leothedino wrote: »I can't wait for more of the games PVE to suffer because of useless threads like this.
Mojomonkeyman wrote: »After seeing this set in action in BGs I can safely say: Zaan is the most overpowered piece of trash since the days of crittable procsets. Literally carrying terrible players. An insult to anyone whos interested in healthy pvp and anyone trying to defend that abomination has lost his/her self respect long time ago.
Hilarious.
Mojomonkeyman wrote: »After seeing this set in action in BGs I can safely say: Zaan is the most overpowered piece of trash since the days of crittable procsets. Literally carrying terrible players. An insult to anyone whos interested in healthy pvp and anyone trying to defend that abomination has lost his/her self respect long time ago.
Hilarious.
@Mojomonkeyman Please tell me you’re joking. I don’t know if the PPG’s jammed you up Mojo, and got you hallucinating. But, Zaan carrying people? Have you heard of Troll King? Selene? And you feel that Zaan of all things is capable of carrying folks? You’re a funny man, Mojo Jojo.
WakeYourGhost wrote: »I keep seeing arguments that Proc Sets in general are bad for the Health of this game, yet - I don't understand why?
Setting yourself up to maximize the chance of activating a unique effect takes at least a tiny amount of thinking, and random chance bursts of extra damage are, at least in my opinion, a fun mechanic in any game to make combat feel a little different.
Out of all the Balance complaints I've heard, this is the one I just don't get.
I imagine for Console players, it will be much easier to avoid taking the full Proc worth of Damage, though - So, that's something.
I am pretty sure that if overland mob opened with talons, lash and 19K beam of fire gainst "Zaan is fine, get 10 meters away" PvE people, MikaS would have busy day here on forums.Cage_Lizardman wrote: »I've killed people with this set that I normally wouldn't be able to kill. Most people do not even try to get away from it, though that might change with time. Of course it's OP, but they nerfed soul assault which good pvp'ers just laughed at anyway (I don't usually die to that myself even), so I'm certainly going to enjoy this while it lasts.
Also I've found ballista more useful than soul assault now, and I see a lot more people using it, so I guess that one is the next to be nerfed.
Me too. However, they usually use wet noodle launcher only after stealing it from me when I release it during reload.
I am pretty sure if an overland mob opened with curse, frags, fury or sub, wreaking blow, DB then people would be equally as salty.
I don't think Zaan is OP (Unless being Xv1'd like mad) I don't think sub assault is OP. But if a ST 19k dot that is breakable is. Then an 8k burst AoE debuff is too. Both of these can be outplayed by movement. Git gud.
Waffennacht wrote: »Lol, another nerf because of pvp, color me surprised.....
Do you get the drift zos?
I really don't get why PvE players get outta shape over PvP balance.
Could you not complete all the content before the introduction of Zaan?
What PvE content do you feel you can no longer complete because of balance changes?
If it's just the fact you have to adjust your character, or use different gear, that's a pretty weak argument for letting PvP balance go to the way-side
Waffennacht wrote: »Lol, another nerf because of pvp, color me surprised.....
Do you get the drift zos?
I really don't get why PvE players get outta shape over PvP balance.
Could you not complete all the content before the introduction of Zaan?
What PvE content do you feel you can no longer complete because of balance changes?
If it's just the fact you have to adjust your character, or use different gear, that's a pretty weak argument for letting PvP balance go to the way-side
We already lost our sustain, and now are forced to use heavy attacks, and this is mostly because of pvp, it's about quality of gameplay, and this is garbage.
Resource Recovery Changes
Combat in ESO is, and has always been, about fast-paced action where resource management plays a large part in performing effectively. Player abilities in ESO specifically do not have cooldowns for this very reason - resource management is key and is a core pillar of the system. Due to the number of balance changes we have made over time, this core pillar of resource management has become minimzed; it’s become easier than ever to have high sustainability while still being fully maximized for damage.
As such, some significant changes to resource recovery are being made. In general, each of the changes falls into one of four major categories:
Restores based on the maximum resource pool - These abilities were simply too effective once you obtained a significant pool size.
Cost reduction & recovery passives - Several of these passives were over-performing and have been adjusted.
Group based buffs/synergies - Several of these abilities were near-mandatory in end-game situations and have been adjusted.
Resource spend/gain rates - Abilities that cost either too much or too little were adjusted to ensure that each class and build type are spending and gaining resources at roughly the same rate.
