Light/mid/heavy armor rework

GrimStyx
GrimStyx
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Taking into account the fact that hybridization has come to the game, I would suggest reconsidering some aspects of armor that, it seems to me, were not taken into account
Light armor should focus on all resource recovery (mag, stam) shield power and outgoing healing, also on critical damage/healing and critical damage chance, debuff increases physical damage against you
Mid armor on overall % damage and penetration increase, reducing the cost of resources, and increases healing received, debuff reduce your critical resistance, logic in armor punctures, leather armor, chain mail, etc. are bad against punctures
Heavy armor on damage block, and resources reduce consumed per block, increases maximum health by a certain % , restore resources from taking damage, should also give a debuff to increases mag.damage taking and reduce damage dealt (means total damage or it could be only critical damage say hello again to malacath's band of brutality if you decide to play a tank with damage) from each part of heavy amror wear on player, and ,except bash, and increase damage from bash from each piece of armor respectively

Revise the Undaunted Mettle passive so that players do not have to add an unnecessary piece of armor to their build in order to gain an advantage, as well as for those who do not want to level up their Undaunted reputation on new characters just for the sake of this passive

P.s I think it would be better if the developers gave up debuffs for any damage you receive, but I still offered those options if ZOS don’t plan to give them up

Edited by GrimStyx on May 30, 2024 7:55PM
  • BXR_Lonestar
    BXR_Lonestar
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    Honestly, I actually think hybridization is the problem and not the way that armor is structured. But if hybridization is not undone, then I agree, the armor skills/perks need to be reworked because light armor does not give enough of a bonus to warrant considering using a light armor set vs. a medium armor set. The increase in critical damage AND base weapon damage is just too good to pass up.

    Perhaps light armor should be focused on increasing healing output, sustain, and sheild strength. I would even be willing to say the healing done increase bonus should be quite large, and then healing overall could be nerfed so that you actually DO need a healer in order to complete more difficult content.
  • GrimStyx
    GrimStyx
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    Honestly, I actually think hybridization is the problem and not the way that armor is structured. But if hybridization is not undone, then I agree, the armor skills/perks need to be reworked because light armor does not give enough of a bonus to warrant considering using a light armor set vs. a medium armor set. The increase in critical damage AND base weapon damage is just too good to pass up.

    Perhaps light armor should be focused on increasing healing output, sustain, and sheild strength. I would even be willing to say the healing done increase bonus should be quite large, and then healing overall could be nerfed so that you actually DO need a healer in order to complete more difficult content.

    I would probably play around with the characteristics, perhaps the chance of critical damage and critical damage would look better on light armor, and medium armor could be given an increase in the overall % of damage. In short, whatever would give more total damage should be placed in light armor, and medium armor, well, it’s kind of medium, average damage, average protection, and so on. I'll probably change the description a little...
    The attitude towards hybridization is controversial, on the one hand, this should expand the possibilities and variability in constructing builds, but in practice, most of the abilities somehow have a stronger analogy than their neighboring morph. It's like a choice without a choice.
    Edited by GrimStyx on May 30, 2024 7:32PM
  • SkaraMinoc
    SkaraMinoc
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    The armor penalties need a rework. Light Sash should not make you take more physical damage than what the armor piece provides (523 armor vs +1% physical taken). Somehow a sash acts like a knife sharpener in ESO.
    PC NA
  • GrimStyx
    GrimStyx
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    SkaraMinoc wrote: »
    The armor penalties need a rework. Light Sash should not make you take more physical damage than what the armor piece provides (523 armor vs +1% physical taken). Somehow a sash acts like a knife sharpener in ESO.

    yes, that's why I said that damage penalties should be abolished, this is a trash solution
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