PvP players on the forums have been clamoring for Heavy armor to be gutted so that builds utilizing Malacath and proc sets for damage/sustain would no longer have survivability to fall back upon. Well, it seems ZOS has granted their wish, and nuked Heavy armor from orbit: 7% increased magic damage taken, 21% increased roll dodge cost, 7% reduced sprint speed, and 70% increased detection radius, making stealth impossible, alongside nerfs to Heavy armor passives like the armor from Resolve and sustain from Revitalize and Rapid Mending. These nerfs, coupled with the removal of Shadow Ward for block cost and other CP changes, mean the pendulum has swung in the opposite direction; Medium armor may now actually be tankier than Heavy, granting 14% AOE damage reduction, 21% block cost reduction, and all with ZERO drawbacks whatsoever. Yet again, PvP players have managed to get an entire playstyle nerfed, and this time, PvE players will pay the price with longer dungeon queue times as tanks quit or change roles. Enjoy looking forward to the exact same proc sets being (ab)used with the exact same Malacath strategy, only this time it will be on Medium armor, which now provides 14% damage reduction to many attacks in PvE, alongside permablocking from its new block cost reduction passive, along with passives to boost Weapon Damage and Stamina recovery that Heavy armor never had. Heavy Armor Is Dead, Long Live Medium Armor.
You guys know that you dont have to wear 7 pieces of either heavy or medium armor right? Now you can use any combination you want. You can have 4/3 or 4/2/1 or 5/2 or 5/1/1, 6/1 or 7.
there are now specific advantages to have 7 for each armor type, but they also work together for other combinations.
i have some ideas for a 4/2/1 setup that might perform better than my old 5/1/1 ever did.
You guys know that you dont have to wear 7 pieces of either heavy or medium armor right? Now you can use any combination you want. You can have 4/3 or 4/2/1 or 5/2 or 5/1/1, 6/1 or 7.
there are now specific advantages to have 7 for each armor type, but they also work together for other combinations.
i have some ideas for a 4/2/1 setup that might perform better than my old 5/1/1 ever did.
You guys know that you dont have to wear 7 pieces of either heavy or medium armor right? Now you can use any combination you want. You can have 4/3 or 4/2/1 or 5/2 or 5/1/1, 6/1 or 7.
there are now specific advantages to have 7 for each armor type, but they also work together for other combinations.
i have some ideas for a 4/2/1 setup that might perform better than my old 5/1/1 ever did.
SgtNuttzmeg wrote: »You guys know that you dont have to wear 7 pieces of either heavy or medium armor right? Now you can use any combination you want. You can have 4/3 or 4/2/1 or 5/2 or 5/1/1, 6/1 or 7.
there are now specific advantages to have 7 for each armor type, but they also work together for other combinations.
i have some ideas for a 4/2/1 setup that might perform better than my old 5/1/1 ever did.
That's the goal but there are many aspects of the armor that encourages 7 piece set ups. For instance the fact that penetration and % dmg increase per piece and have no cap. This is supposedly counter by the inherent flaws of the armor type. Medium only provides extra mitigation against aoes and not single target abilities and % extra martial damage vs light armor however some setups already have the survivability where they don't need to worry about this.
If they want 4/3 setups they need to increase the benefit per piece and cap it at 4 stacks and to change the armor abilities so that all of them are more widely useful and that they only require four pieces to activate.
sabresandiego_ESO wrote: »Anyone that PVP's at a high level knows that almost anyone that's not a ganker or mag sorc is probably wearing heavy armor if they are serious about PVP. There are some exceptions to this, but in general heavy armor dominates the highest level of pvp.
Urzigurumash wrote: »sabresandiego_ESO wrote: »Anyone that PVP's at a high level knows that almost anyone that's not a ganker or mag sorc is probably wearing heavy armor if they are serious about PVP. There are some exceptions to this, but in general heavy armor dominates the highest level of pvp.
In my view, as long as the principal objective in Cyro is knocking down walls and doors and flipping flags, Heavy will always be the most popular choice there. This is one reason why I'm very much opposed to nerfing damage output in Heavy. It's just going to slow things down.
Another view is, so what? Only 2/12 players in "high level" PvE groups wear Heavy, so there's the balance.
sabresandiego_ESO wrote: »Yeah thats the reason I dont want to see a damage reduction either. 3% move speed reduction per piece of heavy would be enough IMO. Youre a juggernaut but slow as hell.
