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Heavy Armor Is Dead, Long Live Medium Armor

  • Irfind
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    Are we really allowed to play any content we want with any kind of character? Because right now, it really doesn't feel that way.

    You can play it with any character just not with any armor... so you need a sneak armor - medium.
    PC EU no CP PVP
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  • relentless_turnip
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    Irfind wrote: »
    Are we really allowed to play any content we want with any kind of character? Because right now, it really doesn't feel that way.

    You can play it with any character just not with any armor... so you need a sneak armor - medium.

    People take this "play as you want" statement too far IMO. Of course you can't play a sneeky tank 😂 the build diversity in this game is actually incredible, but they have to balance it to some degree... You also can't tank a trial in a dress... This is again because they have to balance it and the defensive bonuses are rightly placed in the heavy armor skill line.

    They have stopped making this statement recently and it is most likely because it is constantly pulled out of context to argue a nonsensical statement or a self serving argument. You can build to be a thief, you can build to be thief who uses whatever weapons and skills you like. To do it effectively you would want to wear medium and armor with bonuses that reduces detections etc... This is playing as you like i.e. building what you like for the content you enjoy. You can't take that same build into a dungeon as a tank and state that it's fine because zos says I can "play what I like" and then be offended that it isn't viable.
  • Araneae6537
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    The changes to stamina cost for dodge roll, sprint speed and stealth all make sense to me and have long been a part of other RPGs. However I don’t see the rationale for taking increased damage from magicka. At worst all armor weights should provide the same protection against magicka attacks. 🤔
  • Urzigurumash
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    The changes to stamina cost for dodge roll, sprint speed and stealth all make sense to me and have long been a part of other RPGs. However I don’t see the rationale for taking increased damage from magicka. At worst all armor weights should provide the same protection against magicka attacks. 🤔

    I expect these increased costs will have a substantial effect in BGs. The ability to run Well-fitted and Sturdy in BGs with the addition of baseline Impen was a remarkable improvement for sustain in Heavy armor, for me at least as consequential as the increases to the Major/Minor sustain buffs.

    The increased Magicka Damage Taken kind of makes sense from the perspective that metal is a better conductor than leather or cloth, a better conductor of electricity, heat, and cold.

    I believe nearly all of the Status Effects should bypass nearly all mitigation, like the old Bleeds, because the percentile chance of the application of a Status Effect to me seems to reflect the chance for your Armor/general constitution to prevent affliction with the Status. Once you are Poisoned, Chilled, etc., it seems your armor shouldn't prevent any damage from this Effect. It's something that could maybe be explored a bit more to increase access to counterplay to high-healing and high-mitigation builds.

    It would also be interesting if Minor Maim was replaced by Minor Brittle for Chilled, and Major Brittle given to Frost Heavies instead, though I understand that might be too strong in PvE.

    Edited by Urzigurumash on February 23, 2021 4:58PM
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • Merforum
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    Greetings all,

    After review we have had to edit or remove several posts for rule violations, mostly Baiting. Ensure when engaging in a discussion that you keep said discussion civil, constructive, and within the rules. If you see a post that is baiting in nature do not engage it with further hostility and instead report it for the moderators to review.

    You are welcome to review the Community Rules here.

    Great job thanks for your hard work.
    Edited by Merforum on February 24, 2021 1:23AM
  • xaraan
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    Sangwyne wrote: »
    Dracane 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.
    Dracane wrote: »
    most people agree that heavy armor was only buffed, both directly and indirectly
    Dracane wrote: »
    heavy armor was only buffed

    ...What?
    • 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)
    • 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.

    You give an excellent break-down of the problems with the armor changes.

    They completely nerf pve tanking (AGAIN - only one patch since morrowind can I think of that didn't nerf tanking in some way). And the changes they suggest don't help in PvP as much as they think they will.

    The rolly polly guys aren't wearing heavy. So the huge hit to dodge roll screws up things for PvE tanking WAY more than it helps with anything in PvP. Have fun tanking the gryphons in vCR now if you don't do +3. And as you pointed out, most PvE sets you'll wear are not crafted, so they will be in heavy armor.

    The increased to magic damage tanking hurts PvE since a lot of damage is magic damage and doesn't balance PvP much. If you have 30k resist in heavy or 10k in light armor? Which armor type will take more from 5% bonus damage? These things are not equal.

    The movement penalty is nothing but annoying- leaving tanks even further behind or out of more stam in dungeons where everyone rushes from one pull to the next.

    The one and only fix really needed for armor was adding a maim of like 4-5% per piece worn to heavy armor. That way someone in heavy would be dinged for 20%ish to their damage output and make heavy armor for tanking, not damage. (And if you are questing in heavy armor on your tank, you are doing it wrong, even now, put on a basic damage set in light or medium and save yourself the headache).

    If they are going to keep the damage taken penalties, then medium should take more from magic just like light takes more from physical. As most damage dealers will want to run those armors in pvp with maim on heavy. (Though I think medium needs more combat bonuses if so, I'd suggest crit resistance). Though I think adding more physical damage taken to light is not great either, so I'd scrap that whole damage taken penalty all together. Stambois spamming dizzy is already the zergling way to spam down players in pvp and magicka is already at a disadvantage in pvp unless you are a good sorc. ZoS, you do know that if someone has 10K resist in light armor, they already take more damage vs all damage than someone with 15K or 20K resist right?
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
    AD • NA • PC
  • Urzigurumash
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    xaraan wrote: »
    The one and only fix really needed for armor was adding a maim of like 4-5% per piece worn to heavy armor.

    You speak so much of PvE with no regard for the masses that have been following the 5-1-1 paradigm forever and have farmed accordingly.
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • Sangwyne
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    Irfind wrote: »
    Are we really allowed to play any content we want with any kind of character? Because right now, it really doesn't feel that way.

    You can play it with any character just not with any armor... so you need a sneak armor - medium.

    People take this "play as you want" statement too far IMO. Of course you can't play a sneeky tank 😂 the build diversity in this game is actually incredible, but they have to balance it to some degree... You also can't tank a trial in a dress...

    There's a massive difference between trying to tank a trial, which is 12 man content and requires certain setups to perform effectively, and sneaking, a core mechanic that is featured prominently in two entire skill lines as well as several zones in the base game. There are multiple quests, such as the Morag Tong and story quests in Vvardenfell, that require infiltrating areas with guards. Heavy armor users have no choice but to simply respec or wear different armor in order to play through the base game; 70% increased detection radius is just ridiculous. And my complaint regarding the changes should probably have considered how Light armor was also ran over by a bus; they take increased physical damage on top of their other drawbacks, while also having the least armor in the game. The nerfs to Heavy and Light armor go beyond simple balance changes and actually impact the fluidity and enjoyment of the game; reduced movement speed, increased detection radius, etc, all these are relatively inconsequential in terms of balancing Heavy for PvP but make actually wearing it feel miserable.
  • ThreeFacedLiar
    ThreeFacedLiar
    Soul Shriven
    Sangwyne wrote: »
    Irfind wrote: »
    Are we really allowed to play any content we want with any kind of character? Because right now, it really doesn't feel that way.

