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Can we please change Kjalnar’s nightmare?

Sockermannen
Sockermannen
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Hi

i’d like to discuss the way that the monster set Kjalnar’s nightmare works, how it cripples the set and how it could be improved.
The current in game description of how Kjalnar’s nightmare works reads as follows:


Damaging an enemy with a Light Attack puts a Bone stack on them for 5 seconds, up to once every 0.5 seconds. At 5 stacks, an undodgeable skeletal hand attacks your enemy after 1 second, knocking them into the air and stunning them for 3 seconds, or dealing X Magic damage if they cannot be stunned. Enemies then become immune to Kjalnar's Nightmare stacks for 4 seconds. The damage scales off the higher of your Weapon or Spell Damage.

How and why does this cripple the set?
Well, it both does and doesn’t. See, for solo content the set works fine, it is only a matter of whenever you can get 5 light attacks of before the mob dies or not.

The set suffers alot during group play, trials, dungeons, let me explain…
To get the skeleton hand to fire, light attacks must land on the target to build bone stacks, at 5 stacks the set fires and the target becomes immune to building bone stacks for a short time.
This becomes an issue once you have, say 3 players, running Kjalnar. you will be able to build stacks within the shortest time possible (2.5 seconds). The set will fire and then the target will become immune to EVERY player’s kjalnar’s nightmare set preventing more stacks from being built and sets to fire.

This means that under optimal circumstances, you could have a full raid team of 8 damage dealers running Kjalnar’s nightmare but it would only proc ONCE every 7.5 seconds as opposed to 8 times every 10 seconds (5 seconds to build bone stacks trough light attack weaving, 1 second proc delay, 4 seconds cooldown)


How would i change this? simple.
Make the stacking mechanic work like the stacking mechanic of the popular set Kinra’s wrath, where the stacks are built on yourself instead of on the enemy, once you reach 5 stacks you get the benefit of the set.

Landing a light attack builds a bone stack on YOU, landing the 5th light attack causes the set to fire on that target and then YOU become immune to stacks.

This would make the set not only viable in group play, but also against low health mobs that stand a chance of dying with the way the set works now.
Would the set become overpowered? well… no, other monster sets or mythic items already outperform the set, only difference is that they work in team situations where as Kjalnar’s nightmare doesn’t.

Please, i love this set. Both thematically and for the damage potential it has. I would love to see to see it changed.

Thank you for reading.
Have a great day
Edited by Sockermannen on 12 May 2022 14:55
  • Necrotech_Master
    Necrotech_Master
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    i kind of like this suggestion as it would make it easier to use, i personally dont like requiring 5 light attacks before it deals dmg, it feels very slow (likely because of issues you mention, stacks are per target, and hitting wrong target or target dying further increases time to proc), but with your suggestion it might actually be more useable
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  • Kahnak
    Kahnak
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    Most people doing endgame content have the understanding that this monster set isn't great to use in group content. That being the case, there are plenty of other Monster Sets you can wear that give similar output if you want to wear one. The differences in DPS between Monster Sets often come down to the 2nd armor bonus rather than the damage from the set, anyway. Additionally, many DD's are forgoing Monster Sets for Mythic items, so you will probably never run into a situation like the on proposed above unless it is done deliberately.

    I'm not aware of the reason why the set has that limitation on it - probably has something to do with how it functions in PvP, but I honestly don't think it is such a big deal that it 'cripples' the set in any way.
    Tombstone Reads: "Forgot to get good"
  • Mr_Stach
    Mr_Stach
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    Zos currently has this Fetish for Stacking X to activate Y. Sometimes it works, often times it just makes Y annoying to get to. I understand wanting to make something unique, but jumping through hoops when you can get similar effects easier is annoying.
    Altoholic, Frost Warden Sympathizer and Main

    Glacial Guardian - Main - Frost Warden Zealot
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  • YandereGirlfriend
    YandereGirlfriend
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    Mr_Stach wrote: »
    Zos currently has this Fetish for Stacking X to activate Y. Sometimes it works, often times it just makes Y annoying to get to. I understand wanting to make something unique, but jumping through hoops when you can get similar effects easier is annoying.

    Indeed! The stack mechanic has become very stale at this point and I'm sure that it is not doing any favors for game performance when compared to more constant-effect types of bonuses.

    FWIW, I like the OP's suggestion but I could also imagine it leading to humorous situations in BGs, etc. where coordinated groups just smash the same tab-targeted player with a bunch of fists at the same time.
  • DigiAngel
    DigiAngel
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    Swap to Stormfist in groups...usually trials as it's been rare for me at least to see them in random dungeons. I realize this doesn't address the change (which I like btw), but it's at least an alternative route.
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