Ragnar_Lodbrok wrote: »
Ragnar_Lodbrok wrote: »
it will be all equally crappy and boring.Yes.
To the OP
One other options would be to have only one single Armor Line but branched.Each branch suited to a play style mage/tank/light fighter/healer.For example mage branch would give bonuses to magicka heavy builds no matter the armor type but with slightly different effect depending on the armor type. A mage would not completely gimp himself by going Heavy but maybe not be as dps effective as a light armor one. The branches for the other archetypes should be well thought out in actually be usefull for such builds.
Also maybe all classes should have some form of passive that makes damage of class skills also be dependent on stamina and the cost be split or exchanged between the two resource.
Unfortunately I don't expect anything other than nerfs.
So, do you guys even compare the different amounts of spell resist & armor you get with full light, medium & heavy?
Wtf is this? ok guys, we got DKs nerfed & sorc semi nerfed, lets find the next thing to cry about & get it nerfed?
instead of nerfing everything, propose things to bring the other armor types on par with light, instead of crying qq op nerf !!!!1!111!!!
i honestly thing they're fine as is, light gives magicka recovery, medium gives stam recovery, heavy gives hp recovery. Light gives bonus to spells, medium to weapons, heavy to survivability.
wtf is you guys problem? are you trying to run magicka based builds while you pump *** in stam? learn what different class abilities & weapon abilities are considered as, not all "spells" are spells ....
So, do you guys even compare the different amounts of spell resist & armor you get with full light, medium & heavy?
Wtf is this? ok guys, we got DKs nerfed & sorc semi nerfed, lets find the next thing to cry about & get it nerfed?
instead of nerfing everything, propose things to bring the other armor types on par with light, instead of crying qq op nerf !!!!1!111!!!
i honestly thing they're fine as is, light gives magicka recovery, medium gives stam recovery, heavy gives hp recovery. Light gives bonus to spells, medium to weapons, heavy to survivability.
wtf is you guys problem? are you trying to run magicka based builds while you pump *** in stam? learn what different class abilities & weapon abilities are considered as, not all "spells" are spells ....
No they are certainly not balanced.
LA give extra damage with magicka skills, 21% cost reduction, 10% crit and magicka regen.and spell resist. I do think it is where the Line should be though. The other Armors are pretty bad compared and should be drastically buffed. I am now completely converted.
Also it isn't a matter of being able to cap armor in LA since armor seems to not do much when you are dead in 4 hits with either 1000 armor or 2000 armor.I prefer to let it at 1450 with 5 L/2H and use my jewel enchants for actually good stuff like extra magicka regen and reduced spell cost The whole mechanic of armor mitigation should be looked at. I am a Sword and Shield NB.
Imo the armor sets for dps and healing need to be homogenized ( light and medium). The 5 passives should be changed for each to fit in to the mold of "stat cost reduction, stat regen, increase main stat, increase crit with stat based abilities, increase damage of main stat". Move the other bonus' ( like better sneak) to the guilds (like the thieves guild) that apply.
Make the HA tree the only tree with mitigation, and have it follow the line of "increased health, health regen, armor, spell resist, and blocking".
As for the soft caps for mitigations the ideas involving adjusting the soft cap per piece of armor seems solid to me.
So, do you guys even compare the different amounts of spell resist & armor you get with full light, medium & heavy?
Wtf is this? ok guys, we got DKs nerfed & sorc semi nerfed, lets find the next thing to cry about & get it nerfed?
instead of nerfing everything, propose things to bring the other armor types on par with light, instead of crying qq op nerf !!!!1!111!!!
i honestly thing they're fine as is, light gives magicka recovery, medium gives stam recovery, heavy gives hp recovery. Light gives bonus to spells, medium to weapons, heavy to survivability.
wtf is you guys problem? are you trying to run magicka based builds while you pump *** in stam? learn what different class abilities & weapon abilities are considered as, not all "spells" are spells ....
Shaun98ca2 wrote: »Imo the armor sets for dps and healing need to be homogenized ( light and medium). The 5 passives should be changed for each to fit in to the mold of "stat cost reduction, stat regen, increase main stat, increase crit with stat based abilities, increase damage of main stat". Move the other bonus' ( like better sneak) to the guilds (like the thieves guild) that apply.