    You can play it with any character just not with any armor... so you need a sneak armor - medium.

    People take this "play as you want" statement too far IMO. Of course you can't play a sneeky tank 😂 the build diversity in this game is actually incredible, but they have to balance it to some degree... You also can't tank a trial in a dress...

    There's a massive difference between trying to tank a trial, which is 12 man content and requires certain setups to perform effectively, and sneaking, a core mechanic that is featured prominently in two entire skill lines as well as several zones in the base game. There are multiple quests, such as the Morag Tong and story quests in Vvardenfell, that require infiltrating areas with guards. Heavy armor users have no choice but to simply respec or wear different armor in order to play through the base game; 70% increased detection radius is just ridiculous. And my complaint regarding the changes should probably have considered how Light armor was also ran over by a bus; they take increased physical damage on top of their other drawbacks, while also having the least armor in the game. The nerfs to Heavy and Light armor go beyond simple balance changes and actually impact the fluidity and enjoyment of the game; reduced movement speed, increased detection radius, etc, all these are relatively inconsequential in terms of balancing Heavy for PvP but make actually wearing it feel miserable.

    You know, that's still doesn't make sense to play through content that involves sneaking, with heavy armor.
  • BlueRaven
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    Sangwyne wrote: »
    Irfind wrote: »
    Are we really allowed to play any content we want with any kind of character? Because right now, it really doesn't feel that way.

    You can play it with any character just not with any armor... so you need a sneak armor - medium.

    People take this "play as you want" statement too far IMO. Of course you can't play a sneeky tank 😂 the build diversity in this game is actually incredible, but they have to balance it to some degree... You also can't tank a trial in a dress...

    There's a massive difference between trying to tank a trial, which is 12 man content and requires certain setups to perform effectively, and sneaking, a core mechanic that is featured prominently in two entire skill lines as well as several zones in the base game. There are multiple quests, such as the Morag Tong and story quests in Vvardenfell, that require infiltrating areas with guards. Heavy armor users have no choice but to simply respec or wear different armor in order to play through the base game; 70% increased detection radius is just ridiculous. And my complaint regarding the changes should probably have considered how Light armor was also ran over by a bus; they take increased physical damage on top of their other drawbacks, while also having the least armor in the game. The nerfs to Heavy and Light armor go beyond simple balance changes and actually impact the fluidity and enjoyment of the game; reduced movement speed, increased detection radius, etc, all these are relatively inconsequential in terms of balancing Heavy for PvP but make actually wearing it feel miserable.

    You know, that's still doesn't make sense to play through content that involves sneaking, with heavy armor.

    It is a fantasy game, taking real world considerations into account is nice up to a point. But if an armor type is hindering basic questing, that is a problem.
  • Firstmep
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    BlueRaven wrote: »
    Sangwyne wrote: »
    Irfind wrote: »
    Are we really allowed to play any content we want with any kind of character? Because right now, it really doesn't feel that way.

    You can play it with any character just not with any armor... so you need a sneak armor - medium.

    People take this "play as you want" statement too far IMO. Of course you can't play a sneeky tank 😂 the build diversity in this game is actually incredible, but they have to balance it to some degree... You also can't tank a trial in a dress...

    There's a massive difference between trying to tank a trial, which is 12 man content and requires certain setups to perform effectively, and sneaking, a core mechanic that is featured prominently in two entire skill lines as well as several zones in the base game. There are multiple quests, such as the Morag Tong and story quests in Vvardenfell, that require infiltrating areas with guards. Heavy armor users have no choice but to simply respec or wear different armor in order to play through the base game; 70% increased detection radius is just ridiculous. And my complaint regarding the changes should probably have considered how Light armor was also ran over by a bus; they take increased physical damage on top of their other drawbacks, while also having the least armor in the game. The nerfs to Heavy and Light armor go beyond simple balance changes and actually impact the fluidity and enjoyment of the game; reduced movement speed, increased detection radius, etc, all these are relatively inconsequential in terms of balancing Heavy for PvP but make actually wearing it feel miserable.

    You know, that's still doesn't make sense to play through content that involves sneaking, with heavy armor.

    It is a fantasy game, taking real world considerations into account is nice up to a point. But if an armor type is hindering basic questing, that is a problem.

    Fantasy games usually bring some measure of realism into their midst.
    Otherwise we would all be flying gods of infinite power, cuz you know, it's fantasy.
    Eso is no different, yes we have dragons and spell, bit wearing plate armor still makes sneaking more difficult, due to the sound clanking metal makes.
  • Dragonredux
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    It is a fantasy game, taking real world considerations into account is nice up to a point. But if an armor type is hindering basic questing, that is a problem.

    I get you but I feel logic has to still be applied somewhat. It'll be a different story if we had the Muffle spell from Skyrim or something. You can really can't expect someone to not hear you clanking up behind them. I hate to be that guy but is it really so hard to change equipment in a RPG when you go on stealth quests.

  • Firstmep
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    It is a fantasy game, taking real world considerations into account is nice up to a point. But if an armor type is hindering basic questing, that is a problem.

    I get you but I feel logic has to still be applied somewhat. It'll be a different story if we had the Muffle spell from Skyrim or something. You can really can't expect someone to not hear you clanking up behind them. I hate to be that guy but is it really so hard to change equipment in a RPG when you go on stealth quests.

    Or apply some of that fantasy and use invisibility.
  • BlueRaven
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    Firstmep wrote: »
    BlueRaven wrote: »
    Sangwyne wrote: »
    Irfind wrote: »
    Are we really allowed to play any content we want with any kind of character? Because right now, it really doesn't feel that way.

    You can play it with any character just not with any armor... so you need a sneak armor - medium.

    People take this "play as you want" statement too far IMO. Of course you can't play a sneeky tank 😂 the build diversity in this game is actually incredible, but they have to balance it to some degree... You also can't tank a trial in a dress...

    There's a massive difference between trying to tank a trial, which is 12 man content and requires certain setups to perform effectively, and sneaking, a core mechanic that is featured prominently in two entire skill lines as well as several zones in the base game. There are multiple quests, such as the Morag Tong and story quests in Vvardenfell, that require infiltrating areas with guards. Heavy armor users have no choice but to simply respec or wear different armor in order to play through the base game; 70% increased detection radius is just ridiculous. And my complaint regarding the changes should probably have considered how Light armor was also ran over by a bus; they take increased physical damage on top of their other drawbacks, while also having the least armor in the game. The nerfs to Heavy and Light armor go beyond simple balance changes and actually impact the fluidity and enjoyment of the game; reduced movement speed, increased detection radius, etc, all these are relatively inconsequential in terms of balancing Heavy for PvP but make actually wearing it feel miserable.

