The changes to heavy armor are ridiculous compared to light and medium.
The bonus adding 2% damage mitigation while you're CC immune means you'll be running around with 14% damage mitigation all the time in pvp, that's more than major protection.
Neither light or medium armor got any meaningful increase to their damage which will result in everyone playing pvp running 7 pieces of heavy armor.
Those passive simply aren't balanced at all with their downsides:
Light armor gets a little more stam sustain, something highly unnecessary since regen buffs have been increased last patch at the cost of a huge drawback to blocking making light armor even more squishy.
Medium on the other hand has no downside at all but also only relatively mediocre stuff, 14% mitigation for 2 seconds only after a dodge roll, that's just laughably weak compared to 14% mitigation vs everything all the time.
Either medium and light get a huge increase to their damage or the heavy armor mitigation while being CC immune has to be changed to something else.
The current version asks for everyone playing heavy armor in pvp and there's no reason not to
The changes to heavy armor are ridiculous compared to light and medium.
The bonus adding 2% damage mitigation while you're CC immune means you'll be running around with 14% damage mitigation all the time in pvp, that's more than major protection.
Neither light or medium armor got any meaningful increase to their damage which will result in everyone playing pvp running 7 pieces of heavy armor.
Those passive simply aren't balanced at all with their downsides:
Light armor gets a little more stam sustain, something highly unnecessary since regen buffs have been increased last patch at the cost of a huge drawback to blocking making light armor even more squishy.
Medium on the other hand has no downside at all but also only relatively mediocre stuff, 14% mitigation for 2 seconds only after a dodge roll, that's just laughably weak compared to 14% mitigation vs everything all the time.
Either medium and light get a huge increase to their damage or the heavy armor mitigation while being CC immune has to be changed to something else.
The current version asks for everyone playing heavy armor in pvp and there's no reason not to
They also made heavy armor considerably harder to sustain in comparison to its light/medium counterparts.
Both light and medium armor have roll dodge reduction, and fat amounts (21% for light, 28% for medium). These defensive maneuvers mitigate all damage.
Heavy, on the other hand, gets a 21% cost INCREASE to this mechanic. Couple that with the removal of roll dodge reduction CP points, and it becomes even more difficult for heavy armor to sustain dodge rolling. This leaves its only defense to be face-tanking damage through mitigation, which I think is a good move.
The heavy armor meta has existed for so long because people could stack its increased resistances with easy access to roll dodging, which becomes super powerful.
I personally welcome these changes because they work to pigeon hole heavy armor users into face tanking a greater number of opponent attacks (because of less dodges), even if that damage is being mitigated more. It makes battling heavy armor users a sort of war of attrition, in which you must deplete their stamina by ccing them until they can't sustain it anymore and are forced to sit there in a cc (without that 14% mitigation, because that only activates whilst cc immune) before you yourself run out of dodges. I like the balance of what they were going for in this regard.
The one thing that I find to be in an odd spot is the block cost reduction on medium armor. This is the one thing I would change, and I would move it to heavy armor passives, as it would further encourage heavy users to sit there and face tank damage by blocking and reducing their speed. Seems counter intuitive to have it on medium armor, where the focus is on mobility and damage avoidance. 21% block cost reduction is huge too, and I could see PvE tanks once again adopting powerful assault for medium armor tanking if it stays with medium armor, especially when all that extra health was given to us at the base level that can be used to offset the loss of resistances.
Only suggestion: move block cost reduction to heavy armor passives and get rid of the bash damage. Damage doesn't belong on heavy armor passives, and bashing isn't for dealing damage.
Have you heard about 7 seconds of cc immunity?
ESO_Nightingale wrote: »Heavy's cc immunity bonuses are way overstacked. Heavy was already way better than light in pvp but now there's no reason to slot light at all when heavy makes you take less damage against the most common type of damage and makes you even bulkier than before. Heavy should have damage related decreases.
Roll dodge increase for heavy is definitely excessive or apply it to Battlespirit. I roll dodge a ton on my pve end game tanks, way more than what you would think a 40k hp, resist cap tank would need to. There is a crazy amount of one shot attacks even for tanks in vet trials and vet DLC dungeons. And if it isn't quite a one shot then its 30k through a s&b block.
Replace the increased magical damage per heavy piece with a reduction in damage done per heavy piece. If people want to tank in pvp then let them tank. Reduce their damage done by a lot in combination with Malacath only affecting class abilities. Malacath users could take an increased crit damage which would help curb heavy armor in pvp also.
If light armor is become even more squishy can we get better damage shields for light? Maybe a slight buff to Harness Magicka or make the duration lasts a longer? Mag sorc will still likely be the only mag class able to wear light armor because of shields and mobility. Light armor magplar, magdk, magden and magcro will be sitting ducks in light armor. At least magblade has some mobility with cloak.
Why is damage from bash even a thing? I'm pretty sure I've never seen anyone bashing except for an interrupt only. 99% of players probably do not care how much damage is done with a bash. So maybe those specifics about bash damage could be replaced with more useful things?
This isn't just a pver's perspective, I play both pve and pvp quite often.
I don't understand the + and - % damages for light and heavy armor. The defense you get from each is based on the armor value. Heavy armor has a higher defense value than light already. Light will take more physical damage because its armor value is lower than heavy. The new extra stats are irrelevant.
Just giving light armor extra magic resistance and penetration will accomplish your same intention. Having negative stats should not exist. You're pretty much saying when you're naked you take normal damage, but if you put on a robe you suddenly take extra physical damage. Makes no sense and hurts the immersion you're trying to create by adding these new armor passives. Stick to positive modifiers. The downside should be you're losing out on the positive modifiers of other armor weights and not actual negative stats.
They are trying to make a rock paper scissors dynamic between light armor, medium armor, and heavy armor in which light beats heavy, heavy beats medium, and medium beats light.
Simply adding spell penetration to light armor wouldn't be the same thing, because it would affect medium armor just the same as it would affect heavy armor.
I could agree that light armor's vulnerability to physical damage is already reflected in its pitiful amount of physical resistance, however.
tomofhyrule wrote: »EDIT: Another thing to play with that would support PvP vs PvE would be crit resistances. If heavy was weak to crits and light/med has some crit resist, that could also help shift the meta of PvP only. Incoming crit damage is only seen in PvP - light and med both have + crit bonuses, so heavy armor users don't have many bonuses in crit to start with. As such, Malacath's "no crits" isn't a penalty when you have a low crit chance anyway.
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Here are my suggested changes:
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I think these armor changes are reasonable.
Since they seem to be directed at changing the general PvP to trend towards more tanky players (as PvE guys have always used the armor according to their role), I would actually make the penalties more severe. 10% is not enough to dissuade players from using Heavy Armor.
The "Dream" of running 4/3 or 4/2/1 etc is a pipe dream, if you want to run a set thats light armor, you will still run that set in light armor and be forced into running light armor and deal with its downsides.
Not much of a choice really.