a damage penalty (that only applies to dmg not heals) would be nice.
the sustain increase from light and medium isnt worth it. looking into builds for light armor next patch i was within 200 spell recovery in heavy from light and dropping both shields gave me room for ele drain so my spell pen was actually better lol light 4884 major breech 5280 lol
IZZEFlameLash wrote: »Heavy does have a lot of downside for mag. Stam have damage bonus sets is why they seemingly 'don't have downside'.
John_Falstaff wrote: »Folks, I can understand PvP perspective, but be careful not to make PvE gameplay even less fun for heavy armor users. Tanks are already rare species, what with how few people want to play them. ^^ Making their life even worse won't do miracles to the role popularity. ^^
Running heavy for mag means
- no cost reduction (10%+)
- No recovery bonus (20%+)
- No penetration (4884)
- No spell crit (2191)
The spell resistance loss is negligible. That’s a pretty big sustain and damage loss in the overall picture.
Running heavy for mag means
- no cost reduction (10%+)
- No recovery bonus (20%+)
- No penetration (4884)
- No spell crit (2191)
The spell resistance loss is negligible. That’s a pretty big sustain and damage loss in the overall picture.
For everything lost there is something gained. In addition to the heavy armor passives that are gained, if memory serves 7 light provides approximately 11% mitigation and 7 heavy provides approximately 22% mitigation via Physical and Spell Resistance on the individual pieces. The Resolve passive adds up to 2534 (3.8% mitigation) Spell and Physical Resistance to that.
The sustain loss is compensated for in different ways:
- Because more damage is mitigated, less healing is required and, in general, less time is spent on the defensive, saving resources.
- The Rapid Mending passive increases healing received by 8%, increasing the efficiency of heals; bigger heals can mean fewer heals.
- The Constitution passive passive provides up to 756 Magicka and Stamina every 4 seconds in addition to increasing health recovery by up to 28% -- which enables fewer resources to be spent on healing.
- The Revitalize passive increases the Magicka or Stamina returned from heavy attacks by 25%.
On top of all of that, the Juggernaut passive increases max health by up to 14%.
Because the heavy armor Mage has more health and takes less damage, it is able to stay on offense more often. When I experimented with heavy, I noticed the loss of penetration and crit, but I barely felt the difference in sustain using a 5-1-1 setup.
I find light magicka builds far more fun to play, but I think heavy armor can be significantly better -- and easier to play as health doesn't drop as quickly, it is easier to survive and to time combos while taking damage.
It would not be that accurate if heavy armor was greatly slower. Historically plate armor had a high degree of mobility and trained soldiers could run, jump and even climb with it on without much difficulty. Most of the armor was about 50lb for a full set not including the shield or weapons. That 50lb was distributed evenly on the body. The joints were made in a fashion to allow for as much range of motion as possible. The common concept of plated armor being extremely heavy is just inaccurate. For most of those who put on a full set in real life and think it is, they normally are out of shape and/or not trained to fight with it on.
https://www.youtube.com/watch?v=y1YEkuWYUKM
https://www.youtube.com/watch?v=q-bnM5SuQkI
It would not be that accurate if heavy armor was greatly slower. Historically plate armor had a high degree of mobility and trained soldiers could run, jump and even climb with it on without much difficulty. Most of the armor was about 50lb for a full set not including the shield or weapons. That 50lb was distributed evenly on the body. The joints were made in a fashion to allow for as much range of motion as possible. The common concept of plated armor being extremely heavy is just inaccurate. For most of those who put on a full set in real life and think it is, they normally are out of shape and/or not trained to fight with it on.
https://www.youtube.com/watch?v=y1YEkuWYUKM
https://www.youtube.com/watch?v=q-bnM5SuQkI
Chilly-McFreeze wrote: »Gotta love these forums nowadays. Not so long ago it was full of "please buff X, Y and Z". Now I open the recent tab and I see:
-nerf swift
-nerf FM
-nerf heavy
-nerf sorcs
-nerf cloak
-nerf DW
-nerf log in rewards
-nerf nerfs
Your agenda for permasnaring heavy won't do *** once you're into gap closer range. Or do you guys aim at being so much faster than heavy armor setups that it becomes impossible for them to reach, catch and damage you? And you seem to have forgotten how littered this place was with "stand your ground isn't viable, we need to become more mobile" or "elder snares online" comments before swift and the nerfs to snares.
Obviously the devs are on snare immunity on FM at the moment. My guess is that we will just come full circle again. Remember how fun it was back then, imagine how much fun it will be when your nerf show comes true.
So if anything, to be realistic, I'd suggest a slower sprint speed, and a hit to recovery, but, to be realistic, the protection should be massively improved.