Stafford197 wrote: »The article claims Set Bonus Efficiency (SBE) is integral to item set balance. Could you please shed more insight into why the following sets provide different values for their 5-piece bonuses?
SET BONUSES:
(2 items) Adds 657 Critical Chance
(3 items) Adds 1096 Maximum Magicka (or Stam)
(4 items) Adds 129 Weapon and Spell Damage
(5 items)
Silks of the Sun: +400 SD for Flame
Netch's Touch: +400 SD for Shock
Ysgramor's: +400 SD for Frost
War Maiden: +600 SD for Magic
Automaton: +400 SD for Physical & Bleed
Swamp Raider: +600 SD for Poison & Disease
Item Set sourcing and the number of Damage Types buffed by each set are varied here so it can’t be that.
Magic, Poison, and Disease Damage cannot buff any Light Attacks so this may be the reason. However, if we account for the use of non-buffed attacks, then the formula requires refining since it does not currently account for prevalent scenarios with other one-element builds, such as how Frost Magdens slot multiple skills with other Damage types.
What determines whether these sets should have 400 Spell Damage bonus vs a 600 Spell Damage bonus? Or maybe, should they all provide a 600 SD bonus?
Full Descriptions for SetsYsgramor's Birthright
(2 items) Adds 657 Critical Chance
(3 items) Adds 1096 Maximum Magicka
(4 items) Adds 129 Weapon and Spell Damage
(5 items) Adds 400 Weapon and Spell Damage to your Frost Damage abilities.
Silks of the Sun
(2 items) Adds 657 Critical Chance
(3 items) Adds 1096 Maximum Magicka
(4 items) Adds 129 Weapon and Spell Damage
(5 items) Adds 400 Weapon and Spell Damage to your Flame Damage abilities.
Netch's Touch
(2 items) Adds 657 Critical Chance
(3 items) Adds 1096 Maximum Magicka
(4 items) Adds 129 Weapon and Spell Damage
(5 items) Adds 400 Weapon and Spell Damage to your Shock Damage abilities.
War Maiden
(2 items) Adds 657 Critical Chance
(3 items) Adds 1096 Maximum Magicka
(4 items) Adds 129 Weapon and Spell Damage
(5 items) Adds 600 Weapon and Spell Damage to your Magic Damage abilities.
Strength of the Automaton
(2 items) Adds 657 Critical Chance
(3 items) Adds 1096 Maximum Stamina
(4 items) Adds 129 Weapon and Spell Damage
(5 items) Adds 400 Weapon and Spell Damage to your Physical and Bleed Damage abilities.
Swamp Raider
(2 items) Adds 657 Critical Chance
(3 items) Adds 1096 Maximum Stamina
(4 items) Adds 129 Weapon and Spell Damage
(5 items) Adds 600 Weapon and Spell Damage to your Poison and Disease Damage abilities.
ZOS wrote:We don't want to create item sets that have the potential to be abused in PvP and make the game less fun, and we don't want item sets that will encourage a limited number of viable playstyles.
balancing sets against content can be tricky, as both PvE and PvP are complex in their own ways. For example, if we buffed every item set in the game, we'd make every single dungeon boss much easier, and we can't do that.
Of course, we always need to consider PvP when balancing sets, too. We don't want to create item sets that have the potential to be abused in PvP and make the game less fun, and we don't want item sets that will encourage a limited number of viable playstyles.
Joy_Division wrote: »I did a word search in the article for "fun" and that word only came up once in the following context.ZOS wrote:We don't want to create item sets that have the potential to be abused in PvP and make the game less fun, and we don't want item sets that will encourage a limited number of viable playstyles.
So, just talking about making the game less fun, which is unfortunately my experience with the itemization in ESO and has been for a long time.
I feel the #1 goal for developing an entertainment product should be making it fun. It's not stated here. We have "Set Bonus Efficiency" (SBE), i.e., the balance by spreadsheet approach ZOS which is why my class Dot lasts 20 Seconds, cost X magica and does Y damage is the same as your class DoT that lasts 20 seconds, costs X magicka, and does Y damage. We have an admission that crafted sets are supposed to be less complex and thus, weaker (so RIP crafters). And we have assurances that PTS feedback is taken very seriously, but as a Sorcerer player who was looking for a little, ehem, fun to have with a class set that only I as a Sorcerer player could use, it's hard for me to believe that.
