ZOS_GinaBruno wrote: »We know it’s frustrating to see a strong set get adjusted in this way, but it was a necessary step to bring it a little closer in strength with existing and upcoming sets.
With the damage nerfed to the ground? Yeah, sure, makes perfect sense. Besides, why do I need a magical shield, which I should try to preserve from enemies attacks? How? By applying another shield? Why? I really don't understand the logic. It seems flawed to me.ZOS_GinaBruno wrote: »With Iceheart's auxiliary function being focused on preserving the shield to get as much effectiveness out of the damage as possible, and Ciannait around rushing in boldly to break the shield to maximize the Magicka gain, there will be a better parity between the two that helps them both meet our standards as well as feel different from an engagement standpoint.
mareeelb16_ESO wrote: »It's so disappointing to see these planned changes to a set that has a very specific use to a group of players who could never be described as overpowered or threatening to balance.
As so many people have said, Iceheart is not a strong set.
It has however provided an opportunity for a number of people, myself included, to participate and enjoy content that I'd otherwise find very hard to access.
I have MS which severely affects my dexterity and this set has helped me to continue to enjoy a game that I love very much. Nobody uses it for its cursory damage. For me it is an issue of accessibility.
Please, please listen to the many voices and reconsider the changes that would put even more of the game out of reach for people like myself.
Golden_Cat wrote: »I feel like I've just dodged a bullet because I don't use Iceheart in my build
Just adding my drop to the ocean:
Iceheart never felt overpowered to me, and I find that as I get better at the game I use it less and less. It felt like a nice tool to help me learn things, but never that it's help was too overpowered, and it's use always caused me to sacrifice a fair amount of damage. That's the kind of trade off that makes sense to me.
I'd say just remove the damage and leave the rest alone if it must be nerfed, but there are also so few options for frost damage that I know this would upset many players.
And really, this whole change was obviously going to happen. It was predicted the moment the pathetic stats of the new set were seen. Why not add new sets that do new things, instead of try to replace/reinvent one of the limited number of base game ones that is actually useful?
I suspect that even with the further changes to Iceheart that have been promised, I will now be carrying one less monster set with me. I've been holding back on pre-ordering the new chapter, and this may have made up my mind for me...
Feels like the issue is actually with the standards they are using.
It’s damage only occurs when the shield is up, but it’s only worn in content where the shield is often taken down quickly (otherwise why wear it?) so the potential and actual damage is quite far apart.
It’s also obviously geared for Magicka users but the damage has a really small radius meaning it’s often not hitting anything because the users are at range.
But the standard isn’t considering any of that.
Compare that with new set which has a guaranteed proc with narrow conditions that mean most classes simply can’t use it. So if it’s even worth slotting army all it’s going to actually create imbalance in favour of the classes which can use it. But these standards won’t consider that because they seem to lack the concept of context.
ZOS_GinaBruno wrote: »We’ve been reading everyone’s feedback about the recent change to Iceheart (not just on the forums, but other channels and sources as well) and we appreciate you taking the time to let us know your thoughts. We know it’s frustrating to see a strong set get adjusted in this way, but it was a necessary step to bring it a little closer in strength with existing and upcoming sets.
That said, based on some in-game data, testing, and the feedback we’ve been reading, we’re going to make further adjustments to this set in next week’s PTS patch. The plan is to make the baseline function meet the same standards as the Mother Ciannait set, with a 5k shield that lasts up to 6 seconds with a 6 second cooldown. With Iceheart's auxiliary function being focused on preserving the shield to get as much effectiveness out of the damage as possible, and Ciannait around rushing in boldly to break the shield to maximize the Magicka gain, there will be a better parity between the two that helps them both meet our standards as well as feel different from an engagement standpoint.
Exactly. It's less damage than Grothdarr, in a much smaller AOE, and the damage is cancelled as soon as the shield is lost. Nerfing the damage and the shield strength is a double-nerf to damage, which this set was never great at anyway. Their "standards" aren't factoring in any of these use-case factors. A Google search for "best ESO monster set" will rarely ever find Iceheart being mentioned. It's always been a fun and unique set for the players that enjoy off-meta builds rather than chasing a glass cannon meta build. They should be encouraging its use, not hitting it with the nerf bat just because their Excel spreadsheet tells them to.Feels like the issue is actually with the standards they are using.
