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.
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 have to say, sometimes the dev comments on changes don't do them any favors in promoting confidence in the player base that they know what they are doing.
Alienoutlaw wrote: »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 have to say, sometimes the dev comments on changes don't do them any favors in promoting confidence in the player base that they know what they are doing.
how can you possible justify comparing a 5pc set to a 2pc monster set? by that logic ALL VMA weapons should be nerfed as they out perform most monster sets and 5pc sets???
LukosCreyden wrote: »Hey @ZOS_GinaBruno , I hate throwing out the ZOS tag, but could you pass these thoughts on to the combat balancing folk? I know I am just a drop in the ocean here, but this is something that I would hope they could see, even if it doesn'tt end up changing anything.
Iceheart:
Reduced the damage shield this set provides to 7310 from 8600. [15% reduction instead of 30%]
Increased the damage per tick to 885 from 770. [15% increase]
Increased the cooldown to 14 seconds from 6. [2 second increase to better emphasis the intended purpose of Iceheart]
Removed the chance on critical strike requirement to proc. It now automatically procs on a critical strike.
Mother Ciannait:
Reduced the duration and cooldown of this item set to 6 seconds each, down from 10 seconds each.
Increased the shield value to 5000 from 3000.
This set now also restores 600 Magicka if the shield is broken.
Alienoutlaw wrote: »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 have to say, sometimes the dev comments on changes don't do them any favors in promoting confidence in the player base that they know what they are doing.
how can you possible justify comparing a 5pc set to a 2pc monster set? by that logic ALL VMA weapons should be nerfed as they out perform most monster sets and 5pc sets???
I'm not.
I think the changes to both Iceheart and Mother Ciannait are welcomed, but too intense on the Iceheart side. Let's examine how the developer's are intending the usage for damage shields as well as players defining how these abilities and items should function based on their understanding of the game.
1) Player Perspective: Damage shields are prevalent and notoriously difficult to break in PvP. Developer Perspective: It's all good.
For anyone frustrated by a near-death player spamming Harness Magicka, any nerf to a damage shield is welcome. The current options to break damage shields quickly (Champion Points Shattering Blows and Medium Armor Shield Breaker) are not only exclusive to the CP System, but also Stamina users (I guess Magicka users have an easier time breaking shields naturally?). This is to say that damage shields in PvP need to feel especially balanced.
2) Developer Perspective: Damage shields are too strong and abused in PvE. Player Perspective: I can see that. But they need to stay useful.
The current sets that provide damage shields are numerous. Whether reducing your health to a certain %, chance on heal/damage taken, synergy, or a simple proc, there are plenty of options to choose from--and even more that are staple abilities. Keep in mind that damage shields are half of a solution. You cannot heal yourself with damage shields. They are a buffer. Like all buffers, they exist to help accomplish something else in the meantime.
How can these things be balanced? Setup and payoff.
Mother Ciannait was buffed to give an edge to Situational Offensiveness in PvP and Preparation in PvE.
Iceheart needs an identity of Strong Initiation in PvP and Survivability in PvE.
Proposed:Iceheart:
Reduced the damage shield this set provides to 7310 from 8600. [15% reduction instead of 30%]
Increased the damage per tick to 885 from 770. [15% increase]
Increased the cooldown to 14 seconds from 6. [2 second increase to better emphasis the intended purpose of Iceheart]
Removed the chance on critical strike requirement to proc. It now automatically procs on a critical strike.
Now let's compare it to the 5.3.2 Mother Ciannait:Mother Ciannait:
Reduced the duration and cooldown of this item set to 6 seconds each, down from 10 seconds each.
Increased the shield value to 5000 from 3000.
This set now also restores 600 Magicka if the shield is broken.
A 2310 difference in damage shield strength in favor of Iceheart. An 8 second difference in cooldown in favor of Mother Ciannait. Two unique side effects that say define the purpose of the monster set. When you need to use Iceheart, it'll provide. If you need sustain in a fight, Mother Ciannait will provide.
My milk stool is complete.
Alienoutlaw wrote: »Alienoutlaw wrote: »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 have to say, sometimes the dev comments on changes don't do them any favors in promoting confidence in the player base that they know what they are doing.
how can you possible justify comparing a 5pc set to a 2pc monster set? by that logic ALL VMA weapons should be nerfed as they out perform most monster sets and 5pc sets???
