YandereGirlfriend wrote: »The decision to nerf the most popular Crit Resistance sets without touching Crit Damage is a truly bizarre choice.
The playing field was already tilted wildly in favor of Crit Damage and you have now made the situation even worse. Which is the precise opposite of what most PvP folk have been asking for over the last many patch cycles.
Also, ZOS: where is the Crit Resistance Mundus? Why is Sturdy Horn still unusable and costing a crazily high 250 ult? Can we please un-nerf Impen as a trait? How about Major Enervation as a debuff? Please toss folk a bone to combat the Crit Damage inflation we have experienced over the last several years.
MashmalloMan wrote: »YandereGirlfriend wrote: »The decision to nerf the most popular Crit Resistance sets without touching Crit Damage is a truly bizarre choice.
The playing field was already tilted wildly in favor of Crit Damage and you have now made the situation even worse. Which is the precise opposite of what most PvP folk have been asking for over the last many patch cycles.
Also, ZOS: where is the Crit Resistance Mundus? Why is Sturdy Horn still unusable and costing a crazily high 250 ult? Can we please un-nerf Impen as a trait? How about Major Enervation as a debuff? Please toss folk a bone to combat the Crit Damage inflation we have experienced over the last several years.
While I agree that they should look at crit damage and crit resist, a big factor in that is subclassing which will inevitably be toned down as class refreshes complete and less people stack the 10~12% from 3 lines. It's already happening with DK refresh since Ardent and Draconic don't have Crit Damage, but should inflate as pure classing becomes more and more popular. Hell I'd be happy if some classes move away from that bonus entirely, I'm not sure why they gave it to DK in the first place, aside from a last minute PVE buff, but here we are, 5/7 classes with crit damage.
Also, their "nerf" didn't do much really. Impreg was always a joke, 5pc static sets like that have been largely underwhelming for 10 years now. We don't use Hunding's Rage, Fortified Brass, etc for a reason.
Rallying Cry is arguably the most popular option, so let's use that as an example:
- 2 piece = 657 Critical Chance
- 3 piece = 1096 Magicka -> 424 Critical Resist
- 4 piece = 657 Critical Chance -> 129 W/S Damage
- 5 piece = 300 W/S Damage + 1650 Critical Resist -> 986 Critical Resist
986 + 424 = 1410
1650 - 1410 = 240
240 / 66 = 3.6%
Effectively you lose 1.1k Magicka which wasn't useful to roughly half the playerbase, and -3.6% crit resist going from +25% to +21.4%, practically nothing, and since RC still provides one of, if not the best 5pc back bar buff you can find, it's still a staple. Not to mention it gives it in aoe for a minor reduction in potency.
Also, should be mentioned that the -3.6% from RC is potentially offset by all the sets that just had +424 (6.4%) Crit Resist added in if you happened to use them too.
This whole thing is inconsequential to say the least, it doesn't read as a balancing pass we need to read into, it reads as "these sets had bonuses that didn't match their 5 piece, use case, or collection, so we adjusted them to make more sense."
If one day they decide that Crit Resist on their spread sheet should be 3x that of a Crit Chance line instead of roughly 2.2x, then all of these sets would be buffed at the same time which would address your feedback.

YandereGirlfriend wrote: »Also, why did Pyrebrand come in for looks like a titanic nerf for any DK not using that specific Class Mastery passive.
That... isn't how this works.
This sort of punitive thinking, where the set is completely dumpstered for anyone, a) not pureclassed and b) not pureclassed and using one specific class Mastery, was also not applied to any of the other class sets, most of which received global buffs for both pure- and impure builds alike.
Similarly to the Shattered Signet Mythic, this is a design dead-end that should be reverted and never done again.
We're toning down how strong this mythic can be in ultra niche cases by targeting the relative problem space; pet builds, and especially ones that utilize Feral Guardian.
This is the official feedback thread for the new item sets. Specific feedback that the team is looking for includes the following:
- Were there any sets you felt were over or under powered compared to current offerings in the live game?
