The problem is that they nerfed heavy with no buff to medium. You have more sustain,more tankyness and almost same damage wearing heavy. I always played medium but after summer set I switched cause the damage is way to high to survive 4+ people in medium

    If you wear a defense set in medium then you are tankier than you would be wearing a dps set in heavy. Heavy only gives you approximately 2.5k more resistances and 8% more healing received. Both of these can easily be made up in CP and gear. Meanwhile in medium you have 12% more weapon damage, 2k more crit, higher recovery, lower costing stamina skills, better mobility, and lower dodge role costs. With the addition of jewelry crafting and the ability to transmute jewelry traits you can even get the benefits of a heavy damage set like ravager while still wearing 5 or more medium and have even greater damage output. Medium is a lot better and stronger than people try to imply, and definitely pumps out a lot more damage than heavy. The only thing heavy kind of has going for it now is the better sustain from heavy attacks.
    "Only the dead have seen the end of war."
  • Ocelot9x
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    NobleX35 wrote: »
    Ocelot9x wrote: »
    NobleX35 wrote: »
    I think medium is a lot stronger than people make it seem or realize. Since the wrath passive nerf to heavy armor and the shuffle lock on 5 medium almost a year ago I switched exclusively to medium on all my stam characters. With that said I do think shuffle could use a buff since it so expense and is now locked behind 5 medium. I think a good start would be to change the immunity duration to 1 second per piece of medium armor or just make the immunity a flat duration of 4 or 5 seconds. Alternatively they could cut the cost by about a 1/3.

    The problem is that they nerfed heavy with no buff to medium. You have more sustain,more tankyness and almost same damage wearing heavy. I always played medium but after summer set I switched cause the damage is way to high to survive 4+ people in medium

    If you wear a defense set in medium then you are tankier than you would be wearing a dps set in heavy. Heavy only gives you approximately 2.5k more resistances and 8% more healing received. Both of these can easily be made up in CP and gear. Meanwhile in medium you have 12% more weapon damage, 2k more crit, higher recovery, lower costing stamina skills, better mobility, and lower dodge role costs. With the addition of jewelry crafting and the ability to transmute jewelry traits you can even get the benefits of a heavy damage set like ravager while still wearing 5 or more medium and have even greater damage output. Medium is a lot better and stronger than people try to imply, and definitely pumps out a lot more damage than heavy. The only thing heavy kind of has going for it now is the better sustain from heavy attacks.

    You also get more hp. You can't get 8% healing via cp without giving useful passives (blue tree major heroism+tactician) , you lose offstat and health from constitution. OK you gain some recovery (just one paper since u need to dogge roll a lot more)+ weapon DMG but damage is still fine while with things like defile/sloads/runecage heavy is still the best choice
  • LeHarrt91
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    I agree that Medium needs better defence passives mainly for Non-Nightblade classes as we cannot cloak and be gone, unless slotting Invis pots but we need immovable so we dont get stunned by Rune cage/ fossilise through our current defence of dodgeroll.
    I think adding resistance to Dexterity or a small % reduced damage to Agility would help out, as currently there are so many undodgable skills that we just have out heal them.
    And possibly change Elude (the other shuffle morph) to grant minor vitality or some other defensive buff as the increased duration is outclassed by snare removal and immunity.
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  • ADarklore
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    I see ZOS reading this and saying... "So, we need to further nerf Heavy armor so people will start using Medium again." That's their mentality... it isn't "Let's make something bettter and more exciting, or let's make improvements", no, it's 'let's nerf something to make the alternative more appealing'.
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  • Taleof2Cities
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    I still get a chuckle out of players posting their combat & game mechanics questions ... IN THE WRONG FORUMS SECTION.

    As if the devs are hastily going to add their ideas to the new patch.

    There is a Combat & Character Mechanics forums you know ...
  • Zeromaz
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    I’d like to see some crit resists and channel/AOE damage reduction
  • NobleX35
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    Ocelot9x wrote: »
    NobleX35 wrote: »
    Ocelot9x wrote: »
    NobleX35 wrote: »
    I think medium is a lot stronger than people make it seem or realize. Since the wrath passive nerf to heavy armor and the shuffle lock on 5 medium almost a year ago I switched exclusively to medium on all my stam characters. With that said I do think shuffle could use a buff since it so expense and is now locked behind 5 medium. I think a good start would be to change the immunity duration to 1 second per piece of medium armor or just make the immunity a flat duration of 4 or 5 seconds. Alternatively they could cut the cost by about a 1/3.