Make the HA tree the only tree with mitigation, and have it follow the line of "increased health, health regen, armor, spell resist, and blocking".
As for the soft caps for mitigations the ideas involving adjusting the soft cap per piece of armor seems solid to me.
Then how would you play as a Light Armor or Medium Armor Tank???
That has to be viable still as that's part of the play as you want deal.
Shaun98ca2 wrote: »Imo the armor sets for dps and healing need to be homogenized ( light and medium). The 5 passives should be changed for each to fit in to the mold of "stat cost reduction, stat regen, increase main stat, increase crit with stat based abilities, increase damage of main stat". Move the other bonus' ( like better sneak) to the guilds (like the thieves guild) that apply.
Make the HA tree the only tree with mitigation, and have it follow the line of "increased health, health regen, armor, spell resist, and blocking".
As for the soft caps for mitigations the ideas involving adjusting the soft cap per piece of armor seems solid to me.
Then how would you play as a Light Armor or Medium Armor Tank???
That has to be viable still as that's part of the play as you want deal.
that shouldnt be viable.. they said anyone could play tank or play as mage type... but that should be linked to armour..
light armour tanking should not be possible . medium armour has been made viable in other games through means like evasion tanking. but again that involves a serious trade off in damage to stack evasion.
any class should be able to tank in ESO but only while wearing heavy armour and using a sword and shield...
the fact you can tank as well using light armour is why everything else becomes useless
Shaun98ca2 wrote: »Ragnar_Lodbrok wrote: »
it will be all equally crappy and boring.Yes.
To the OP
One other options would be to have only one single Armor Line but branched.Each branch suited to a play style mage/tank/light fighter/healer.For example mage branch would give bonuses to magicka heavy builds no matter the armor type but with slightly different effect depending on the armor type. A mage would not completely gimp himself by going Heavy but maybe not be as dps effective as a light armor one. The branches for the other archetypes should be well thought out in actually be usefull for such builds.
Also maybe all classes should have some form of passive that makes damage of class skills also be dependent on stamina and the cost be split or exchanged between the two resource.
Unfortunately I don't expect anything other than nerfs.
Well nerfs or not the thing to understand about armor is it shouldn't be role defining or pigeonhole your character in any way.
So with that being said you have to make sure you don't boost Heavy Armor to be the ONLY MUST HAVE to tank choice. Think about that NightBlade DPS that wants to wear medium but his group of friends need a tank. Instead of having to learn to wear all new gear, he just pushes his armor up to the soft cap and wields a 1hander and shield.
Same thing for say Heavy Armor you should be able to wear Heavy Armor without having to worry that your gimping yourself as a DPS or healer.
So in reality the passives have to "suck" as you so put it. To me the passives for all 3 look to be really well balanced the real current issue is the perception that Magicka builds are better than Stamina builds.
Currently there are certain things throwing the balance in the direction of Magicka but its NOT the gear.
So, do you guys even compare the different amounts of spell resist & armor you get with full light, medium & heavy?
Wtf is this? ok guys, we got DKs nerfed & sorc semi nerfed, lets find the next thing to cry about & get it nerfed?
instead of nerfing everything, propose things to bring the other armor types on par with light, instead of crying qq op nerf !!!!1!111!!!
i honestly thing they're fine as is, light gives magicka recovery, medium gives stam recovery, heavy gives hp recovery. Light gives bonus to spells, medium to weapons, heavy to survivability.
wtf is you guys problem? are you trying to run magicka based builds while you pump *** in stam? learn what different class abilities & weapon abilities are considered as, not all "spells" are spells ....
clearly you dont know how things actually work. soft caps mean that you reach the soft cap for armour easily in light armour with a boost from any number of shield type abilities.. this negates any advantage you have while wearing heavy armour..
if this wasnt the case and you could get a sizable reduction in damage thro mitigation over someone in light armour (as is usually the case in every other game) then there would be the trade off.. heavy armour = much harder to kill
light armour =more damage but easier to kill
sound familiar? ,, cos its what works in every other game MMO or RPG ive ever played in the last 20 years.
so perhaps you should learn about soft caps and mitigation before you go spouting nonsense.
