universal_wrath wrote: »master_vanargand wrote: »Elude:
Reduced the duration of the Major Expedition granted from this ability by 2 seconds so it will now last between 5 to 7 seconds, rather than 7 to 9 seconds.
The Major Expedition from this ability will now better respect its proc condition on what is considered a “Direct Area of Effect attack”. Note that many item sets that are thematically AoE DoTs may still trigger this effect, due to residual error data, and will be cleaned up in a future update when we shift our focus to auditing item sets.
Elude is trash.
After all, Medium Armor remains weak in PvP.
Shuffle effect time over 5 sec, so what changed?
No changed! People will use heavy armor in PvP.
Have you tried it on pts? The skill is 40 secs long and major expedition ranks from 5-7secs no matter how many pieces of medium you wear5,6, or 7 pieces. And it proc of things like sub assault and DBOS, also and tick of almost any aoe in the game. I think it's nice paired with FM to be sonic in ESO.
universal_wrath wrote: »You mean slide? I would like them to add that animation. Would be fun to watch.
master_vanargand wrote: »universal_wrath wrote: »master_vanargand wrote: »Elude:
Reduced the duration of the Major Expedition granted from this ability by 2 seconds so it will now last between 5 to 7 seconds, rather than 7 to 9 seconds.
The Major Expedition from this ability will now better respect its proc condition on what is considered a “Direct Area of Effect attack”. Note that many item sets that are thematically AoE DoTs may still trigger this effect, due to residual error data, and will be cleaned up in a future update when we shift our focus to auditing item sets.
Elude is trash.
After all, Medium Armor remains weak in PvP.
Shuffle effect time over 5 sec, so what changed?
No changed! People will use heavy armor in PvP.
Have you tried it on pts? The skill is 40 secs long and major expedition ranks from 5-7secs no matter how many pieces of medium you wear5,6, or 7 pieces. And it proc of things like sub assault and DBOS, also and tick of almost any aoe in the game. I think it's nice paired with FM to be sonic in ESO.
Since ancient times Elude has Major Evasion.
By the way, what do you want to say?
universal_wrath wrote: »master_vanargand wrote: »universal_wrath wrote: »master_vanargand wrote: »Elude:
Reduced the duration of the Major Expedition granted from this ability by 2 seconds so it will now last between 5 to 7 seconds, rather than 7 to 9 seconds.
The Major Expedition from this ability will now better respect its proc condition on what is considered a “Direct Area of Effect attack”. Note that many item sets that are thematically AoE DoTs may still trigger this effect, due to residual error data, and will be cleaned up in a future update when we shift our focus to auditing item sets.
Elude is trash.
After all, Medium Armor remains weak in PvP.
Shuffle effect time over 5 sec, so what changed?
No changed! People will use heavy armor in PvP.
Have you tried it on pts? The skill is 40 secs long and major expedition ranks from 5-7secs no matter how many pieces of medium you wear5,6, or 7 pieces. And it proc of things like sub assault and DBOS, also and tick of almost any aoe in the game. I think it's nice paired with FM to be sonic in ESO.
Since ancient times Elude has Major Evasion.
By the way, what do you want to say?
I'm saying that it may not look as bad as you think.
master_vanargand wrote: »universal_wrath wrote: »master_vanargand wrote: »universal_wrath wrote: »master_vanargand wrote: »Elude:
Reduced the duration of the Major Expedition granted from this ability by 2 seconds so it will now last between 5 to 7 seconds, rather than 7 to 9 seconds.
The Major Expedition from this ability will now better respect its proc condition on what is considered a “Direct Area of Effect attack”. Note that many item sets that are thematically AoE DoTs may still trigger this effect, due to residual error data, and will be cleaned up in a future update when we shift our focus to auditing item sets.
Elude is trash.
After all, Medium Armor remains weak in PvP.
Shuffle effect time over 5 sec, so what changed?
No changed! People will use heavy armor in PvP.
Have you tried it on pts? The skill is 40 secs long and major expedition ranks from 5-7secs no matter how many pieces of medium you wear5,6, or 7 pieces. And it proc of things like sub assault and DBOS, also and tick of almost any aoe in the game. I think it's nice paired with FM to be sonic in ESO.