    You know, that's still doesn't make sense to play through content that involves sneaking, with heavy armor.

    It is a fantasy game, taking real world considerations into account is nice up to a point. But if an armor type is hindering basic questing, that is a problem.

    Fantasy games usually bring some measure of realism into their midst.
    Otherwise we would all be flying gods of infinite power, cuz you know, it's fantasy.
    Eso is no different, yes we have dragons and spell, bit wearing plate armor still makes sneaking more difficult, due to the sound clanking metal makes.
    It is a fantasy game, taking real world considerations into account is nice up to a point. But if an armor type is hindering basic questing, that is a problem.

    I get you but I feel logic has to still be applied somewhat. It'll be a different story if we had the Muffle spell from Skyrim or something. You can really can't expect someone to not hear you clanking up behind them. I hate to be that guy but is it really so hard to change equipment in a RPG when you go on stealth quests.

    Some of these sneaking quests will block progression through the vanilla zones if they can’t be completed. I do enjoy the “RP”ness of the sneak radius reduction, but players need to be able to complete those quests regardless of the armor they are wearing.
  • xaraan
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    xaraan wrote: »
    The one and only fix really needed for armor was adding a maim of like 4-5% per piece worn to heavy armor.

    You speak so much of PvE with no regard for the masses that have been following the 5-1-1 paradigm forever and have farmed accordingly.

    huh? I'm not going to base an entire outlook of armor balance changes on the 5-1-1 passive that could be done by either wearing 7, 6-1 or 5-2 or 4-3 or whatever combination. Or if you want to have the extra tankiness of a heavy piece, then you deal with the drawback.
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
    AD • NA • PC
  • Urzigurumash
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    Never mind about that @xaraan , I think you missed my point but it wasn't important.

    Is it fair for me to say that you believe a strict Tank-DD-Healer trinity must be imposed on PvP in order for PvP and PvE to be balanced together?
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • xaraan
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    Never mind about that @xaraan , I think you missed my point but it wasn't important.

    Is it fair for me to say that you believe a strict Tank-DD-Healer trinity must be imposed on PvP in order for PvP and PvE to be balanced together?

    I don't know if I'd phrase it that way, but it might work. I'd speak more to balance, what you add in tankiness or healing you should lose in damage output. This works a little in healing. You can be moderately self sufficient healing wise but what you give up in cooldowns/bar spaces to run your own heals can take away from your damage output. And if you add a healer to your group that is totally dedicated to healing it can be a significant factor in how strong your pvp group is, but size of the group is a factor. Two people, one healer and DD fighting two equally skilled DDs will lose most of the time. But a group of 8 v 8 with a dedicated healer, the healers group has the advantage IMO.

    Heavy is a different story however. Pure tanks are often more nuisance than a major factor in group power unless the tank is very good at building something useful for pvp needs in addition to just being tanky. But, with current meta you don't have to do that, you can just wear heavy, be tanky enough even if not super tank and with proc sets, malacath boosting non crit damage, etc and damage not being about long term sustained output and more about burst, it allows you do run heavy and still output considerable damage. (You don't give up as much damage as you should for the defensiveness you pick up).

    The changes they are proposing actually make heavy armor less tanky in some ways, which defeats the purpose of wearing heavy IMO and it also doesn't address the problem of damage output in heavy, which is the real problem. In fact, in regards to light armor wearers it makes damage actually worse toward them (and dizzy swing spamming heavy bois are already the bane of pvp, especially vs. LA wearers before bonus damage). And worst of all, some of the changes hamper just being a pure tank in pvp or regular tank in pve, which should not be an issue if that is your goal. The problem of heavy pvp is and always has been outputting enough damage to be a DD while being tanky. For years they've tried to fix this making heavy less and less tanky to the detriment of being a real tank, especially in pve (I can remember one patch since Morrowind out of the four patches each year that had good changes to being a tank instead of negative ones - that's 16+ patches now).

    If you had a 4% damage penalty for each piece of heavy, you'd have 28% maim in all 7 heavy, 20% maim in 5+whatever combo. It would have little to no effect in PvE (folks doing questing in heavy really should throw on medium or light and come up with a quick questing build, but that's been talked about in tanking threads elsewhere). And in PvP it would allow for a player to build a true tank (some enjoy that sort of playstyle in pvp and are good at finding non damage ways to contribute to fights). If you wanted to try and do ok damage, then you have malacath to essentially cancel out your armor maim. So now when you give up crit to run heavy, malacath isn't making up for the crit and leaving you fairly even but with bonus tankiness, you still actually have to give up damage to run heavy.

    So "strict" tank/healer/dd balance in pvp -- maybe strict isn't the right word. But balanced. And it's not now and not in zos' proposed armor changes.

    The current changes have some significant impact in PvE for tanking. The role is already, by far, the hardest to fill for a group, especially trials. And this makes the job even less enjoyable. You also do not have the choice of not running heavy due to some sets dropping in only heavy (not too many crafted tanking meta sets out there). The dodge rolling changes are a killer with the amount of one shots and bleeds that have been added to new dungeons and trials that have to be dodged now, and they will only impact a very small segment of pvp builds as heavy rolly pollys aren't the biggest factor in heavy pvp builds. The movement effects could have a small impact on pvp as movement in pvp is strong, but it also creates more frustration in pve as tanks already often race from pull to pull to keep up with DDs and have no stam for tanking when they arrive - that will get worse. Next patch, if you are a heavy dizzy swing spammer piling on a light armor wearer, you actually get more powerful as you don't usually depend on the negative changes, but will benefit from doing additional damage.

    That's not even counting the fact that light armor already takes more damage from all sources. That's what having 10K resist vs 30K resist means zos!

    Also, if you take 5% bonus damage from me in light and I take 5% bonus damage from you in heavy, you benefit more from that. Because your 30K mit will drop that number the bonus is based off of down more than my 10K resist will drop yours. So the whole bonus damage thing makes no sense when armor weights already give protection values of differing amounts.

    What the armor changes should be:

    Scrap the bonus damage on any armor weight.

    Add a little crit resistance to medium armor to give them a little more pvp combat benefit to make up for the of the RP like sneaking bonuses that don't translate the same way to pvp as they do pve.

    Add like 4% maim per piece of heavy armor and scrap the other negatives (maybe keep the movement and sneak penalties).

    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
    AD • NA • PC
  • honey_badger82
    honey_badger82
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    xaraan wrote: »
    Never mind about that @xaraan , I think you missed my point but it wasn't important.

