BGs abd ic would like to have a word with you.. Heavy armor is very much an issue in all forms of pvp.
I still dont understand why we have to argue over heavy negative bonuses when everyone one see here that the only logical solution is to decrease the damage taken from magical and physical sources AND decrease the DAMAGE DONE per heavy piece, this solves PVP and PVE at both lines .. Tanks remain heavy and strong in PVE and will do significant low dmg (compare to light/medium) in PvP
It's been offered by X people, XY people agreed to it.
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.
I still dont understand why we have to argue over heavy negative bonuses when everyone one see here that the only logical solution is to decrease the damage taken from magical and physical sources AND decrease the DAMAGE DONE per heavy piece, this solves PVP and PVE at both lines .. Tanks remain heavy and strong in PVE and will do significant low dmg (compare to light/medium) in PvP
It's been offered by X people, XY people agreed to it.
I still dont understand why we have to argue over heavy negative bonuses when everyone one see here that the only logical solution is to decrease the damage taken from magical and physical sources AND decrease the DAMAGE DONE per heavy piece, this solves PVP and PVE at both lines .. Tanks remain heavy and strong in PVE and will do significant low dmg (compare to light/medium) in PvP
It's been offered by X people, XY people agreed to it.
Yes, let’s make PvE tanks less desirable to play, that will solve everything.
EDIT: PvE tanks don’t exist in a vacuum, they need to be able to quest, do dailies, and gather resources just as well as the next player.
JanTanhide wrote: »I can say that CP allocation is paramount in the new system and you will need a lot to setup a Tank for hard core content. I'm sitting at 1540 on my main account and still did not unlock the node that adds an additional 1900 Spell and Physical resistance. IIRC that node is expensive at either 50 or 75 CP and I didn't have enough to populate it after all my other allocations. I think I need another 42 CP to unlock that node.
My Physical and Spell resistance currently on live is at or just above 33.1K on Live. With the nerfs on PTS it is about 28K Physical and 27K or so Spell resistance. Another 50 CP into that one node I didn't use would add another 1900 but still not near 33.1K as I currently have on Live.
I still dont understand why we have to argue over heavy negative bonuses when everyone one see here that the only logical solution is to decrease the damage taken from magical and physical sources AND decrease the DAMAGE DONE per heavy piece, this solves PVP and PVE at both lines .. Tanks remain heavy and strong in PVE and will do significant low dmg (compare to light/medium) in PvP
It's been offered by X people, XY people agreed to it.
Yes, let’s make PvE tanks less desirable to play, that will solve everything.
EDIT: PvE tanks don’t exist in a vacuum, they need to be able to quest, do dailies, and gather resources just as well as the next player.
What is a tank to you even? Most trial "tanks" just slap on 2 supports sets like Assault, Alkosh and Yol and hold block for 10 minutes and expect to be immortal. If a tank does not even build tanky and is - at the end of the day - just a guy with a sword and a shield in his hands, then they can not expect to survive everything.
I know, raid leaders demand it and leave no choice. But a properly built tank with actual survival sets, could care less about 4-7% more magic damage. A buff bot "tank" might be more affected. Then again, through block it hardly makes a difference.
Halcyon_Kismet wrote: »It feels like this is major tunnel vision balancing Heavy Armor based off of PVP.
As many have suggested, reducing damage in place of one (or multiple...) of the negative effects would much better achieve the desired results without hurting PVE.
What I truly fear is going to happen is the consequences of this going live on your PVE community. PVE tanking is already a lackluster job and your making it even more unappealing. Most don't follow the PTS and I feel this is going to blindside a ton of PVE players, especially the middle to less experienced players. A lot of these players already struggle with the harder dlc dungeons and trials. These changes are only going to move your problem from PVP to PVE. (Or just create an extra problem cause apparently it isn't solving the problem anyways.)
TLDR : Do like everybody has said, nerf the damage instead of tanks ability to tank otherwise your going to hurt your average and low skill player base, which is likely the majority of players.
I still dont understand why we have to argue over heavy negative bonuses when everyone one see here that the only logical solution is to decrease the damage taken from magical and physical sources AND decrease the DAMAGE DONE per heavy piece, this solves PVP and PVE at both lines .. Tanks remain heavy and strong in PVE and will do significant low dmg (compare to light/medium) in PvP
It's been offered by X people, XY people agreed to it.
