Avran_Sylt wrote: »Urzigurumash wrote: »Avran_Sylt wrote: »Urzigurumash wrote: »Let me repaste my most important point:
The different armor weights ought to be able to achieve a comparable level of overall defense and overall offense, through different means and at different resource costs.
Edit: also the Armor passives were revised more recently, remember when they added the Armor Penalties?
What do you mean by "different resource costs"? Then the one with the smallest resource cost with comparable damage comes out on top.
Med and Light have the Regen and Skill Cost modifiers, Windwalker and Evocation, Heavy has Constitution and Rejuvenation. Importantly, much like DK's passives Combustion and Battle Roar, Heavy's sustain only functions while in combat, whereas Medium and Light's function at all times, in fact they are stronger OUT of combat. This helps promote the Facetank vs Kite playstyle we would expect in Warrior vs Thief.
Kiting implies resource attrition gameplay, but that playstyle is long dead given the ease of self-healing and resource regen to mitigate said lower damage output.
And even when it was alive it was usually the Facetanks bopping each other for long enough for someone to make too many mistakes with their skills or get lucky crits.
Current gameplay is Facetank or nukes, and resource cost reductions don't facilitate nukes, albeit the penetration and WD/SP does, countered by block mitigation ('cept most nuke openers use unblockable BS nowadays) and that all damage modifiers are halved in PvP, making their impact a bit more uncertain compared to hp bonuses. (presumably this is why resolve is less then half of prodigy, albeit it may also be due to the other passives and inherently lower armor stat increasing damage taken)
Urzigurumash wrote: »Avran_Sylt wrote: »Urzigurumash wrote: »Avran_Sylt wrote: »Urzigurumash wrote: »Let me repaste my most important point:
The different armor weights ought to be able to achieve a comparable level of overall defense and overall offense, through different means and at different resource costs.
Edit: also the Armor passives were revised more recently, remember when they added the Armor Penalties?
What do you mean by "different resource costs"? Then the one with the smallest resource cost with comparable damage comes out on top.
Med and Light have the Regen and Skill Cost modifiers, Windwalker and Evocation, Heavy has Constitution and Rejuvenation. Importantly, much like DK's passives Combustion and Battle Roar, Heavy's sustain only functions while in combat, whereas Medium and Light's function at all times, in fact they are stronger OUT of combat. This helps promote the Facetank vs Kite playstyle we would expect in Warrior vs Thief.
Kiting implies resource attrition gameplay, but that playstyle is long dead given the ease of self-healing and resource regen to mitigate said lower damage output.
And even when it was alive it was usually the Facetanks bopping each other for long enough for someone to make too many mistakes with their skills or get lucky crits.
Current gameplay is Facetank or nukes, and resource cost reductions don't facilitate nukes, albeit the penetration and WD/SP does, countered by block mitigation ('cept most nuke openers use unblockable BS nowadays) and that all damage modifiers are halved in PvP, making their impact a bit more uncertain compared to hp bonuses. (presumably this is why resolve is less then half of prodigy, albeit it may also be due to the other passives and inherently lower armor stat increasing damage taken)
I'm all about long term fundamentals. Yeah it's a nuke meta, why are we nerfing Heavy then? Ultimately what the OP is fighting against is the long term fundamental that the more balanced a build is, the more efficient it is. With 3 damage lines a new efficiency is found in more Heavy, the nuker can wear more Heavy than last patch.
It's true. But what about 3 patches from now, when some of these skills and sets are nerfed? Armor passives arent revised often.
Urzigurumash wrote: »The simple reality of these debates is it's Wizard and Thief against Fighter and Cleric and we will never change each other's minds
MincMincMinc wrote: »If you think heavy armor is what is causing players to have 150%+ crit damage, I am not sure what to do.
The damage problem comes from subclassing allowing you to stack unique % crit damage sources. While easily gaining Force buffs that are everywhere in the game now. While getting brittle. With monomyth vastly outpacing the rest of the mythics. While Assassination gives both an unprecedented amount of crit chance and damage. While medium armor also gives a % crit damage buff
No part of heavy armor enables the damage meta. If anything slotting heavy armor lowers your damage considerably. Heavy hasnt been an issue since the stacking WD buff per hit was removed like a decade ago.