    Is it fair for me to say that you believe a strict Tank-DD-Healer trinity must be imposed on PvP in order for PvP and PvE to be balanced together?

    I don't know if I'd phrase it that way, but it might work. I'd speak more to balance, what you add in tankiness or healing you should lose in damage output. This works a little in healing. You can be moderately self sufficient healing wise but what you give up in cooldowns/bar spaces to run your own heals can take away from your damage output. And if you add a healer to your group that is totally dedicated to healing it can be a significant factor in how strong your pvp group is, but size of the group is a factor. Two people, one healer and DD fighting two equally skilled DDs will lose most of the time. But a group of 8 v 8 with a dedicated healer, the healers group has the advantage IMO.

    Heavy is a different story however. Pure tanks are often more nuisance than a major factor in group power unless the tank is very good at building something useful for pvp needs in addition to just being tanky. But, with current meta you don't have to do that, you can just wear heavy, be tanky enough even if not super tank and with proc sets, malacath boosting non crit damage, etc and damage not being about long term sustained output and more about burst, it allows you do run heavy and still output considerable damage. (You don't give up as much damage as you should for the defensiveness you pick up).

    The changes they are proposing actually make heavy armor less tanky in some ways, which defeats the purpose of wearing heavy IMO and it also doesn't address the problem of damage output in heavy, which is the real problem. In fact, in regards to light armor wearers it makes damage actually worse toward them (and dizzy swing spamming heavy bois are already the bane of pvp, especially vs. LA wearers before bonus damage). And worst of all, some of the changes hamper just being a pure tank in pvp or regular tank in pve, which should not be an issue if that is your goal. The problem of heavy pvp is and always has been outputting enough damage to be a DD while being tanky. For years they've tried to fix this making heavy less and less tanky to the detriment of being a real tank, especially in pve (I can remember one patch since Morrowind out of the four patches each year that had good changes to being a tank instead of negative ones - that's 16+ patches now).

    If you had a 4% damage penalty for each piece of heavy, you'd have 28% maim in all 7 heavy, 20% maim in 5+whatever combo. It would have little to no effect in PvE (folks doing questing in heavy really should throw on medium or light and come up with a quick questing build, but that's been talked about in tanking threads elsewhere). And in PvP it would allow for a player to build a true tank (some enjoy that sort of playstyle in pvp and are good at finding non damage ways to contribute to fights). If you wanted to try and do ok damage, then you have malacath to essentially cancel out your armor maim. So now when you give up crit to run heavy, malacath isn't making up for the crit and leaving you fairly even but with bonus tankiness, you still actually have to give up damage to run heavy.

    So "strict" tank/healer/dd balance in pvp -- maybe strict isn't the right word. But balanced. And it's not now and not in zos' proposed armor changes.

    The current changes have some significant impact in PvE for tanking. The role is already, by far, the hardest to fill for a group, especially trials. And this makes the job even less enjoyable. You also do not have the choice of not running heavy due to some sets dropping in only heavy (not too many crafted tanking meta sets out there). The dodge rolling changes are a killer with the amount of one shots and bleeds that have been added to new dungeons and trials that have to be dodged now, and they will only impact a very small segment of pvp builds as heavy rolly pollys aren't the biggest factor in heavy pvp builds. The movement effects could have a small impact on pvp as movement in pvp is strong, but it also creates more frustration in pve as tanks already often race from pull to pull to keep up with DDs and have no stam for tanking when they arrive - that will get worse. Next patch, if you are a heavy dizzy swing spammer piling on a light armor wearer, you actually get more powerful as you don't usually depend on the negative changes, but will benefit from doing additional damage.

    That's not even counting the fact that light armor already takes more damage from all sources. That's what having 10K resist vs 30K resist means zos!

    Also, if you take 5% bonus damage from me in light and I take 5% bonus damage from you in heavy, you benefit more from that. Because your 30K mit will drop that number the bonus is based off of down more than my 10K resist will drop yours. So the whole bonus damage thing makes no sense when armor weights already give protection values of differing amounts.

    What the armor changes should be:

    Scrap the bonus damage on any armor weight.

    Add a little crit resistance to medium armor to give them a little more pvp combat benefit to make up for the of the RP like sneaking bonuses that don't translate the same way to pvp as they do pve.

    Add like 4% maim per piece of heavy armor and scrap the other negatives (maybe keep the movement and sneak penalties).

    I surely hope you mean 4% maim per piece of heavy being a Battle Spirit adjustment and not attached to the armor itself. If its attached to the armor then the 5/1/1 paradigm is dead for sure and heavy armor for PvE gets more nerfed than it is should we follow your logic.

    Also to simplify what it sounds like you are saying... A sword in the hands of someone wearing medium armor is a truly lethal weapon indeed however that very same sword in the hands of someone wearing plate armor is now relegated to only being effective as a letter opener?
    Someone might want to go back in time and tell English knights that wearing plate armor is a bad idea because it means they will be unable to kill the kilt wearing Scots.
  • Arcanasx
    Arcanasx
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    Heavy armor already has a damage "penalty"; by lacking any passives that boost your damage while both light and medium armor do. Instead of adding some silly damage penalty to heavy armor they could simply increase the offensive passives that light and medium armor provide. OR, we could acknowledge the elephant in the room which is overperforming proc sets and make adjustments accordingly, especially the proc dot sets. It really isn't that hard to figure out why many are drawn to heavy armor these days and that's because of the way proc sets work; most of them not only synergize with heavy armor the most but also because these proc dot sets are doing so much easy autopilot, overly oppressive damage that people feel the need to be in heavy just to survive long enough to feel functional.

    For anyone who's been in cyro during the procless test, I think many of us would agree that the most common specs playing during this test are magsorcs (using light armor) and stamblades (using medium armor). This idea of adding a damage penalty to heavy armor is like trying to treat the symptoms of a disease rather than actually focusing on curing the disease; which is the incredibly oppressive proc dot sets currently plaguing the meta, and how they also interact with malacath.
    Edited by Arcanasx on March 1, 2021 1:50AM
  • kapachia
    kapachia
    ✭✭✭
    Daemonai 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.

    As someone earlier proposed, adding the various armor distinctions as buffs rather than as nerfs would have been a much wiser course (e.g. don't nerf Heavy Armor movement speed but rather have Light Armor buff movement speed instead).

    That way, nobody would "lose" anything but different armors would still have clearly defined strengths.

    Except this game is too easy as it is. With years of power creep, this game is simple "burn" in PvE except for few DLC dungeon and some vet trials. There has been enough buff and enough DLC power sets to push new DLC/chapter.

    There is a reason why everyone is wearing heavy armor in Cyrodiil. It clearly needs rebalancing.
  • selig_fay
    selig_fay
    ✭✭✭
    xaraan wrote: »
    Never mind about that @xaraan , I think you missed my point but it wasn't important.

