Lord_Dexter wrote: »Lord_Dexter wrote: »Lord_Dexter wrote: »None of Heavy Armor or Light Armor set are impreasive, disappointed to see another junk sets
Change 5th piece effect for both of heavy and light armors set or they will fail like 50 other existing junk sets.
Moon Hunter set 5th piece bonus should change as it will give good burst in PVP to mag blades
One of the light armor sets gives 600 spell dmg with prety much 60% uptime. I wouldnt exactly call that junk.
I mentioned about Moon Hunter set if you read.
He meant the poison one though.
Moon Hunter set is poison one,
https://eso-sets.com/set/moon-hunter
Any chance we will get an improvement for an old werewolf set?
Salvation:
Set bonus
(2 items) Adds 1096 Maximum Stamina
(3 items) Adds 129 Stamina Recovery
(4 items) Adds 1096 Maximum Stamina
(5 items) Reduces the cost of your Werewolf Transformation ability by 33%. While in Werewolf form, your Weapon Damage is increased by 150.
The last bonus should have a way higher weapon damage bonus to be attractive(~300) or an additional stam bonus while in werewolf.
Any chance we will get an improvement for an old werewolf set?
Salvation:
Set bonus
(2 items) Adds 1096 Maximum Stamina
(3 items) Adds 129 Stamina Recovery
(4 items) Adds 1096 Maximum Stamina
(5 items) Reduces the cost of your Werewolf Transformation ability by 33%. While in Werewolf form, your Weapon Damage is increased by 150.
The last bonus should have a way higher weapon damage bonus to be attractive(~300) or an additional stam bonus while in werewolf.
ZOS_GinaBruno wrote: »
Item Sets
- Crest of Cyrodiil: This item set has been redesigned, and its old effect has been moved to the Ward of Cyrodiil Item Set.
- OLD:
- 2: Weapon Damage
- 3: Max Health
- 4: Healing Taken
- 5: When you deal melee damage, you apply Minor Defile to the enemy for 5 seconds, reducing their healing received by 30%. This effect can occur once every 5 seconds.
- NEW:
- 2: Stamina Recovery
- 3: Max Health
- 4: Max Health
- 5: After successfully blocking, heal for 8000 Health. This effect can occur every 5 seconds.
ZOS_Liforce wrote: »Clearing up concerns on Balorgh:
Balorgh grants bonus Spell and Weapon Damage based on twice the amount of Ultimate CONSUMED. For example, if you use Dragon Leap right as you gain 125 Ultimate, you will gain 250 Spell and Weapon Damage for 10 seconds. If you save up 500 Ultimate before using Dragon Leap, you will instead gain 1000 Spell and Weapon Damage for 10 seconds!
As of right now, Balorgh is granting bonus Spell and Weapon Damage based on the second to last Ultimate cast, instead of the last one. We are investigating this bug and plan to address it.
Lord_Dexter wrote: »Any chance we will get an improvement for an old werewolf set?
Salvation:
Set bonus
(2 items) Adds 1096 Maximum Stamina
(3 items) Adds 129 Stamina Recovery
(4 items) Adds 1096 Maximum Stamina
(5 items) Reduces the cost of your Werewolf Transformation ability by 33%. While in Werewolf form, your Weapon Damage is increased by 150.
The last bonus should have a way higher weapon damage bonus to be attractive(~300) or an additional stam bonus while in werewolf.
Nobody cares about wolf transformation cost,
I do not mind either reduce to 15% or simply remove and increase damage to 400 weapon damage
If not changing damage then add 150 stam recovery
Lord_Dexter wrote: »Any chance we will get an improvement for an old werewolf set?
Salvation:
Set bonus
(2 items) Adds 1096 Maximum Stamina
(3 items) Adds 129 Stamina Recovery
(4 items) Adds 1096 Maximum Stamina
(5 items) Reduces the cost of your Werewolf Transformation ability by 33%. While in Werewolf form, your Weapon Damage is increased by 150.
The last bonus should have a way higher weapon damage bonus to be attractive(~300) or an additional stam bonus while in werewolf.
