I also vote against nerfing Draugrkin. It's a well-balanced set with its narrow niche and downsides.
I'm even curious about what kind of build this set makes possible that it deserves such a serious nerf. Even if pulse gunkers could apply all 7 status effects (without Hemorrhaging), that would be about 7x330=2310 in PvE or 1155 in PvP (500-600 with mitigations). OMG, that's so terrible damage:)
Mora Scribe's Thesis and Hybradization
I find it much harder to hit the critical chance cap compared to before the changes. I didnt do an exact count of buffs, just looked at the number on some of my current builds on live servers that all find no trouble reaching the cap, made them in pts and both the crit chance cap and crit damage cap were well below the maximum.
Also either the set is currently bugged or just the tool tip is bugged because the count for crit damage was well below it should have been. I did check that one and the tooltip was missing 4 minor buffs.
I'm pretty sure either the tool tip is bugged or the set needs buffs. It wasnt hard to reach both caps before hybridization and the rework and it shouldnt be a hassle afterwards either.
This fix will also disable your character sheet from showing what stats it is granting (it still applies to combat events, the calculation is checked when this is queried by the combat handler to be determined by the server - while your client has an independent way of handling queries, which is why it often produces conflicting results from the actual outcome managed by the server).
Kickimanjaro wrote: »Mora Scribe's Thesis and Hybradization
I find it much harder to hit the critical chance cap compared to before the changes. I didnt do an exact count of buffs, just looked at the number on some of my current builds on live servers that all find no trouble reaching the cap, made them in pts and both the crit chance cap and crit damage cap were well below the maximum.
Also either the set is currently bugged or just the tool tip is bugged because the count for crit damage was well below it should have been. I did check that one and the tooltip was missing 4 minor buffs.
I'm pretty sure either the tool tip is bugged or the set needs buffs. It wasnt hard to reach both caps before hybridization and the rework and it shouldnt be a hassle afterwards either.
I believe that they expect the tooltip value will display differently, but that the effect should still apply as before, elaborated on in the 12.1.1 notes:This fix will also disable your character sheet from showing what stats it is granting (it still applies to combat events, the calculation is checked when this is queried by the combat handler to be determined by the server - while your client has an independent way of handling queries, which is why it often produces conflicting results from the actual outcome managed by the server).
Kickimanjaro wrote: »Mora Scribe's Thesis and Hybradization
I find it much harder to hit the critical chance cap compared to before the changes. I didnt do an exact count of buffs, just looked at the number on some of my current builds on live servers that all find no trouble reaching the cap, made them in pts and both the crit chance cap and crit damage cap were well below the maximum.
Also either the set is currently bugged or just the tool tip is bugged because the count for crit damage was well below it should have been. I did check that one and the tooltip was missing 4 minor buffs.
I'm pretty sure either the tool tip is bugged or the set needs buffs. It wasnt hard to reach both caps before hybridization and the rework and it shouldnt be a hassle afterwards either.
I believe that they expect the tooltip value will display differently, but that the effect should still apply as before, elaborated on in the 12.1.1 notes:This fix will also disable your character sheet from showing what stats it is granting (it still applies to combat events, the calculation is checked when this is queried by the combat handler to be determined by the server - while your client has an independent way of handling queries, which is why it often produces conflicting results from the actual outcome managed by the server).
Not the character sheet, the tool tip on the item itself when you hover over an item when wearing the set. It tells you how much crit damage and crit chance you have.
Currently im below the cap on builds i checked when on live i reach the cap easily. I'm sure if i interact with a trial dummy it will be fully capped but it wasnt hard to make full use of this set solo before and it shouldnt be hard to make full use of it after this pts either.
Kickimanjaro wrote: »Kickimanjaro wrote: »Mora Scribe's Thesis and Hybradization
I find it much harder to hit the critical chance cap compared to before the changes. I didnt do an exact count of buffs, just looked at the number on some of my current builds on live servers that all find no trouble reaching the cap, made them in pts and both the crit chance cap and crit damage cap were well below the maximum.
Also either the set is currently bugged or just the tool tip is bugged because the count for crit damage was well below it should have been. I did check that one and the tooltip was missing 4 minor buffs.
I'm pretty sure either the tool tip is bugged or the set needs buffs. It wasnt hard to reach both caps before hybridization and the rework and it shouldnt be a hassle afterwards either.
I believe that they expect the tooltip value will display differently, but that the effect should still apply as before, elaborated on in the 12.1.1 notes:This fix will also disable your character sheet from showing what stats it is granting (it still applies to combat events, the calculation is checked when this is queried by the combat handler to be determined by the server - while your client has an independent way of handling queries, which is why it often produces conflicting results from the actual outcome managed by the server).
Not the character sheet, the tool tip on the item itself when you hover over an item when wearing the set. It tells you how much crit damage and crit chance you have.
Currently im below the cap on builds i checked when on live i reach the cap easily. I'm sure if i interact with a trial dummy it will be fully capped but it wasnt hard to make full use of this set solo before and it shouldnt be hard to make full use of it after this pts either.