    Is it fair for me to say that you believe a strict Tank-DD-Healer trinity must be imposed on PvP in order for PvP and PvE to be balanced together?

    I don't know if I'd phrase it that way, but it might work. I'd speak more to balance, what you add in tankiness or healing you should lose in damage output. This works a little in healing. You can be moderately self sufficient healing wise but what you give up in cooldowns/bar spaces to run your own heals can take away from your damage output. And if you add a healer to your group that is totally dedicated to healing it can be a significant factor in how strong your pvp group is, but size of the group is a factor. Two people, one healer and DD fighting two equally skilled DDs will lose most of the time. But a group of 8 v 8 with a dedicated healer, the healers group has the advantage IMO.

    Heavy is a different story however. Pure tanks are often more nuisance than a major factor in group power unless the tank is very good at building something useful for pvp needs in addition to just being tanky. But, with current meta you don't have to do that, you can just wear heavy, be tanky enough even if not super tank and with proc sets, malacath boosting non crit damage, etc and damage not being about long term sustained output and more about burst, it allows you do run heavy and still output considerable damage. (You don't give up as much damage as you should for the defensiveness you pick up).

    The changes they are proposing actually make heavy armor less tanky in some ways, which defeats the purpose of wearing heavy IMO and it also doesn't address the problem of damage output in heavy, which is the real problem. In fact, in regards to light armor wearers it makes damage actually worse toward them (and dizzy swing spamming heavy bois are already the bane of pvp, especially vs. LA wearers before bonus damage). And worst of all, some of the changes hamper just being a pure tank in pvp or regular tank in pve, which should not be an issue if that is your goal. The problem of heavy pvp is and always has been outputting enough damage to be a DD while being tanky. For years they've tried to fix this making heavy less and less tanky to the detriment of being a real tank, especially in pve (I can remember one patch since Morrowind out of the four patches each year that had good changes to being a tank instead of negative ones - that's 16+ patches now).

    If you had a 4% damage penalty for each piece of heavy, you'd have 28% maim in all 7 heavy, 20% maim in 5+whatever combo. It would have little to no effect in PvE (folks doing questing in heavy really should throw on medium or light and come up with a quick questing build, but that's been talked about in tanking threads elsewhere). And in PvP it would allow for a player to build a true tank (some enjoy that sort of playstyle in pvp and are good at finding non damage ways to contribute to fights). If you wanted to try and do ok damage, then you have malacath to essentially cancel out your armor maim. So now when you give up crit to run heavy, malacath isn't making up for the crit and leaving you fairly even but with bonus tankiness, you still actually have to give up damage to run heavy.

    So "strict" tank/healer/dd balance in pvp -- maybe strict isn't the right word. But balanced. And it's not now and not in zos' proposed armor changes.

    The current changes have some significant impact in PvE for tanking. The role is already, by far, the hardest to fill for a group, especially trials. And this makes the job even less enjoyable. You also do not have the choice of not running heavy due to some sets dropping in only heavy (not too many crafted tanking meta sets out there). The dodge rolling changes are a killer with the amount of one shots and bleeds that have been added to new dungeons and trials that have to be dodged now, and they will only impact a very small segment of pvp builds as heavy rolly pollys aren't the biggest factor in heavy pvp builds. The movement effects could have a small impact on pvp as movement in pvp is strong, but it also creates more frustration in pve as tanks already often race from pull to pull to keep up with DDs and have no stam for tanking when they arrive - that will get worse. Next patch, if you are a heavy dizzy swing spammer piling on a light armor wearer, you actually get more powerful as you don't usually depend on the negative changes, but will benefit from doing additional damage.

    That's not even counting the fact that light armor already takes more damage from all sources. That's what having 10K resist vs 30K resist means zos!

    Also, if you take 5% bonus damage from me in light and I take 5% bonus damage from you in heavy, you benefit more from that. Because your 30K mit will drop that number the bonus is based off of down more than my 10K resist will drop yours. So the whole bonus damage thing makes no sense when armor weights already give protection values of differing amounts.

    What the armor changes should be:

    Scrap the bonus damage on any armor weight.

    Add a little crit resistance to medium armor to give them a little more pvp combat benefit to make up for the of the RP like sneaking bonuses that don't translate the same way to pvp as they do pve.

    Add like 4% maim per piece of heavy armor and scrap the other negatives (maybe keep the movement and sneak penalties).

    I think the bigger problem is healing than damage. The problem with eso is that when you up attacking stats, you also up healing, which means that the rule that when you up dps, you lose support and protection, does not work.
    Also, heavy armor has an incoming healing stat, which is not only a defensive stat, but also a support stat, because you enhance the healing of your allied healer. I think that incoming healing and self-healing should be separated.
  • Firstmep
    Firstmep
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    ✭✭✭
    It is a fantasy game, taking real world considerations into account is nice up to a point. But if an armor type is hindering basic questing, that is a problem.

    I get you but I feel logic has to still be applied somewhat. It'll be a different story if we had the Muffle spell from Skyrim or something. You can really can't expect someone to not hear you clanking up behind them. I hate to be that guy but is it really so hard to change equipment in a RPG when you go on stealth quests.

    Or apply some of that fantasy and use invisibility.
    Arcanasx wrote: »
    Heavy armor already has a damage "penalty"; by lacking any passives that boost your damage while both light and medium armor do. Instead of adding some silly damage penalty to heavy armor they could simply increase the offensive passives that light and medium armor provide. OR, we could acknowledge the elephant in the room which is overperforming proc sets and make adjustments accordingly, especially the proc dot sets. It really isn't that hard to figure out why many are drawn to heavy armor these days and that's because of the way proc sets work; most of them not only synergize with heavy armor the most but also because these proc dot sets are doing so much easy autopilot, overly oppressive damage that people feel the need to be in heavy just to survive long enough to feel functional.

    For anyone who's been in cyro during the procless test, I think many of us would agree that the most common specs playing during this test are magsorcs (using light armor) and stamblades (using medium armor). This idea of adding a damage penalty to heavy armor is like trying to treat the symptoms of a disease rather than actually focusing on curing the disease; which is the incredibly oppressive proc dot sets currently plaguing the meta, and how they also interact with malacath.

    Some of the best stat sets are also missing from cyro during this test.
    Also on pc EU there's still plenty of stamcro and stamdens running about.
    Even if proc dmg sets suddenly were removed, heavy would still be the go to option for most builds that aren't stamblade or magsorc.
    I agree that the offensive power of light and medium should be increased, sadly the exact opposite is happening next patch.
  • Integral1900
    Integral1900
    ✭✭✭✭✭
    ✭✭
    Firstly a question. Why is it that whenever game developers, and indeed many players, think of heavy armour, they always seem to have the utterly inaccurate load of nonsense that Hollywood portrays in mind. Historically speaking, as well as in any plausible fantasy society, warriors will be trained to get used to wearing heavy armour from a young age. Hence the reason that knights started the training very young.

