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Heavy Armor Nerf in PvP

SoixanteNeuf
SoixanteNeuf
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There aren't enough negative repercussions for running heavy armor in PvP. Heavy armor users can build a significant amount of weapon damage while widening their margin of error against incoming damage and have improved resource management via heavy's "tanky" passives.

Type of armor should be reflective of role.
  • Heavy = tanking
  • Medium = damage
  • Light = damage/healing

Suggestion : Battle spirit nerf for wearing heavy armor, -20% weapon damage.
  • Nord_Raseri
    Nord_Raseri
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    Most good players that you think are running heavy are actually running medium.
    Veit ég aðég hékk vindga meiði á nætr allar níu, geiri undaðr og gefinn Oðni, sjálfr sjálfum mér, á þeim meiði er manngi veit hvers hann af rótum rennr.
  • Solariken
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    I don't think this is the right approach.

    It would be better to reduce heal scaling from weapon damage stat. It doesn't really make sense that pumping up your damage boosts your healing simultaneously. It's really odd game design. At the very least maybe they could scale healing more with max stamina and damage more with weapon damage.
  • Taleof2Cities
    Taleof2Cities
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    -20% is a pretty heavy nerf.

    In before all the incoming forum-goers saying "I got killed to 'X' in PvP ... pls nerf."
  • YandereGirlfriend
    YandereGirlfriend
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    Solariken wrote: »
    I don't think this is the right approach.

    It would be better to reduce heal scaling from weapon damage stat. It doesn't really make sense that pumping up your damage boosts your healing simultaneously. It's really odd game design. At the very least maybe they could scale healing more with max stamina and damage more with weapon damage.

    This would be a fantastic change and would efficiently solve a bunch of problems with the game.
  • GeorgeBlack
    GeorgeBlack
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    Who cares anymore?
    Slot heavy, use a robe outfit and you are set.
    [snip]

    [edited for bashing]
    Edited by ZOS_Lunar on May 16, 2020 3:50PM
  • GRXRG
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    I am way more durable and survival running medium with elude and the big heals coming from medium and good passives than running heavy armor.
  • oXI_Viper_IXo
    oXI_Viper_IXo
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    No
  • Berenhir
    Berenhir
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    Nobody is running heavy armour in PvP except tanks.
    PC EU - Ebonheart Pact - Gray Host - Death Recap -#zergfarming -
  • John_Falstaff
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    I can imagine the nerf callers' modus operandi.
    • Come to forum to complain about heavy armor. Cry until nerfs are given.
    • To their surprise, realize that S&B != heavy armor, keep dying to opponents running medium.
    • Come back to forum for more nerfs.

    Lather, rinse, repeat. :)
  • MartiniDaniels
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    Wake up, bro, heavy armor is worst armor now, it was only carried by sets, but now there are ton of craftable sets which are comparable or better then heavy armor alternatives, and you can always place Fury on jewelry.
    The only reason to run heavy is if your build consists of 2 heavy non-craftable sets or if you want to use unstoppable brute - and both applications are hardly most effective.
  • AMeanOne
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    Most good players that you think are running heavy are actually running medium.

    This is the truth
  • Bashev
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    The only useful bonuses right now are the max health and somehow healing received. Although healing received could be sacrificed but the max health is quite nice in non-cp where it is more difficult to reach a good amount of health so you are not easily busted down.

    Nord passives for example gives you 3960 resistance while 7 heave from passives gives you 2537. This is 68% less.

    As many people already pointed out the heavy was carried by the sets. Heavy offensive sets were at least twice better than the medium ones in the past. Now you can have a nice craftable sets.
    Because I can!
  • fxeconomisteb17_ESO
    There aren't enough negative repercussions for running heavy armor in PvP. Heavy armor users can build a significant amount of weapon damage while widening their margin of error against incoming damage and have improved resource management via heavy's "tanky" passives.

    Type of armor should be reflective of role.
    • Heavy = tanking
    • Medium = damage
    • Light = damage/healing

    Suggestion : Battle spirit nerf for wearing heavy armor, -20% weapon damage.

    What a deceiver are you!

    How about this. It was already nerfed! Long ago, I can barely remember... there was a passive called Wrath, which was increasing weapon damage. This was replaced the crappy Revitalize. We tend to not forget nerfs. Until we push the uninstall button.
    "Is it true her wounds healed on their own ? Yes" No s***, at 75% health regen penalty!