It’s damage only occurs when the shield is up, but it’s only worn in content where the shield is often taken down quickly (otherwise why wear it?) so the potential and actual damage is quite far apart.
It’s also obviously geared for Magicka users but the damage has a really small radius meaning it’s often not hitting anything because the users are at range.
But the standard isn’t considering any of that.
Compare that with new set which has a guaranteed proc with narrow conditions that mean most classes simply can’t use it. So if it’s even worth slotting army all it’s going to actually create imbalance in favour of the classes which can use it. But these standards won’t consider that because they seem to lack the concept of context.
The argument that it allows you to bypass mechanics is also a bogus one, in my opinion. There are lots of ways that can be done. Being a top DPS is a far more egregious way that happens. You only need to look at videos of 600K+ vMA runs for that. I don't know whether such a statement will draw the ire of contributors, here, who worked hard for their DPS, but let me remind you: ZOS once banned a player for first doing a high 500K or 600K run, because they erroneously thought he/she was exploiting. High DPS and clever use of the detonation mechanic can bypass the entire "I'm ascending to my royal cloud" phase and subsequent finale in the last fight. No way that was intended, yet also no way you'll achieve anything remotely like that by wearing Iceheart.
On point. It makes it more feasible for newer vDLC players/groups to get more extended learning reps with the mechanics that they are unable to avoid due to lower DPS. It is removed once the mechanics are learned.
I watched Nefas' video and apparently I was wrong. I previously called the set "something you grow out of" or in other words "pretty useless". However, according to Nefas, it is a strong and widely used set in trial progression groups. Nonetheless, I don't agree that any nerf was called for. Why? Because it doesn't affect endgame. Here you have this unique thing, a set that helps mid-level players, but is not strong in PvP nor used by top-level endgame PvE players. That's fantastic! That's the holy grail: A set that doesn't have any balancing issues where it's torn between PvP and PvE or that upsets the PvE meta by being unambiguously BIS, yet a set that is still widely used and that people enjoy.
The argument that it allows you to bypass mechanics is also a bogus one, in my opinion. There are lots of ways that can be done. Being a top DPS is a far more egregious way that happens. You only need to look at videos of 600K+ vMA runs for that. I don't know whether such a statement will draw the ire of contributors, here, who worked hard for their DPS, but let me remind you: ZOS once banned a player for first doing a high 500K or 600K run, because they erroneously thought he/she was exploiting. High DPS and clever use of the detonation mechanic can bypass the entire "I'm ascending to my royal cloud" phase and subsequent finale in the last fight. No way that was intended, yet also no way you'll achieve anything remotely like that by wearing Iceheart.
On the opposite end of the spectrum I can think of some dungeon tanking sets that make life a lot easier, but that are not and have never been meta. I won't name them for fear they'll also be nerfed.
What nerfing Iceheart amounts to is taxing the middle class.
P.S.: I don't believe it's got anything to do with wanting to sell people on the new set, which looks even more niche, e.g. templar only. It's IMO all to do with their lack of experience in playing their own game. It caught their eye while they were introducing the other set, that's all.
MorganaLaVey wrote: »What else can we Nerf?
Slimecraw - Perma Minor Berserk with no healer or Restro staff requirement. This allows Tank + 3 DPS to effectively cheat out having a pseudo healing with 100% effectiveness on Combat Prayers, while the tank delivers orbs (Or DPS) to the team. This undermines appropriate group composition and reduces the need for healers to play a role in a group.
New Change:
Slimecraw -
1 piece - Crit
2 piece - Whenever you deal light attack damage from the Back grant yourself Minor Resolve for 2 seconds.
Fixed. This new set still uses the old idea in new ways!
New DLC New new set:
DLC The Red Herring:
1 piece - Stamina/Magica
2 piece - Whenever you light attack a monster grant yourself Minor Berserk for 2 seconds.