Whatever the SBE is, it doesn't work. We have an 8 year track record of proc damage and defensive sets dominating PvP. From Viper to Tarnished, ZOS keeps repeating the same basic error that a large incoming amount of damage triggered by a trivial condition far outperforms stat bonuses, our class abilities, or any other sort of benefits other sets provide. It's almost like they don;t understand that sudden bursts in damage that exceed ultimates requiring nothing but a light attack or a DoT ticking is not fun to be on the receiving end. I don't PvE as much as I used to, but when a 6 year old proc damage set like Relequen (trivially procced by light attacks) is still something of a standard that led to the nerf of an actual interesting set like Pyrebrand that might make DKs somewhat excited to be a DK, that basically why I don;t PvE much anymore. I play fantasy games to imagine how I as a magic using wizard, or a primal spirit oriented tribal warrior, or a retired mercenary skilled in traditional combat might use my unique and distinctive powers to overcome dangerous foes and legendary challenges. But ESO's gearing philosophy reduces all I am to a standardized 5 set piece bonus that just delivers generic proc damage, no different from the other 8 DPS in my group (many of whom are using the same armor pieces I am, despite the articles reference to 650+ sets in the game).
Aside from the reality that a 6 year old generic proc set is seen as a baseline for PvE DPS, recent experiences on the PTS have epitomized my frustrations with ESO's gearing system that I think should prompt a change in how ZOS approaches itemization.
The class sets from IA. Because there is the almighty SBE, these are just mostly decon trash. By ZOS's own design philosophy, they are not allowed to deviate from the spreadsheet and excel at what they are supposed to be doing: enhancing a very, very, very narrow subset of abilities - just five - so of course they are never going to match up to the generic sets that offer the same amount of power but far more flexibly. IT's absolutely ridiculous that the Monolith of Storms was supposed to be this awesome lightning themed set, yet was uninspiring and awkward to use. Something like Storm-Cursed Revenge or other lightning themed sets were far more flexible in allowing for greater bar space flexibility, and almost always produced superior results. Whenever a sets dares to be different and threatens the balance by spreadsheet approach, of course it got nerfed.
This absolutely felt like a punishment. I went through the trouble of grinding Pyrebrand in IA. I used my gold mats. I for the first time in a long time felt legit excited about using something that wasn;t generic and made me happy to be a DK. No, can't possibly have any of that. And for what?balancing sets against content can be tricky, as both PvE and PvP are complex in their own ways. For example, if we buffed every item set in the game, we'd make every single dungeon boss much easier, and we can't do that.
Of course, we always need to consider PvP when balancing sets, too. We don't want to create item sets that have the potential to be abused in PvP and make the game less fun, and we don't want item sets that will encourage a limited number of viable playstyles.
OK, let's talk about this. Frist off, every single dungeon boss was *not* "much easier." They were potentially slightly easier provided I actually followed the complex rotation the set required to maximize its use if I just happened to be a DK who spent hours and hours and hours in IA. It's ridiculously to use that as a justification. As it is, the vast majority of content in the game is already easy peasy: that bridge of the dungeon bosses being too easy has already been crossed and burned years ago. But have no fear, the are still 1000 CP groups still struggling on say Sunspire and spend their Saturday nights wiping, wiping, wiping, and wiping again. You honestly think that nerfing Pyrebrand is going to make the game more fun for them? No way. This is why people get frustrated when they feel ESO is balanced around a very tiny top tier of players. I don;t blame them.
And as far as PvP goes, I can tell you without question what makes Cyrodiil less fun has nothing to do with Pyrebrand. I have never logged out of Cyrodiil in frustration because some DK using a Pyrebrand set killed me. That has literally never happened to me. What does make me log out are the low population caps and the disproportionate power of organized groups have because 1) there just aren't enough PuGs to fight them and 2) because of the actual broken mechanics and sets in the game that ZOS still allows them to run rampant. HoT stacking, shield spam, DPS functioning just as good as healers, and the rule-breaking Rush of Agony set are all abused to the hilt and cause far more frustration than the Pyrebrand set.
The nerfing priorities are out of whack and that's a huge frustration. It certianly does not feel like fun is a prioirty in ESO's development process.
Mandragorane wrote: »I don't understand what is balanced? Pretty much 600 useless sets WHY lol
Stafford197 wrote: »Mandragorane wrote: »I don't understand what is balanced? Pretty much 600 useless sets WHY lol
Honestly I think this game being an Elder Scrolls game has been both a blessing and curse.
Great because the game will always have players since we love the TES franchise, but bad because the team seems to have standardized every aspect of the game they could to minimize workload. Yes, 95% of sets are useless, but the Excel spreadsheet says it’s fine