This topic will only discuss the magnitude of the passive bonuses granted by the Master/ Maelstrom Weapons because that part is one of the focus of the latest patch (3.1.0).
On the latest PTS patch, 1-4-piece Max Health/ Stamina/ Magicka bonuses were increased by 13.3% and Weapon/ Spell Critical were increased by 55%. However, a quick login into the PTS reveals that all the passive bonuses/ enchantments of these weapons remain unchanged. Let's look at all the passive bonuses of Master and Maelstrom Weapons:
Master Inferno/ Ice/ Lighting Staff: 1032 Max Magicka
Master Restoration Staff: 1032 Max Magicka
Master Bow: 1032 Max Stamina
Master Dagger: 94 Weapon Damage
Master Greatsword: 189 Weapon Damage
Master Sword: 774 Max Health
The Maelstrom's Inferno/ Ice/ Lighting Staff: 189 Spell Damage
The Maelstrom's Restoration Staff: 668 Spell Critical
The Maelstrom Dagger/ Axe: 94 Weapon Damage
The Maelstrom Greatsword/ Battle Axe/ Maul: 189 Weapon Damage
The Maelstrom's Sword/ Mace: 774 Max Health
The first obvious matter I would like to point out is the lack of change to those passive bonuses involving Max Stat and Critical, meaning Master Destruction Staves, Master Restoration Staves, Master Bows, Master Sword, Maelstrom Restoration Staves and Maelstrom Swords/ Maces got indirect nerfs because of the 1-4-piece bonuses change. Of course, a possible reason to the lack of change is because the developers actually wanted to reduce the potency of those weapons. However, I personally do not believe this is the case because (please feel free to skip my reasoning if you find it obvious/ boring/ etc.):
1)
For Master Swords and Maelstrom Sword/ Mace, in PvE, with the change to the Infused trait, I see little reason running setups other than 2/ 5/ 5 and Infused Crusher Enchantment for Trial Tanks while in PvP, although I am not 100% sure with my very limited knowledge in PvP, I simply do not think they are very effective;
2)
for Master Destruction Staves, while it is not a bad idea to reduce the cost and increase the (upfront only, if I am not mistaken) damage of Destructive Touch considering players often knocking players back on the bridges with Destructive Reach and Reach/ Clench is an acceptable (just acceptable because it costs a lot, in my opinion) DoT in PvE, the Weapon/ Spell Damage Enchantment is, in my opinion, stronger than the active component of the enchantments of the Master Destruction Staves;
3)
for Master Restoration Staves, while it is true that it is a strong tool in both PvE and PvP, note that in PvE Trial Healers usually run 5/ 5/ 1 (usually SPC + Worm/ IA/ Mending/ MA/ Twilight), so running a Master Restoration Staff means that particular healer cannot run 6 light/ 1 heavy, run any 1-piece Monster Set nor poisons; if we notice PvE Raid Healers also need to throw a large amount of Healing Orbs and Combat Prayers (and other support skills), the Stamina return from the enchantment is by no means overpowered and thus there is little reason for Master Restoration Staves to give less Magicka than the new 1-piece Max Magicka bonus,
not to mention one of the new Undaunted Mask gives BOTH Max Magicka AND Max Stamina as a 1-piece bonus which is attractive to (Templar) Healers for CC Break/ Block Cast/ Power of the Light for Minor Breach and Fracture.
4)
for Master Bows, in PvE, unless in fights with a significant amount of movement, The Maelstrom Bows crush Master Bows into dusts, especially the Infused Trait is getting even stronger. In PvP, Master Bow is a very decent choice. However, if we look at the active component of the enchantment, it is actually comparable to a Weapon/ Spell Damage Enchantment. Therefore, the passive bonuses of Master bows should not be less than the new 1-4-piece Max Stamina bonus;
5)
for The Maelstrom Restoration Staves, 481 Magicka return for every 4s, i.e. 240.5 Magicka Recovery with 100% Regeneration uptime which cannot be affected by any %amp from passives and CP; in PvE Raids it is not an effective skill because it consumes 1 GCD with HoTs to just 2 people whom may not be the ones you want to heal and Healers are probably so tight on skill slots and they are unable to even slot this skill, not to mention Healers, in the current and upcoming meta (Healers are going to have more Magicka Recovery next patch because of the buff to The Atronach Mundus Stone), do not need the extra Magicka return from these staves; Master Restoration Staves are simply far superior to this ones. For PvP, again, I am not sure but I can see these staves have their uses in small group PvP, but again, the active component of this enchantment is rather lacking and thus I would prefer running 2 different 5-piece on 2 different bars personally.
Therefore, if the developers believe that the Max Stat and Critical 1-4-piece bonuses was less powerful than they are supposed to be, the amount of the passive bonuses of the relevant Master/ Maelstrom Weapons should also be adjusted.
The second matter, which is also rather obvious but I do not think it was discussed is the ratio of passive bonuses granted from these special weapons to the ordinary 1-4-piece bonuses. If we look at the old values#
Master Inferno/ Ice/ Lighting Staff: 1032 Max Magicka = ~1.067*Max Magicka bonus
Master Restoration Staff: 1032 Max Magicka = ~1.067*Max Magicka bonus
Master Bow: 1032 Max Stamina = ~1.067*Max Stamina bonus
Master Dagger: 94 Weapon Damage = ~0.729*Weapon Damage bonus
Master Greatsword: 189 Weapon Damage = ~1.465*Weapon Damage bonus
Master Sword: 774 Max Health = ~0.727*Max Health bonus
The Maelstrom's Inferno/ Ice/ Lighting Staff: 189 Spell Damage = ~1.465*Spell Damage bonus
The Maelstrom's Restoration Staff: 668 Spell Critical = Spell Critical bonus
The Maelstrom Dagger/ Axe: 94 Weapon Damage = ~0.729*Weapon Damage bonus
The Maelstrom Greatsword/ Battle Axe/ Maul: 189 Weapon Damage = ~1.465*Weapon Damage bonus
The Maelstrom's Sword/ Mace: 774 Max Health = ~0.727*Max Health bonus
#Old values: 1064 Max Health, 967 Max Magicka/ Stamina, 129 Spell Damage, 688 Spell Critical
Therefore, the extra Spell Critical and Max Magicka/ Stamina (1 ~ 1.067) granted from these weapons are significantly less than the Max Health and Spell/ Weapon Damage (1.455 ~ 1.465) from these weapons. Considering how strong The Maelstrom Bows (
especially with the buff to the Infused trait) and Destruction Staves are, there is little reason for Master Destruction Staves, Master Bows, Master/ The Maelstrom Restoration Staves to have significant weaker passive enchantments than the rest.
Thank you everyone for reading and if there is anything I should add, anything I am wrong or any argument I made is incorrect/ debatable please let me know so that I can adjust this post accordingly.
@ZOS_GinaBruno could you please pass this to the team working on the item sets? Because I believe one of the main goal of this patch is the balance the bonuses granted from all kinds and Master/ The Maelstrom Weapons are definitely part of the most used sets and thus I think they should also be adjusted in this patch as well. Thank you for your help in advance.