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U51 Feedback Thread for Item Sets

  • ItsNotLiving
    ItsNotLiving
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    Can we get the cooldown on the hunt leader set reduced. I feel like it has a very niche and hard to use proc condition plus it would still probably be worse than wretched.
  • IncultaWolf
    IncultaWolf
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    Just wanted to chime in and say the Draugrkin nerf wasn't needed. Feels like this change was done because of pulse ganking, but you've adjusted the abilities that were enabling this already.
  • tesority
    tesority
    Soul Shriven
    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:)
  • tesority
    tesority
    Soul Shriven
    And could u up Oakfather's Retribution set a bit? Without the 2 major buffs, it will give 1k less penetration:(
  • ceruulean
    ceruulean
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    tesority wrote: »
    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. However, in Vengeance campaign when sets were enabled, Draugrkin flat damage was useless because there's very little status effects nor multi-hit effects, and everyone has double health at 70k HP. And in CP enabled environments, Draugrkin also loses value when you can auto-cleanse.
    Edited by ceruulean on 9 August 2026 19:21
  • acanca
    acanca
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    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.
  • MSattrtand
    MSattrtand
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    The new Exploitation and Illuminate buffs should count as Minor Buffs for Mora Scribe's Thesis (and probably for Oakfarther's Retribution - I just haven't tested it) - they replaced Minor Sorcery and Minor Prophecy, Minor buffs. If Gallop counts as a Minor Buff, then Exploitation and Illuminate should count as well. And both those buffs should be provided by the trial dummy, like Minor Sorcery and Minor Prophecy before.
  • Kickimanjaro
    Kickimanjaro
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    acanca 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).
    good thoughts, good words, good actions
  • Yudo
    Yudo
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    Mora Scribe’s Thesis and Oakfather’s Retribution disabled on character sheet.

    Does this effect the character sheet only, or it will also no longer apply to API:
    GetPlayerStat()
    GetCriticalStrikeChance()
    GetAdvancedStatValue()

    Will stat changes from these sets still trigger EVENT_STATS_UPDATED?
  • acanca
    acanca
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    acanca 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.
    Edited by acanca on 11 August 2026 17:11
  • Kickimanjaro
    Kickimanjaro
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    acanca wrote: »
    acanca 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.

    edit: or they just need to fix the tooltip
    Edited by Kickimanjaro on 11 August 2026 17:17
    good thoughts, good words, good actions
  • acanca
    acanca
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    acanca wrote: »
    acanca 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.

    The tooltip was a very good quality of line change and now that we cant even see it on our character sheet, its all we have left to make sure we are reaching the cap with this set. I dunno if the tooltip is bugged or the set itself tho
  • Zyaneth_Bal
    Zyaneth_Bal
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    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
    Zyaneth_Bal
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    Overbowed wrote: »
    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.

    Pulse ganking was never anything special and now with signet deleted from pvp it’s not even possible. Ppl already got 2 sets killed with this nonsense
  • acanca
    acanca
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    Please Increase duration of Farstrider set to 15 seconds. It is currently too unwieldy to use. Increasing the duration slightly wouldnt increase its power much or at all but would be a nice quality of life change.
  • Firstmep
    Firstmep
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    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.
  • acanca
    acanca
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    Firstmep 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.
  • acanca
    acanca
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    So, after further testing Mora Scribes Thesis set on pts. I think the set is working correctly but the tool tip is broken.

    lg2mivzrl3g5.png

    We have 11 minor buffs and 3 major. What the tooltip shows is

    icpa98k0fpsp.png

    1 major and 6 minor, clearly incorrect

    But, 1k+ hits with no passives, no abilities and no CPs gives us this

    aavxtf0u5qcx.png

    With these base stats
    f0zxefrgx9o4.png


    Meaning we got around 2% crit chance which is the correct amount for 3 major buffs and the critical damage checks out as well at 11% extra critical damage thats not reflected on the character sheet.

    And here is the problem. We can no longer see these values at our character sheet, the tooltip values are wrong and the values are also not reflected on cmx screen.

    Meaning, its incredibly, mind numbingly and frustratingly difficult to make sure you are getting the correct values from Mora Scribes Thesis.

    I would suggest fixing (please) or disabling the tooltip in order not to confuse players because im sure i would not be the only person that would get tricked by the values on the tooltip.

    Tldr, please fix the tooltip. Also please buff the critical chance recieved from major buffs because it is still giving less value compared to before hybridization rework on most builds i have checked. The set should not be harder to make use of compared to live patch.
  • Firstmep
    Firstmep
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    acanca wrote: »
    Firstmep 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.

    It also works for power of the light and radiant oppression for example altho I didn't find the damage too crazy to justify any nerfs.
  • Yudo
    Yudo
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    I don't understand what problem is being addressed by disabling sets like Mora Scribe from the character sheet.
    It was working just fine? It think this creates even more confusing/conflicting results, so the dev comment makes no sense to me.
  • HunterDawn
    HunterDawn
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    Mora Scribe is not working correctly.🤔
  • Zyaneth_Bal
    Zyaneth_Bal
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    ceruulean wrote: »
    tesority wrote: »
    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.

    This is simply not true.
  • thesarahandcompany
    thesarahandcompany
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    The Draugrkin's Grip nerf in battlespirit makes no sense. Neither does Shatterspike. Why is flat damage being taken away from PVP? It's going to just pigeon hole people into whip builds even more and ruin build diversity. Like this change will effectively kill Burning Talon's platy styles.
    Sarahandcompany
    She/Her/Hers
  • thesarahandcompany
    thesarahandcompany
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    Adding to this that also nerfing flat damage basically buffs shared pain. Like shared pain will do more damage from procing off DOT ticks than dot ticks will do.
    Sarahandcompany
    She/Her/Hers
  • acanca
    acanca
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    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.
  • Firstmep
    Firstmep
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    acanca wrote: »
    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.
    Edited by Firstmep on 20 August 2026 04:22
  • acanca
    acanca
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    Firstmep wrote: »
    acanca wrote: »
    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.

    Both are really easy to source full time on all game modes imo but having the effect 1/3rd of the time makes Major Force feel bad on potions. Minor Force at least is both a meaningful effect and can be kept up full time without being too strong.
  • Tannus15
    Tannus15
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    Someone pointed this out to me in discord (not my screenshot)

    Monolith of Storms proc is not per player, it's for the entire group

    hk5o41tu2bjk.png

    you can see it here as well.

    3 sorcs all running monolith on a static movement fight, and only 1 sorc gets the proc at a time.

    38kk50rqzawp.png

    if monolith is going to be even more important to sorc dps, please fix this as well

    @ZOS_JessicaFolsom
  • Firstmep
    Firstmep
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    I really don't think draugrkin needs a nerf in pvp.
    If anything the set has become comparatively worse over time as it is easier and easier to build high weapon and spell damage these days, making those multi hit and fast dot abilities that benefit from draugrkin already scale exceptionally well even without it.

    I think this was some overreaction to some yt vid where a ganker stacking things like crystal weapon and tome bearer may have been using that. But since those builds won't exist next patch anyway, draugrkin shouldn't catch a stray.
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