Our goal with these changes is to have a combat system that reinforces decision making and resource management. Having players make choices between abilities, buffs and gear that provide more damage, or ones that provide more resource sustain, ultimately helps ensure that ESO's combat stays balanced and healthy for years to come.
ShadowMonarch wrote: »Zaan is OP as hell on my magdk.
I don't know what you other guys are smoking but it counters magika characters super hard. After 2 cc's they are completely out of stamina and are stuck standing in my zaan as I talon and fossilize spam them even more, I barley have to put dots on them and then just spam cc's and they drop lol. In cyro if I get in a 1v1 scenario with a magika character its like free win. Just reflect spam + cc spam and zaan does almost all the damage for me!
They simply do not have the stamina to deal with getting away from it and magnb and magsorc I can just spamreflect on all their dps so ez win, set is ridiculous and fun to 1 beam people with.
Waffennacht wrote: »Lol, another nerf because of pvp, color me surprised.....
Do you get the drift zos?
I really don't get why PvE players get outta shape over PvP balance.
Could you not complete all the content before the introduction of Zaan?
What PvE content do you feel you can no longer complete because of balance changes?
If it's just the fact you have to adjust your character, or use different gear, that's a pretty weak argument for letting PvP balance go to the way-side
We already lost our sustain, and now are forced to use heavy attacks, and this is mostly because of pvp, it's about quality of gameplay, and this is garbage.
ShadowMonarch wrote: »Waffennacht wrote: »Lol, another nerf because of pvp, color me surprised.....
Do you get the drift zos?
I really don't get why PvE players get outta shape over PvP balance.
Could you not complete all the content before the introduction of Zaan?
What PvE content do you feel you can no longer complete because of balance changes?
If it's just the fact you have to adjust your character, or use different gear, that's a pretty weak argument for letting PvP balance go to the way-side
We already lost our sustain, and now are forced to use heavy attacks, and this is mostly because of pvp, it's about quality of gameplay, and this is garbage.
So because your sustain took a hit like magblade did when siphon strikes took a 400% decrease to stamina and magika sustain, you demand that you keep a monster set that gives you free 20k+ damage even though its terribly inbalanced in another aspect of the game?
Sounds like you should be trying to find a way to get your sustain back up not trying to effect another aspect of the game in a unrelated manor to how you were effected.
That is like if 1 kid breaks his toy so demands he gets to play the kid next doors toy.
Waffennacht wrote: »Lol, another nerf because of pvp, color me surprised.....
Do you get the drift zos?
I really don't get why PvE players get outta shape over PvP balance.
Could you not complete all the content before the introduction of Zaan?
What PvE content do you feel you can no longer complete because of balance changes?
If it's just the fact you have to adjust your character, or use different gear, that's a pretty weak argument for letting PvP balance go to the way-side
We already lost our sustain, and now are forced to use heavy attacks, and this is mostly because of pvp, it's about quality of gameplay, and this is garbage.
Morrowind Sustain changes were because of PvE - notably well oiled Raid groups that could run base Regen because their teamplay was so good.
Edit:
From the 3.0.5 patch notesResource Recovery Changes
Combat in ESO is, and has always been, about fast-paced action where resource management plays a large part in performing effectively. Player abilities in ESO specifically do not have cooldowns for this very reason - resource management is key and is a core pillar of the system. Due to the number of balance changes we have made over time, this core pillar of resource management has become minimzed; it’s become easier than ever to have high sustainability while still being fully maximized for damage.
As such, some significant changes to resource recovery are being made. In general, each of the changes falls into one of four major categories:
Restores based on the maximum resource pool - These abilities were simply too effective once you obtained a significant pool size.
Cost reduction & recovery passives - Several of these passives were over-performing and have been adjusted.
Group based buffs/synergies - Several of these abilities were near-mandatory in end-game situations and have been adjusted.
Resource spend/gain rates - Abilities that cost either too much or too little were adjusted to ensure that each class and build type are spending and gaining resources at roughly the same rate.
Our goal with these changes is to have a combat system that reinforces decision making and resource management. Having players make choices between abilities, buffs and gear that provide more damage, or ones that provide more resource sustain, ultimately helps ensure that ESO's combat stays balanced and healthy for years to come.
Note the key word is group here. It was aimed at the so called infinite sustain raids.
ShadowMonarch wrote: »Waffennacht wrote: »Lol, another nerf because of pvp, color me surprised.....
Do you get the drift zos?
I really don't get why PvE players get outta shape over PvP balance.
Could you not complete all the content before the introduction of Zaan?