MincMincMinc wrote: »If you think heavy armor is what is causing players to have 150%+ crit damage, I am not sure what to do.
The damage problem comes from subclassing allowing you to stack unique % crit damage sources. While easily gaining Force buffs that are everywhere in the game now. While getting brittle. With monomyth vastly outpacing the rest of the mythics. While Assassination gives both an unprecedented amount of crit chance and damage. While medium armor also gives a % crit damage buff
No part of heavy armor enables the damage meta. If anything slotting heavy armor lowers your damage considerably. Heavy hasnt been an issue since the stacking WD buff per hit was removed like a decade ago.
what you wanna say? for why you need only 150% of crit for good damage?
that damage and parametrs. whare you see there 150% of crit? you wanna tell you can get same nombers on havy armor?
thats gamplay in that bild. if i change one of set on havy armor i not loose too many in damage.https://youtu.be/IDGhbqW77Ag
im record gemplay in havy armor on day, and you can see about what i talk.
MincMincMinc wrote: »MincMincMinc wrote: »If you think heavy armor is what is causing players to have 150%+ crit damage, I am not sure what to do.
The damage problem comes from subclassing allowing you to stack unique % crit damage sources. While easily gaining Force buffs that are everywhere in the game now. While getting brittle. With monomyth vastly outpacing the rest of the mythics. While Assassination gives both an unprecedented amount of crit chance and damage. While medium armor also gives a % crit damage buff
No part of heavy armor enables the damage meta. If anything slotting heavy armor lowers your damage considerably. Heavy hasnt been an issue since the stacking WD buff per hit was removed like a decade ago.
what you wanna say? for why you need only 150% of crit for good damage?
that damage and parametrs. whare you see there 150% of crit? you wanna tell you can get same nombers on havy armor?
thats gamplay in that bild. if i change one of set on havy armor i not loose too many in damage.https://youtu.be/IDGhbqW77Ag
im record gemplay in havy armor on day, and you can see about what i talk.
You missed the point of my reason for bringing up the crit damage issue. Armor choice as a layer of the game doesn't really matter. You can tank on medium armor. You can do damage on heavy armor. It hardly matters as a choice compared to other choices like subclassing or set bonuses or cp or mythic.
Also your "results" on random pugs light attacking doesn't prove any point.
If you want armor choices to matter more, the sustain in the game has to be brought down. The major/minor and other unique % bonsues need to be cut in half. The Mundus bonuses need to be balanced out. Sets like wretched need to be balanced. One of the main factors in armor choice was how you sustained, but it simply doesnt matter because sustain is given out like candy.
MincMincMinc wrote: »MincMincMinc wrote: »If you think heavy armor is what is causing players to have 150%+ crit damage, I am not sure what to do.
The damage problem comes from subclassing allowing you to stack unique % crit damage sources. While easily gaining Force buffs that are everywhere in the game now. While getting brittle. With monomyth vastly outpacing the rest of the mythics. While Assassination gives both an unprecedented amount of crit chance and damage. While medium armor also gives a % crit damage buff
No part of heavy armor enables the damage meta. If anything slotting heavy armor lowers your damage considerably. Heavy hasnt been an issue since the stacking WD buff per hit was removed like a decade ago.
what you wanna say? for why you need only 150% of crit for good damage?
that damage and parametrs. whare you see there 150% of crit? you wanna tell you can get same nombers on havy armor?
thats gamplay in that bild. if i change one of set on havy armor i not loose too many in damage.https://youtu.be/IDGhbqW77Ag
im record gemplay in havy armor on day, and you can see about what i talk.
You missed the point of my reason for bringing up the crit damage issue. Armor choice as a layer of the game doesn't really matter. You can tank on medium armor. You can do damage on heavy armor. It hardly matters as a choice compared to other choices like subclassing or set bonuses or cp or mythic.
Also your "results" on random pugs light attacking doesn't prove any point.
