WilliamTee wrote: »you shoulda gone with Elder Skirts Online. #justsayin
WilliamTee wrote: »you shoulda gone with Elder Skirts Online. #justsayin
I actually changed it entirely to further gain weight as a thread in general bc I think this would really help a lot of issues out.
davidetombab16_ESO wrote: »remove magicka discount and magicka regen from light armor , problem solved
davidetombab16_ESO wrote: »remove magicka discount and magicka regen from light armor , problem solved
And there will be no Healers and Sorcs.. Smart Thinking...
davidetombab16_ESO wrote: »remove magicka discount and magicka regen from light armor , problem solved
And there will be no Healers and Sorcs.. Smart Thinking...
I highly doubt there would be no healers if they couldn't add -17 magicka per skill cost. But anyway... The post you quoted and your post are irrelevant.
@Malmaidavidetombab16_ESO wrote: »remove magicka discount and magicka regen from light armor , problem solved
And there will be no Healers and Sorcs.. Smart Thinking...
I highly doubt there would be no healers if they couldn't add -17 magicka per skill cost. But anyway... The post you quoted and your post are irrelevant.
Why would they do that ? What is point in having 750 armor vs 1700armor and no benefits ? Just because couple of guys are constantly whining and making whine threads.
The point would then be teamwork. You protect me, and I heal you kinda thing.
Ya know.. The way it's supposed to be.
davidetombab16_ESO wrote: »remove magicka discount and magicka regen from light armor , problem solved
@Malmaidavidetombab16_ESO wrote: »remove magicka discount and magicka regen from light armor , problem solved
And there will be no Healers and Sorcs.. Smart Thinking...
I highly doubt there would be no healers if they couldn't add -17 magicka per skill cost. But anyway... The post you quoted and your post are irrelevant.
Why would they do that ? What is point in having 750 armor vs 1700armor and no benefits ? Just because couple of guys are constantly whining and making whine threads.
The point would then be teamwork. You protect me, and I heal you kinda thing.
Ya know.. The way it's supposed to be.
Not, "oh, let me heal, use this spell and my ring and have the same armor as these guys wearing full plate."
The benefit is you can heal. I thought that was obvious?
I think the fix is fairly simple in order to let ppl play they want, rather than having 90% of your population run around in LA w/ staves:
-Increase base weapon damage (significantly)
-get rid of weapon damage soft caps
-Increase medium and heavy armor value so that they cannot be reached while wearing LA even with jewelry(which would require the raising of soft caps as well). Basically LA could reach MA armor via 2x + armor rings, and MA could reach HA via 2x + armor rings. Basically each armor type would have a difference of roughly 1200 armor rating (if wearing a full set). Which equates to a 12% damage mitigation difference per armor type.
I honestly believe that with these three changes it would solve a multitude of "balance issues".
@Malmaidavidetombab16_ESO wrote: »remove magicka discount and magicka regen from light armor , problem solved
And there will be no Healers and Sorcs.. Smart Thinking...
I highly doubt there would be no healers if they couldn't add -17 magicka per skill cost. But anyway... The post you quoted and your post are irrelevant.
Why would they do that ? What is point in having 750 armor vs 1700armor and no benefits ? Just because couple of guys are constantly whining and making whine threads.
The point would then be teamwork. You protect me, and I heal you kinda thing.
Ya know.. The way it's supposed to be.
Not, "oh, let me heal, use this spell and my ring and have the same armor as these guys wearing full plate."
The benefit is you can heal. I thought that was obvious?
I think the fix is fairly simple in order to let ppl play they want, rather than having 90% of your population run around in LA w/ staves:
-Increase base weapon damage (significantly)
-get rid of weapon damage soft caps
-Increase medium and heavy armor value so that they cannot be reached while wearing LA even with jewelry(which would require the raising of soft caps as well). Basically LA could reach MA armor via 2x + armor rings, and MA could reach HA via 2x + armor rings. Basically each armor type would have a difference of roughly 1200 armor rating (if wearing a full set). Which equates to a 12% damage mitigation difference per armor type.
I honestly believe that with these three changes it would solve a multitude of "balance issues".
I think the fix is fairly simple in order to let ppl play they want, rather than having 90% of your population run around in LA w/ staves:
-Increase base weapon damage (significantly)
-get rid of weapon damage soft caps
-Increase medium and heavy armor value so that they cannot be reached while wearing LA even with jewelry(which would require the raising of soft caps as well). Basically LA could reach MA armor via 2x + armor rings, and MA could reach HA via 2x + armor rings. Basically each armor type would have a difference of roughly 1200 armor rating (if wearing a full set). Which equates to a 12% damage mitigation difference per armor type.
I honestly believe that with these three changes it would solve a multitude of "balance issues".
I think your figures would have to be tested, but I agree with the basic premise that damage mitigation from medium and heavy come nowhere near the advantage that light gives in terms of being able to spam magicka based abilities much more.
I think the fix is fairly simple in order to let ppl play they want, rather than having 90% of your population run around in LA w/ staves:
-Increase base weapon damage (significantly)
-get rid of weapon damage soft caps
-Increase medium and heavy armor value so that they cannot be reached while wearing LA even with jewelry(which would require the raising of soft caps as well). Basically LA could reach MA armor via 2x + armor rings, and MA could reach HA via 2x + armor rings. Basically each armor type would have a difference of roughly 1200 armor rating (if wearing a full set). Which equates to a 12% damage mitigation difference per armor type.
I honestly believe that with these three changes it would solve a multitude of "balance issues".
They need to have brain to using all of this stuff, but they didn't.you guys are talking like you dont have nothing in your med skill tree.
They need to have brain to using all of this stuff, but they didn't.you guys are talking like you dont have nothing in your med skill tree.
I'm very rarly see melee who trying to do dodge or attack from behind a target, damn, just moving while fighting.
They are just staying in front of monster and pushing skills, no blocking, no interrupting, then died and going to complain at forums - "give us Win-Button and nerf this damn mages!"
Most of mages are more professional players than most of melee
Discuss ^^
ss.ioannidisnrb18_ESO wrote: »I think the fix is fairly simple in order to let ppl play they want, rather than having 90% of your population run around in LA w/ staves:
-Increase base weapon damage (significantly)
-get rid of weapon damage soft caps
-Increase medium and heavy armor value so that they cannot be reached while wearing LA even with jewelry(which would require the raising of soft caps as well). Basically LA could reach MA armor via 2x + armor rings, and MA could reach HA via 2x + armor rings. Basically each armor type would have a difference of roughly 1200 armor rating (if wearing a full set). Which equates to a 12% damage mitigation difference per armor type.
I honestly believe that with these three changes it would solve a multitude of "balance issues".
I play 5/2 h/l s+b or bow dk tank . I do not agree. Firstly melee balance is hard as survivability is very high so increasing damage significantly can make them OP which leads to a nerf
First point : I would not think a huge increase was needed maybe 10% but not more than that
Second point : weapon dame soft cap for me is high 170 I'm one handed so I'm are 130 do t see the issue
Third point: will break our builds we rely on the passives of am and la to increase damage output through magicka etc
I believe it comes down to learning the class - I can hit 340 or so dps now with a particular rotation - single target. I burst past 750 on 3 mobs during a AoE with ultimate - 450 without. Given also the level of cc on demand available I would think any significant increase to say 450 single target would make me unstoppable ( shield bash did that in older days)