- Do you have any other general feedback?
MashmalloMan wrote: »Shattered Paths Signet mythic
At first glance, I really disliked the patch notes with the attempt to lock out Warden from using it because it was considered too effective. I've since heard that the Chill lockout will not take effect, but the permanent pet fix will remain. That's great to hear.
However, this brings up an important topic I think should be addressed. This mythic is poorly implemented by rewarding sitting on your ultimate indefinitely to get 100% of the inflated value which is only so high in the first place, because it's meant to be worked up to via harder ultimate generation and high ult spending.
Here is an example of changes that could match that design intent better, while being less problematic:
"Gain Chaos Initiate causing Light and Heavy Attacks to apply a random status effect, up to once every 4 seconds, and increases your damage done with status effects by +25%
When you cast an ultimate, gain Chaos Incarnate for 1 second per 10 ultimate spent, granting Light and Heavy Attacks to apply a random status effect, up to once every 1 second, and increases your damage done with status effects by +100%.
Only 1 of these effects can be active at a time. Applies Minor Timidity to you, consuming 1 Ultimate every 1.5 seconds while in combat."
- Lowers ceiling, more balanced damage done modifier.
- Raises floor with always active buffs, makes it fun 100% of the time.
- Rewards high ultimate spending, bonus is multiplied by 4x for a set duration based on ult spent.
Something like this would be more interesting and fun to play with. Whether the modifier starts higher at 40%, but goes lower to 2x at 80% and a 2s cooldown, maybe 2s per 10 ultimate spent, etc, there's so many ways to go about this that avoids players never casting their ultimate again for a massive free damage amp. That isn't what mythics should be.
Rallying cry nerf was not a enough to make a difference or stop it from being the back bar meta in Cyro. Take away the 300 weapon damage or bring it down to 150.
The change to Soulcleaver is very welcome and well placed. Putting some generic power on this hyperspecialized set was a good call, and I think I like it even better than the original concept now. It will have reasonable uptimes/counterplay and synergizes well with its skill line. Very happy to see this change and I hope it survives the PTS.
You certainly put the power in a nice niche and I am happy there is a silver lining for NB, as the class masteries are really not interesting for me at this point.
ArctosCethlenn wrote: »The change to Soulcleaver is very welcome and well placed. Putting some generic power on this hyperspecialized set was a good call, and I think I like it even better than the original concept now. It will have reasonable uptimes/counterplay and synergizes well with its skill line. Very happy to see this change and I hope it survives the PTS.
You certainly put the power in a nice niche and I am happy there is a silver lining for NB, as the class masteries are really not interesting for me at this point.
As a soucleaver nb for my primary build in pvp, I'm pretty good with the change. lose a bit of healing and efficiency on the set but not enough to really hurt, esp with the new masteries to counterbalance that lost healing; meanwhile +12% to everything and 15% to siphoning (so 27 total for siphoning damage skills) leaves the set stronger for dds by a mile.
Real big fan of the class set adjustments. If I could harp about just one more aspect for Wrathsun, if there were a way to control the final proc that would honestly satisfy me. Maybe once you reach 30 stacks you can consume them and cast the Nova with a medium attack that way you can pick where you want the proc to drop and it doesn't just land on a side add.
YandereGirlfriend wrote: »Add the ability to self-synergize the Nova and for the Nova to assume the morph that you have selected on your character and the set would be COOKING.
calamity192 wrote: »MashmalloMan wrote: »Shattered Paths Signet mythic
At first glance, I really disliked the patch notes with the attempt to lock out Warden from using it because it was considered too effective. I've since heard that the Chill lockout will not take effect, but the permanent pet fix will remain. That's great to hear.
However, this brings up an important topic I think should be addressed. This mythic is poorly implemented by rewarding sitting on your ultimate indefinitely to get 100% of the inflated value which is only so high in the first place, because it's meant to be worked up to via harder ultimate generation and high ult spending.