If you want armor choices to matter more, the sustain in the game has to be brought down. The major/minor and other unique % bonsues need to be cut in half. The Mundus bonuses need to be balanced out. Sets like wretched need to be balanced. One of the main factors in armor choice was how you sustained, but it simply doesnt matter because sustain is given out like candy.
lol cut all in 2) sustane buffs and els. it in youre mind balansed game? xD
Avran_Sylt wrote: »Urzigurumash wrote: »Avran_Sylt wrote: »Urzigurumash wrote: »Avran_Sylt wrote: »Urzigurumash wrote: »Let me repaste my most important point:
The different armor weights ought to be able to achieve a comparable level of overall defense and overall offense, through different means and at different resource costs.
Edit: also the Armor passives were revised more recently, remember when they added the Armor Penalties?
What do you mean by "different resource costs"? Then the one with the smallest resource cost with comparable damage comes out on top.
Med and Light have the Regen and Skill Cost modifiers, Windwalker and Evocation, Heavy has Constitution and Rejuvenation. Importantly, much like DK's passives Combustion and Battle Roar, Heavy's sustain only functions while in combat, whereas Medium and Light's function at all times, in fact they are stronger OUT of combat. This helps promote the Facetank vs Kite playstyle we would expect in Warrior vs Thief.
Kiting implies resource attrition gameplay, but that playstyle is long dead given the ease of self-healing and resource regen to mitigate said lower damage output.
And even when it was alive it was usually the Facetanks bopping each other for long enough for someone to make too many mistakes with their skills or get lucky crits.
Current gameplay is Facetank or nukes, and resource cost reductions don't facilitate nukes, albeit the penetration and WD/SP does, countered by block mitigation ('cept most nuke openers use unblockable BS nowadays) and that all damage modifiers are halved in PvP, making their impact a bit more uncertain compared to hp bonuses. (presumably this is why resolve is less then half of prodigy, albeit it may also be due to the other passives and inherently lower armor stat increasing damage taken)
I'm all about long term fundamentals. Yeah it's a nuke meta, why are we nerfing Heavy then? Ultimately what the OP is fighting against is the long term fundamental that the more balanced a build is, the more efficient it is. With 3 damage lines a new efficiency is found in more Heavy, the nuker can wear more Heavy than last patch.
It's true. But what about 3 patches from now, when some of these skills and sets are nerfed? Armor passives arent revised often.
Well, what do you mean by balanced and efficient?
Is a balanced build one that never runs out of resources in a prolonged fight?
Should that come with lower damage potential? Or should they have the same damage potential as other builds that can't fight indefinitely? Should all other builds be unable to exceed the balanced builds damage potential? Why?
Not saying I agree to a whopping -10% damage done in heavy armor (nor that it should include martial damage done reduction), but that's not exactly what I was digging into asking you questions.Urzigurumash wrote: »The simple reality of these debates is it's Wizard and Thief against Fighter and Cleric and we will never change each other's minds
Such assertions are the surest way to eliminate all discourse and promote close-mindedness.
MorallyBipolar wrote: »10% reduction per piece is too much reduction. About half that would make more sense.
But, if heavy armor going to get weight related debuffs, then so should medium and light. Medium armor should have the same percentage healing reduction, and light armor should have the same percentage of armor/defensive reduction.
MorallyBipolar wrote: »10% reduction per piece is too much reduction. About half that would make more sense.
But, if heavy armor going to get weight related debuffs, then so should medium and light. Medium armor should have the same percentage healing reduction, and light armor should have the same percentage of armor/defensive reduction.
ok 5%. 5 part can be compinsate on -5% i think so its need be nearly ~40% debuff for 5 parts.
And your suggestion) First of all, I've already written about scaling. Secondly, if you add a damage reduction debuff to heavy armor, you won't want a healing debuff on medium armor xD
Simply because the survivability of medium armor will be sufficient for 1vsX, but it won't be excessive. And if you add what you want, the damage that seems high now will become enormous.
Urzigurumash wrote: »Avran_Sylt wrote: »Urzigurumash wrote: »Avran_Sylt wrote: »Urzigurumash wrote: »Avran_Sylt wrote: »Urzigurumash wrote: »Let me repaste my most important point:
The different armor weights ought to be able to achieve a comparable level of overall defense and overall offense, through different means and at different resource costs.
Edit: also the Armor passives were revised more recently, remember when they added the Armor Penalties?
What do you mean by "different resource costs"? Then the one with the smallest resource cost with comparable damage comes out on top.