Since ancient times Elude has Major Evasion.
By the way, what do you want to say?
I'm saying that it may not look as bad as you think.
You suggested using Elude and Forward Momentum in PvP.
However, skill slot is not infinite, people often forget this.
Do you find it good to sacrifice other skill for Elude?
I don't think so.
Chilly-McFreeze wrote: »master_vanargand wrote: »universal_wrath wrote: »master_vanargand wrote: »universal_wrath wrote: »master_vanargand wrote: »Elude:
Reduced the duration of the Major Expedition granted from this ability by 2 seconds so it will now last between 5 to 7 seconds, rather than 7 to 9 seconds.
The Major Expedition from this ability will now better respect its proc condition on what is considered a “Direct Area of Effect attack”. Note that many item sets that are thematically AoE DoTs may still trigger this effect, due to residual error data, and will be cleaned up in a future update when we shift our focus to auditing item sets.
Elude is trash.
After all, Medium Armor remains weak in PvP.
Shuffle effect time over 5 sec, so what changed?
No changed! People will use heavy armor in PvP.
Have you tried it on pts? The skill is 40 secs long and major expedition ranks from 5-7secs no matter how many pieces of medium you wear5,6, or 7 pieces. And it proc of things like sub assault and DBOS, also and tick of almost any aoe in the game. I think it's nice paired with FM to be sonic in ESO.
Since ancient times Elude has Major Evasion.
By the way, what do you want to say?
I'm saying that it may not look as bad as you think.
You suggested using Elude and Forward Momentum in PvP.
However, skill slot is not infinite, people often forget this.
Do you find it good to sacrifice other skill for Elude?
I don't think so.
Most stam players are used to have seperate sources of major expedition and snare removal anyway. So if you don't run Quick Cloak it's not a loss.
master_vanargand wrote: »universal_wrath wrote: »master_vanargand wrote: »universal_wrath wrote: »master_vanargand wrote: »Elude:
Reduced the duration of the Major Expedition granted from this ability by 2 seconds so it will now last between 5 to 7 seconds, rather than 7 to 9 seconds.
The Major Expedition from this ability will now better respect its proc condition on what is considered a “Direct Area of Effect attack”. Note that many item sets that are thematically AoE DoTs may still trigger this effect, due to residual error data, and will be cleaned up in a future update when we shift our focus to auditing item sets.
Elude is trash.
After all, Medium Armor remains weak in PvP.
Shuffle effect time over 5 sec, so what changed?
No changed! People will use heavy armor in PvP.
Have you tried it on pts? The skill is 40 secs long and major expedition ranks from 5-7secs no matter how many pieces of medium you wear5,6, or 7 pieces. And it proc of things like sub assault and DBOS, also and tick of almost any aoe in the game. I think it's nice paired with FM to be sonic in ESO.
Since ancient times Elude has Major Evasion.
By the way, what do you want to say?
I'm saying that it may not look as bad as you think.
You suggested using Elude and Forward Momentum in PvP.
However, skill slot is not infinite, people often forget this.
Do you find it good to sacrifice other skill for Elude?
I don't think so.
- Heavy armor should only increase physical resistance
- Light armor should only increase spell resistance
- medium armor 50% physical and 50% spell resistance
universal_wrath wrote: »
- Heavy armor should only increase physical resistance
- Light armor should only increase spell resistance
- medium armor 50% physical and 50% spell resistance
I would like to suggest that medium armor have either snare reduction in it's passives like redgaurd instead of imporved sneak passive, or maybe each time snared/immovlized gain minor evasion for 5-7 secs. Also, maybe reduction to dot? Or resisance to status effect if snare or hit aoe, like hit by blockade of fire, you are immunie of burning status for 5 secs?
Marshall1289 wrote: »@GreenSoup2HoT
I don't think anyone would ever agree to Heavy being reduced in movement speed. It's used in PVE too and there is no precedent for it in the passives.