Ah, my misunderstanding.
I wonder if they should just delete that line if it can't display accurate info as it still sounds like the same issue with the character sheet. I don't understand how any of it works, but it sounds like both the tooltip and character sheet are client side, whereas actual damage inflicted is calculated server side. I could be completely wrong, though.
Another vote for reverting the draugrkin nerf.
By implementing this change you are killing a lot of build diversity as this set is one of the only good options for non-dk pressure builds. This is especially heavy handed when considering DK gets 100 flat damage tacked on to a random armor buff. Are we really saying earthspike mantle should almost carry the value of a 5 piece set, while still providing major resolve and a DoT/shield?
The other heavy handed nerfs to stealth + arcanist changes are more than enough to address pulse ganking, which has been on the decline anyway.
Zyaneth_Bal wrote: »Draugrkin has been robbed of it’s single one use option. We’ve been told that concerns are heard and now healing reduction has been reduced by 5% which is absolutely irrelevant.
Even without the healing penalty there are simply better sets even for status/dot builds that draugrkin was supposed to be tailored for.
Zyaneth_Bal wrote: »Draugrkin has been robbed of it’s single one use option. We’ve been told that concerns are heard and now healing reduction has been reduced by 5% which is absolutely irrelevant.
Even without the healing penalty there are simply better sets even for status/dot builds that draugrkin was supposed to be tailored for.
Draugrkin was a set that helped poorly scaling multi hit abilities have a bit more viability, so the extra 2 lines of spell damage is not even great for bonuses there, extra pen or crit would be much more welcome.
And ofc it should not be halved in pvp. I'd be okay with it doing the new dmg in pve and old value in pvp, although even the new pve value wouldn't be broken for pvp.




Zyaneth_Bal wrote: »Draugrkin has been robbed of it’s single one use option. We’ve been told that concerns are heard and now healing reduction has been reduced by 5% which is absolutely irrelevant.
Even without the healing penalty there are simply better sets even for status/dot builds that draugrkin was supposed to be tailored for.
Draugrkin was a set that helped poorly scaling multi hit abilities have a bit more viability, so the extra 2 lines of spell damage is not even great for bonuses there, extra pen or crit would be much more welcome.
And ofc it should not be halved in pvp. I'd be okay with it doing the new dmg in pve and old value in pvp, although even the new pve value wouldn't be broken for pvp.
I was also abusing it with pyrebrand and wild embers cause the 300% extra damage for both at full stack also applied to draugrkins extra damage.
Everything they add with a good stacking % damage is potentially broken with draugrkin.
Just wanted to point out the other reason why its good, and why its potentially a problem. Its also why draugrkin was so good with signet btw, not only the status effect build was a very multi hit build, each status effect was getting a buffed draugrkin thanks to signet.
I also vote against nerfing Draugrkin. It's a well-balanced set with its narrow niche and downsides.
I'm even curious about what kind of build this set makes possible that it deserves such a serious nerf. Even if pulse gunkers could apply all 7 status effects (without Hemorrhaging), that would be about 7x330=2310 in PvE or 1155 in PvP (500-600 with mitigations). OMG, that's so terrible damage:)
It's because in No-CP, ranged sorcerers have infinite sustain and healing so they can streak 3x or hide behind OP tanky DKs and nuke you with Bound Armaments multi hits. Which is more a problem of sorc class mastery and DK imbalance than Draugrkin.
Couldn't find anywhere to leave feedback for the new alchemy ingredients and potions so im leaving it here.
Force Trait on Potions
Major Force is a pretty strong effect and i understand the need to reduce the duration because of it. But that makes relying on potions for this effect not a consistent option and with how accessible Major Force is with Arcanist Class Mastery Ink-Scribe's Verve or the mythic Monomyth, that makes this trait pretty undesirable despite its strength.
I would suggest turning the Major Force into Minor Force and increasing the duration to the standard 47.6 seconds with alchemy passives to match other similar positive effects in order to make this trait more consistent and also more useful.
I would also suggest adding a stamina based and magicka based Force potions to alliance vendors in Cyrodil or elsewhere for player comfort.
Couldn't find anywhere to leave feedback for the new alchemy ingredients and potions so im leaving it here.
Force Trait on Potions
Major Force is a pretty strong effect and i understand the need to reduce the duration because of it. But that makes relying on potions for this effect not a consistent option and with how accessible Major Force is with Arcanist Class Mastery Ink-Scribe's Verve or the mythic Monomyth, that makes this trait pretty undesirable despite its strength.
I would suggest turning the Major Force into Minor Force and increasing the duration to the standard 47.6 seconds with alchemy passives to match other similar positive effects in order to make this trait more consistent and also more useful.
I would also suggest adding a stamina based and magicka based Force potions to alliance vendors in Cyrodil or elsewhere for player comfort.
I think Major Force with a smaller uptime is more valuable then minor, since minor is already super easy to source.