Yes, let’s make PvE tanks less desirable to play, that will solve everything.
EDIT: PvE tanks don’t exist in a vacuum, they need to be able to quest, do dailies, and gather resources just as well as the next player.
tomofhyrule wrote: »I still dont understand why we have to argue over heavy negative bonuses when everyone one see here that the only logical solution is to decrease the damage taken from magical and physical sources AND decrease the DAMAGE DONE per heavy piece, this solves PVP and PVE at both lines .. Tanks remain heavy and strong in PVE and will do significant low dmg (compare to light/medium) in PvP
It's been offered by X people, XY people agreed to it.
Yes, let’s make PvE tanks less desirable to play, that will solve everything.
EDIT: PvE tanks don’t exist in a vacuum, they need to be able to quest, do dailies, and gather resources just as well as the next player.
But we tanks are used to going around with low DPS. In my full trial gear, I think I'm pulling around 3500 DPS, but in an actual fight it's more like 1500 tops. Getting even a huge nerf like 4% per piece would take me from 1500 to 1080, so that's kind of a negligible difference. In PVP though, where someone with 50k HP with super high resistances is able to dish out 30K DPS? Yeah, that'll change a lot.
Overland? Yeah, I have to use different sets to be able to do anything, and I've got my skills all switched around. I tend to run around in Leeching and Stuhn/Crimson if I need to do damage (I can solo normal CT in Leeching/Crimson/Malacath), and I'm averaging around 10-13k DPS. Sure, there are people doing solo vet hardmodes, but they have the DPS for that (although I did manage to solo FGI HM, which was really cool despite the fact that Kra'gh took almost 15 minutes). I mean, it's funny to look at my cmx afterwards and find out that Leeching Plate was my highest DPS contributor - my armor DPSes better than I do. But I can build for doing more than being a buffbot. I can even take down basegame WBs in more 'fun' sets like Ashen Grip (just because it's loads of fun to shield charge into a fire blast), which give me around 10k.
Fortunately overland is built for new players, so going around with sub 10k DPS overland or main quests is fine. There's a reason the only people who complain about how easy overland content is are veteran players with fully-kitted DPS gear. Sure, if I were a 100k DPS monster, I'd find the starter zones too easy as well. As it stands, I need to hit mobs a few times before they finally go down because a tanky build has basement-level DPS. And I'm okay with that or else I wouldn't have gone for a tank in the first place. At least I can still say the overland isn't just fluff.
A damage nerf per piece of heavy instead of the mag damage, especially if that also affected Malacath or proc sets, would make it even slower for me to get through overland. But it wouldn't be threatening since I'd take less damage as well. I might need to find a friend to do a WB or something, but I already have to if I want to get it done in under 10 minutes, what's an extra 5 minutes there?
But if we're going to talk about a system where PvE tanks, who already have low DPS in overland, will now also have decreased resistances? So what's the point? I can't beat a WB solo, but now I can watch it kill me unless I respec to a DPS? That's gonna make people want to change their builds.
This is false information and you clearly haven't tested anything on the PTS. Heavy armor is actually really overpowered on the PTS, especially when combined with mitigation CP.
I still dont understand why we have to argue over heavy negative bonuses when everyone one see here that the only logical solution is to decrease the damage taken from magical and physical sources AND decrease the DAMAGE DONE per heavy piece, this solves PVP and PVE at both lines .. Tanks remain heavy and strong in PVE and will do significant low dmg (compare to light/medium) in PvP
It's been offered by X people, XY people agreed to it.
Yes, let’s make PvE tanks less desirable to play, that will solve everything.
EDIT: PvE tanks don’t exist in a vacuum, they need to be able to quest, do dailies, and gather resources just as well as the next player.
Halcyon_Kismet wrote: »It feels like this is major tunnel vision balancing Heavy Armor based off of PVP.
As many have suggested, reducing damage in place of one (or multiple...) of the negative effects would much better achieve the desired results without hurting PVE.