StarOfElyon wrote: »SgtNuttzmeg wrote: »You guys know that you dont have to wear 7 pieces of either heavy or medium armor right? Now you can use any combination you want. You can have 4/3 or 4/2/1 or 5/2 or 5/1/1, 6/1 or 7.
there are now specific advantages to have 7 for each armor type, but they also work together for other combinations.
i have some ideas for a 4/2/1 setup that might perform better than my old 5/1/1 ever did.
That's the goal but there are many aspects of the armor that encourages 7 piece set ups. For instance the fact that penetration and % dmg increase per piece and have no cap. This is supposedly counter by the inherent flaws of the armor type. Medium only provides extra mitigation against aoes and not single target abilities and % extra martial damage vs light armor however some setups already have the survivability where they don't need to worry about this.
If they want 4/3 setups they need to increase the benefit per piece and cap it at 4 stacks and to change the armor abilities so that all of them are more widely useful and that they only require four pieces to activate.
So medium armor basically cancels magplars.
sabresandiego_ESO wrote: »Urzigurumash wrote: »sabresandiego_ESO wrote: »Anyone that PVP's at a high level knows that almost anyone that's not a ganker or mag sorc is probably wearing heavy armor if they are serious about PVP. There are some exceptions to this, but in general heavy armor dominates the highest level of pvp.
In my view, as long as the principal objective in Cyro is knocking down walls and doors and flipping flags, Heavy will always be the most popular choice there. This is one reason why I'm very much opposed to nerfing damage output in Heavy. It's just going to slow things down.
Another view is, so what? Only 2/12 players in "high level" PvE groups wear Heavy, so there's the balance.
Yeah thats the reason I dont want to see a damage reduction either. 3% move speed reduction per piece of heavy would be enough IMO. Youre a juggernaut but slow as hell.
sabresandiego_ESO wrote: »Urzigurumash wrote: »sabresandiego_ESO wrote: »Anyone that PVP's at a high level knows that almost anyone that's not a ganker or mag sorc is probably wearing heavy armor if they are serious about PVP. There are some exceptions to this, but in general heavy armor dominates the highest level of pvp.
In my view, as long as the principal objective in Cyro is knocking down walls and doors and flipping flags, Heavy will always be the most popular choice there. This is one reason why I'm very much opposed to nerfing damage output in Heavy. It's just going to slow things down.
Another view is, so what? Only 2/12 players in "high level" PvE groups wear Heavy, so there's the balance.
Yeah thats the reason I dont want to see a damage reduction either. 3% move speed reduction per piece of heavy would be enough IMO. Youre a juggernaut but slow as hell.
I can already imagine everyone in the group having to wait for the tank as he slowly inches his way to the objective.
I feel many of the proposed changes to bring Heavy in line don't consider how the changes will affect tanking in ALL areas of the game.
Tanks still need to lead from the front, as well as move out of the red. The increased dodge cost is bad enough. Adding further movement speed debuffs on top of that is overkill. Tanks also still need to kill things in PvE outside of group content, so a nerf to damage is untenable.
proc sets arent dead ;
actually heavy armor without proc set is useless, but it's only for the test.
You guys know that you dont have to wear 7 pieces of either heavy or medium armor right? Now you can use any combination you want. You can have 4/3 or 4/2/1 or 5/2 or 5/1/1, 6/1 or 7.
there are now specific advantages to have 7 for each armor type, but they also work together for other combinations.
i have some ideas for a 4/2/1 setup that might perform better than my old 5/1/1 ever did.
You guys know that you dont have to wear 7 pieces of either heavy or medium armor right? Now you can use any combination you want. You can have 4/3 or 4/2/1 or 5/2 or 5/1/1, 6/1 or 7.
there are now specific advantages to have 7 for each armor type, but they also work together for other combinations.
i have some ideas for a 4/2/1 setup that might perform better than my old 5/1/1 ever did.
This is a very good point. I haven't run the numbers but on initial glance it looks like the negatives can be countered by positives of other sizes. And since you no longer need 5 pieces to get all 5 passives, I think 3/2/2 will become the best layout. Where tank would be 3H/2M/2L, etc. You'd get full undaunted bonus and ALL the 15 armor passives + bonuses, most negatives cancel out.
Although overall a tank in 7 heavy definitely will be gimped in PVE. And these changes are absolutely all about 'balance' for PVP without PVE even considered apparently. Unless like I said 3H/2M/2L or 4H/2M/1L turn out to someone be better than the current 5/1/1, needs to be tested.
tomofhyrule wrote: »The current version of Alkosh is specifically stated in the dev comments that a tank will need to specifically build for + weapon damage to use it, and then that precludes other sets.
tomofhyrule wrote: »You guys know that you dont have to wear 7 pieces of either heavy or medium armor right? Now you can use any combination you want. You can have 4/3 or 4/2/1 or 5/2 or 5/1/1, 6/1 or 7.
there are now specific advantages to have 7 for each armor type, but they also work together for other combinations.
i have some ideas for a 4/2/1 setup that might perform better than my old 5/1/1 ever did.
