@Alphawolf01A To be fair everyone in the trial must wait for your initiation anyway, even if you walk it out.
Alphawolf01A 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.
YandereGirlfriend wrote: »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.
MashmalloMan wrote: »YandereGirlfriend wrote: »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.
YandereGirlfriend wrote: »MashmalloMan wrote: »YandereGirlfriend wrote: »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.
YandereGirlfriend wrote: »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.