Med and Light have the Regen and Skill Cost modifiers, Windwalker and Evocation, Heavy has Constitution and Rejuvenation. Importantly, much like DK's passives Combustion and Battle Roar, Heavy's sustain only functions while in combat, whereas Medium and Light's function at all times, in fact they are stronger OUT of combat. This helps promote the Facetank vs Kite playstyle we would expect in Warrior vs Thief.
Kiting implies resource attrition gameplay, but that playstyle is long dead given the ease of self-healing and resource regen to mitigate said lower damage output.
And even when it was alive it was usually the Facetanks bopping each other for long enough for someone to make too many mistakes with their skills or get lucky crits.
Current gameplay is Facetank or nukes, and resource cost reductions don't facilitate nukes, albeit the penetration and WD/SP does, countered by block mitigation ('cept most nuke openers use unblockable BS nowadays) and that all damage modifiers are halved in PvP, making their impact a bit more uncertain compared to hp bonuses. (presumably this is why resolve is less then half of prodigy, albeit it may also be due to the other passives and inherently lower armor stat increasing damage taken)
I'm all about long term fundamentals. Yeah it's a nuke meta, why are we nerfing Heavy then? Ultimately what the OP is fighting against is the long term fundamental that the more balanced a build is, the more efficient it is. With 3 damage lines a new efficiency is found in more Heavy, the nuker can wear more Heavy than last patch.
It's true. But what about 3 patches from now, when some of these skills and sets are nerfed? Armor passives arent revised often.
Well, what do you mean by balanced and efficient?
Is a balanced build one that never runs out of resources in a prolonged fight?
Should that come with lower damage potential? Or should they have the same damage potential as other builds that can't fight indefinitely? Should all other builds be unable to exceed the balanced builds damage potential? Why?
Not saying I agree to a whopping -10% damage done in heavy armor (nor that it should include martial damage done reduction), but that's not exactly what I was digging into asking you questions.Urzigurumash wrote: »The simple reality of these debates is it's Wizard and Thief against Fighter and Cleric and we will never change each other's minds
Such assertions are the surest way to eliminate all discourse and promote close-mindedness.
I can't recall a time when somebody changed their mind on account of an argument. Can you?
Urzigurumash wrote: »By efficiency I mean this, in Valenwood terms: an Orc finds the same efficiency in the Serpent that the Bosmer finds in the Warrior.
Urzigurumash wrote: »Stacking similar bonii weakens the effect of each. This is what OP is saying, not that Heavy Armor causes 150% Crit Damage, but that the stacking of multiple Crit Damage class buffs has given greater efficiency to Heavy by making Medium's Crit Damage bonus superfluous.
Urzigurumash wrote: »Serpent Orc wins, and wins against Serpent Bosmer, but stalemates against Warrior Bosmer. This idea plays out in theory and practice throughout ESO PvP in my experience.
So my read of OPs point is that the most efficient builds "should" be in Medium.
To me, DW & Bow? Yes 100%. 2h & SnB? No, that's "supposed" to be in Heavy.
If it's an Orc anyhow. If it's a Nord, maybe in Medium. That's what I mean by balanced and efficient, my point there is clear right?
I wanted to praise the subclassing and the entire update until I reached the highest mmr on BG on new acc. And it's about what happened to heavy armor. Or rather, what kind of damage can now be taken in full heavy armor. Due to the possibilities of sub-classing, as well as the reduction of damage scaling after a certain number of spd/wpd, we have equal damage for 3-5 parts havy armor playrs and playrse in middle/light armor. And that's not even taking into account the new bash builds. Vampire builds that reduce your health from 50,000 to 30,000 and deal a lot of damage. and that not normal. Havy armor cant give get damage level middle/light armor with only 5% speed debuff its not normal.
My suggestion is to add -10% damage to each piece of heavy armor in their debuffs. It doesn't affect PvE in any way. However, in PvP, it removes the ridiculous similarity in damage between medium and heavy armor. Alternatively, it can be used to remove the scaling reduction.
Avran_Sylt wrote: »Urzigurumash wrote: »Serpent Orc wins, and wins against Serpent Bosmer, but stalemates against Warrior Bosmer. This idea plays out in theory and practice throughout ESO PvP in my experience.