Instead, change 3% sprint speed to 2% movement speed (Basically minor expedition with 5 pieces)
Stamina Regen being cut off completely has always been a huge weakness to the Stam Recovery stat. I'd prefer to see ZOS consider allowing Stamina Recovery to continue to work in a reduced efficency when blocking/dodging/springting, etc.
It would help Tanks in pve too. There is no benefit to tank sets that provide Stam Recovery, it's completely wasted. Classes without any useful ways to sustain while blocking would get an opportunity to get sustain to their stamina pool outside of 5 pc set and 2pc monster set bonuses. Obviously block sustain would be a little too high and requires adjustments.
They recently allowed resource return from heavy attacks on blocking targets at 50% instead of 0%, so there IS precedent for it in the game and for ZOS to change their minds.
Those 2 are really the only major changes I'd love to see.
Medium armor straight up increases weapon damage. Light armor does a little bit of that, but not per piece. It's why I don't run anything that's not 7-0-0 medium with a stamina DPS character, and part of the reason why stamina classes so clearly outpace magicka classes.
If anything, nerf medium armor so magicka classes aren't completely blown out of the water in the DPS department.
Hold on, I was possessed by a daedra for a moment. I rarely suggest nerfing something.
What I meant to say was that instead of buffing medium armor, which absolutely does not need it, perhaps buff light armor instead. Until then, don't touch medium armor, with its already powerful and unique strengths.
master_vanargand wrote: »Medium Armor is fine. If you want to be as bulky as heavy armor build for it. You want to feel like heavy armor while being in medium, I hope you understand how that sounds....
Build for the dodge and burst or build for tankiness in sustain fights. You can have it all.
Heavy Armor can have high attack and high defense and high resource recovery.
Is not it unfair?
I actually think resource management is easier on heavy as you get both resources back for being hit and the additional stam back on heavy attacks. The real problem for me with medium is the snares and roots, as your movement advantage can easily be taken away. The shuffle changes are a huge buff to medium and will help with that, as well as I wish the speed buff was to movement speed instead of sprint. Instead of the sneak passive, I think a temporary buff after roll dodging would be warranted, such as gaining a small bit of penetration or your next heal casted heals for a small bit more. Something that would help with their hit and run playstyle.
Medium armor straight up increases weapon damage. Light armor does a little bit of that, but not per piece. It's why I don't run anything that's not 7-0-0 medium with a stamina DPS character, and part of the reason why stamina classes so clearly outpace magicka classes.
If anything, nerf medium armor so magicka classes aren't completely blown out of the water in the DPS department.
Hold on, I was possessed by a daedra for a moment. I rarely suggest nerfing something.
What I meant to say was that instead of buffing medium armor, which absolutely does not need it, perhaps buff light armor instead. Until then, don't touch medium armor, with its already powerful and unique strengths.
Urzigurumash wrote: »@Marshall1289
I agree with everything you've said about Heavy and Medium. I don't see that Light needs any buffs, but I don't play Magicka. I can say that messing with the Spell Pen passive might be an unnecessary headache for PvE teams, but if we could tweak Light to make Battlegrounds Healer a more attractive role, most BGs players will be very happy. There are probably ways to do this without messing up any important PvE Magicka DD passives.
Lightspeedflashb14_ESO wrote: »master_vanargand wrote: »Lightspeedflashb14_ESO wrote: »It has sneak cost reduction and sneak detection size reduction.
Certainly there are unique Medium Armor Skills.
But that's the same with Light Armor Skills and Heavy Armor Skills.
Heavy Armor Skill has increased Physical Resistance and Spell Resistance, This is understandable.
Light Armor Skill has increased Spell Resistance, This is understandable too.
Medium Armor Skill...can't increased Physical Resistance...WTF?
Medium armor also gets Dodge cost reduction, something that is more powerful then armor.[/quote
Doesn't medium armour also increase crit in one of the passives?
Mettaricana wrote: »I think all 3 types of armor would be better if they did away with the 5pc system passives and make everything a per peice and have the passives adjusted accordingly so build with say 4 heavy 2 medium 1 light cpuld be a thing allowing us to customize our builds a lil better
Marshall1289 wrote: »Medium armor straight up increases weapon damage. Light armor does a little bit of that, but not per piece. It's why I don't run anything that's not 7-0-0 medium with a stamina DPS character, and part of the reason why stamina classes so clearly outpace magicka classes.
