We have not to worry luckily, because Light Armor is dead and not used by anyone in any content anymore. Just that 1 pity piece if you feel like it.
Mag and stam DDs > Medium, Healers > Medium, Pvp stam build > Medium, Pvp mag build > Medium
We have not to worry luckily, because Light Armor is dead and not used by anyone in any content anymore. Just that 1 pity piece if you feel like it.
Mag and stam DDs > Medium, Healers > Medium, Pvp stam build > Medium, Pvp mag build > Medium
PvE healers still use light armor (5-7 pcs) while some tanks use 1pc light armor (or even more). Damage taken in light armor is still important to balance correctly.
We have not to worry luckily, because Light Armor is dead and not used by anyone in any content anymore. Just that 1 pity piece if you feel like it.
Mag and stam DDs > Medium, Healers > Medium, Pvp stam build > Medium, Pvp mag build > Medium
PvE healers still use light armor (5-7 pcs) while some tanks use 1pc light armor (or even more). Damage taken in light armor is still important to balance correctly.
I guess I should mention this here but they arent going to change the penalties, someone showed me a patch note or a comment where they said they want penalties to be additive.
We have not to worry luckily, because Light Armor is dead and not used by anyone in any content anymore. Just that 1 pity piece if you feel like it.
Mag and stam DDs > Medium, Healers > Medium, Pvp stam build > Medium, Pvp mag build > Medium
silky_soft wrote: »We have not to worry luckily, because Light Armor is dead and not used by anyone in any content anymore. Just that 1 pity piece if you feel like it.
Mag and stam DDs > Medium, Healers > Medium, Pvp stam build > Medium, Pvp mag build > Medium
Easy,
Remove block cost reduction from bonus
Medium armor penalty per piece
-7% duration to shields
So to preface this, I want to say a big kudos to the dev team for actually making hardy and preparation and crowd control multiplicative rather than doing what they did with lucent echoes and just making it a smaller additive value. There is one thing you forgot however, the new bonuses are now multiplicative dmg mitigation however the penalties are still in the additive section in the equation. I don't think I need to explain why that's bad suffice to say please address this before the patch goes live, please make the penalties multiplicative as well rather than additive with base game mitigation.
Proof: https://www.twitch.tv/videos/2145592706?t=00h27m05s (twitch will only keep this up 7 days)
So to preface this, I want to say a big kudos to the dev team for actually making hardy and preparation and crowd control multiplicative rather than doing what they did with lucent echoes and just making it a smaller additive value. There is one thing you forgot however, the new bonuses are now multiplicative dmg mitigation however the penalties are still in the additive section in the equation. I don't think I need to explain why that's bad suffice to say please address this before the patch goes live, please make the penalties multiplicative as well rather than additive with base game mitigation.
Proof: https://www.twitch.tv/videos/2145592706?t=00h27m05s (twitch will only keep this up 7 days)
This only matters in the sweaty of the sweatiest builds. hate to break it to you, but Zos caters to casuals, and pretty sure they will tell you that.
So to preface this, I want to say a big kudos to the dev team for actually making hardy and preparation and crowd control multiplicative rather than doing what they did with lucent echoes and just making it a smaller additive value. There is one thing you forgot however, the new bonuses are now multiplicative dmg mitigation however the penalties are still in the additive section in the equation. I don't think I need to explain why that's bad suffice to say please address this before the patch goes live, please make the penalties multiplicative as well rather than additive with base game mitigation.
Proof: https://www.twitch.tv/videos/2145592706?t=00h27m05s (twitch will only keep this up 7 days)
This only matters in the sweaty of the sweatiest builds. hate to break it to you, but Zos caters to casuals, and pretty sure they will tell you that.
Just because it may not matter to you, doesn’t mean it doesn’t matter. We are all players of the game here, all our experiences matter. The community wouldn’t be where it is today if it weren’t for the sweats and the casuals. Besides, this affects every tank or even tanky players whether they’re aware of it or not. And if ZOS only cared about casuals, the game would be very different than it is now (ex. RG HM wouldn’t be so hard, LA weaving would be gone, there would be no one to influence game balance for the better like is Sparkrip trying to do here)…
So to preface this, I want to say a big kudos to the dev team for actually making hardy and preparation and crowd control multiplicative rather than doing what they did with lucent echoes and just making it a smaller additive value. There is one thing you forgot however, the new bonuses are now multiplicative dmg mitigation however the penalties are still in the additive section in the equation. I don't think I need to explain why that's bad suffice to say please address this before the patch goes live, please make the penalties multiplicative as well rather than additive with base game mitigation.