    The problem is that they nerfed heavy with no buff to medium. You have more sustain,more tankyness and almost same damage wearing heavy. I always played medium but after summer set I switched cause the damage is way to high to survive 4+ people in medium

    If you wear a defense set in medium then you are tankier than you would be wearing a dps set in heavy. Heavy only gives you approximately 2.5k more resistances and 8% more healing received. Both of these can easily be made up in CP and gear. Meanwhile in medium you have 12% more weapon damage, 2k more crit, higher recovery, lower costing stamina skills, better mobility, and lower dodge role costs. With the addition of jewelry crafting and the ability to transmute jewelry traits you can even get the benefits of a heavy damage set like ravager while still wearing 5 or more medium and have even greater damage output. Medium is a lot better and stronger than people try to imply, and definitely pumps out a lot more damage than heavy. The only thing heavy kind of has going for it now is the better sustain from heavy attacks.

    You also get more hp. You can't get 8% healing via cp without giving useful passives (blue tree major heroism+tactician) , you lose offstat and health from constitution. OK you gain some recovery (just one paper since u need to dogge roll a lot more)+ weapon DMG but damage is still fine while with things like defile/sloads/runecage heavy is still the best choice

    Unless you’re playing a high health rank build the extra health is rather negligible. You coule also alternatively invest more points into the red perk Quick Recovery as a way to regain the lost healing received, so you dont sacrifice any damage points in the blue trees. The health recovery is on constitution is also negligible as most people dont run very high health recovery builds. The offstat regen is a little more noticeable, but they’ve nerfed constitution so many times that that loss is not that significant anymore and can be made up elsewhere.

    I disagree in heavy being the only bis option. Like I’ve said I’ve been running medium for nearly a year now and the damage is definitely a lot greater while the defenses lost from heavy are easily made up elsewhere.
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  • arkansas_ESO
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    Medium sucks because it's active defense (Shuffle) is tied to RNG, it's perks (the snare purge from Shuffle, the extra move speed) can be easily replaced by Forward Momentum and Swift jewelry+speed pots, and it's regen and cost reduction bonuses are made irrelevant by easy sustain in CP and how easy it is to successfully get off heavy attacks for 2H/DW/S&B, as well as not being able to take advantage of it's regen bonuses (ex. no stam regen while blocking or sprinting) in many situations.

    The stuff left over (the extra weapon crit/damage from medium passives, the sneak speed passive) just aren't worth giving up the amount of healing+resistances you'd get by going heavy armor.

    If you saw a few of these things being nerfed (ex. reducing the uptime on Major Expedition from speed pots, increasing the base cost of stam abilities and then increasing the cost reduction from medium to make the armor type more appealing for sustain, the plethora of heavy armor sets that give weapon damage being nerfed or reworked) you'd see a lot of people use medium again. Heavy's the outlier here, not the baseline.


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  • Millz
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    Agree with most of what OP said other than the minor vit. Thats doing to much with the skill and think it would "fly" with the community. I also believe heavy and FM are in a fine spot. They do their job.

    What I think would be a better replacement is the removal of the sneak passive. I said it in one of my posts. It's irrelevent to pve and pvp honestly and could add in much better defense right there. Shuffle NEEDS reworked anyone who says otherwise either doesnt play medium enough or only plays in large groups.
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  • usmcjdking
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    Remove the AOE damage reduction from Blade Cloak and put it on Athletics. Increase Quick Cloaks base damage to deadly cloak, add something cool to Deadly Cloak.

    Increase snare/root immunity from .5 per medium piece to .75

    Medium doesn't feel like it needs much - it requires some investment into HP.
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  • Millz
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    Maybe rework shuffle to make it so you have recov while roll dodge and sprinting while active or for a few seconds after activation
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  • Millz
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    @BrokenGameMechanics maybe you could help people get some understanding
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  • Chilly-McFreeze
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    Medium sucks because it's active defense (Shuffle) is tied to RNG, it's perks (the snare purge from Shuffle, the extra move speed) can be easily replaced by Forward Momentum and Swift jewelry+speed pots, and it's regen and cost reduction bonuses are made irrelevant by easy sustain in CP and how easy it is to successfully get off heavy attacks for 2H/DW/S&B, as well as not being able to take advantage of it's regen bonuses (ex. no stam regen while blocking or sprinting) in many situations.

