I think the recent power creep has just done a lot to ruin some perspectives, when basically major vuln on demand for 1 slot isn't good enough anymore.
Here's a simple way to understand how bad this mythic item is: After ZOS last rebalanced the heavy attack durations for various weapons, it now generally takes about 2.5s to complete a heavy attack. This mythic's buff lasts for 20s, meaning you'd spend approximately 12% of your time only to maintain an 8% damage increase. To put it more bluntly, its expected damage gain for you is negative (and that's not even mentioning its damage reduction against non-targets).
The only scenario I can imagine where it would actually increase damage is in PvP, using a stealth HA to start a gank and ending the fight in a very short time, allowing it to provide a positive benefit. But if I can perform a stealth HA, why would I use this mythic item, which offers a low bonus and occupies my head slot? Not to mention Monomyth, even Maarselok would perform better than this.
So the mythic ends up being probably most potent in PvP, with possibly dangerous scaling potential in groups - what is the issue then? Do you not have enough PvE mythics? I don't think an item needs to be buffed to satisfy all possible clienteles if that comes at the cost of overbuffing a use case. And as I said above, comparing it to the most busted items that have been released is really nothing but an exercise in futility. Everytime they release >profanity placeholder< like Saints & Seducers or Monomyth I just cringe, because I know this stuff isn't going away anymore and it just gets worse from there.
I think the recent power creep has just done a lot to ruin some perspectives, when basically major vuln on demand for 1 slot isn't good enough anymore.
moderatelyfatman wrote: »They also introduce new class specialisations that changed the way you could play your class.
colossalvoids wrote: »moderatelyfatman wrote: »They also introduce new class specialisations that changed the way you could play your class.
ESO already did that, and apparently people hate it.
I have no clue what players are looking for anymore. But a consistent top complaint for 10 years that drove players away from ESO has been that "the combat sucks". Anything that aims to substantially turn things around would probably have to address that, but I just can't imagine them making fundamental changes to the game on this scale.
This consistent complaint is the same thing that is most consistent praise out there also, just another polarising thing that is "making or breaking" the game.
But talking about "specialisation" that's pretty much the opposite to what was done for many of us. We're not further specialised in anything, not deepening our class fantasy or connection with a character but making all the characters the same character at best, or alienating completely at worst. Surely some might see it as opening the system a bit, even read that people comparing it to something closer to main line TES spell system but personally I see it the exact opposite way. It might not be as bad in a long run and becoming just another polarising feature in the future is balanced properly, but currently it's not the case as far as I see feedback going.
I can't comprehend how we could live in such different universes. I have 20 max level characters, and they each have 2 completely different builds, according to their power fantasy and gameplay niche. Not only have there never been as many options, there have never been as many viable options.
I wish I could make even more, but they refuse to add more character slots.