armor passives..

Sparxlost
Sparxlost
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Light armor changes
Prodigy increases healing power and damage shield effectiveness (requires five pieces)
Concentration now provides wep/spell damage instead of penetration..
Medium
agility increases penetration instead of weapon and spell damage

Edit:
in with these changes i feel light armor fits in better and is more useful
as light armor users would have higher defense and better support capabilities because of that with their damage and could maybe go toe to toe with heavy armor damage dealers but struggle against medium armor damage dealers... (they would need to predict a medium armor players movements and deal enough damage to them while keeping them at a distance preferrably..)

this wouldnt really hurt melee magicka but change what armor type they would run to medium or heavy using the current hybridization method.. (idk why a melee mag would use anything other than medium or heavy anyway.)
Edited by Sparxlost on October 12, 2022 6:31PM
  • notyuu
    notyuu
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    are these suggestions? requests? demands? upcomming future changes?
    also

    +sheild +healing on light armour would be impossible to balance in a meaningful way, it would eaither be so weak that the effect would be moot or too good to pass up, not to mention it would most likely break the sheild cap rules that were put in place due to sheilds being op af back in the day

    swapping pen for damage, no, that would make mag builds which usually have a range advantage over stamina builds out-damage stamina builds rendering them moot, after all why bother risking your butt by getting in close to the enemy to be less effective than staying back and blasting them?

    swapping damage for pen, again, no, see the above
  • Aardappelboom
    Aardappelboom
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    I wouldn't change a thing, every change to armor honestly has minimal impact on gameplay since the entire game is made to try and build around different elements. Changing things just because they'd fit a particular class oe build better would not be a good idea.

    Armor is just a part of the puzzle, if they add or remove dmg or crit here or there, it'd be just a slightly new piece of the puzzle.

    The only change that would be warranted is if there are outliers that are solely possible in combination with specific armor passives, of which I know none.

    Most of the time it's an overpowered skill or item that impacts the balance not the armor passives.
    Edited by Aardappelboom on October 12, 2022 11:06AM
  • TaSheen
    TaSheen
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    Armor's passives are fine just the way they are. No tweaks needed.
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  • Sparxlost
    Sparxlost
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    notyuu wrote: »
    are these suggestions? requests? demands? upcomming future changes?
    also

    +sheild +healing on light armour would be impossible to balance in a meaningful way, it would eaither be so weak that the effect would be moot or too good to pass up, not to mention it would most likely break the sheild cap rules that were put in place due to sheilds being op af back in the day

    swapping pen for damage, no, that would make mag builds which usually have a range advantage over stamina builds out-damage stamina builds rendering them moot, after all why bother risking your butt by getting in close to the enemy to be less effective than staying back and blasting them?

    swapping damage for pen, again, no, see the above

    this is a concept..

    the concept i made to suggest that
    light armor damage dealers with good healing power and ranged damage
    medium armor damage dealers with good maneuverability and defense penetration
    heavy armor damage dealers to frontline with a decent amount of survivability but arent the "meta" of playstyles..

    and everything outside and in between
    ik there arent anythings in this post changing heavy armor that is because i havent seen reason to...

    as i said before it is a concept.. no need to get excited..
  • DrNukenstein
    DrNukenstein
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    I support reworking light armor to increase healing done by %. Reasoning is each other armor type has an interaction with healing, while most healers do want to wear some light armor.

    -Heavy boosts healing received
    -Medium boost healing done through %wd/sd

    but that's really the only rework I think it should get aside from maybe removing the arbitrary % damage taken from light armor and heavy armor which makes it extremely painful to not keep an even balance of heavy to light armor.

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