    It is to encourage the body at the peak of its adaptability, to grow into the role. The same way that when you find mediaeval skeletons you can tell if they trained to use a longbow. Therefore you will end up with someone at the end of the process who is not only bigger and heavier than most of the counterparts but vastly stronger as well, with the stamina of a donkey. Knights in armour may look small to modern eyes, but too the people of the time a knight out of his armour would’ve been an intimidating site even without his rank in society. Certainly something you wouldn’t want to pick a fight with no matter how drunk you were.

    The truth is that if armour were to drastically slow the warrior down relative to the rest of the army then it becomes impractical. All armour, regardless of its weight, will slow someone down. But to say that simply wearing a suit of heavy armour will make you move with all the elegant nimbleness of a fridge is simply not true. There are plenty of examples of training methods that would expect an armoured warrior to be able to perform handstands, forward roles and to run flat out for a minimum of 500 m.

    It’s like people see this nonsense in films and actually believe it! There was a reason why the best troops in most armies are given heavy armour, it does not substantially slow them down and they are worth protecting. You give medium armour to the mid range junk that makes up the rest of the army. A.k.a., the cannon fodder!

    This update literally kills my preferred play style. It’s like someone had a list saying you will be either a tank, a damag dealer, or a healer. No other options will be tolerated. If you want to be even below average at anything you have to specify into it!

    This isn’t increasing choice, it’s getting rid of it. We’re all going to have to follow the meta around like a bunch of bored looking dogs. Not looking forward to when this nonsense goes live in the slightest. As usual the half dozen people willing to put up with a train wreck of PVP in this game have managed to ruin it for everybody else!

    5-1-1 is over. Two of those pieces will now do nothing but cancel each other out.

    Also, while I think about it. There was a statement made by the developers that their in-house testing group had run all the content in the game without any champion points enabled. Thus proving it is all still doable. I would like to point out at this juncture, that such a comparison between players of that level and the rest of us mere mortals is not relevant. If you have a skill level so high that you can take out any of the Veteran hard mode content in this game without any champion points then your skill level is so far ahead of the rest of us that it simply isn’t worth using as a comparison. It would be like comparing someone armed with a small pistol standing in a dinghy, to a fully armed battleship!
    Edited by Integral1900 on March 1, 2021 10:28AM
  • honey_badger82
    honey_badger82
    ✭✭✭✭
    Firstly a question. Why is it that whenever game developers, and indeed many players, think of heavy armour, they always seem to have the utterly inaccurate load of nonsense that Hollywood portrays in mind. Historically speaking, as well as in any plausible fantasy society, warriors will be trained to get used to wearing heavy armour from a young age. Hence the reason that knights started the training very young.

    It is to encourage the body at the peak of its adaptability, to grow into the role. The same way that when you find mediaeval skeletons you can tell if they trained to use a longbow. Therefore you will end up with someone at the end of the process who is not only bigger and heavier than most of the counterparts but vastly stronger as well, with the stamina of a donkey. Knights in armour may look small to modern eyes, but too the people of the time a knight out of his armour would’ve been an intimidating site even without his rank in society. Certainly something you wouldn’t want to pick a fight with no matter how drunk you were.

    The truth is that if armour were to drastically slow the warrior down relative to the rest of the army then it becomes impractical. All armour, regardless of its weight, will slow someone down. But to say that simply wearing a suit of heavy armour will make you move with all the elegant nimbleness of a fridge is simply not true. There are plenty of examples of training methods that would expect an armoured warrior to be able to perform handstands, forward roles and to run flat out for a minimum of 500 m.

    It’s like people see this nonsense in films and actually believe it! There was a reason why the best troops in most armies are given heavy armour, it does not substantially slow them down and they are worth protecting. You give medium armour to the mid range junk that makes up the rest of the army. A.k.a., the cannon fodder!

    This update literally kills my preferred play style. It’s like someone had a list saying you will be either a tank, a damag dealer, or a healer. No other options will be tolerated. If you want to be even below average at anything you have to specify into it!

    This isn’t increasing choice, it’s getting rid of it. We’re all going to have to follow the meta around like a bunch of bored looking dogs. Not looking forward to when this nonsense goes live in the slightest. As usual the half dozen people willing to put up with a train wreck of PVP in this game have managed to ruin it for everybody else!

    5-1-1 is over. Two of those pieces will now do nothing but cancel each other out.

    Also, while I think about it. There was a statement made by the developers that their in-house testing group had run all the content in the game without any champion points enabled. Thus proving it is all still doable. I would like to point out at this juncture, that such a comparison between players of that level and the rest of us mere mortals is not relevant. If you have a skill level so high that you can take out any of the Veteran hard mode content in this game without any champion points then your skill level is so far ahead of the rest of us that it simply isn’t worth using as a comparison. It would be like comparing someone armed with a small pistol standing in a dinghy, to a fully armed battleship!

    I totally agree with all of your points. In fact there are youtubers out there who have shown how nimble you can be in full plate armor to include rolling. Some of the latest sets of armor was only around 70-80lbs in weight distributed across the whole body. The Roman's trained with swords, shields and javelins that weighed twice as much as their combat weapons.

    Even our modern soldiers can move long distance in heavy equipment and be very mobile. As a retired combat arms Soldier who deployed to many battlefields in the middle east I can attest to this. While training for my last deployment to a 5 letter country that begins with S and ends in A; I would run up to 5 miles in about 40 minutes while wearing my uniform, boots and 45lbs body armor in which the weight was mostly distributed to the shoulders and upper body. When I was done with the run I still had the energy and stamina to fight.

    In short no damage bonuses to heavy armor in this game is penalty enough. [snip] deal with the proc sets that are the real problem not the armor weight that isn't really the problem.

    [Edited to remove Baiting]
    Edited by ZOS_ConnorG on March 1, 2021 5:16PM
  • selig_fay
    selig_fay
    ✭✭✭
    I think people just think only of tanks with an infinite block. Maybe the new heavy armor with its bonuses will encourage more play with barriers or more hp or smart blocks. I think I want to still have a lot of hp and resists and help people with my active abilities more than just holding a block and making procksets. It's more variety, I think. Yes, more fire damage for my heavy-armored vampire is an ouch, but I think it's not critical.
  • xaraan
    xaraan
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    ✭✭✭✭✭
    xaraan wrote: »
    Never mind about that @xaraan , I think you missed my point but it wasn't important.

    Is it fair for me to say that you believe a strict Tank-DD-Healer trinity must be imposed on PvP in order for PvP and PvE to be balanced together?