What PvE content do you feel you can no longer complete because of balance changes?
If it's just the fact you have to adjust your character, or use different gear, that's a pretty weak argument for letting PvP balance go to the way-side
We already lost our sustain, and now are forced to use heavy attacks, and this is mostly because of pvp, it's about quality of gameplay, and this is garbage.
So because your sustain took a hit like magblade did when siphon strikes took a 400% decrease to stamina and magika sustain, you demand that you keep a monster set that gives you free 20k+ damage even though its terribly inbalanced in another aspect of the game?
Sounds like you should be trying to find a way to get your sustain back up not trying to effect another aspect of the game in a unrelated manor to how you were effected.
That is like if 1 kid breaks his toy so demands he gets to play the kid next doors toy.
Girl_Number8 wrote: »ShadowMonarch wrote: »Waffennacht wrote: »Lol, another nerf because of pvp, color me surprised.....
Do you get the drift zos?
I really don't get why PvE players get outta shape over PvP balance.
Could you not complete all the content before the introduction of Zaan?
What PvE content do you feel you can no longer complete because of balance changes?
If it's just the fact you have to adjust your character, or use different gear, that's a pretty weak argument for letting PvP balance go to the way-side
We already lost our sustain, and now are forced to use heavy attacks, and this is mostly because of pvp, it's about quality of gameplay, and this is garbage.
So because your sustain took a hit like magblade did when siphon strikes took a 400% decrease to stamina and magika sustain, you demand that you keep a monster set that gives you free 20k+ damage even though its terribly inbalanced in another aspect of the game?
Sounds like you should be trying to find a way to get your sustain back up not trying to effect another aspect of the game in a unrelated manor to how you were effected.
That is like if 1 kid breaks his toy so demands he gets to play the kid next doors toy.
I want 40k to be sure~ What's the point of doing the new dungeon if the helm is garbage?
Waffennacht wrote: »Lol, another nerf because of pvp, color me surprised.....
Do you get the drift zos?
I really don't get why PvE players get outta shape over PvP balance.
Could you not complete all the content before the introduction of Zaan?
What PvE content do you feel you can no longer complete because of balance changes?
If it's just the fact you have to adjust your character, or use different gear, that's a pretty weak argument for letting PvP balance go to the way-side
We already lost our sustain, and now are forced to use heavy attacks, and this is mostly because of pvp, it's about quality of gameplay, and this is garbage.
Morrowind Sustain changes were because of PvE - notably well oiled Raid groups that could run base Regen because their teamplay was so good.
Edit:
From the 3.0.5 patch notesResource Recovery Changes
Combat in ESO is, and has always been, about fast-paced action where resource management plays a large part in performing effectively. Player abilities in ESO specifically do not have cooldowns for this very reason - resource management is key and is a core pillar of the system. Due to the number of balance changes we have made over time, this core pillar of resource management has become minimzed; it’s become easier than ever to have high sustainability while still being fully maximized for damage.
As such, some significant changes to resource recovery are being made. In general, each of the changes falls into one of four major categories:
Restores based on the maximum resource pool - These abilities were simply too effective once you obtained a significant pool size.
Cost reduction & recovery passives - Several of these passives were over-performing and have been adjusted.
Group based buffs/synergies - Several of these abilities were near-mandatory in end-game situations and have been adjusted.
Resource spend/gain rates - Abilities that cost either too much or too little were adjusted to ensure that each class and build type are spending and gaining resources at roughly the same rate.
Our goal with these changes is to have a combat system that reinforces decision making and resource management. Having players make choices between abilities, buffs and gear that provide more damage, or ones that provide more resource sustain, ultimately helps ensure that ESO's combat stays balanced and healthy for years to come.
Note the key word is group here. It was aimed at the so called infinite sustain raids.
Funfact: sustain is still endless with a max-dmg build, you just need to play a boring and slow heavy-attack- build. Oh....and DPS is even higher than before morrowind...
So they nerfed everything to achieve nothing but more boring gameplay.
edit: endless sustain before: well coordinated group support
endless sustain now: not release left mouse button
definetly a step to more high quality gameplay
Waffennacht wrote: »Lol, another nerf because of pvp, color me surprised.....
Do you get the drift zos?
I really don't get why PvE players get outta shape over PvP balance.
Could you not complete all the content before the introduction of Zaan?
What PvE content do you feel you can no longer complete because of balance changes?