Nobody cares about wolf transformation cost,
I do not mind either reduce to 15% or simply remove and increase damage to 400 weapon damage
If not changing damage then add 150 stam recovery
400 weapon damage is insanely strong. WW LAs and bleeds are already strong enough. It would have to be 400 weapon damage to WW skills only, similar to the Vampire Lord set. Maybe have it reduce the cost of ALL werewolf skills. So ultimate and skills by 8%5
Any chance we will get an improvement for an old werewolf set?
Salvation:
Set bonus
(2 items) Adds 1096 Maximum Stamina
(3 items) Adds 129 Stamina Recovery
(4 items) Adds 1096 Maximum Stamina
(5 items) Reduces the cost of your Werewolf Transformation ability by 33%. While in Werewolf form, your Weapon Damage is increased by 150.
The last bonus should have a way higher weapon damage bonus to be attractive(~300) or an additional stam bonus while in werewolf.
ZOS_Liforce wrote: »Clearing up concerns on Balorgh:
Balorgh grants bonus Spell and Weapon Damage based on twice the amount of Ultimate CONSUMED. For example, if you use Dragon Leap right as you gain 125 Ultimate, you will gain 250 Spell and Weapon Damage for 10 seconds. If you save up 500 Ultimate before using Dragon Leap, you will instead gain 1000 Spell and Weapon Damage for 10 seconds!
As of right now, Balorgh is granting bonus Spell and Weapon Damage based on the second to last Ultimate cast, instead of the last one. We are investigating this bug and plan to address it.
Septimus_Magna wrote: »ZOS_Liforce wrote: »Clearing up concerns on Balorgh:
Balorgh grants bonus Spell and Weapon Damage based on twice the amount of Ultimate CONSUMED. For example, if you use Dragon Leap right as you gain 125 Ultimate, you will gain 250 Spell and Weapon Damage for 10 seconds. If you save up 500 Ultimate before using Dragon Leap, you will instead gain 1000 Spell and Weapon Damage for 10 seconds!
As of right now, Balorgh is granting bonus Spell and Weapon Damage based on the second to last Ultimate cast, instead of the last one. We are investigating this bug and plan to address it.
How will this work with Sorcerer’s Overload ultimate? Will the spell/weapon dmg continue to stack for 10 seconds?
Ward of Cyrodiil: Redesigned this item set.
OLD:
2: Stamina Recovery
3: Mounted Speed
4: Max Health
5: Increase the amount of damage you block by 8%.
NEW:
2: Weapon Damage
3: Stamina Recovery
4: Stamina Recovery
5: When you deal melee damage, you apply Major Defile to the enemy for 4 seconds, reducing their healing received and Health Recovery by 30%. This effect can occur once every 5 seconds.
Speed is crucial in any game. I think it's the only set used to speed up your mount. I use 3 pieces of that set when I'm collecting rewards from chests and surveys, it helps me a lot. I know it's a niche bonus and usage but there are 50 other sets with stamina recovery.
Overall the 3 Cyrodiil dropped sets changes don't make much sense in my opinion. Making them similar to sets from other places won't make them attractive. Cyrodiil has certain challenges absent in battlegrounds and Imperial City. PVP in that zone focuses on big scale fights so such sets should focus on buffing and debuffing groups. If that mounted speed buff could apply to 12 players by using rapid maneuvers, it could be used more often. What about siege and other stuff that are Cyrodiil exclusive only? Why not make these sets specifically useful in Cyrodiil?
ZOS_GinaBruno wrote: »
- Blood Moon (Medium)
- 2: Weapon Damage
- 3: Weapon Critical
- 4: Weapon Critical
- 5: When you deal Critical Damage with a melee Light Attack, you gain a stack of Blood Scent for 8 seconds. When you gain 5 stacks, you become Frenzied for 5 seconds, increasing your melee Light Attack damage by 50% and attack speed by 50%. This effect can occur every 18 seconds.
This is literally the only change I'm upset about in the PTS notes. I have a golded out set of this, now it's worthless for all the builds I use it for. This change is fairly upsetting. I know that the set bonuses are moving to the Ward of cyrodiil set, but unless my current crest set is getting magically changed to ward, then I'm just out all the mats/gold I invested into this set.
Why not make this change some other way that doesn't totally screw people who have this set golded out?
