heavy armor mages, god or suck

#1SmackpwnPosted 1/27/2013 12:00:55 AM
How do they balance heavily armored mages and bow users, i can either see two ways happening, either the penalty is not great enough for wearing plate as a caster and you have unkillable casters, or the penalty is to great and you become a walking fake magician whos strongest spell is a card trick
#2KushuPosted 1/27/2013 1:05:39 AM(edited)
Enchantments on a sliding scale based on type. Shatter the trifecta of "Fighters wear plate, Rogues wear Leather, Mages wear Cloth". Instead make it "PlateDefense, LeatherBalance, ClothOffense".

For example, let's assume we're looking at a single piece of endgame gear aimed at casters:
a piece of plate might give +160 armor, +50 magicka and +15% fire damage
a piece of leather might give +90 armor, +100 magicka and +20% fire damage and +10% regen.
a piece of cloth might give +40 armor, +150 magicka, +25% fire damage and +20% regen.
In this totally made up scenario, the cloth wearer trades 120 armor plus Heavy Perks (maybe we call that 12% damage reduction before Heavy Perks) for a significant boost to his offense (+10% fire damage, a deeper pool and a slight regen rate boost).

But at the same time, I feel like the heavy caster isn't exactly getting shut out, because his stuff is still progressing along the line of "Destruction Mage". It's just slower because he chose to be more physically durable.

---
Never seen a crowd of people waving "God hates burglars" signs.
#3themerchant8Posted 1/27/2013 4:26:01 AM
Heavy armor mages could be balanced if heavy armor couldn't be enchanted/suffered massive enchanting penalties.

A heavy armor mage without mana enchants wouldn't be able to cast many deadly concentration or channeled spells before running dry. However, cast-and-forget short range spells like flamecloak coud synergize well with the build without making it overpowered.

A heavy armor mage would be an incredibly specialized build that basically revolves around jumping into mosh pits and setting everything within melee range on fire. Run of the mill physical attacks would do virtually nothing to you.

However, you have little health, no dodging, nor critical damage mitigation since you didn't train to be a warrior. You don't have any/effective magic resist enchantments either because it's heavy armor.

A normal run of the mill mage could zap you with lightning from a safe distance, a marksman could kite and critical hit you to death, and assasin could stab/poison you to death in your armor's weakspots.
==============
Heavy armor mages would essentially be a farming/solo/anti human-wave build.

Thoughts?
---
http://whc.unesco.org/en/list/666
Lumbini, the Birthplace of the Lord Buddha
. Mind=blown.
#4NitharadPosted 1/27/2013 10:20:15 AM
Propably class restrictions :D

You know ... just like in Morrowind, Oblivion and Skyrim ... wait ... >_>
#5Brig123Posted 1/27/2013 10:22:03 AM
themerchant8 posted...
Heavy armor mages could be balanced if heavy armor couldn't be enchanted/suffered massive enchanting penalties.

A heavy armor mage without mana enchants wouldn't be able to cast many deadly concentration or channeled spells before running dry. However, cast-and-forget short range spells like flamecloak coud synergize well with the build without making it overpowered.

A heavy armor mage would be an incredibly specialized build that basically revolves around jumping into mosh pits and setting everything within melee range on fire. Run of the mill physical attacks would do virtually nothing to you.

However, you have little health, no dodging, nor critical damage mitigation since you didn't train to be a warrior. You don't have any/effective magic resist enchantments either because it's heavy armor.

A normal run of the mill mage could zap you with lightning from a safe distance, a marksman could kite and critical hit you to death, and assasin could stab/poison you to death in your armor's weakspots.
==============
Heavy armor mages would essentially be a farming/solo/anti human-wave build.

Thoughts?


In the past battle mages/spellswords utilized the old 'touch' based spells to great effect. These were a lot stronger than the usual projectile spells, and usually more efficient in terms of magicka, yet nearly unusable by traditional mages due to the melee range requirement. Something like this could be a good balancer to reward a heavy armor mage type. Heavy armor mages could also utilize more wards and/or resistance spells than a pure warrior, bridging that gap as well. Interested to see how ideas like this pan out in beta.