If anything, nerf medium armor so magicka classes aren't completely blown out of the water in the DPS department.
Hold on, I was possessed by a daedra for a moment. I rarely suggest nerfing something.
What I meant to say was that instead of buffing medium armor, which absolutely does not need it, perhaps buff light armor instead. Until then, don't touch medium armor, with its already powerful and unique strengths.
The passives are close to mirrors of one another between Light and Medium as they should be. Giving light armor an edge up just because of a Stamina Meta is not a solution, it's a bandaid. Armor is one of the core pillars of the game's design like Racial's. It should be as equal as possible.
If Stamina dps is meta, you don't blame the armor when there almost identical to light, you blame every other ability, passive, weapon skill lines and armor sets that have put Stamina in that place.
That's besides the point, the thread isn't about PVE it's about PVP utility of Medium Armor.
For example:
Heavy:
- Passives have struck a balanced position so I don't think it needs any changes.
Medium
- Movement Speed over Sprint Speed, more versatile and helps in active combat.
- More useful sustain since Stam Recovery =/= Mag Recovery and does not compare to the benefits of Constitution or Heavy Attack sustain from Heavy.
- Sneak passives are useless to many players, something more versatile would be appreciated.
- Crit per piece only gives .5% more in 7 than 5 pieces in light, not worth the nerf to your crit to go 5/1/1 almost ever, 10% crit for 5 pieces is the way to go and should be the same between Medium and Light.
Light
- Needs more Spell Resistance, I'd argue close to double to offset the low armor on each piece compared to Medium. Medium having higher physical resistance is fine, but higher spell resistance doesn't make much sense.
- Snare reduction is next to useless due to calculations.
- Sprint cost reduction is undervalued and does not help sustain their limited Stamina pool, I'd offer them Break Free cost reduction too.
- Spell Penetration while versatile for DD builds, is not as versatile as Damage for Healing, therefor next to useless for Magicka Healers.
universal_wrath wrote: »Marshall1289 wrote: »Medium armor straight up increases weapon damage. Light armor does a little bit of that, but not per piece. It's why I don't run anything that's not 7-0-0 medium with a stamina DPS character, and part of the reason why stamina classes so clearly outpace magicka classes.
If anything, nerf medium armor so magicka classes aren't completely blown out of the water in the DPS department.
Hold on, I was possessed by a daedra for a moment. I rarely suggest nerfing something.
What I meant to say was that instead of buffing medium armor, which absolutely does not need it, perhaps buff light armor instead. Until then, don't touch medium armor, with its already powerful and unique strengths.
The passives are close to mirrors of one another between Light and Medium as they should be. Giving light armor an edge up just because of a Stamina Meta is not a solution, it's a bandaid. Armor is one of the core pillars of the game's design like Racial's. It should be as equal as possible.
If Stamina dps is meta, you don't blame the armor when there almost identical to light, you blame every other ability, passive, weapon skill lines and armor sets that have put Stamina in that place.
That's besides the point, the thread isn't about PVE it's about PVP utility of Medium Armor.
For example:
Heavy:
- Passives have struck a balanced position so I don't think it needs any changes.
Medium
- Movement Speed over Sprint Speed, more versatile and helps in active combat.
- More useful sustain since Stam Recovery =/= Mag Recovery and does not compare to the benefits of Constitution or Heavy Attack sustain from Heavy.
- Sneak passives are useless to many players, something more versatile would be appreciated.
- Crit per piece only gives .5% more in 7 than 5 pieces in light, not worth the nerf to your crit to go 5/1/1 almost ever, 10% crit for 5 pieces is the way to go and should be the same between Medium and Light.
Light
- Needs more Spell Resistance, I'd argue close to double to offset the low armor on each piece compared to Medium. Medium having higher physical resistance is fine, but higher spell resistance doesn't make much sense.
- Snare reduction is next to useless due to calculations.
- Sprint cost reduction is undervalued and does not help sustain their limited Stamina pool, I'd offer them Break Free cost reduction too.