    I was a vampire like you, but then I took an idea to the head...
  • OWLTHEMAD
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    In skyrim and oblivion heavy armor did not lower your damage, its been some time but if i remember correctly heavy armor came with repercussions against your speed and stamina.

    I think the best outcome would be for eso to reflect that. In a sense wearing heavy negatively effects your sustain already by not bringing the sustain passives that light and medium do so that side of i think is already fairly acceptable.

    Where i think the real issue is comes from mobility. We have unbuffed heavy armor players running around faster than most medium and light wearers.

    One of three things should happen. Either light and medium wearers receive a speed buff (10% at 5 pieces sounds fair) or heavy armors should suffer a speed penalty (2% per piece worn i think sounds fair.) 3rd (but least sensible inmho) option would be a movement based stamina penalty or a smaller stam pool.

    I believe heavy armor needs some kind of nerf to usability, but should not be anything substantial. Realistically a man wearing full plate mail should not be able to run down or out maneuver a fleet footed assassin or a lightning bound sorcerer.

    Like wise eso is not just some generic mmo. Heavy armor wearers in elder scrolls games and in real life are able to put out just as much damage as those less heavily protected. I do not see the sense in arguments for heavy armor having its damage nerfed.

    I would say that heavy armor should be slow but heavy hitting.
  • Chilly-McFreeze
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    OWLTHEMAD wrote: »
    I

    Where i think the real issue is comes from mobility. We have unbuffed heavy armor players running around faster than most medium and light wearers.

    One of three things should happen. Either light and medium wearers receive a speed buff (10% at 5 pieces sounds fair) or heavy armors should suffer a speed penalty (2% per piece worn i think sounds fair.) 3rd (but least sensible inmho) option would be a movement based stamina penalty or a smaller stam pool.
    .

    Light armor reduces sprint costs by 3% per piece and snares by 4% pp. (Grace)
    Medium increases sprint speed by 3% per piece and reduces dodge costs by 4% pp. (Athletics)

    Is it this what you're looking for?
  • The_Camper
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    [snip]

    I hardly know any people who play on heavy armor in pvp these days except for troll tanks with almost no damage and below average players like OP who thinks this is 2017 and there is a heavy armor meta.

    so yeah might wanna read through the armor passives again.

    [edited for baiting]
    Edited by ZOS_FalcoYamaoka on May 17, 2020 2:36PM
  • cheemers
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    Heavy armour is generally bad in PvP at the moment. Those players you can't kill are generally wearing medium or light (sorcs generally). You know how Heavy gives you +8% healing received right? The +15% weapon DMG from medium armour actually makes your stamina heals significantly stronger than the +8% from heavy.
    Youtube channel: https://youtube.com/channel/UCDQ7FrJ0AjMt2auffLEf_Pw

    PS4 EU - 18 characters, all DC
  • BaiterOfZergs
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    Awhile ago I got a whisper saying all I do is wear heavy armor , I bet they felt silly after I told them I’m usually in light or medium.

    That was more than a year ago, I’m sure most people with some decent knowledge have caught on by now. During the year of Morrowind heavy started to lose its power and then once Summerset hit there was little reason to run heavy. The ease of having major /minor protection, maim + high pen nullifying resistance only made heavy even more irrelevant.

    People are just slow to catch on.
    Edited by BaiterOfZergs on May 17, 2020 2:50PM
    Zerg of House Smallscale, First of his name, wielder of Volendrung, battleground hero, Cyrodiil butcher, the swifft footed, OG of the Templars and first pvpers, defender of scrolls and baiter of zergs.
  • Stx
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    All 3 armor types are balanced currently. Medium armor is really good in pvp. If anything, light armor needs a slight boost.

    Your argument that heavy armor users can stack weapon damage is silly, as medium armor users can just as easily stack resistances.

    Again, medium armor passives are fantastic for pvp. It just takes a more finesse style play than heavy, as it should.
  • OWLTHEMAD
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    OWLTHEMAD wrote: »
    I

    Where i think the real issue is comes from mobility. We have unbuffed heavy armor players running around faster than most medium and light wearers.