This is a very good point. I haven't run the numbers but on initial glance it looks like the negatives can be countered by positives of other sizes. And since you no longer need 5 pieces to get all 5 passives, I think 3/2/2 will become the best layout. Where tank would be 3H/2M/2L, etc. You'd get full undaunted bonus and ALL the 15 armor passives + bonuses, most negatives cancel out.
Although overall a tank in 7 heavy definitely will be gimped in PVE. And these changes are absolutely all about 'balance' for PVP without PVE even considered apparently. Unless like I said 3H/2M/2L or 4H/2M/1L turn out to someone be better than the current 5/1/1, needs to be tested.
And then comes the problem - should I have Yolnakriin or Ebon as the medium sets? Or Plague Doctor or Akaviri Dragonguard, those are also good sets to use. Maybe both? Ebon's probably a good choice for the weapons though, since the buff stays on the whole time when bar swapping, right?
Since 90+% of sets drop in a single weight, that's giving us a much more limited view of what we can and can't use. Sure, Torug can be crafted in any weight we want and Alkosh is already medium, but we can't craft anything that offers Minor Aegis - really most crafted sets are substandard for tanking with the exception of Torug, and even then it's only okay if you're not a frost staff tank. Besides, Alkosh has been nerfed every update so far since the devs see it as a stam DPS set, not a tank set. The current version of Alkosh is specifically stated in the dev comments that a tank will need to specifically build for + weapon damage to use it, and then that precludes other sets.
So in an effort to allow us to diversify, it's really railroading us into a specific setup. And if you don't want to play that one... then why bother tanking. Everyone's gonna go grind random normals with fake tanks anyway and use that as proof that PvE was unaffected...
I need to wait until it's live or they put the NA server back up for PTS, but I'm nervous that it's going to make things a lot tougher. Sure, someone with 3600 CP or someone who's a literal god of tanking will have no issues, but this is making it that much harder for the learning tanks and those who aren't close to the CP cap. Are there really enough tanks in the game that we don't need more?
I am certain that most people agree that heavy armor was only buffed, both directly and indirectly and that it became only more favorable to choose.
I agree that medium armor looks more attractive than ever though.
most people agree that heavy armor was only buffed, both directly and indirectly
heavy armor was only buffed
ZOS_GinaBruno wrote: »
- Heavy Armor Penalties
- Increases your damage taken from Magical attacks by 1% per piece worn
- Reduces the Movement Speed bonus of Sprint by 1% per piece worn
- Increases the cost of Roll Dodge by 3% per piece worn
- Increases the size of your detection area while Sneaking by 10% per piece worn (making you easier to detect)
ZOS_GinaBruno wrote: »
- Heavy Armor
- Rapid Mending: This passive now increases your Healing Taken by 1% for every 2/1 pieces of Heavy Armor worn, rather than 4/8% when wearing 5 pieces or more.
- Resolve: Decreased the amount of Armor granted per piece of Heavy Armor worn to 114/229/343, down from 121/142/363.
- Revitalize: This passive now increases the resources restored from your fully-charged Heavy Attacks by 2/4% per piece of Heavy Armor worn, rather than 12/25% when wearing 5 pieces or more.
sabresandiego_ESO wrote: »Urzigurumash wrote: »sabresandiego_ESO wrote: »Anyone that PVP's at a high level knows that almost anyone that's not a ganker or mag sorc is probably wearing heavy armor if they are serious about PVP. There are some exceptions to this, but in general heavy armor dominates the highest level of pvp.
In my view, as long as the principal objective in Cyro is knocking down walls and doors and flipping flags, Heavy will always be the most popular choice there. This is one reason why I'm very much opposed to nerfing damage output in Heavy. It's just going to slow things down.
Another view is, so what? Only 2/12 players in "high level" PvE groups wear Heavy, so there's the balance.
Yeah thats the reason I dont want to see a damage reduction either. 3% move speed reduction per piece of heavy would be enough IMO. Youre a juggernaut but slow as hell.
I can already imagine everyone in the group having to wait for the tank as he slowly inches his way to the objective.
I feel many of the proposed changes to bring Heavy in line don't consider how the changes will affect tanking in ALL areas of the game.
