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Armor weight passives should be tuned down some more.

VarisVaris
VarisVaris
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Armor weights have been given Bonuses and Penalties some time ago and they have led to some rather unpleasant effects.
The biggest offenders are the additional/ less damage taken against martial and magical attacks.

While some builds can iron those out, others will always tend to be weighted into one direction, one example is magsorc which runs 5+ pieces of light armor which makes it extremely punishing for any magicka spec facing them while they get "vaporized" when fighting stamina specs.

For medium armor the additional mitigation against AoE attacks after a dodgeroll is also rather punishing for some specs while medium armor already has the strongest damage mitigation against AoE attacks in the form of Major Evasion

To prevent those extreme situations and unbalanced match ups the percentages for martial and magical values should be reduced to 0.5% per piece, the medium armor passive should be changed to 1%.
  • divnyi
    divnyi
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    Removed.

    Weakness to physic/magica negatives just must be removed.

    They serve no good purpose and only unbalance stam-magica in PvP even more.
  • Alphawolf01A
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    As a PVE tank, I have to use most of my stamina just trying to keep up with people in dungeons and trials, only to get to the next fight with little to no stam to even effectively engage the boss and adds.

    The sprint cost and speed reduction costs are too high on heavy armor. Even adding 2 medium pieces to the mix does little to offset the negative passives of heavy armor.
  • divnyi
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    @Alphawolf01A To be fair everyone in the trial must wait for your initiation anyway, even if you walk it out.
  • YandereGirlfriend
    YandereGirlfriend
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    And while we're at it can we also do away with the nonsensical Medium Armor buff to Block Cost.

    That really ought to go to Light Armor (assuming that the Physical Damage penalty is not removed) or else to Heavy Armor.
  • Alphawolf01A
    Alphawolf01A
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    divnyi wrote: »
    @Alphawolf01A To be fair everyone in the trial must wait for your initiation anyway, even if you walk it out.

    LOL! Yeah, tell that to the speed runners in 4 man normal dungeons.
  • kojou
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    divnyi wrote: »
    @Alphawolf01A To be fair everyone in the trial must wait for your initiation anyway, even if you walk it out.

    LOL! Yeah, tell that to the speed runners in 4 man normal dungeons.

    I don't sprint when I am on my tank. They can wait for me or wipe. :smile:
    Playing since beta...
  • MashmalloMan
    MashmalloMan
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    And while we're at it can we also do away with the nonsensical Medium Armor buff to Block Cost.

    That really ought to go to Light Armor (assuming that the Physical Damage penalty is not removed) or else to Heavy Armor.

    Assuming Light Armor is primarly for magicka builds, they would be using shields and shields don't get their damage taken reduced by holding block. At least, thats clearly their design intent here.

    Light = Shield/HoT and Heals
    Med = Dodge/Elusive Evasion
    Heavy = Block/Face Tank

    Medium Technically has more Weapon/Spell Damage so they should in theory have stronger heals, but all classes were designed with Magicka heals embeeded into regular skills that Stamina doesn't typically have access to. So you get a scenario where Magicka has more quantity of heals like DK's Whip/Claw or Templar's Sweeps/Living Dark and shields they can stack while Stamina has less, self targetted stronger heals like Rally/Vigor.

    While I agree the armor weights don't need the 1% martial/magical damage taken seeing as the weight of the armor already decides how much armor they give per piece... I quite like the rest of the passives.

    Eg. For light armor, reducing break free cost alone is amazing as that costs 5400 stamina at base, with 5 light thats a 25% reduction for -1350 stamina . It also happens to include a reduction to Roll Dodge costs at 3% instead of Mediums 4% and a reduction to Sprinting. Everything on Light Armor makes managing your lower stamina pool easier, which is half the reason you die anyway, by being unable to break free.

    The same could be said about Medium, they use their Stamina pool for damage abilities and dodging, reducing block cost just helps them manage that pool better. It's not meant for you to build a Medium Armor build that constantly blocks, as thats not what a Medium Armor player would do anyway, they're suppose to evade and frankly 3% per piece isn't going to help much. The few times you block is just to avoid a CC like Dark Convergence or Leap.

    I think people over analyze these passives a bit, they're so minor it really doesn't matter that much and you can frankly use any armor you want right now in situations where it might matter (pvp).. They just need to remove the damage taken bonus/penality because the weight of the armor already decides that factor.
    Edited by MashmalloMan on October 1, 2021 7:06PM
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • YandereGirlfriend
    YandereGirlfriend
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    And while we're at it can we also do away with the nonsensical Medium Armor buff to Block Cost.