Here is an example of changes that could match that design intent better, while being less problematic:
"Gain Chaos Initiate causing Light and Heavy Attacks to apply a random status effect, up to once every 4 seconds, and increases your damage done with status effects by +25%
When you cast an ultimate, gain Chaos Incarnate for 1 second per 10 ultimate spent, granting Light and Heavy Attacks to apply a random status effect, up to once every 1 second, and increases your damage done with status effects by +100%.
Only 1 of these effects can be active at a time. Applies Minor Timidity to you, consuming 1 Ultimate every 1.5 seconds while in combat."
- Lowers ceiling, more balanced damage done modifier.
- Raises floor with always active buffs, makes it fun 100% of the time.
- Rewards high ultimate spending, bonus is multiplied by 4x for a set duration based on ult spent.
Something like this would be more interesting and fun to play with. Whether the modifier starts higher at 40%, but goes lower to 2x at 80% and a 2s cooldown, maybe 2s per 10 ultimate spent, etc, there's so many ways to go about this that avoids players never casting their ultimate again for a massive free damage amp. That isn't what mythics should be.
I would not agree on this.
You are incentivized to use ultimate in game, because:
1. Ultimate is the most powerful ability you have.
2. You can have synergies connected to using ultimate.
3. You have items designed to empower you when you use ultimate.
So from this point of view, it's a question of trading all of this for 170/85% damage bonus to Status Effects, which is not worth it if you are not heavily built into it at all (ie.: Dawnbreaker on cd will easily overperform this mythic).
On other hand, despite this, we have Strategic Reserve CP, which is rewarding for sitting on ultimate, so such playstyle is already an option (often used combined with Guardian). And don't forget about Temporal Guard, which is used for Minor Protection and Psjic Passives, and rarely actually activated.
So, I don't see why hoarding ultimate is not a possible playstyle option that some players would want to commit into and build around it, despite all the benefits that using ultimate actually gives. So adding items which will either give you an easy way to capitalize on such playstyle or not so easy way to manage your ultimate - is absolutely fine. We are talking about RPG game after all.
calamity192 wrote: »On other hand, despite this, we have Strategic Reserve CP, which is rewarding for sitting on ultimate, so such playstyle is already an option (often used combined with Guardian). And don't forget about Temporal Guard, which is used for Minor Protection and Psjic Passives, and rarely actually activated.
ArctosCethlenn wrote: »The change to Soulcleaver is very welcome and well placed. Putting some generic power on this hyperspecialized set was a good call, and I think I like it even better than the original concept now. It will have reasonable uptimes/counterplay and synergizes well with its skill line. Very happy to see this change and I hope it survives the PTS.
You certainly put the power in a nice niche and I am happy there is a silver lining for NB, as the class masteries are really not interesting for me at this point.
As a soucleaver nb for my primary build in pvp, I'm pretty good with the change. lose a bit of healing and efficiency on the set but not enough to really hurt, esp with the new masteries to counterbalance that lost healing; meanwhile +12% to everything and 15% to siphoning (so 27 total for siphoning damage skills) leaves the set stronger for dds by a mile.
is still underperforming compared to other damage-oriented class sets imo.
First of all, it works over a very mediocre skill line. Outside siphoning attacks the rest is rarely used, and then in top of that it has a negative effect with the ulti drain, just like siphoning has a negative effect by costing health. Why every other class get pure benefits and better sets over better skillines, and we get something mid, over a mediocre skill-line with a negative effect that drains your ultimate on top of it? it doesn't make any sense.
Just remove the ultimate draining mechanic from soulcleaver, at least until the class re-work makes the siphoning skill line better (the cost reduction part of the set is irrelevant because all the expensive and useful skills of nightblade are on the other skill lines). There is no reason for it to have a negative effect just becase of some lore-themed idea they got when the set was first introduced.
ArctosCethlenn wrote: »The change to Soulcleaver is very welcome and well placed. Putting some generic power on this hyperspecialized set was a good call, and I think I like it even better than the original concept now. It will have reasonable uptimes/counterplay and synergizes well with its skill line. Very happy to see this change and I hope it survives the PTS.
