The statement is simple : Heavy armor is just useless.
Why?
Armor cap.
What is that?
Once you reach a certain level in armor your hit a cap and adding more armor is just fruitless. It doesn't protect you more.
I waer 7 Pieces(blue/Epic) of Vet.5 Medium Armor and have ~1250 Armor.
Thats far away from Armor Softcap(~1750) 4 my Level(V6).
If i waer 7 Pieces Light Armor,i have only ~900.
Then you have the best armor protection the game allows with all-heavy set (and propably shield).Keep in mind guys, he's talking about people like myself who wear all heavy...which should be doable without being hindered. Not people who mix gear types. I'm specifically specced for wearing a complete heavy set.
Health Regen is not that wild, but helps playing solo.Still_Mind wrote: »Heavy provides... reduced block costs. That's pretty much the strongest bonus I see there, correct me if I'm wrong. As it stands now, in my opinion, the only reason to keep using heavy armour is because of its aesthetics - given the alternatives.
If you ...
The probable design goals was to avoid the "I just max out armor/shield chance/dodge chance and can tank" thing of other games.
ESO tanking AND dpsing AND utility builds require
active use of ****Dodge, Block and Taunt****...
Health Regen is not that wild, but helps playing solo.Still_Mind wrote: »Heavy provides... reduced block costs. That's pretty much the strongest bonus I see there, correct me if I'm wrong. As it stands now, in my opinion, the only reason to keep using heavy armour is because of its aesthetics - given the alternatives.
The healing recieved buff is propably more interesting then the Block reduction.
You should also not ignore that heavy armor passive is one of 3 Skill that can boost your spell resistance. Aside from the armor, racial passives and active, there is no way to boost spell resistance (it only grows by 20 per level).
Aside from the armor, racial passives and active, there is no way to boost spell resistance (it only grows by 20 per level).
That's precisely what I'm talking about. Heavy armour passives are, at the very best, meh, even in the narrow, narrow niche they seem to be positioned.
Health Regen is not that wild, but helps playing solo.
The healing recieved buff is propably more interesting then the Block reduction.
You should also not ignore that heavy armor passive is one of 3 Skill that can boost your spell resistance. Aside from the armor, racial passives and active, there is no way to boost spell resistance (it only grows by 20 per level).
wow, how you guys don´t understand how it was planned out. if you lift the caps then dodgin and blocking will no longer make any sense at all. additional to that the game is not balanced that players can be super tanky because everyone can heal themselfs (resto staff, class skills etc.)
the 50% dmg mitigation and the caps are made that you learn and use the game mechanics of blocking, dodgin. they reduce incoming dmg by the amount that you would like to have as "passiv armor mitigration"..
if they really raise the caps and allow a higher mitigation than 50% this game will just get screwed over by the fact that you could build immortal characters (dmg mitigation + self heal)
Personally I like it the way it is. The idea that the armor softcap can be reached by any armor type means that you pick your armor for the passive bonuses it gives, rather than for the armor value.
Heavy and medium have no where near the return or benefits light has. And just about every class can buff them selves to armor cap or aquire said buff from guilds.Wifeaggro13 wrote: »The problem is in the passives.
Wifeaggro13 wrote: »Heavy and medium have no where near the return or benefits light has. And just about every class can buff them selves to armor cap or aquire said buff from guilds.Wifeaggro13 wrote: »The problem is in the passives.
Health regen is miniscule and stamina regen is just as bad compared to light armor. as well as stamina being spent on other things besides the weapon skills