Shaun98ca2 wrote: »Ragnar_Lodbrok wrote: »
it will be all equally crappy and boring.Yes.
To the OP
One other options would be to have only one single Armor Line but branched.Each branch suited to a play style mage/tank/light fighter/healer.For example mage branch would give bonuses to magicka heavy builds no matter the armor type but with slightly different effect depending on the armor type. A mage would not completely gimp himself by going Heavy but maybe not be as dps effective as a light armor one. The branches for the other archetypes should be well thought out in actually be usefull for such builds.
Also maybe all classes should have some form of passive that makes damage of class skills also be dependent on stamina and the cost be split or exchanged between the two resource.
Unfortunately I don't expect anything other than nerfs.
Well nerfs or not the thing to understand about armor is it shouldn't be role defining or pigeonhole your character in any way.
So with that being said you have to make sure you don't boost Heavy Armor to be the ONLY MUST HAVE to tank choice. Think about that NightBlade DPS that wants to wear medium but his group of friends need a tank. Instead of having to learn to wear all new gear, he just pushes his armor up to the soft cap and wields a 1hander and shield.
Same thing for say Heavy Armor you should be able to wear Heavy Armor without having to worry that your gimping yourself as a DPS or healer.
So in reality the passives have to "suck" as you so put it. To me the passives for all 3 look to be really well balanced the real current issue is the perception that Magicka builds are better than Stamina builds.
Currently there are certain things throwing the balance in the direction of Magicka but its NOT the gear.
you should need heavy armour and passives to tank.. that doesnt mean NB's couldnt do it but they should need to carry a suit of armour and spend some skill points in heavy to be able to... to me thats common sense.
on my templar i have all 3 armours at 50 and carry 2 full suits around with me , or i did untill it became obvious that heavy was useless in any role.
but while levelling i wore full light to heal dungeons etc. or full heavy to tank them.. thats how it should work..
its just silly to expect to change from dps to tank without needing to even change your armour or spend a few skill points in passives.. hell would you even be ok needing to shance your skill bar or would that be too much trouble?
So, do you guys even compare the different amounts of spell resist & armor you get with full light, medium & heavy?
Wtf is this? ok guys, we got DKs nerfed & sorc semi nerfed, lets find the next thing to cry about & get it nerfed?
instead of nerfing everything, propose things to bring the other armor types on par with light, instead of crying qq op nerf !!!!1!111!!!
i honestly thing they're fine as is, light gives magicka recovery, medium gives stam recovery, heavy gives hp recovery. Light gives bonus to spells, medium to weapons, heavy to survivability.
wtf is you guys problem? are you trying to run magicka based builds while you pump *** in stam? learn what different class abilities & weapon abilities are considered as, not all "spells" are spells ....
clearly you dont know how things actually work. soft caps mean that you reach the soft cap for armour easily in light armour with a boost from any number of shield type abilities.. this negates any advantage you have while wearing heavy armour..
if this wasnt the case and you could get a sizable reduction in damage thro mitigation over someone in light armour (as is usually the case in every other game) then there would be the trade off.. heavy armour = much harder to kill
light armour =more damage but easier to kill
sound familiar? ,, cos its what works in every other game MMO or RPG ive ever played in the last 20 years.
so perhaps you should learn about soft caps and mitigation before you go spouting nonsense.
ok? not caus you played mmo's and rpgs for 20 years that every game should follow every other games way of functioning.
if i just wear light armor i barely overcharge my spell resist softcap (note, thats with a mix & match of purple/blue/green armor pieces) my armor gets to 800 ish give or take (as stated earlier above, softcaps), even with all 7 pieces upgraded to purple & even if i added the armor increase trait, i doubt i'll reach the 1900 softcap for armor.
now if i want more magicka regen, or spell dmg, or fire / poison resist, i wont have options to add armor or spell resist glyphs.
medium armor gets closer to both spell resist & armor softcap. heavy armor reaches both & beyond.
a friend of mine using heavy armor (7 pieces) equipped armor & spell resist glyphs and i can tell you you can't reach the amounts he got with light armor.
granted i can reach the softcap if i add glyphs in jewelry, but then im sacrificing magicka regen & other stuff.
and this is as a sorc btw. DKs get passives to increase spell resist, NBs get passives to increase armor & spell resist coming out of stealth, templars get passives for spell resist, and reduced ability cost for magicka, stamina & ultimate.
if you want to shout out nerf light armor, consider all the class synergies & *** with it.
oh, but i don't know how to play, or read, or test i guess...... 20 years experience def trumps my 15 years. stop expecting *** to work as any other copycat mmo out there. read, test, learn.