    The stuff left over (the extra weapon crit/damage from medium passives, the sneak speed passive) just aren't worth giving up the amount of healing+resistances you'd get by going heavy armor.

    If you saw a few of these things being nerfed (ex. reducing the uptime on Major Expedition from speed pots, increasing the base cost of stam abilities and then increasing the cost reduction from medium to make the armor type more appealing for sustain, the plethora of heavy armor sets that give weapon damage being nerfed or reworked) you'd see a lot of people use medium again. Heavy's the outlier here, not the baseline.

    So nerf everything else instead of working on the real issue? Seems exactly like what zos would do. But mind that some of that, eg speed pots, are useful To medium as well. I can’t los without major expedition as good as i can with it. And it’s Arguable more important to do so in medium than in heavy.
  • idk
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    1. Being the current PTS patch is reducing snares it does not make sense medium armor skill should give a longer immunity to snares.
    2. Second point does not make sense either. Especially as worded. Grant NBs the only accesses to evasion outside of wearing specific sets is what OP is saying. The medium armor skill evasion is just fine and good to grant every class access to it outside of wearing specific sets.
    3. Minor resolve and ward are so limited and worthless to add to this skill. Such a small amount of damage reduction.
    4. Forward momentum changes OP suggest are far to obvious. He wants to essentially reduce choice and force players in PvP to use the medium armor skill.

    In short OP wants to remove what is essentially 15% damage reduction (yes RNG is involved) and replace it with 2% damage reduction of minor ward and resolve all while increasing snare immunity while Zos is reducing snares in the game plus wants to weaken the 2H weapon.

    That seems like a horrid trade off.
    Edited by idk on July 11, 2018 6:49AM
  • arkansas_ESO
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    Medium sucks because it's active defense (Shuffle) is tied to RNG, it's perks (the snare purge from Shuffle, the extra move speed) can be easily replaced by Forward Momentum and Swift jewelry+speed pots, and it's regen and cost reduction bonuses are made irrelevant by easy sustain in CP and how easy it is to successfully get off heavy attacks for 2H/DW/S&B, as well as not being able to take advantage of it's regen bonuses (ex. no stam regen while blocking or sprinting) in many situations.

    The stuff left over (the extra weapon crit/damage from medium passives, the sneak speed passive) just aren't worth giving up the amount of healing+resistances you'd get by going heavy armor.

    If you saw a few of these things being nerfed (ex. reducing the uptime on Major Expedition from speed pots, increasing the base cost of stam abilities and then increasing the cost reduction from medium to make the armor type more appealing for sustain, the plethora of heavy armor sets that give weapon damage being nerfed or reworked) you'd see a lot of people use medium again. Heavy's the outlier here, not the baseline.

    So nerf everything else instead of working on the real issue? Seems exactly like what zos would do. But mind that some of that, eg speed pots, are useful To medium as well. I can’t los without major expedition as good as i can with it. And it’s Arguable more important to do so in medium than in heavy.

    There's other options for Major Expedition that could be buffed (ex. the duration on bow's Swift Retreat passive) to make them more appealing for medium users while making them less so for those in heavy.
    Edited by arkansas_ESO on July 11, 2018 6:53AM


    Grand Overlord 25/8/17
  • Zelos
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    I think op is right to a degree that each patch there is more undodgeable damage and making medium armor unviable in open world and even dueling, medium armor is suppose to feel free and move around effectively, however heavy armor is almost doing or at the same level of medium armor in terms of that becuase of forward momentum is 8 SECOND SNARE immunity. To this day I dont understand that at all tanks arent or should not have that kind of mobility and tankiness at the same time paired with expedition pots and swift rings heavy armor tanks are zipping around faster and more free then medium armor can which is odd to say the least since they dont need to recast a 4k skill every 2.5 seconds but a 2.7k skill every 8 to 9 seconds and still be zipping around like crazy. I think medium armor could use some kind of healing buff like what op suggested but not the removal of major evasion as medium armor is all about dodging to stay alive.
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  • Strider__Roshin
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    Major Evasion is such a talentless buff. What they need to do is to change Major Evasion entirely. Make it so it allows you to dodge undodgeable abilities. The snare immunity is also awful, and needs to be massively buffed; I'm talking 2 seconds per piece of medium. Those changes alone would put medium in a good spot.