Tanks still need to lead from the front, as well as move out of the red. The increased dodge cost is bad enough. Adding further movement speed debuffs on top of that is overkill. Tanks also still need to kill things in PvE outside of group content, so a nerf to damage is untenable.
I am certain that most people agree that heavy armor was only buffed, both directly and indirectly and that it became only more favorable to choose.
I agree that medium armor looks more attractive than ever though.most people agree that heavy armor was only buffed, both directly and indirectlyheavy armor was only buffed
...What?ZOS_GinaBruno wrote: »
- Heavy Armor Penalties
- Increases your damage taken from Magical attacks by 1% per piece worn
- Reduces the Movement Speed bonus of Sprint by 1% per piece worn
- Increases the cost of Roll Dodge by 3% per piece worn
- Increases the size of your detection area while Sneaking by 10% per piece worn (making you easier to detect)
ZOS_GinaBruno wrote: »
- Heavy Armor
- Rapid Mending: This passive now increases your Healing Taken by 1% for every 2/1 pieces of Heavy Armor worn, rather than 4/8% when wearing 5 pieces or more.
- Resolve: Decreased the amount of Armor granted per piece of Heavy Armor worn to 114/229/343, down from 121/142/363.
- Revitalize: This passive now increases the resources restored from your fully-charged Heavy Attacks by 2/4% per piece of Heavy Armor worn, rather than 12/25% when wearing 5 pieces or more.
These are straight nerfs. Heavy armor was not "only buffed" as you say, and I have absolutely no idea how you came to that conclusion. The penalties speak for themselves. Rapid Mending even at 7 pieces went from 8% to 7%, at 5/1/1 it's only 5%. Resolve gives less armor. Revitalize is nerfed for 5/1/1 and 6/1 heavy armor. Either you misread the changes, didn't bother to read them at all, or are constructing a narrative against Heavy armor. Either way, it's clear there are individuals on the forums clamoring for further nerfs to tanks who will never be content so long as heavy armor and the tank playstyle even exist in the game. This PTS patch cycle has seen a slow and steady erosion of passive benefits for tanks alongside nerfs to their sustain, mobility, and durability. Meanwhile, Medium armor gets a free pass with absolutely zero penalties whatsoever, and stamina already comprises the majority of builds in PvP; why are tanking passives like block cost and aoe damage reduction being thrown on Medium armor when it already has damage boosting passives? Shor's bones, Heavy armor now INCREASES the amount of magic damage you take, I should never feel like equipping more armor is making my character weaker in a game. And the last PTS 6.3.3 just nerfed Heavy armor AGAIN; how much are people willing to bet there will be another nerf to it on PTS 6.3.4? Taking offers.
Urzigurumash wrote: »sabresandiego_ESO wrote: »Anyone that PVP's at a high level knows that almost anyone that's not a ganker or mag sorc is probably wearing heavy armor if they are serious about PVP. There are some exceptions to this, but in general heavy armor dominates the highest level of pvp.
In my view, as long as the principal objective in Cyro is knocking down walls and doors and flipping flags, Heavy will always be the most popular choice there. This is one reason why I'm very much opposed to nerfing damage output in Heavy. It's just going to slow things down.
Another view is, so what? Only 2/12 players in "high level" PvE groups wear Heavy, so there's the balance.
PvP players on the forums have been clamoring for Heavy armor to be gutted so that builds utilizing Malacath and proc sets for damage/sustain would no longer have survivability to fall back upon. Well, it seems ZOS has granted their wish, and nuked Heavy armor from orbit: 7% increased magic damage taken, 21% increased roll dodge cost, 7% reduced sprint speed, and 70% increased detection radius, making stealth impossible, alongside nerfs to Heavy armor passives like the armor from Resolve and sustain from Revitalize and Rapid Mending. These nerfs, coupled with the removal of Shadow Ward for block cost and other CP changes, mean the pendulum has swung in the opposite direction; Medium armor may now actually be tankier than Heavy, granting 14% AOE damage reduction, 21% block cost reduction, and all with ZERO drawbacks whatsoever. Yet again, PvP players have managed to get an entire playstyle nerfed, and this time, PvE players will pay the price with longer dungeon queue times as tanks quit or change roles. Enjoy looking forward to the exact same proc sets being (ab)used with the exact same Malacath strategy, only this time it will be on Medium armor, which now provides 14% damage reduction to many attacks in PvE, alongside permablocking from its new block cost reduction passive, along with passives to boost Weapon Damage and Stamina recovery that Heavy armor never had. Heavy Armor Is Dead, Long Live Medium Armor.