From the patch notes:
Iceheart:
Reduced the damage shield this set provides to 6050 from 8600.
Reduced the damage per tick to 500 from 770.
Increased the cooldown to 12 seconds from 6.
Developer Comment:
Iceheart has long been a powerful defensive set that has become a staple for situations where you want to sacrifice damage for survivability, especially in instances such as Maelstrom Arena and no-death Trial runs. While we love the idea of this set helping in those contexts, the value of defensive and offensive potential this set provided was leagues beyond our standards when comparing it to other sets such as Brands of the Imperium or Phoenix.
Looks like a useful, popular, set has taken not one but three hits to bring it into line with sets nobody uses, or to help make the rather useless new monster set look slightly less useless. As per the Dev comment, we were already sacrificing damage for survivability, so it feels like a triple nerf is rather overkill.
I feel like everybody should just start using trials gear and run the prescribed builds because there’s no plus to trying to be creative. Quite the contrary you have to pay a penalty for it.
Revert Ice heart and change the new Mother Clanait set to be more competition for Ice heart rather than ruining Ice heart to sell your new DLC. Cancelled my sub until I see better changes and less underhanded cash grabbing.
Dusk_Coven wrote: »
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.
While I agree the set was "over-performing" it was only in very niche circumstances for specific goals and even then would not be considered to be "Best in Slot".
It is depressing and quite telling that ZOS actually came out and admitted they are nerfing this set just to promote their new DLC. It is another example of how the current execs of this game continue to spiral down the road of monetization in all facets. The players in this forum have constantly asked for an end to the constant nerfs into oblivion of useful sets. Instead of listening, they openly admit to nerfing a popular set to make their new garbage look better. Sad...very sad.
WIth the revert back to 6 seconds, I think the change is dot/ds change is now acceptable. I am still not overly happy, but it will still be usable to help new people and those wishing to do solo content.
Just wanted to say thank you for listening. I tend to mostly come to this forum to complain, and I wanted to do something other than that (kinda) for once.
thadjarvis wrote: »@TmanFoody
I believe the post you quoted was mostly tongue in cheek to illustrate nerfing an old set to sell a new one.
@karekiz ’s mistake was leaving out a camo hunter nerf
In short : because it's very powerfull set. From DD perspective it's most powerfull defensive set used atm , leaving many other defensive sets far behind. Other defensive sets have hard time competing with set that extends users health by 9k every 6 seconds with very easy proc conditions. It's almost like increasing users defense by 50% passively. And it's monster set so it just requires 2 armor slots which allows for building high defense without any drastic changes to the setup.
It's one of the sets that makes healers less usefull in many types of content and makes people way more careless about mechanics which in longer run makes people weaker players in general. Both of those things are not good for the health of the game despite the fact players are benefiting from the set itself. But there are certain reasonable levels of how much benefit set can provide and Iceheart brings simply too much to the table too easily.
thadjarvis wrote: »Considering the new plan for the set, is the damage even worthwhile?
In other words, would increasing the shield in exchange for setting the damage to a nominal amount fit with players' desired uses?
I perceive players choose to use the live set for
- To provide a ton of defense
- To proc frost damage dependent sets, passives, and status effects
- Thematic RP reasons
Increasing the shield while decreasing damage fit those. Like make the damage 1 and increase the shield as much as their balance calculations permit?
ZOS_TrishM wrote: »We are happy to discuss and review specific moderation-related actions with you.
ESO_Nightingale wrote: »WIth the revert back to 6 seconds, I think the change is dot/ds change is now acceptable. I am still not overly happy, but it will still be usable to help new people and those wishing to do solo content.
Just wanted to say thank you for listening. I tend to mostly come to this forum to complain, and I wanted to do something other than that (kinda) for once.
Just to let you know, that's a 54% damage nerf with reduced effective uptime due to the damage shield reduction.
It is depressing and quite telling that ZOS actually came out and admitted they are nerfing this set just to promote their new DLC. It is another example of how the current execs of this game continue to spiral down the road of monetization in all facets. The players in this forum have constantly asked for an end to the constant nerfs into oblivion of useful sets. Instead of listening, they openly admit to nerfing a popular set to make their new garbage look better. Sad...very sad.
Well they do need money to create a new content and there are games dying because of no new content. So this is understandable. But the naturall way would be to make a new GOOD set which would outshine the old stuff, way better than to nerf the old proven stuff PEOPLE ARE USED TO.
The link below is an aviation article yet the point here is relevant to what is ZOS doing: "Contrary to popular belief, people take biggest risks when they are confronted with losses rather than gains. " We simply hate loses more than we love gains. Let it sink in, ZOS.
https://soaringeconomist.com/why-do-experienced-pilots-crash-prospect-theory-and-soaring/
The Red Queen race is better done the usual way - the losing side shoud run faster.
The link below is an aviation article yet the point here is relevant to what is ZOS doing: "Contrary to popular belief, people take biggest risks when they are confronted with losses rather than gains. " We simply hate loses more than we love gains. Let it sink in, ZOS.
https://soaringeconomist.com/why-do-experienced-pilots-crash-prospect-theory-and-soaring/
Second, any ‘compromise’ feels like “let’s nerf it so much that when we back off a little, they’ll shut up, accept it AND be happy again.”