What I truly fear is going to happen is the consequences of this going live on your PVE community. PVE tanking is already a lackluster job and your making it even more unappealing. Most don't follow the PTS and I feel this is going to blindside a ton of PVE players, especially the middle to less experienced players. A lot of these players already struggle with the harder dlc dungeons and trials. These changes are only going to move your problem from PVP to PVE. (Or just create an extra problem cause apparently it isn't solving the problem anyways.)
TLDR : Do like everybody has said, nerf the damage instead of tanks ability to tank otherwise your going to hurt your average and low skill player base, which is likely the majority of players.
Few people will want to be a tank in pve if they can’t get stuff done outside of a dungeon or trial.
Why play a tank when They can burn things down way faster if they stick with pure dps?
This is false information and you clearly haven't tested anything on the PTS. Heavy armor is actually really overpowered on the PTS, especially when combined with mitigation CP.
Cite your sources. Use numbers, changes from the PTS, anything to support your argument, but don't just say "wrong lul heavy OP" whenever anyone actually goes to the effort to include data and then give zero reasons as to why heavy is "really overpowered" when every tank player in PvE seems to agree it's not. There's a multitude of players on the forums that have zero experience tanking and just mindlessly complain whenever tanks bring up a valid point, don't be one of them.I still dont understand why we have to argue over heavy negative bonuses when everyone one see here that the only logical solution is to decrease the damage taken from magical and physical sources AND decrease the DAMAGE DONE per heavy piece, this solves PVP and PVE at both lines .. Tanks remain heavy and strong in PVE and will do significant low dmg (compare to light/medium) in PvP
It's been offered by X people, XY people agreed to it.
Yes, let’s make PvE tanks less desirable to play, that will solve everything.
EDIT: PvE tanks don’t exist in a vacuum, they need to be able to quest, do dailies, and gather resources just as well as the next player.
I'm not actually on board with further nerfing Heavy armor in terms of damage when it already has so many drawbacks on the PBE, so please count me out on that vote. Maybe if there was a poll of tank players to see how many would prefer that, we could determine whether that would be an acceptable solution. I really don't want to see tanks nerfed in PvE any further, I guess I don't much mind if changes are made to Battle Spirit in PvP to account for the discrepancy there, but it's clear that any further nerfs would have to be PvP specific, because as it stands now the state of Heavy armor for PvE is awful.
Cite your sources. Use numbers, changes from the PTS, anything to support your argument, but don't just say "wrong lul heavy OP" whenever anyone actually goes to the effort to include data and then give zero reasons as to why heavy is "really overpowered" when every tank player in PvE seems to agree it's not. There's a multitude of players on the forums that have zero experience tanking and just mindlessly complain whenever tanks bring up a valid point, don't be one of them.https://youtu.be/8OPDEZqAmzE
I still dont understand why we have to argue over heavy negative bonuses when everyone one see here that the only logical solution is to decrease the damage taken from magical and physical sources AND decrease the DAMAGE DONE per heavy piece, this solves PVP and PVE at both lines .. Tanks remain heavy and strong in PVE and will do significant low dmg (compare to light/medium) in PvP
It's been offered by X people, XY people agreed to it.
Yes, let’s make PvE tanks less desirable to play, that will solve everything.
EDIT: PvE tanks don’t exist in a vacuum, they need to be able to quest, do dailies, and gather resources just as well as the next player.
tomofhyrule wrote: »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.
Playstyle matters. Heavy is now more required than ever in PvP, while people using heavy in PvE are getting screwed over royally. It's as if the devs targeted the wrong group of players.
- PvP has a major heavy/stam meta. 90% of incoming damage in PvP is from people with SnB/2H, so giving a buff to the physical resist is making heavy more attractive in PvP. This also includes some of the favorite proc sets like Crimson, since that's bleed damage so it's countered by physical.
- PvP spends a lot of time trying to CC/be CC'd, so most will be CC immune due to recent break frees or immo pots. Heavy gives an extra 14 7% damage reduction in that case.
- Avoidance techniques in PvP are usually from things like bunny hopping or moving behind environment while casting, so there isn't a lot of roll dodging/sprinting.
- The biggest nerf that would affect PvP is the detection radius, but who cares about sneaking if you can stand up to whatever's being thrown at you.