    I don't know if I'd phrase it that way, but it might work. I'd speak more to balance, what you add in tankiness or healing you should lose in damage output. This works a little in healing. You can be moderately self sufficient healing wise but what you give up in cooldowns/bar spaces to run your own heals can take away from your damage output. And if you add a healer to your group that is totally dedicated to healing it can be a significant factor in how strong your pvp group is, but size of the group is a factor. Two people, one healer and DD fighting two equally skilled DDs will lose most of the time. But a group of 8 v 8 with a dedicated healer, the healers group has the advantage IMO.

    Heavy is a different story however. Pure tanks are often more nuisance than a major factor in group power unless the tank is very good at building something useful for pvp needs in addition to just being tanky. But, with current meta you don't have to do that, you can just wear heavy, be tanky enough even if not super tank and with proc sets, malacath boosting non crit damage, etc and damage not being about long term sustained output and more about burst, it allows you do run heavy and still output considerable damage. (You don't give up as much damage as you should for the defensiveness you pick up).

    The changes they are proposing actually make heavy armor less tanky in some ways, which defeats the purpose of wearing heavy IMO and it also doesn't address the problem of damage output in heavy, which is the real problem. In fact, in regards to light armor wearers it makes damage actually worse toward them (and dizzy swing spamming heavy bois are already the bane of pvp, especially vs. LA wearers before bonus damage). And worst of all, some of the changes hamper just being a pure tank in pvp or regular tank in pve, which should not be an issue if that is your goal. The problem of heavy pvp is and always has been outputting enough damage to be a DD while being tanky. For years they've tried to fix this making heavy less and less tanky to the detriment of being a real tank, especially in pve (I can remember one patch since Morrowind out of the four patches each year that had good changes to being a tank instead of negative ones - that's 16+ patches now).

    If you had a 4% damage penalty for each piece of heavy, you'd have 28% maim in all 7 heavy, 20% maim in 5+whatever combo. It would have little to no effect in PvE (folks doing questing in heavy really should throw on medium or light and come up with a quick questing build, but that's been talked about in tanking threads elsewhere). And in PvP it would allow for a player to build a true tank (some enjoy that sort of playstyle in pvp and are good at finding non damage ways to contribute to fights). If you wanted to try and do ok damage, then you have malacath to essentially cancel out your armor maim. So now when you give up crit to run heavy, malacath isn't making up for the crit and leaving you fairly even but with bonus tankiness, you still actually have to give up damage to run heavy.

    So "strict" tank/healer/dd balance in pvp -- maybe strict isn't the right word. But balanced. And it's not now and not in zos' proposed armor changes.

    The current changes have some significant impact in PvE for tanking. The role is already, by far, the hardest to fill for a group, especially trials. And this makes the job even less enjoyable. You also do not have the choice of not running heavy due to some sets dropping in only heavy (not too many crafted tanking meta sets out there). The dodge rolling changes are a killer with the amount of one shots and bleeds that have been added to new dungeons and trials that have to be dodged now, and they will only impact a very small segment of pvp builds as heavy rolly pollys aren't the biggest factor in heavy pvp builds. The movement effects could have a small impact on pvp as movement in pvp is strong, but it also creates more frustration in pve as tanks already often race from pull to pull to keep up with DDs and have no stam for tanking when they arrive - that will get worse. Next patch, if you are a heavy dizzy swing spammer piling on a light armor wearer, you actually get more powerful as you don't usually depend on the negative changes, but will benefit from doing additional damage.

    That's not even counting the fact that light armor already takes more damage from all sources. That's what having 10K resist vs 30K resist means zos!

    Also, if you take 5% bonus damage from me in light and I take 5% bonus damage from you in heavy, you benefit more from that. Because your 30K mit will drop that number the bonus is based off of down more than my 10K resist will drop yours. So the whole bonus damage thing makes no sense when armor weights already give protection values of differing amounts.

    What the armor changes should be:

    Scrap the bonus damage on any armor weight.

    Add a little crit resistance to medium armor to give them a little more pvp combat benefit to make up for the of the RP like sneaking bonuses that don't translate the same way to pvp as they do pve.

    Add like 4% maim per piece of heavy armor and scrap the other negatives (maybe keep the movement and sneak penalties).

    I surely hope you mean 4% maim per piece of heavy being a Battle Spirit adjustment and not attached to the armor itself. If its attached to the armor then the 5/1/1 paradigm is dead for sure and heavy armor for PvE gets more nerfed than it is should we follow your logic.

    Also to simplify what it sounds like you are saying... A sword in the hands of someone wearing medium armor is a truly lethal weapon indeed however that very same sword in the hands of someone wearing plate armor is now relegated to only being effective as a letter opener?
    Someone might want to go back in time and tell English knights that wearing plate armor is a bad idea because it means they will be unable to kill the kilt wearing Scots.

    Well:

    1. we don't balance game mechanics on real life. Otherwise there would be a clear advantage and there would be no reason to wear robes into combat. Which if that's what you want, I think would be better suited for a different period type game than a fantasy one.

    and

    2. I wouldn't have any problem with that being a battle spirit only adjustment, but even if it wasn't, I don't think it would destroy anything as the 5+1+1 thing isn't a necessity build wise and I think some of the other negatives vs. positives you get for stacking the same armor types (for changes they propose) will effect that just as much.

    But it's also a simple a fix changing or adding undaunted passives. You can either alter the one to completely remove that as a build option and add something else interesting. Or allow the passive to add one piece of armor type and ignore the negatives for the first piece.
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
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  • xaraan
    xaraan
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    Arcanasx wrote: »
    Heavy armor already has a damage "penalty"; by lacking any passives that boost your damage while both light and medium armor do. Instead of adding some silly damage penalty to heavy armor they could simply increase the offensive passives that light and medium armor provide. OR, we could acknowledge the elephant in the room which is overperforming proc sets and make adjustments accordingly, especially the proc dot sets. It really isn't that hard to figure out why many are drawn to heavy armor these days and that's because of the way proc sets work; most of them not only synergize with heavy armor the most but also because these proc dot sets are doing so much easy autopilot, overly oppressive damage that people feel the need to be in heavy just to survive long enough to feel functional.

    For anyone who's been in cyro during the procless test, I think many of us would agree that the most common specs playing during this test are magsorcs (using light armor) and stamblades (using medium armor). This idea of adding a damage penalty to heavy armor is like trying to treat the symptoms of a disease rather than actually focusing on curing the disease; which is the incredibly oppressive proc dot sets currently plaguing the meta, and how they also interact with malacath.

    As you point out, the "not wearing light or medium is penalty enough" is only true without proc sets or malacath. Since you can stack penetration from many other places in the game easily enough (even getting a burst of it in some procs or abilities), the only thing you really give up running heavy is crit. And procs can't crit and malacath can essentially make up for losing crit all together on other attacks.

