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Discussion: The Current state of the Armor system.

maryjane1412
maryjane1412
✭✭
Hi everyone,

Speaking strictly from a PvE perspective, I would like to discuss the current state of the combat system, particularly armor weight passives and how they influence the meta.

English is not my main language, so please bear with me. I will try to explain my thoughts in simple points.

Armor Weight Passives and the Current Meta

Right now, it feels like Medium Armor dominates almost every build, even many magicka builds, mainly because of the strong bonuses to:

Critical Chance

Critical Damage

Weapon and Spell damage

Because of this, many players feel pushed into wearing Medium Armor regardless of their archetype. In my opinion, this hurts build diversity and makes many unique armor sets less desirable.

When a caster build performs better in Medium Armor than Light Armor, something about the system does not feel right.

Light Armor Identity Problem

Light Armor currently lacks a strong unique identity that makes it desirable for magicka builds.

Instead of feeling like the natural choice for spellcasters, it often feels like a weaker option compared to Medium Armor.

There are many ways Light Armor could be enhanced to make it:

More unique

More interactive

More rewarding for magicka gameplay

All of this can be done without breaking the game or power-creeping the system.

The Critical Damage and Penetration Chase

Another major issue is the constant chase for critical damage and penetration.

This stat stacking heavily influences build choices and reduces gear diversity. Many interesting sets become irrelevant because they do not contribute to these specific stats.

Even introducing a hard cap may not fully solve this issue because the problem is deeper: the system currently rewards stacking the same few stats instead of exploring different mechanics.

Expanding Armor Mechanics

The game already has many unique status effects and modifiers that could be integrated into armor passives.

Introducing mechanics like:

Reactive damage

resource conversion

positional bonuses

elemental interactions

could enhance gameplay while also encouraging more diverse builds.

Below is a draft concept showing how armor passives could be redesigned to reinforce each armor type’s identity.

Light Armor Concept
Active Ability (New)

Arcane Ward

Cost: Magicka
Surround yourself with a magical barrier for 6 seconds.

While active:

20% of incoming damage is converted into Magicka drain

Each time the ward absorbs damage, you gain Arcane Charge

Arcane Charge effect:
Your next damaging magicka ability consumes the charges and deals bonus damage.

Morph 1 – Reflective Ward

Part of the absorbed damage is reflected back to attackers.

Morph 2 – Mystic Reservoir

Damage absorbed restores Magicka instead of dealing bonus damage.

This could become a signature defensive ability for mage builds.

Passive 1 – Spell Warding

Increase Spell Resistance by 400 per Light Armor piece worn.

If wearing 5 or more pieces, gain Minor Protection while casting or channeling abilities.

Passive 2 – Arcane Momentum

Light attack weaving with magicka abilities grants Arcane Momentum:

+1% Spell Damage per stack

Maximum 8 stacks

Stacks reset if weaving stops for 4 seconds.

Passive 3 – Mana Shielding

10% of incoming damage is taken from Magicka instead of Health.

If Magicka reaches 0, the effect is disabled for 6 seconds.

Passive 4 – Ethereal Movement

After roll dodging:

Gain Major Expedition for 3 seconds

Gain snare and immobilization immunity for 2 seconds

Passive 5 – Elemental Mastery

Applying elemental status effects increases Spell Damage by 2% for 5 seconds.

Stacks up to 5 times.

Passive 6 – Arcane Echo

Magicka abilities have a 12% chance to create an Arcane Echo, repeating 30% of the damage after 1 second.

Echo damage cannot crit.

Passive 7 – Mystic Reflex

When you fall below 30% health, automatically trigger:

A damage shield

Major Expedition

Cooldown: 20 seconds

This represents a mage survival instinct.

Medium Armor Concept

Medium Armor should clearly reward stamina gameplay, mobility, and weapon combat.

Passive 1 – Predator’s Flow

Trigger: Light Attack → Stamina Ability

Gain Predator Flow for 5 seconds:

+1% Weapon Damage per stack

Maximum 8 stacks

Stacks reset if a Magicka ability is used.

Passive 2 – Martial Precision

Stamina abilities gain:

+6% Critical Chance

+10% Critical Damage

Passive 3 – Adrenaline Engine

Dealing physical, bleed, or poison damage restores Stamina.

Cooldown: 1 second

Passive 4 – Predator’s Position

Attacking enemies from the flank or behind with a stamina ability grants:

Increased Armor Penetration

Bonus damage

Passive 5 – Fleet Combatant

After sprinting or roll dodging, your next stamina ability deals 10% more damage.

Passive 6 – Weapon Mastery

Increase damage of weapon skill line abilities by 8%.

Applies to:

Dual Wield

Two-Handed

Bow

One-Hand and Shield

Passive 7 – Executioner’s Instinct

Enemies below 35% health take 8% more damage from stamina abilities.

Medium Armor Active Ability

Hunter’s Focus

Cost: Stamina

For 8 seconds:

Stamina abilities generate Hunter Stacks

Each stack increases Weapon Damage by 2%

Maximum 5 stacks

Using a Magicka ability removes all stacks.

Final Thoughts

This is just a draft idea of how the armor system could evolve to:

Reinforce armor identities

Encourage build diversity

Introduce new mechanics

Reduce stat stacking dominance

Without necessarily increasing overall power levels.

I would really like to hear your thoughts.

Do you feel the same way about the current armor meta, or do you think the system is fine as it is?

Would you like to see more mechanical diversity in armor passives?

Thanks for reading.
Edited by maryjane1412 on March 9, 2026 12:34AM
  • maryjane1412
    maryjane1412
    ✭✭
    ESO already has a wide variety of status effects — bleed, poison, disease, snares, immobilization, elemental procs, and more but they’re rarely integrated meaningfully into armor passives.

    Imagine if armor passives rewarded clever use of status effects instead:

    Light Armor could amplify spell effects when you apply elemental statuses, or create defensive shields when an enemy is immobilized.

    Medium Armor could grant damage bonuses for bleeding or poison effects on enemies, or reward flanking enemies with a debuff.

    Heavy Armor could trigger damage mitigation when suffering status effects, or reflect conditions back to attackers.

    This kind of system would:

    Make armor choices feel meaningful

    Encourage skillful gameplay instead of stat stacking

    Create more synergy between abilities and gear

    Right now, status effects feel like a side note, barely touched by passives or meta builds. I really hope the devs—or even the community through discussion—can start thinking about ways to integrate these effects meaningfully. It could completely change how we approach combat and build design.
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