- Spell Penetration while versatile for DD builds, is not as versatile as Damage for Healing, therefor next to useless for Magicka Healers.
Sometimes mechanics, sometimes sets. For pve for instant, sets that provude bonus to stam specs are always superior to that of light armor. Like AY set s any sets in the game that provides spell crit. For pvp, fury can be either on jewlry allwing people to run medium armor or heavy on body pieces. Compare champoin of the hist and chalk. Also, block, dodge roll, sprit are all used by stam and mag specs, and stam specs have higher stam pool allowing for more blocking, dodge rolling and sprinting than their counter mag spec.
Medium armor straight up increases weapon damage. Light armor does a little bit of that, but not per piece. It's why I don't run anything that's not 7-0-0 medium with a stamina DPS character, and part of the reason why stamina classes so clearly outpace magicka classes.
If anything, nerf medium armor so magicka classes aren't completely blown out of the water in the DPS department.
Hold on, I was possessed by a daedra for a moment. I rarely suggest nerfing something.
What I meant to say was that instead of buffing medium armor, which absolutely does not need it, perhaps buff light armor instead. Until then, don't touch medium armor, with its already powerful and unique strengths.
master_vanargand wrote: »universal_wrath wrote: »Marshall1289 wrote: »Medium armor straight up increases weapon damage. Light armor does a little bit of that, but not per piece. It's why I don't run anything that's not 7-0-0 medium with a stamina DPS character, and part of the reason why stamina classes so clearly outpace magicka classes.
If anything, nerf medium armor so magicka classes aren't completely blown out of the water in the DPS department.
Hold on, I was possessed by a daedra for a moment. I rarely suggest nerfing something.
What I meant to say was that instead of buffing medium armor, which absolutely does not need it, perhaps buff light armor instead. Until then, don't touch medium armor, with its already powerful and unique strengths.
The passives are close to mirrors of one another between Light and Medium as they should be. Giving light armor an edge up just because of a Stamina Meta is not a solution, it's a bandaid. Armor is one of the core pillars of the game's design like Racial's. It should be as equal as possible.
If Stamina dps is meta, you don't blame the armor when there almost identical to light, you blame every other ability, passive, weapon skill lines and armor sets that have put Stamina in that place.
That's besides the point, the thread isn't about PVE it's about PVP utility of Medium Armor.
For example:
Heavy:
- Passives have struck a balanced position so I don't think it needs any changes.
Medium
- Movement Speed over Sprint Speed, more versatile and helps in active combat.
- More useful sustain since Stam Recovery =/= Mag Recovery and does not compare to the benefits of Constitution or Heavy Attack sustain from Heavy.
- Sneak passives are useless to many players, something more versatile would be appreciated.
- Crit per piece only gives .5% more in 7 than 5 pieces in light, not worth the nerf to your crit to go 5/1/1 almost ever, 10% crit for 5 pieces is the way to go and should be the same between Medium and Light.
Light
- Needs more Spell Resistance, I'd argue close to double to offset the low armor on each piece compared to Medium. Medium having higher physical resistance is fine, but higher spell resistance doesn't make much sense.
- Snare reduction is next to useless due to calculations.
- Sprint cost reduction is undervalued and does not help sustain their limited Stamina pool, I'd offer them Break Free cost reduction too.
- Spell Penetration while versatile for DD builds, is not as versatile as Damage for Healing, therefor next to useless for Magicka Healers.
Sometimes mechanics, sometimes sets. For pve for instant, sets that provude bonus to stam specs are always superior to that of light armor. Like AY set s any sets in the game that provides spell crit. For pvp, fury can be either on jewlry allwing people to run medium armor or heavy on body pieces. Compare champoin of the hist and chalk. Also, block, dodge roll, sprit are all used by stam and mag specs, and stam specs have higher stam pool allowing for more blocking, dodge rolling and sprinting than their counter mag spec.
Stamina does not have Spell Strategist sets.
Or Shield, Burst Heal, Pets of LOS, etc...
More Block, Roll Dodge, Sprint?
Did you forget that stamina build uses stamina skills?
Magicka build is easy to manage stamina, it is easy mode.
Oh, so jealous.