So, do you guys even compare the different amounts of spell resist & armor you get with full light, medium & heavy?
Wtf is this? ok guys, we got DKs nerfed & sorc semi nerfed, lets find the next thing to cry about & get it nerfed?
instead of nerfing everything, propose things to bring the other armor types on par with light, instead of crying qq op nerf !!!!1!111!!!
i honestly thing they're fine as is, light gives magicka recovery, medium gives stam recovery, heavy gives hp recovery. Light gives bonus to spells, medium to weapons, heavy to survivability.
wtf is you guys problem? are you trying to run magicka based builds while you pump *** in stam? learn what different class abilities & weapon abilities are considered as, not all "spells" are spells ....
clearly you dont know how things actually work. soft caps mean that you reach the soft cap for armour easily in light armour with a boost from any number of shield type abilities.. this negates any advantage you have while wearing heavy armour..
if this wasnt the case and you could get a sizable reduction in damage thro mitigation over someone in light armour (as is usually the case in every other game) then there would be the trade off.. heavy armour = much harder to kill
light armour =more damage but easier to kill
sound familiar? ,, cos its what works in every other game MMO or RPG ive ever played in the last 20 years.
so perhaps you should learn about soft caps and mitigation before you go spouting nonsense.
ok? not caus you played mmo's and rpgs for 20 years that every game should follow every other games way of functioning.
if i just wear light armor i barely overcharge my spell resist softcap (note, thats with a mix & match of purple/blue/green armor pieces) my armor gets to 800 ish give or take (as stated earlier above, softcaps), even with all 7 pieces upgraded to purple & even if i added the armor increase trait, i doubt i'll reach the 1900 softcap for armor.
now if i want more magicka regen, or spell dmg, or fire / poison resist, i wont have options to add armor or spell resist glyphs.
medium armor gets closer to both spell resist & armor softcap. heavy armor reaches both & beyond.
a friend of mine using heavy armor (7 pieces) equipped armor & spell resist glyphs and i can tell you you can't reach the amounts he got with light armor.
granted i can reach the softcap if i add glyphs in jewelry, but then im sacrificing magicka regen & other stuff.
and this is as a sorc btw. DKs get passives to increase spell resist, NBs get passives to increase armor & spell resist coming out of stealth, templars get passives for spell resist, and reduced ability cost for magicka, stamina & ultimate.
if you want to shout out nerf light armor, consider all the class synergies & *** with it.
oh, but i don't know how to play, or read, or test i guess...... 20 years experience def trumps my 15 years. stop expecting *** to work as any other copycat mmo out there. read, test, learn.
ok if you can read so well highlight the part in any of my posts where i ask for anything to be nerfed.... if you can i,ll accept you can actually read properly .. if not i would have to argue you just proved me right..... i,ll wait over here and give you time to find the sentence where i ask for a nerf in this thread......
Shaun98ca2 wrote: »So, do you guys even compare the different amounts of spell resist & armor you get with full light, medium & heavy?
