master_vanargand wrote: »This is rock-paper-scissors.
Heavy Armor has an advantage over Medium Armor.
Medium Armor has an advantage over Light Armor.
Want to make Light Armor the strongest? It's a nightmare.
master_vanargand wrote: »This is rock-paper-scissors.
Heavy Armor has an advantage over Medium Armor.
Medium Armor has an advantage over Light Armor.
Want to make Light Armor the strongest? It's a nightmare.
master_vanargand wrote: »This is rock-paper-scissors.
Heavy Armor has an advantage over Medium Armor.
Medium Armor has an advantage over Light Armor.
Want to make Light Armor the strongest? It's a nightmare.
master_vanargand wrote: »This is rock-paper-scissors.
Heavy Armor has an advantage over Medium Armor.
Medium Armor has an advantage over Light Armor.
Want to make Light Armor the strongest? It's a nightmare.
Although I was fairly amused at the fact that having light armor gloves and belt makes me take more physical damage then if I didn't wear anything at all, as if it actually sharpened a sword while being stabbed so it could impale me further.
master_vanargand wrote: »This is rock-paper-scissors.
Heavy Armor has an advantage over Medium Armor.
Medium Armor has an advantage over Light Armor.
Want to make Light Armor the strongest? It's a nightmare.
But see light and medium are essentially just stam and mag versions of what should be the same thing. Many of the medium armor passives reflect light armor almost perfectly, except for the differences I listed. I understand that for rp purposes light should be less protective than medium but it's not even debatable.
Stam in heavy is better than mag in heavy. Stam in medium is better than mag in light. But stam in medium can be comparable to mag in heavy.
Tommy_The_Gun wrote: »Hypothetical question:
What if, just what if, medium & light armor would provide bonus to highest offensive stat ?
So you could have magicka builds that run medium and have spell dmg % boost & sneak boost or stamina builds that run light and have phisicall penetration boost etc.
MerguezMan wrote: »Hi,
Silly question, why should you absolutely wear 5 pieces of light armor ?
Assuming you feel squishy, why wouldn't you try 3 light - 3 heavy - 1 medium,
to fully benefit passive perks and balance the penalties ?
Adding health will make you shields stronger, and heavy has its own benefits.
Can you (short) explain why med has more then 7*3% (from athletics passive) + what is this "cc immune" part + where is the 10% dmg after dodge coming from?7Med gets up to a 35% sprint speed bonus if cc immune
Coupled with the 10% aoe dmg reduction if wearing 5 medium after dodgeroll and you are set.
Can you (short) explain why med has more then 7*3% (from athletics passive) + what is this "cc immune" part + where is the 10% dmg after dodge coming from?7Med gets up to a 35% sprint speed bonus if cc immune
Coupled with the 10% aoe dmg reduction if wearing 5 medium after dodgeroll and you are set.
ty in adv. from a light armor only player who agree to your post even without these 2 unknown facts
Lughlongarm wrote: »Can you (short) explain why med has more then 7*3% (from athletics passive) + what is this "cc immune" part + where is the 10% dmg after dodge coming from?7Med gets up to a 35% sprint speed bonus if cc immune
Coupled with the 10% aoe dmg reduction if wearing 5 medium after dodgeroll and you are set.
ty in adv. from a light armor only player who agree to your post even without these 2 unknown facts
Medium Armor Bonuses
Each piece of Medium Armor does the following: Reduces the cost of Sprint by 1% Reduces the cost of Sneak by 5% Reduces the cost of Block by 3% Reduces damage taken from Area of Effect attacks by 2% for 2 seconds after you use Roll Dodge Increases Movement Speed by 2% while immune to crowd control
Lughlongarm wrote: »Can you (short) explain why med has more then 7*3% (from athletics passive) + what is this "cc immune" part + where is the 10% dmg after dodge coming from?7Med gets up to a 35% sprint speed bonus if cc immune
Coupled with the 10% aoe dmg reduction if wearing 5 medium after dodgeroll and you are set.
ty in adv. from a light armor only player who agree to your post even without these 2 unknown facts
Medium Armor Bonuses
Each piece of Medium Armor does the following: Reduces the cost of Sprint by 1% Reduces the cost of Sneak by 5% Reduces the cost of Block by 3% Reduces damage taken from Area of Effect attacks by 2% for 2 seconds after you use Roll Dodge Increases Movement Speed by 2% while immune to crowd control
Ty
Maybe this side needs an update then?