    And the "I'm wearing heavy b/c of procs" is a bit of chicken and egg sort of thing. Many people seem to only count offensive procs as evil. I've seen that for years from people acting like they are too good for procs but have no problem wearing bloodspawn or, these days, eternal vigor. So it becomes a bit of need to have burst damage to kill anyone that has defensive procs or overly defensive build, which means outside of a couple classes that have good burst potential, you'd need procs to get past that defense. But then everyone is running that burst, so now more people need that defense and it feeds both directions. But heavy armor has been a negative for years now, long before malacath or some of the over tuned procs, so I think addressing the damage output of someone in heavy is more balancing than addressing it by making them less tanky.

    I'd also argue that your example points out the only two classes everyone has been signaling as being overly strong in pvp. Both have the ability to engage and disengage from combat at will and avoid damage with other means. The statement doesn't hold water when it becomes most other classes in light or medium. (Not counting mistform as a supplement) What I'm seeing most of outside of zerglings (which really doesn't matter your build much in those cases) or those two class builds you mentioned are heavy armor wearing stam bois spamming dizzy.
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
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  • xaraan
    xaraan
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    Firstly a question. Why is it that whenever game developers, and indeed many players, think of heavy armour, they always seem to have the utterly inaccurate load of nonsense that Hollywood portrays in mind. Historically speaking, as well as in any plausible fantasy society, warriors will be trained to get used to wearing heavy armour from a young age. Hence the reason that knights started the training very young.

    It is to encourage the body at the peak of its adaptability, to grow into the role. The same way that when you find mediaeval skeletons you can tell if they trained to use a longbow. Therefore you will end up with someone at the end of the process who is not only bigger and heavier than most of the counterparts but vastly stronger as well, with the stamina of a donkey. Knights in armour may look small to modern eyes, but too the people of the time a knight out of his armour would’ve been an intimidating site even without his rank in society. Certainly something you wouldn’t want to pick a fight with no matter how drunk you were.

    The truth is that if armour were to drastically slow the warrior down relative to the rest of the army then it becomes impractical. All armour, regardless of its weight, will slow someone down. But to say that simply wearing a suit of heavy armour will make you move with all the elegant nimbleness of a fridge is simply not true. There are plenty of examples of training methods that would expect an armoured warrior to be able to perform handstands, forward roles and to run flat out for a minimum of 500 m.

    It’s like people see this nonsense in films and actually believe it! There was a reason why the best troops in most armies are given heavy armour, it does not substantially slow them down and they are worth protecting. You give medium armour to the mid range junk that makes up the rest of the army. A.k.a., the cannon fodder!

    This update literally kills my preferred play style. It’s like someone had a list saying you will be either a tank, a damag dealer, or a healer. No other options will be tolerated. If you want to be even below average at anything you have to specify into it!

    This isn’t increasing choice, it’s getting rid of it. We’re all going to have to follow the meta around like a bunch of bored looking dogs. Not looking forward to when this nonsense goes live in the slightest. As usual the half dozen people willing to put up with a train wreck of PVP in this game have managed to ruin it for everybody else!

    5-1-1 is over. Two of those pieces will now do nothing but cancel each other out.

    Also, while I think about it. There was a statement made by the developers that their in-house testing group had run all the content in the game without any champion points enabled. Thus proving it is all still doable. I would like to point out at this juncture, that such a comparison between players of that level and the rest of us mere mortals is not relevant. If you have a skill level so high that you can take out any of the Veteran hard mode content in this game without any champion points then your skill level is so far ahead of the rest of us that it simply isn’t worth using as a comparison. It would be like comparing someone armed with a small pistol standing in a dinghy, to a fully armed battleship!

    I totally agree with all of your points. In fact there are youtubers out there who have shown how nimble you can be in full plate armor to include rolling. Some of the latest sets of armor was only around 70-80lbs in weight distributed across the whole body. The Roman's trained with swords, shields and javelins that weighed twice as much as their combat weapons.

    Even our modern soldiers can move long distance in heavy equipment and be very mobile. As a retired combat arms Soldier who deployed to many battlefields in the middle east I can attest to this. While training for my last deployment to a 5 letter country that begins with S and ends in A; I would run up to 5 miles in about 40 minutes while wearing my uniform, boots and 45lbs body armor in which the weight was mostly distributed to the shoulders and upper body. When I was done with the run I still had the energy and stamina to fight.

    In short no damage bonuses to heavy armor in this game is penalty enough. [snip] deal with the proc sets that are the real problem not the armor weight that isn't really the problem.

    [Edited to remove Baiting]

    As has been pointed out, with procs and other methods of upping damage like execute scaling and malacath and pen from other sources: No, getting no damage bonus from heavy isn't penalty enough.

    And I love how everyone keeps talking about real life heavy armor from back in the day. Tell me how those guys in heavy armor did facing off against dragon breath or a giant beast smashing them? It's about game balance, not what's realistic.
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
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  • honey_badger82
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    @xaraan even in a fantasy element such as DDO or pen and paper D&D, neverwinter nights, baldur's gate, dark souls etc what you wore never made your ability to deal damage any less effective. Magic users wore robes as the metal armor interferes with channeling mystical energies, lithe and quick fighters used light to medium armor because it suited their physical build, gave them protection while still affording freedom of movement to do the acrobatic feats they were capable of. The big strong warriors wear the heavy armor because they do not have the natural speed for defense. All still effective warriors and no less lethal due to their armor.

    Still a fantasy element, GoT; Dog said to Aria Ser Meryn won against the first sword of bravos (fast unarmored acrobatic fighter) because he wore armor and was still able to be lethal in it with his big sword.

    I get the game design of ESO does not have things like dex modifiers that made it harder to evade attacks and equipment weight caps like dark souls that made it so you either fast, medium or fat rolled. Still in the fantasy element of this game wearing heavy armor should NEVER be a penalty to your damage. Getting no bonus to any source of damage is sufficient enough. If there must be further drawbacks than that the penalties to mobility they are doing are more than enough.

    With that said they will need to adjust a lot of roll dodge mechanics in a good many of dungeons to balance the game. The jailer in Moonhunter keep can 1 shot you with his heavy attack through your shield on vet if your health is not full.
  • xaraan
    xaraan
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    I'm sorry, but pointing out heavy armor doesn't mitigate your damage in another game then saying you had to wear robes to cast in one of them... uh, not being able to output spells is a 100% reduction in damage.

    Also, it's useless creating straw man arguments like real life or other games to argue about this game. There are too many variables in balance to consider. What we need to look at is what is best for the health of the game. And nothing you have said or anyone else has changed my feelings about what I have stated.
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
    AD • NA • PC
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