Meanwhile, in PvE
- Most people (DPS/healer) play in light/medium, so the tank really needs to have the resistances to hold bosses since the other group members can't take the hits.
- Magical incoming damage is very common in dungeons/trials, so tanks need to be able to stand up to that. They just got reduced resistances.
- A lot of oneshots or go-through-block mechanics like the vCR gryphons unblockable bleeds, which require dodge rolls. Tanks won't be able to avoid damage as much with higher roll cost, and they now have less resistance on top of that.
- There aren't many PvE bosses that throw out CC, and people don't spend much time CC immune since we usually use tripots in PvE. That means the bonus resistances from being immune are irrelevant for PvE.
- Tanks depend on a lot of resource management unless there's a good healer around to give them resources back, so the passives getting nerfed hurts a lot more as well.
- The movement speed is a problem if a tank is supposed to lead the group, but you've got a lot of unhindered DPS who are impatient and pull early...
As a PvE tank, I can totally get some of the nerfs. I even don't mind the speed nerf and I'd take the roll dodge nerf if they nerfed some of the mechanics in dungeons/trials so a 7-heavy tank could just take the hit. I do not agree with the damage increase from mag sources. This is just making tanking that much harder, especially for newer/lower CP players.
If they swapped the meg penalty debuff to medium and gave heavy the block reduction instead, that'd honestly be fine to mostly fix PvE without affecting PvP. If their goal was to encourage non-heavy builds in PvP, a penalty of crit resist or damage done would be fine without affecting PvE. As it is now, heavy is only mopre required in PvP, but it was never good for PvE characters outside of tanks and just only got way worse.
I get that they want to encourage hybrid or 3/2/2 builds or whatever, but none of that changes the fact that PvE tanks use sets like Ebon or Yolnakriin, which only drop in heavy. It's tough to get a setup for a tank that's not at least 5 heavy that's not crippling your group buffs.
And yet, the devs have stayed silent on this. They've fiddled with the CP system and the new dungeons every patch, but this is the first change to the armor system and it was really minor. I'm actually wondering if they're going to be making the new armor sets with this in mind, e.g. the Q2 trial will end up giving us a light tank set (to help tanks resist incoming mag damage) and a heavy MagDPS set (to encourage mag use in PvP). I know the new dungeons are still favoring the standard light = mag, med = stam, heavy = tank style, but the armor changes really make it feel like they don't want tanks in heavy anymore.
tomofhyrule wrote: »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.
Playstyle matters. Heavy is now more required than ever in PvP, while people using heavy in PvE are getting screwed over royally. It's as if the devs targeted the wrong group of players.
- PvP has a major heavy/stam meta. 90% of incoming damage in PvP is from people with SnB/2H, so giving a buff to the physical resist is making heavy more attractive in PvP. This also includes some of the favorite proc sets like Crimson, since that's bleed damage so it's countered by physical.
- PvP spends a lot of time trying to CC/be CC'd, so most will be CC immune due to recent break frees or immo pots. Heavy gives an extra 14 7% damage reduction in that case.
- Avoidance techniques in PvP are usually from things like bunny hopping or moving behind environment while casting, so there isn't a lot of roll dodging/sprinting.
- The biggest nerf that would affect PvP is the detection radius, but who cares about sneaking if you can stand up to whatever's being thrown at you.
Meanwhile, in PvE
- Most people (DPS/healer) play in light/medium, so the tank really needs to have the resistances to hold bosses since the other group members can't take the hits.
- Magical incoming damage is very common in dungeons/trials, so tanks need to be able to stand up to that. They just got reduced resistances.
- A lot of oneshots or go-through-block mechanics like the vCR gryphons unblockable bleeds, which require dodge rolls. Tanks won't be able to avoid damage as much with higher roll cost, and they now have less resistance on top of that.
- There aren't many PvE bosses that throw out CC, and people don't spend much time CC immune since we usually use tripots in PvE. That means the bonus resistances from being immune are irrelevant for PvE.
- Tanks depend on a lot of resource management unless there's a good healer around to give them resources back, so the passives getting nerfed hurts a lot more as well.