Wtf is this? ok guys, we got DKs nerfed & sorc semi nerfed, lets find the next thing to cry about & get it nerfed?
instead of nerfing everything, propose things to bring the other armor types on par with light, instead of crying qq op nerf !!!!1!111!!!
i honestly thing they're fine as is, light gives magicka recovery, medium gives stam recovery, heavy gives hp recovery. Light gives bonus to spells, medium to weapons, heavy to survivability.
wtf is you guys problem? are you trying to run magicka based builds while you pump *** in stam? learn what different class abilities & weapon abilities are considered as, not all "spells" are spells ....
clearly you dont know how things actually work. soft caps mean that you reach the soft cap for armour easily in light armour with a boost from any number of shield type abilities.. this negates any advantage you have while wearing heavy armour..
if this wasnt the case and you could get a sizable reduction in damage thro mitigation over someone in light armour (as is usually the case in every other game) then there would be the trade off.. heavy armour = much harder to kill
light armour =more damage but easier to kill
sound familiar? ,, cos its what works in every other game MMO or RPG ive ever played in the last 20 years.
so perhaps you should learn about soft caps and mitigation before you go spouting nonsense.
ok? not caus you played mmo's and rpgs for 20 years that every game should follow every other games way of functioning.
if i just wear light armor i barely overcharge my spell resist softcap (note, thats with a mix & match of purple/blue/green armor pieces) my armor gets to 800 ish give or take (as stated earlier above, softcaps), even with all 7 pieces upgraded to purple & even if i added the armor increase trait, i doubt i'll reach the 1900 softcap for armor.
now if i want more magicka regen, or spell dmg, or fire / poison resist, i wont have options to add armor or spell resist glyphs.
medium armor gets closer to both spell resist & armor softcap. heavy armor reaches both & beyond.
a friend of mine using heavy armor (7 pieces) equipped armor & spell resist glyphs and i can tell you you can't reach the amounts he got with light armor.
granted i can reach the softcap if i add glyphs in jewelry, but then im sacrificing magicka regen & other stuff.
and this is as a sorc btw. DKs get passives to increase spell resist, NBs get passives to increase armor & spell resist coming out of stealth, templars get passives for spell resist, and reduced ability cost for magicka, stamina & ultimate.
if you want to shout out nerf light armor, consider all the class synergies & *** with it.
oh, but i don't know how to play, or read, or test i guess...... 20 years experience def trumps my 15 years. stop expecting *** to work as any other copycat mmo out there. read, test, learn.
ok if you can read so well highlight the part in any of my posts where i ask for anything to be nerfed.... if you can i,ll accept you can actually read properly .. if not i would have to argue you just proved me right..... i,ll wait over here and give you time to find the sentence where i ask for a nerf in this thread......
NERFED you went BEYOND NERFED you want the core functions of the game to simply change because you believe it should work differently IE not tanking in light armor any more.
That's a core function being able to do that. But its something a player has to work for it doesn't come easy and it comes at a much higher cost than if wearing Heavy Armor.
Hedonist_Jester wrote: »
There are really only three answers to this problem:
1. Light armor needs the cost reduction to magicka skills removed or squelched.
2. Light armor needs negatives to balance what positives come from it (negative HPs per piece worn, increased susceptibility to fire, etc)
3. Medium and Heavy armor need passives that would bring them into desirability to an equal level.
ShedsHisTail wrote: »Hedonist_Jester wrote: »
There are really only three answers to this problem:
1. Light armor needs the cost reduction to magicka skills removed or squelched.
2. Light armor needs negatives to balance what positives come from it (negative HPs per piece worn, increased susceptibility to fire, etc)
3. Medium and Heavy armor need passives that would bring them into desirability to an equal level.
4. Make staff skills use Stamina like every other weapon skill.
alexandru987eb17_ESO wrote: »if the OP is not smart enough to figure out that the Cost Reduction for casters is on the Armor while the one for melee/rangers is on the weapon then he should not make a thread....
Also... the crit chage Medium Armor gets... a light armor user uses a skill slot to get it.
People go on and on about armor without realizing that the only difference is the spell penetration and magic resistance... but then again Medium Armor gets something else more suited for a melee character...
Really, they should have a quick IQ test before the Poll option...
alexandru987eb17_ESO wrote: »ShedsHisTail wrote: »Hedonist_Jester wrote: »
There are really only three answers to this problem:
1. Light armor needs the cost reduction to magicka skills removed or squelched.
2. Light armor needs negatives to balance what positives come from it (negative HPs per piece worn, increased susceptibility to fire, etc)
3. Medium and Heavy armor need passives that would bring them into desirability to an equal level.
4. Make staff skills use Stamina like every other weapon skill.
And make every weapon skill and light/heavy attacks use magicka.