    One of three things should happen. Either light and medium wearers receive a speed buff (10% at 5 pieces sounds fair) or heavy armors should suffer a speed penalty (2% per piece worn i think sounds fair.) 3rd (but least sensible inmho) option would be a movement based stamina penalty or a smaller stam pool.
    .

    Light armor reduces sprint costs by 3% per piece and snares by 4% pp. (Grace)
    Medium increases sprint speed by 3% per piece and reduces dodge costs by 4% pp. (Athletics)

    Is it this what you're looking for?

    Not really. Im talking raw movement speed in speight of sprint. I just think that if your going to be agile in heavy armor you should have to build for it.

    The above passives (i really need to brush up on my non class passives) seem closer to the third option i presented and i dont feel like they accomplish a whole lot save for the light armor reduced snare.
  • Icy_Waffles
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    It’s really not the heavy armor that is the problem.
  • OWLTHEMAD
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    Though im a little embarrassed that i didnt remember them. Honestly i think the balance between armors is good enough though. Could be better, but not worth making a fuss while so many other things are out of sorts.
  • Sosderosii
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    The problem is not that heavy(and other armor types) tank o much, it is that they can heal themselves too fast.
    Nothing but burst damage can take them down, otherwise they can tank forever.
  • Chilly-McFreeze
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    Sosderosii wrote: »
    The problem is not that heavy(and other armor types) tank o much, it is that they can heal themselves too fast.
    Nothing but burst damage can take them down, otherwise they can tank forever.

    To add to that: „tank busters“ got gutted. Oblivion dmg, bleeds, dots in general. And the all time favorite dispute still stands: why does dmg increase healing?

    The current way ZOS deems as tank killer could hurt everyone else far more. Nerfed healing kills classes with already low heals. Free pen sets put a dent into builds with already low resistances. But those are another topic.
  • SoixanteNeuf
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    I wasn't implying that medium armor isn't better for offensive purposes, I run it too. I just think it might be healthier for the game's direction if roles were more clearly defined and people that choose "tanky" passives versus offensive passives, were penalized damage-wise for it as a disincentive.

    Heavy armor with (current) backbar vbrp dw quick cloak and frontbar 2H easily remedies the mobility shortcomings versus medium armor, while still retaining the ability to combo burst most players if built properly. I guess things might change with the change to vbrp dw next patch but we'll see.
  • Sange13
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    Protip: The problem isn't the game--it's the player.
    IGN: Sange-13
  • Chilly-McFreeze
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    I wasn't implying that medium armor isn't better for offensive purposes, I run it too. I just think it might be healthier for the game's direction if roles were more clearly defined and people that choose "tanky" passives versus offensive passives, were penalized damage-wise for it as a disincentive.

    Heavy armor with (current) backbar vbrp dw quick cloak and frontbar 2H easily remedies the mobility shortcomings versus medium armor, while still retaining the ability to combo burst most players if built properly. I guess things might change with the change to vbrp dw next patch but we'll see.

    Dude. You already get penalized in dmg with heavy by not recieving free weapon dmg/ penetration and Crit chance.
  • Joinovikova
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    There aren't enough negative repercussions for running heavy armor in PvP. Heavy armor users can build a significant amount of weapon damage while widening their margin of error against incoming damage and have improved resource management via heavy's "tanky" passives.

    Type of armor should be reflective of role.
    • Heavy = tanking
    • Medium = damage
    • Light = damage/healing

    Suggestion : Battle spirit nerf for wearing heavy armor, -20% weapon damage.

    its not heavy armor is medium NORD armor I dont know every other race get bonus simlliar to Mundus Stone, but purchease power of Skyrim nords players... Go nord pvp or go mag class...
  • Opalblade
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    Only if light and medium armor get -20% hp or something similar. You know, to reflect their roles as DPS/healers or whatever. I don't want nerfs to any armor type, but if heavy isn't allowed to kill stuff, medium and light shouldn't be allowed to tank stuff.
  • Sange13
    Sange13
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    Opalblade wrote: »
    Only if light and medium armor get -20% hp or something similar. You know, to reflect their roles as DPS/healers or whatever. I don't want nerfs to any armor type, but if heavy isn't allowed to kill stuff, medium and light shouldn't be allowed to tank stuff.

    That would literally result in exactly the situation we're in now. Think about it.
    IGN: Sange-13
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