    FM should not be nerfed. If it is then there would be no reason to use it over Rally ever.
  • technohic
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    Not big on the idea of removing evasion for minor protection buffs, nor am I sure why we need to ask for nerfs for forward momentum and heavy armor at the same time. Comes off as a whining rather than asking for improvements when its "I want my stuff to be better and their stuff to be worse!"

    Shuffle could use a cost reduction.

    I'd like to see some of the passives have more baseline stamina cost reduction for everything including blocking, not just sprint and dodge roll although allow better management there by allowing medium to recover stam while sprinting. Heavy could be the sponge that blocks more and absorbs more, but medium would be the winner as far as reactive defensives in general to play fast
  • Ocelot9x
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    @NobleX35

    The bonus hp is huge. 22k hp in medium are 24k hp wearing heavy,with the same set. The difference is huge. Try going smallscaling/1vX with 22k hp,less healing and lower resistances.

    Investing in the red tree? You need at least 120 in the second tree (Unchained passive) , around 40 pt for crit resistance, 20%+ ironclad leaving with around 5% more healing. Now boosting further will result in less crit res (no bueno) or more direct dmg taken (no bueno). So is quite clear that you cant get the 8% healing from cp without losing too much elsewhere.
    Heavy sinergies so well with defensive sets like trolking.
    The point is that heavy armor gives everything you need except damage,while medium gives damage while not having anything else so if you want to take your build to the next level (1/2/3vxing) you need heavy armor. (or being a stamina nb)

  • NobleX35
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    Ocelot9x wrote: »
    @NobleX35

    The bonus hp is huge. 22k hp in medium are 24k hp wearing heavy,with the same set. The difference is huge. Try going smallscaling/1vX with 22k hp,less healing and lower resistances.

    Investing in the red tree? You need at least 120 in the second tree (Unchained passive) , around 40 pt for crit resistance, 20%+ ironclad leaving with around 5% more healing. Now boosting further will result in less crit res (no bueno) or more direct dmg taken (no bueno). So is quite clear that you cant get the 8% healing from cp without losing too much elsewhere.
    Heavy sinergies so well with defensive sets like trolking.
    The point is that heavy armor gives everything you need except damage,while medium gives damage while not having anything else so if you want to take your build to the next level (1/2/3vxing) you need heavy armor. (or being a stamina nb)

    I used to run around 27k health and have systematically dropped that to between 24-25k and it has not made much of a difference. Its the same effective health loss and its not that noticeable.

    You dont need to invest 40 points into crit resistance, especially if you’re running a defense set like impregnable. Thats 2500 resistance rating for just the 5 piece. If you run all impenetrable traits, run with impregnable, and invest 25 points into crit resistance, then you’ll have a little over 5k crit resistance or about 75% crit mitigation. You can then redristribute points into quick recovery. I run:

    The Steed - 83 points
    56 ironclad - 20% direct damage mitigation
    27 crit resistance - 773 crit resistance

    The Lady - 130
    44 Thick Skinned - 17% DoT damage mitigation
    43 Elemental Defender - 10% Fire, Frost, Shock, and Magic damage mitigation
    43 Hardy - 10% Physical, Poison, and Disease damage mitigation

    The Lord - 37
    37 Quick Recovery - 9% Healing Received.

    As I have just shown, it is entirely possible to match the defenses of heavy without sacrificing much of anything and still receiving the great damage benefits of medium.
    Edited by NobleX35 on July 11, 2018 3:59PM
    "Only the dead have seen the end of war."
  • Vapirko
    Vapirko
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    ADarklore wrote: »
    I see ZOS reading this and saying... "So, we need to further nerf Heavy armor so people will start using Medium again." That's their mentality... it isn't "Let's make something bettter and more exciting, or let's make improvements", no, it's 'let's nerf something to make the alternative more appealing'.

    This is the scary fact about bringing up any balance adjustments. ZOS really is glacially slow at making any legit changes. The rest are weird roundabout changes. The cost of shuffle should absolutely be reduced however.
  • Chilly-McFreeze
    Chilly-McFreeze
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    We shouldn't forget that there are no CP evnironments as well, where you can't fill your gaps with ideal CP allocations.
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