- The movement speed is a problem if a tank is supposed to lead the group, but you've got a lot of unhindered DPS who are impatient and pull early...
As a PvE tank, I can totally get some of the nerfs. I even don't mind the speed nerf and I'd take the roll dodge nerf if they nerfed some of the mechanics in dungeons/trials so a 7-heavy tank could just take the hit. I do not agree with the damage increase from mag sources. This is just making tanking that much harder, especially for newer/lower CP players.
If they swapped the meg penalty debuff to medium and gave heavy the block reduction instead, that'd honestly be fine to mostly fix PvE without affecting PvP. If their goal was to encourage non-heavy builds in PvP, a penalty of crit resist or damage done would be fine without affecting PvE. As it is now, heavy is only mopre required in PvP, but it was never good for PvE characters outside of tanks and just only got way worse.
I get that they want to encourage hybrid or 3/2/2 builds or whatever, but none of that changes the fact that PvE tanks use sets like Ebon or Yolnakriin, which only drop in heavy. It's tough to get a setup for a tank that's not at least 5 heavy that's not crippling your group buffs.
And yet, the devs have stayed silent on this. They've fiddled with the CP system and the new dungeons every patch, but this is the first change to the armor system and it was really minor. I'm actually wondering if they're going to be making the new armor sets with this in mind, e.g. the Q2 trial will end up giving us a light tank set (to help tanks resist incoming mag damage) and a heavy MagDPS set (to encourage mag use in PvP). I know the new dungeons are still favoring the standard light = mag, med = stam, heavy = tank style, but the armor changes really make it feel like they don't want tanks in heavy anymore.
These are great points. They are using valid reasoning for changing stuff like heavy armor shouldn't be able to run fast or roll dodge well but then not using the same logic for light/med, for instance wtf would medium have reduce block cost but not heavy. If they used logic across the board here's how it would look.
Light Armor Bonuses
Reduces your damage taken from “Magical” (Magic, Flame, Frost, and Shock Damage) attacks by 1% per piece worn
Reduces the cost of Sprint/Roll Dodge by 3% per piece worn
Reduces the cost of Sneak/Increases your Movement Speed while Sneaking by 2% per piece worn
Reduces the cost of Break Free by 5% per piece worn
Light Armor Penalties
Increases your damage taken from “Martial” (Physical, Poison, Disease, and Bleed Damage) attacks by 1% per piece worn
Reduces the amount of damage blocked/increases cost of block by 3% per piece worn
Reduces damage done with Bash/increases cost Bash by 3% per piece worn
Medium Armor Bonuses
Reduces your damage taken from “Martial” (Physical, Poison, Disease, and Bleed Damage) attacks by 1% per piece worn
Reduces the cost of Sprint/Roll Dodge by 1% per piece worn
Reduces the cost of Sneak/Increases your Movement Speed while Sneaking by 5% per piece worn
Reduces your damage taken from Area of Effect Attacks by 2% for 2 seconds after you Roll Dodge
Increases your Movement Speed by 2% while immune to crowd control (leave for PVP but kind of dumb)
Reduces the cost of Break Free by 2% per piece worn
Medium Armor Penalties
Increases your damage taken from “Magical” (Magic, Flame, Frost, and Shock Damage) attacks by 1% per piece worn
Reduces the amount of damage blocked/increases cost of block by 1% per piece worn
Reduces damage done with Bash/increases cost Bash by 1% per piece worn
Heavy Armor Bonuses
Reduces your damage taken from Martial/Magical attacks by 1% per piece worn
Increases the amount of damage blocked/reduces cost of block by 3% per piece worn
Increases damage done with Bash/reduces cost Bash by 3% per piece worn
Reduces your damage taken while immune to crowd control by 2% per piece worn (PVP)
Heavy Armor Penalties
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)
relentless_turnip wrote: »@Merforum I would just add that heavy on the PTS for PvP is already the most dominant of the 3 weights. Your suggestions lean closer to further buffing it for this environment.
I think light and medium should get a slight damage buff and heavy get a substantial damage debuff per piece like 3-4%. By all means heavy can have 2% mitigation per piece from physical and magical, but it shouldn't gain mitigation to both without a damage debuff imo.