    That really ought to go to Light Armor (assuming that the Physical Damage penalty is not removed) or else to Heavy Armor.

    Assuming Light Armor is primarly for magicka builds, they would be using shields and shields don't get their damage taken reduced by holding block. At least, thats clearly their design intent here.

    Light = Shield/HoT and Heals
    Med = Dodge/Elusive Evasion
    Heavy = Block/Face Tank

    Medium Technically has more Weapon/Spell Damage so they should in theory have stronger heals, but all classes were designed with Magicka heals embeeded into regular skills that Stamina doesn't typically have access to. So you get a scenario where Magicka has more quantity of heals like DK's Whip/Claw or Templar's Sweeps/Living Dark and shields they can stack while Stamina has less, self targetted stronger heals like Rally/Vigor.

    While I agree the armor weights don't need the 1% martial/magical damage taken seeing as the weight of the armor already decides how much armor they give per piece... I quite like the rest of the passives.

    Eg. For light armor, reducing break free cost alone is amazing as that costs 5400 stamina at base, with 5 light thats a 25% reduction for -1350 stamina . It also happens to include a reduction to Roll Dodge costs at 3% instead of Mediums 4% and a reduction to Sprinting. Everything on Light Armor makes managing your lower stamina pool easier, which is half the reason you die anyway, by being unable to break free.

    The same could be said about Medium, they use their Stamina pool for damage abilities and dodging, reducing block cost just helps them manage that pool better. It's not meant for you to build a Medium Armor build that constantly blocks, as thats not what a Medium Armor player would do anyway, they're suppose to evade and frankly 3% per piece isn't going to help much. The few times you block is just to avoid a CC like Dark Convergence or Leap.

    I think people over analyze these passives a bit, they're so minor it really doesn't matter that much and you can frankly use any armor you want right now in situations where it might matter (pvp).. They just need to remove the damage taken bonus/penality because the weight of the armor already decides that factor.

    I'm not sure that I agree with everything that you write.

    Specifically, the bit about Magicka classes universally using damage shields as their primary means of mitigation. That certainly is true for some classes (e.g. magSorc, magDen) but other classes do not incentivize Magicka-stacking and can get more utility out of stacking Spell Damage and using an actual sword and shield - or Ice Staff - instead (e.g. magPlar, magDK, magRomancer).

    Those classes not only fail to receive any form of bonus toward Blocking but are even actively penalized in their Block Cost for choosing to wear Light Armor. And in the meantime, Medium Armor, the perennial Mary Sue of the armor types, not only fails to receive penalties to anything but also gains a bonus to Block Cost that it does not even need. It is truly bizarre.

    Then there's the fundamental viability of "spamming" damage shields in non-CP (and especially in No-Proc) formats where the overall size and cost of any given shield is highly controlled due to the absence of free stats and the relevant CP stars (and sets).

    For example, all of my Mag builds run at least 30k Health yet on every class other than a magSorc a damage shield caps out at ~4.5k and at a hefty cost of at least ~3.5k Magicka. That is just not cost-effective to cast or, IMO, even to bother slotting. Sure, you can wear Crafty and something like Destruction Mastery (assume we're in Ravenwatch) and increase that shield to a whopping... ~5.5k... but it still costs 3.5k to cast and in the meantime your heals are now abysmal and, in many cases, you've cut completely against your class synergies for dealing damage.

    TLDR; Not all Mag classes (and especially in particular formats) actually use damage shields and those that do not are materially impacted by the random and unnecessary Light Armor penalty to Block Cost. That penalty ought to be rescinded along with the penalty to Physical Damage. And while we're at it let's snatch black that Block Cost bonus from Medium Armor because the metaphorical rich don't need to get any richer.
  • MashmalloMan
    MashmalloMan
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    And while we're at it can we also do away with the nonsensical Medium Armor buff to Block Cost.

    That really ought to go to Light Armor (assuming that the Physical Damage penalty is not removed) or else to Heavy Armor.

    Assuming Light Armor is primarly for magicka builds, they would be using shields and shields don't get their damage taken reduced by holding block. At least, thats clearly their design intent here.

    Light = Shield/HoT and Heals
    Med = Dodge/Elusive Evasion
    Heavy = Block/Face Tank

    Medium Technically has more Weapon/Spell Damage so they should in theory have stronger heals, but all classes were designed with Magicka heals embeeded into regular skills that Stamina doesn't typically have access to. So you get a scenario where Magicka has more quantity of heals like DK's Whip/Claw or Templar's Sweeps/Living Dark and shields they can stack while Stamina has less, self targetted stronger heals like Rally/Vigor.