If it's just the fact you have to adjust your character, or use different gear, that's a pretty weak argument for letting PvP balance go to the way-side
We already lost our sustain, and now are forced to use heavy attacks, and this is mostly because of pvp, it's about quality of gameplay, and this is garbage.
Morrowind Sustain changes were because of PvE - notably well oiled Raid groups that could run base Regen because their teamplay was so good.
Edit:
From the 3.0.5 patch notesResource Recovery Changes
Combat in ESO is, and has always been, about fast-paced action where resource management plays a large part in performing effectively. Player abilities in ESO specifically do not have cooldowns for this very reason - resource management is key and is a core pillar of the system. Due to the number of balance changes we have made over time, this core pillar of resource management has become minimzed; it’s become easier than ever to have high sustainability while still being fully maximized for damage.
As such, some significant changes to resource recovery are being made. In general, each of the changes falls into one of four major categories:
Restores based on the maximum resource pool - These abilities were simply too effective once you obtained a significant pool size.
Cost reduction & recovery passives - Several of these passives were over-performing and have been adjusted.
Group based buffs/synergies - Several of these abilities were near-mandatory in end-game situations and have been adjusted.
Resource spend/gain rates - Abilities that cost either too much or too little were adjusted to ensure that each class and build type are spending and gaining resources at roughly the same rate.
Our goal with these changes is to have a combat system that reinforces decision making and resource management. Having players make choices between abilities, buffs and gear that provide more damage, or ones that provide more resource sustain, ultimately helps ensure that ESO's combat stays balanced and healthy for years to come.
Note the key word is group here. It was aimed at the so called infinite sustain raids.
Funfact: sustain is still endless with a max-dmg build, you just need to play a boring and slow heavy-attack- build. Oh....and DPS is even higher than before morrowind...
So they nerfed everything to achieve nothing but more boring gameplay.
edit: endless sustain before: well coordinated group support
endless sustain now: not release left mouse button
definetly a step to more high quality gameplay
True. I just wanted to point out it has nothing to do with PvP whatsoever.
I don't think it's OP in pve at all due to the required melee range, long cooldown, and the fact that it's single target, but nearly a full hp bar for dps from a proc seems like a bit much. I think it could be receive a nerf specific to pvp, 19k is too much "free" damage to be coming from a proc.
I've had the set and have used it since the first day of the patch too for what it's worth.
edit: I see a lot of people here defending this set in pvp. I'm guessing a lot of you either 1) have the set and don't want to lose your iwin button, or 2) don't pvp.
18-20k damage from something that requires you to do absolutely nothing but be in range of your opponent is absurd. The argument that it only does x dps over time due to it's long cooldown sounds like something someone who doesn't pvp would say, as damage over time is not nearly as relevant to pvp as burst damage is. The only counterplay to a proc that will kill you if someone sneezes on you while it's going off being "do nothing but heal/shield yourself" or "run away" should make it obvious to anyone that the set is incredibly OP, especially with the amount of cc in ESO.
bigdavid11b16_ESO wrote: »all the people defending zaan are the bads whom got CARRIED with viper tremor selenes
Oreyn_Bearclaw wrote: »Played in Cyro almost continuously from friday afternoon through sunday night, then played another 5-6 hours last night (rather large sample size in the new patch). I died to this set exactly 0 times. I had it proc on me maybe 3-4 times, each time I was with a few others pounding on a super tank. A roll dodge fixed the problem every time (you can roll while being taloned).
It's a new set (proc can be a surprise), and it is certainly powerful, but the counter-play is mindnumbingly easy, AND IT'S SPELLED OUT IN THE TOOL TIP. Break the freaking beam.bigdavid11b16_ESO wrote: »all the people defending zaan are the bads whom got CARRIED with viper tremor selenes
Um, this is coming from primarily a magic player who typically wears a 1 piece monster set and no proc sets. Who are the bads again? Those that are are objectively looking at a skill or those crying because they cant manage to save enough stamina for a freaking roll dodge...
ShadowMonarch wrote: »Zaan is OP as hell on my magdk.
I don't know what you other guys are smoking but it counters magika characters super hard. After 2 cc's they are completely out of stamina and are stuck standing in my zaan as I talon and fossilize spam them even more, I barley have to put dots on them and then just spam cc's and they drop lol. In cyro if I get in a 1v1 scenario with a magika character its like free win. Just reflect spam + cc spam and zaan does almost all the damage for me!
They simply do not have the stamina to deal with getting away from it and magnb and magsorc I can just spamreflect on all their dps so ez win, set is ridiculous and fun to 1 beam people with.