Colecovision wrote: »Just a reminder that everyone gets a 5th set bonus. This crazy request to deny it when someone is the second sloads proc isn't a pvp balance issue, it's much bigger. I don't care about the set, I don't sell it, I don't use it and I won't defend what it does. But, I do care about people researching traits, farming mats, crafting armor, using it, getting it to proc and then it doesn't count. Or it just gets in line to be purged 10 seconds later without doing any damage at all.
Maybe when attackers start getting their set bonus ignored, the defender should as well. If not, what's the trade off? Each person is an individual player. We aren't talking about a trash mob from a public dungeon.
Nerf it to the ground if that means balance and there are many suggestions on how to do that. Just please don't do it in a way that trashes the entire bonus system, crafting and individual players alike.
Colecovision wrote: »Just a reminder that everyone gets a 5th set bonus. This crazy request to deny it when someone is the second sloads proc isn't a pvp balance issue, it's much bigger. I don't care about the set, I don't sell it, I don't use it and I won't defend what it does. But, I do care about people researching traits, farming mats, crafting armor, using it, getting it to proc and then it doesn't count. Or it just gets in line to be purged 10 seconds later without doing any damage at all.
Maybe when attackers start getting their set bonus ignored, the defender should as well. If not, what's the trade off? Each person is an individual player. We aren't talking about a trash mob from a public dungeon.
Nerf it to the ground if that means balance and there are many suggestions on how to do that. Just please don't do it in a way that trashes the entire bonus system, crafting and individual players alike.
Having a 5th pc bonus negated by someone else running the same thing isn’t really novel, though. Ebon, Worm’s, and Hircine’s have been around since close to launch, and tmk have never been stackable with themselves. Any 5pc bonus that gives a named buff also isn’t stackable, e.g., Warrior-Poet has two 5-pc buffs, but the special one (minor toughness) is basically moot if you’re a warden or have a warden who’s healing you. I had to do a quick review of crafted sets to see which actually procced on a target instead of yourself, and I think the only three are Alessia’s bulwark, Night mother’s gaze, and Sload’s semblance. I haven’t tested Alessia, but I’m guessing both it and NMG can’t proc from multiple sources on the same target, or if they can, would replace the previous instance of the debuff. Idk if limiting sload’s to only one proc on a player at a time is the way to go, but I don’t think it’s any big slap in the face to it’s consumers if ZoS chooses to go that route considering there’s certainly precedence for such a limitation.
Jailer Tenacity set need buff to its 5pc. At least change it to proc upon 20%hp, not 25%.
There is already viable recovery sets, namely Daedric Trickery, which is strong after some ninja buffs. It has 50% uptime and access to major buffs that is superior to major vitality - major heroism, major protection, major mending. No point to wear Jailer when you can craft set that has 50% uptime of stronger buffs without proc limitation conditions. We also have Sanctuary set - it is only half of major vitality strength - 12%, but you can stack those 12% with any other buff, you have 100% uptime of it and it apply on entire raid nearby.
Jailer must have proc that would grant buff more than 50% uptime in combat, with current 25%hp in pve it will proc only on boss heavy attacks, and in pvp it might proc mostly when you gonna die next seconds anyway.
P.S.: it not work with fall damage btw. Fall damage is hardest hitting ability in-game
Jailer Tenacity set need buff to its 5pc. At least change it to proc upon 20%hp, not 25%.
There is already viable recovery sets, namely Daedric Trickery, which is strong after some ninja buffs. It has 50% uptime and access to major buffs that is superior to major vitality - major heroism, major protection, major mending. No point to wear Jailer when you can craft set that has 50% uptime of stronger buffs without proc limitation conditions. We also have Sanctuary set - it is only half of major vitality strength - 12%, but you can stack those 12% with any other buff, you have 100% uptime of it and it apply on entire raid nearby.
Jailer must have proc that would grant buff more than 50% uptime in combat, with current 25%hp in pve it will proc only on boss heavy attacks, and in pvp it might proc mostly when you gonna die next seconds anyway.
P.S.: it not work with fall damage btw. Fall damage is hardest hitting ability in-game
DT got ninja buffed?!