Narvuntien wrote: »The big issue I see with most of the new sets is that they don't give weapon/spell damage, it doesn't matter how much you crit or how much resources you have without a good base of weapon or spell damage you'll hit (or heal) like a wet noodle. Dps is basically all that matters in this game, getting to resistant cap is easy and things tend to 1 shot if you mess up. As such Healers need only do the minimum of healing required while otherwise contributing to DPS in someway.
Tanking
Tanking sets that don't give any group advantage are only used in PVP. There hasn't been a good tanking set since thieves guild and neither of them were even heavy armor. All the heavy armor sets are far far too selfish. There needs to be a change in heavy armor design philosophy. Tanks = support give them support tools.
Healing
Spell power cure is overwhelmingly the best healer set, the buff to Jovad's (applying to slayer) is appreciated but its barely diversifying healer builds. Twilight remedy becoming obsolete with the psyjic skill line is also not helpful. A set that heals is redundant, healers have plenty of heals.. this game is not cooldown limited. Healers are resource limited and mechanics DPS gated. As such a Healer needs to be providing damage, infact providing damage is more important to a healer than anything else its just group damage instead of personal damage. Healer set design is also all wrong... nothing is anywhere as good as SPC + Worms. (group damage + group resources).
DPS
PVP hates procs stop making new ones and now they cannot crit they are also pretty much useless in PVE where crit multiplier (through Force buffs) is where the real damage is. As such proc sets are either broken or unplayable, just don't make them. Honestly just having a set of stats is all anyone really wants.... see Julianos and Hundings rage. The more interesting damage sets are ones with some kind of class or mechanic specific damage buff... see Burning Spellweave. Its a good set... Mechanical actuary is a recently designed set that while kind of a proc set is all about crits and rewards good lining up of damage in a narrow window of power.
I am disappointed in the nerfs to Nightmothers gaze and Sunderflame. I mean its nice that they are now under the elegant minor/major system. In many ways I"d like everything to have it *cough* snares *cough*. But you took two team play sets and made them completely useless in teamplay. (As someone else always has that buff). Also stamina dps continiues to lack magicka dps's penetration.
This^ My healer would love that. The set currently is very underwhelming and not worth using.Lightspeedflashb14_ESO wrote: »The healing set from the trial need to last 10 seconds and be able to be use every 10 seconds. This 5 seconds for 1k heals every 10 seconds is no good at all. Adding ~600 heals per second is not worth a five piece, especially one from a trial. If it was a pool that restored mag or stam, randomly, even a low amount like 300 per second, that would be good.
Delete Sload's Semblance. Dont even bother to adjust the numbers or something. Just delete it and create something new.
This. It´s true.
This set is an abomination that counteracts every attempt made towards balancing the game in this update.
It´s 7 x 844 obliviondmg dot on your target. The game does not need unavoidable uncounterable dmg. Just no.
Not entirely sure, but aren't these the numbers from the normal Cloudrest sets ? So the HM mode set could be even more than 844 oblivion damage.
It might be a good idea to leave NMG and Sunder as they were, or introduce better ways for StamDPS to gain penetration (perhaps from armor skill lines?)
Delete Sload's Semblance. Dont even bother to adjust the numbers or something. Just delete it and create something new.
ZOS_GinaBruno wrote: »What did you think of the items from the clams, if you found them?
MaximusDecimus wrote: »Aegis of Galanwe could be reworked as follows to increase usefulness. Also removing the perfected vs nonperfected could be differentiated by Minor vs Major Heroism. This rework might make it strong enough for trials tanks to consider dropping torag's or alkosh.
Heavy - Aegis of Galanwe
2 – 1206 Max Health
3 – 4% Healing Taken
4 – 129 Stamina Recovery
5 – After successfully blocking, heal an ally within 15 meters for 3440. This effect can occur every 2 seconds.
Heavy - Aegis of Galanwe
2 – 1206 Max Health
3 – 1096 Max Stamina
4 – 1206 Max Health
5 – After successfully blocking, heal an ally within 15 meters for 3440 and grant them Major Heroism for 8 seconds. This effect can occur every 4 seconds.
It might be a good idea to leave NMG and Sunder as they were, or introduce better ways for StamDPS to gain penetration (perhaps from armor skill lines?)
I think it’s again about choices. Running NMG and Sunderflame has been a no brainer for so long. There are sources of penetration for stam that hardly are used because those two sets exist.
- Maces
- Sharpened
- Lover mundus
- CP
It’s debatable if the game really needed sets with major fracture as 5 pc. But one cannot deny that NMG and SF have had a dominant position for so long that a nerf was due. Just see BSW and Necro. It’s the exact same thing.
Narvuntien wrote: »The big issue I see with most of the new sets is that they don't give weapon/spell damage, it doesn't matter how much you crit or how much resources you have without a good base of weapon or spell damage you'll hit (or heal) like a wet noodle. Dps is basically all that matters in this game, getting to resistant cap is easy and things tend to 1 shot if you mess up. As such Healers need only do the minimum of healing required while otherwise contributing to DPS in someway.
Tanking
Tanking sets that don't give any group advantage are only used in PVP. There hasn't been a good tanking set since thieves guild and neither of them were even heavy armor. All the heavy armor sets are far far too selfish. There needs to be a change in heavy armor design philosophy. Tanks = support give them support tools.
Healing
Spell power cure is overwhelmingly the best healer set, the buff to Jovad's (applying to slayer) is appreciated but its barely diversifying healer builds. Twilight remedy becoming obsolete with the psyjic skill line is also not helpful. A set that heals is redundant, healers have plenty of heals.. this game is not cooldown limited. Healers are resource limited and mechanics DPS gated. As such a Healer needs to be providing damage, infact providing damage is more important to a healer than anything else its just group damage instead of personal damage. Healer set design is also all wrong... nothing is anywhere as good as SPC + Worms. (group damage + group resources).
DPS
PVP hates procs stop making new ones and now they cannot crit they are also pretty much useless in PVE where crit multiplier (through Force buffs) is where the real damage is. As such proc sets are either broken or unplayable, just don't make them. Honestly just having a set of stats is all anyone really wants.... see Julianos and Hundings rage. The more interesting damage sets are ones with some kind of class or mechanic specific damage buff... see Burning Spellweave. Its a good set... Mechanical actuary is a recently designed set that while kind of a proc set is all about crits and rewards good lining up of damage in a narrow window of power.
I am disappointed in the nerfs to Nightmothers gaze and Sunderflame. I mean its nice that they are now under the elegant minor/major system. In many ways I"d like everything to have it *cough* snares *cough*. But you took two team play sets and made them completely useless in teamplay. (As someone else always has that buff). Also stamina dps continiues to lack magicka dps's penetration.
Lord_Dexter wrote: »
Delete Sload's Semblance. Dont even bother to adjust the numbers or something. Just delete it and create something new.
This. It´s true.
This set is an abomination that counteracts every attempt made towards balancing the game in this update.
It´s 7 x 844 obliviondmg dot on your target. The game does not need unavoidable uncounterable dmg. Just no.
Lord_Dexter wrote: »
Lord_Dexter wrote: »
Oblivion dmg is not affected by Battle spirit. It's 853 unavoidable, unblockable dmg that ignores shields and resistancec. Seems pretty strong
Lord_Dexter wrote: »
Oblivion dmg is not affected by Battle spirit. It's 853 unavoidable, unblockable dmg every second that ignores shields and resistances. Seems pretty strong