UESP
Any better source to read about these bonuses, bc. for example if OP is right, it must be "Reduces the cost of Sprint by 2%" ...
Or I have to remember when they introduced that (U27 or U28?) and to read the patch notes?
They should rework armor completely.
This system kinda makes sense, but i dont know why they added damage received on certain types of armor. That should be reflected by ammount of armor/spell resistance, flat increase to damage by % is flawed.
What could be better is to rework armor completely.
Why should stam have medium and mag light? It doesn't make any sense.
Make light to be resource type or armor (regen, cost decrease for sprint/dodge/skill cost etc) while medium gives you offensive (penetration, damage, crit etc) and heavy gives health and health regen.
Then it is up to you how you wanna make your build.
This game doesn't need rock-paper-scissors. Damage% penalties must go. Damage% advantages can stay.
Just that - and I won't even mind this whole armor system. Heavy is still usable, just not as easy as in proctank meta.
alberichtano wrote: »This game doesn't need rock-paper-scissors. Damage% penalties must go. Damage% advantages can stay.
Just that - and I won't even mind this whole armor system. Heavy is still usable, just not as easy as in proctank meta.
Agreed. Tanks taking extra damage for wearing tank armor is silly and really not helpful. Already squishy healers and mag-dds taking extra damage is also silly. And why does medium armor have no drawbacks? Hmm.
Like a magDK in light armor if they went enough penetration and crit to actually hurt something outside of cleanse-able DOTs, while also being in melee range so they're going to get smacked around by lots of physical attacks.
Urzigurumash wrote: »Like a magDK in light armor if they went enough penetration and crit to actually hurt something outside of cleanse-able DOTs, while also being in melee range so they're going to get smacked around by lots of physical attacks.
DK needs buffs to its defensive passives, and/or, DK should be balanced to play offensively in PvP in Heavy Armor better than any other class. Dragonknight.
Terribly unpopular opinions I know. "Better that DK eternally awaits some quixotic revision than we permit tanks to deal damage in PvP", is what they tell me.
Of course being a StamDK I'm doing just fine in this meta, and I've seen some MagDKs do quite well - especially when we're next to each other - but I remain resolutely convinced that, fundamentally, DK was intended to be played in Heavy Armor.
JayKwellen wrote: »Urzigurumash wrote: »Like a magDK in light armor if they went enough penetration and crit to actually hurt something outside of cleanse-able DOTs, while also being in melee range so they're going to get smacked around by lots of physical attacks.
DK needs buffs to its defensive passives, and/or, DK should be balanced to play offensively in PvP in Heavy Armor better than any other class. Dragonknight.
Terribly unpopular opinions I know. "Better that DK eternally awaits some quixotic revision than we permit tanks to deal damage in PvP", is what they tell me.
Of course being a StamDK I'm doing just fine in this meta, and I've seen some MagDKs do quite well - especially when we're next to each other - but I remain resolutely convinced that, fundamentally, DK was intended to be played in Heavy Armor.
I agree. Just a cursory glance at the class gives the appearance that it was meant to be in the thick of things taking damage. The real "I'm gonna stand right here and grind you into paste" class.
You have passives to healing received and health recovery, and access to mending to increase your healing done. If DKs were meant to be played elusively they wouldn't have so many healing modifiers.
They lack any sort of escape mechanism but do have a (hilarious) gap closer. They lack ranged attacks (pebble throwing aside) and everything is melee range. They don't have any instric sources of speed. Their snare removal doesn't give them extra mobility, just let's them take more damage. Even their ultimate takes them from wherever they were and puts them right up in their enemies face.
Heavy armor synergizes with this playstyle perfectly. It buffs health recovery, and total health, and mitigation. Exactly everything a DK needs. Plus, DKs can achieve higher overall damage in heavy than any other class thanks to minor brutality.
Unfortunately the bigger problem as I see it is just that ZOS has effectively killed what they were meant to be. DOTs are a shadow of what they once were and burst is king in PvP, which was not the "power fantasy" DKs were originally built around. Health recovery was gutted. Major mending was gutted. Wings were gutted. Their class spammable has been turned into some sort of eldritch horror. Heavy armor increases half of your damage taken now.
Everything that made DKs what they were was cheapened and nothing was ever offered in return, or it was simply taken away and given to other classes instead.
The changes to heavy were just a slap in the face at this point, but ZOS has had their hand planted pretty firmly there for ages already.