So my read of OPs point is that the most efficient builds "should" be in Medium.
To me, DW & Bow? Yes 100%. 2h & SnB? No, that's "supposed" to be in Heavy.
If it's an Orc anyhow. If it's a Nord, maybe in Medium. That's what I mean by balanced and efficient, my point there is clear right?
So you believe in one ruling playstyle above all others. Got it.
Urzigurumash wrote: »Avran_Sylt wrote: »Urzigurumash wrote: »Serpent Orc wins, and wins against Serpent Bosmer, but stalemates against Warrior Bosmer. This idea plays out in theory and practice throughout ESO PvP in my experience.
So my read of OPs point is that the most efficient builds "should" be in Medium.
To me, DW & Bow? Yes 100%. 2h & SnB? No, that's "supposed" to be in Heavy.
If it's an Orc anyhow. If it's a Nord, maybe in Medium. That's what I mean by balanced and efficient, my point there is clear right?
So you believe in one ruling playstyle above all others. Got it.
Versus those who think Heavy should be exclusively for purely Defensive roles, like people who want Maim on Heavy? How could you say such a thing? Orcs wear Heavy Armor, read any random lorebook in Wrothgar, Knights wear Heavy Armor, look at any depiction of medieval combat ever.
But you believe everyone should wear 7 Medium? It's an awful idea, don't know how you could love it so much
well get it off) i play in my pvp bild in all hi end content except trial. and havent havy armore in there. BG, orig HM in solo, dlc hm, worl boss, IC boss, IC pvp. only for cyro i get special bild. you not need havy armor for all that. before subclassing i have not so muth damage 20-25% on 3d dd. but now all ok in pvp bild too. you not need havy armor too all that.
Urzigurumash wrote: »What now? I just believe Mechanics should recommend Theme, Build Elements should help write the stories we all know in Fantasy.
I think I can actually AGREE with @PureeEvil , now that I think about it: Heavy Armor should reduce CRIT Damage, not ALL damage!
You know, like the Malacath ring, God of the Orcs!
well get it off) i play in my pvp bild in all hi end content except trial. and havent havy armore in there. BG, orig HM in solo, dlc hm, worl boss, IC boss, IC pvp. only for cyro i get special bild. you not need havy armor for all that. before subclassing i have not so muth damage 20-25% on 3d dd. but now all ok in pvp bild too. you not need havy armor too all that.
oakensoul and seargent mail you have 1 heavy piece
well get it off) i play in my pvp bild in all hi end content except trial. and havent havy armore in there. BG, orig HM in solo, dlc hm, worl boss, IC boss, IC pvp. only for cyro i get special bild. you not need havy armor for all that. before subclassing i have not so muth damage 20-25% on 3d dd. but now all ok in pvp bild too. you not need havy armor too all that.
oakensoul and seargent mail you have 1 heavy piece
if you whant I give you a pack of better solo builds with out havy armor
well get it off) i play in my pvp bild in all hi end content except trial. and havent havy armore in there. BG, orig HM in solo, dlc hm, worl boss, IC boss, IC pvp. only for cyro i get special bild. you not need havy armor for all that. before subclassing i have not so muth damage 20-25% on 3d dd. but now all ok in pvp bild too. you not need havy armor too all that.
oakensoul and seargent mail you have 1 heavy piece
if you whant I give you a pack of better solo builds with out havy armor
are they as easy to play and with the same low amount of clicks per minute?
because thats the reason I use it and not because of the dps done
well get it off) i play in my pvp bild in all hi end content except trial. and havent havy armore in there. BG, orig HM in solo, dlc hm, worl boss, IC boss, IC pvp. only for cyro i get special bild. you not need havy armor for all that. before subclassing i have not so muth damage 20-25% on 3d dd. but now all ok in pvp bild too. you not need havy armor too all that.
oakensoul and seargent mail you have 1 heavy piece
if you whant I give you a pack of better solo builds with out havy armor
Urzigurumash wrote: »So you love the 3 shot meta and want it reduced to two? No offense but you must be new here cuz this is like the 3rd most suggested change for PvP, presumably always by gankers
No offense, but you kinda sound new too