    While I agree the armor weights don't need the 1% martial/magical damage taken seeing as the weight of the armor already decides how much armor they give per piece... I quite like the rest of the passives.

    Eg. For light armor, reducing break free cost alone is amazing as that costs 5400 stamina at base, with 5 light thats a 25% reduction for -1350 stamina . It also happens to include a reduction to Roll Dodge costs at 3% instead of Mediums 4% and a reduction to Sprinting. Everything on Light Armor makes managing your lower stamina pool easier, which is half the reason you die anyway, by being unable to break free.

    The same could be said about Medium, they use their Stamina pool for damage abilities and dodging, reducing block cost just helps them manage that pool better. It's not meant for you to build a Medium Armor build that constantly blocks, as thats not what a Medium Armor player would do anyway, they're suppose to evade and frankly 3% per piece isn't going to help much. The few times you block is just to avoid a CC like Dark Convergence or Leap.

    I think people over analyze these passives a bit, they're so minor it really doesn't matter that much and you can frankly use any armor you want right now in situations where it might matter (pvp).. They just need to remove the damage taken bonus/penality because the weight of the armor already decides that factor.

    I'm not sure that I agree with everything that you write.

    Specifically, the bit about Magicka classes universally using damage shields as their primary means of mitigation. That certainly is true for some classes (e.g. magSorc, magDen) but other classes do not incentivize Magicka-stacking and can get more utility out of stacking Spell Damage and using an actual sword and shield - or Ice Staff - instead (e.g. magPlar, magDK, magRomancer).

    Those classes not only fail to receive any form of bonus toward Blocking but are even actively penalized in their Block Cost for choosing to wear Light Armor. And in the meantime, Medium Armor, the perennial Mary Sue of the armor types, not only fails to receive penalties to anything but also gains a bonus to Block Cost that it does not even need. It is truly bizarre.

    Then there's the fundamental viability of "spamming" damage shields in non-CP (and especially in No-Proc) formats where the overall size and cost of any given shield is highly controlled due to the absence of free stats and the relevant CP stars (and sets).

    For example, all of my Mag builds run at least 30k Health yet on every class other than a magSorc a damage shield caps out at ~4.5k and at a hefty cost of at least ~3.5k Magicka. That is just not cost-effective to cast or, IMO, even to bother slotting. Sure, you can wear Crafty and something like Destruction Mastery (assume we're in Ravenwatch) and increase that shield to a whopping... ~5.5k... but it still costs 3.5k to cast and in the meantime your heals are now abysmal and, in many cases, you've cut completely against your class synergies for dealing damage.

    TLDR; Not all Mag classes (and especially in particular formats) actually use damage shields and those that do not are materially impacted by the random and unnecessary Light Armor penalty to Block Cost. That penalty ought to be rescinded along with the penalty to Physical Damage. And while we're at it let's snatch black that Block Cost bonus from Medium Armor because the metaphorical rich don't need to get any richer.

    I never said universally. The point I was making was the intended use of the armors, rather than the actual context of the meta we're in or the classes that benefit more from certain passives vs others. The reality is, the Armor's are suppose to be worn by any and all builds like previous ES games. I think this mantra players have of Med = Stam and Light = Mag is highly dated now.
    • Heavy may be meant for blocking and tanking, but you can sneak and roll dodge in it.
    • Light may be meant for glass cannons relying on shields, but you can tank and block in it.
    • Medium may be meant for evasion and roll dodging, but you can avoid dodging entirely for face tanking and healing.

    Frankly, outside a pve setting, you can use any of the armor weights to suit your playstyle, sustain is not hard to cover with food, enchants and mundus which is the only real drawback between the armors. Also, if you're a mag build, there is a high likelihood you're using a resto on back bar which happens to recover like 50% of your bar from a heavy at 28m away.

    If you haven't tried a Medium Mag build I highly suggest it, it's speedy AF, stamina sustain is rediculously easy and the healing is strong, suits a more in your face playstyle like Templar/DK. Ranged is still better on Light.

    And as I mentioned, I think the 1% magical/martial damage taken is stupid because the weight of the armor already decides how much armor it gives.
    Edited by MashmalloMan on October 2, 2021 1:11AM
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • divnyi
    divnyi
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    Those classes not only fail to receive any form of bonus toward Blocking but are even actively penalized in their Block Cost for choosing to wear Light Armor. And in the meantime, Medium Armor, the perennial Mary Sue of the armor types, not only fails to receive penalties to anything but also gains a bonus to Block Cost that it does not even need. It is truly bizarre.

    But that's the point. Unlike mag, medium can't profit from blockhealing as hard as mag does. That's why it's balanced - it gets bonus it won't be able to properly abuse.
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