Proof: https://www.twitch.tv/videos/2145592706?t=00h27m05s (twitch will only keep this up 7 days)
This only matters in the sweaty of the sweatiest builds. hate to break it to you, but Zos caters to casuals, and pretty sure they will tell you that.
Just because it may not matter to you, doesn’t mean it doesn’t matter. We are all players of the game here, all our experiences matter. The community wouldn’t be where it is today if it weren’t for the sweats and the casuals. Besides, this affects every tank or even tanky players whether they’re aware of it or not. And if ZOS only cared about casuals, the game would be very different than it is now (ex. RG HM wouldn’t be so hard, LA weaving would be gone, there would be no one to influence game balance for the better like is Sparkrip trying to do here)…
Light attack weaving is gone...Just play arcanist. HM isn't for casuals? and never was intended to be. They put out enough content to keep ppl happy, but don't actually change anything. They think this game is like WoW and has a huge following with millions of subscribers. I doubt they have 100k subscribers.
This game is deffinetely going towards a casual PoV... Think about it. Pve is bland. Pvp is bland. But they always have tons of stories and easy delves and side quest to explore. You can live a lifetime in ESO casually playing..
If I applied myself and really wanted to sweat it up, Can get with my friends core team and get all HM's cleared in a few months.
PvP is a joke.
With that being said, My statement still stands, that zos is in their own little world. If I had to guess, the only reason they changing mitagation to begin with, is 1, there is a possible exploit. Or 2 they are creating something in the future, that will cause and exploit. (for example a set that buffs champion points or something).
I hope zos proves me wrong.
So to preface this, I want to say a big kudos to the dev team for actually making hardy and preparation and crowd control multiplicative rather than doing what they did with lucent echoes and just making it a smaller additive value. There is one thing you forgot however, the new bonuses are now multiplicative dmg mitigation however the penalties are still in the additive section in the equation. I don't think I need to explain why that's bad suffice to say please address this before the patch goes live, please make the penalties multiplicative as well rather than additive with base game mitigation.
Proof: https://www.twitch.tv/videos/2145592706?t=00h27m05s (twitch will only keep this up 7 days)
This only matters in the sweaty of the sweatiest builds. hate to break it to you, but Zos caters to casuals, and pretty sure they will tell you that.
Just because it may not matter to you, doesn’t mean it doesn’t matter. We are all players of the game here, all our experiences matter. The community wouldn’t be where it is today if it weren’t for the sweats and the casuals. Besides, this affects every tank or even tanky players whether they’re aware of it or not. And if ZOS only cared about casuals, the game would be very different than it is now (ex. RG HM wouldn’t be so hard, LA weaving would be gone, there would be no one to influence game balance for the better like is Sparkrip trying to do here)…
Light attack weaving is gone...Just play arcanist. HM isn't for casuals? and never was intended to be. They put out enough content to keep ppl happy, but don't actually change anything. They think this game is like WoW and has a huge following with millions of subscribers. I doubt they have 100k subscribers.
This game is deffinetely going towards a casual PoV... Think about it. Pve is bland. Pvp is bland. But they always have tons of stories and easy delves and side quest to explore. You can live a lifetime in ESO casually playing..
If I applied myself and really wanted to sweat it up, Can get with my friends core team and get all HM's cleared in a few months.
PvP is a joke.
With that being said, My statement still stands, that zos is in their own little world. If I had to guess, the only reason they changing mitagation to begin with, is 1, there is a possible exploit. Or 2 they are creating something in the future, that will cause and exploit. (for example a set that buffs champion points or something).
I hope zos proves me wrong.
The reason they’re changing this is basically 1, Sparkrip managed to achieve 100% mitigation. You are right that ZOS seems to care a lot about casuals, but some of that is just POV speaking. Trial HMs are still balanced around the top players while overland content and dungeons get harder and we get less overland content a year. Wording it like that makes it seem ZOS cares more about endgamers. On the flip side, arcanist has low CPM, we got velothi’s amulet, all the talk about raising the floor… makes it seem like ZOS cares more about casuals. End of the day, whatever’s technically correct doesn’t matter as much as having a strong community that realizes ZOS is cutting into every aspect of the game. Which is why I’ve been defensive on here because I hope no one gets the wrong idea and thinks this mitigation issue isn’t important, encouraging ZOS to just shrug it off. This specific issue affects everyone in different capacities anyways.