You certainly put the power in a nice niche and I am happy there is a silver lining for NB, as the class masteries are really not interesting for me at this point.
As a soucleaver nb for my primary build in pvp, I'm pretty good with the change. lose a bit of healing and efficiency on the set but not enough to really hurt, esp with the new masteries to counterbalance that lost healing; meanwhile +12% to everything and 15% to siphoning (so 27 total for siphoning damage skills) leaves the set stronger for dds by a mile.
is still underperforming compared to other damage-oriented class sets imo.
First of all, it works over a very mediocre skill line. Outside siphoning attacks the rest is rarely used, and then in top of that it has a negative effect with the ulti drain, just like siphoning has a negative effect by costing health. Why every other class get pure benefits and better sets over better skillines, and we get something mid, over a mediocre skill-line with a negative effect that drains your ultimate on top of it? it doesn't make any sense.
Just remove the ultimate draining mechanic from soulcleaver, at least until the class re-work makes the siphoning skill line better (the cost reduction part of the set is irrelevant because all the expensive and useful skills of nightblade are on the other skill lines). There is no reason for it to have a negative effect just becase of some lore-themed idea they got when the set was first introduced.
Come on, a unnamed major berserk on demand with 100 % uptime is enough. Having to dip into a skill line with lower offensive potential is the very least I'd expect as a trade off. Not everything needs to be mindlessly broken. And don't talk down on that sustain too much, not all classes have free sustain...yet....
ArctosCethlenn wrote: »The change to Soulcleaver is very welcome and well placed. Putting some generic power on this hyperspecialized set was a good call, and I think I like it even better than the original concept now. It will have reasonable uptimes/counterplay and synergizes well with its skill line. Very happy to see this change and I hope it survives the PTS.
You certainly put the power in a nice niche and I am happy there is a silver lining for NB, as the class masteries are really not interesting for me at this point.
As a soucleaver nb for my primary build in pvp, I'm pretty good with the change. lose a bit of healing and efficiency on the set but not enough to really hurt, esp with the new masteries to counterbalance that lost healing; meanwhile +12% to everything and 15% to siphoning (so 27 total for siphoning damage skills) leaves the set stronger for dds by a mile.
is still underperforming compared to other damage-oriented class sets imo.
First of all, it works over a very mediocre skill line. Outside siphoning attacks the rest is rarely used, and then in top of that it has a negative effect with the ulti drain, just like siphoning has a negative effect by costing health. Why every other class get pure benefits and better sets over better skillines, and we get something mid, over a mediocre skill-line with a negative effect that drains your ultimate on top of it? it doesn't make any sense.
Just remove the ultimate draining mechanic from soulcleaver, at least until the class re-work makes the siphoning skill line better (the cost reduction part of the set is irrelevant because all the expensive and useful skills of nightblade are on the other skill lines). There is no reason for it to have a negative effect just becase of some lore-themed idea they got when the set was first introduced.
Come on, a unnamed major berserk on demand with 100 % uptime is enough. Having to dip into a skill line with lower offensive potential is the very least I'd expect as a trade off. Not everything needs to be mindlessly broken. And don't talk down on that sustain too much, not all classes have free sustain...yet....
we are talking about set value, and the set is bad. What does incap has anything to do with it? Specially if you consider that when using soulclever you won't be using incap, at least on pvp, you should be using soul tether as ultimate, that's the whole point of the set because funnel health as spamable is gargabe. Making an argument for soulcleaver to be bad because incap is too god makes me wonder if you even read the tooltip of the set.
About "infinite sustain", i think you havent tried PTS where classes are getting infinite sustain WITH PASSIVE, or live for that matter, heart of flame is way superior to siphoning. Arguing that soulclever should be bad because nightblade is too god is absurd, nighthblade pure class is bottom of the barrel in pretty much every content.
Tell me why anyone should use soulclever instead of any other set? Soulclever is not even close to be broken, is garbage.