I'm not.
not "you" lol i ment you as in ZOS
ESO_Nightingale wrote: »I think the changes to both Iceheart and Mother Ciannait are welcomed, but too intense on the Iceheart side. Let's examine how the developer's are intending the usage for damage shields as well as players defining how these abilities and items should function based on their understanding of the game.
1) Player Perspective: Damage shields are prevalent and notoriously difficult to break in PvP. Developer Perspective: It's all good.
For anyone frustrated by a near-death player spamming Harness Magicka, any nerf to a damage shield is welcome. The current options to break damage shields quickly (Champion Points Shattering Blows and Medium Armor Shield Breaker) are not only exclusive to the CP System, but also Stamina users (I guess Magicka users have an easier time breaking shields naturally?). This is to say that damage shields in PvP need to feel especially balanced.
2) Developer Perspective: Damage shields are too strong and abused in PvE. Player Perspective: I can see that. But they need to stay useful.
The current sets that provide damage shields are numerous. Whether reducing your health to a certain %, chance on heal/damage taken, synergy, or a simple proc, there are plenty of options to choose from--and even more that are staple abilities. Keep in mind that damage shields are half of a solution. You cannot heal yourself with damage shields. They are a buffer. Like all buffers, they exist to help accomplish something else in the meantime.
How can these things be balanced? Setup and payoff.
Mother Ciannait was buffed to give an edge to Situational Offensiveness in PvP and Preparation in PvE.
Iceheart needs an identity of Strong Initiation in PvP and Survivability in PvE.
Proposed:Iceheart:
Reduced the damage shield this set provides to 7310 from 8600. [15% reduction instead of 30%]
Increased the damage per tick to 885 from 770. [15% increase]
Increased the cooldown to 14 seconds from 6. [2 second increase to better emphasis the intended purpose of Iceheart]
Removed the chance on critical strike requirement to proc. It now automatically procs on a critical strike.
Now let's compare it to the 5.3.2 Mother Ciannait:Mother Ciannait:
Reduced the duration and cooldown of this item set to 6 seconds each, down from 10 seconds each.
Increased the shield value to 5000 from 3000.
This set now also restores 600 Magicka if the shield is broken.
A 2310 difference in damage shield strength in favor of Iceheart. An 8 second difference in cooldown in favor of Mother Ciannait. Two unique side effects that say define the purpose of the monster set. When you need to use Iceheart, it'll provide. If you need sustain in a fight, Mother Ciannait will provide.
My milk stool is complete.
That cooldown alone makes it not worth using.
I think the changes to both Iceheart and Mother Ciannait are welcomed, but too intense on the Iceheart side. Let's examine how the developer's are intending the usage for damage shields as well as players defining how these abilities and items should function based on their understanding of the game.
1) Player Perspective: Damage shields are prevalent and notoriously difficult to break in PvP. Developer Perspective: It's all good.
For anyone frustrated by a near-death player spamming Harness Magicka, any nerf to a damage shield is welcome. The current options to break damage shields quickly (Champion Points Shattering Blows and Medium Armor Shield Breaker) are not only exclusive to the CP System, but also Stamina users (I guess Magicka users have an easier time breaking shields naturally?). This is to say that damage shields in PvP need to feel especially balanced.
2) Developer Perspective: Damage shields are too strong and abused in PvE. Player Perspective: I can see that. But they need to stay useful.
The current sets that provide damage shields are numerous. Whether reducing your health to a certain %, chance on heal/damage taken, synergy, or a simple proc, there are plenty of options to choose from--and even more that are staple abilities. Keep in mind that damage shields are half of a solution. You cannot heal yourself with damage shields. They are a buffer. Like all buffers, they exist to help accomplish something else in the meantime.
How can these things be balanced? Setup and payoff.
Mother Ciannait was buffed to give an edge to Situational Offensiveness in PvP and Preparation in PvE.
Iceheart needs an identity of Strong Initiation in PvP and Survivability in PvE.
Proposed:Iceheart:
Reduced the damage shield this set provides to 7310 from 8600. [15% reduction instead of 30%]
Increased the damage per tick to 885 from 770. [15% increase]
Increased the cooldown to 14 seconds from 6. [2 second increase to better emphasis the intended purpose of Iceheart]
Removed the chance on critical strike requirement to proc. It now automatically procs on a critical strike.
Now let's compare it to the 5.3.2 Mother Ciannait:Mother Ciannait:
Reduced the duration and cooldown of this item set to 6 seconds each, down from 10 seconds each.
Increased the shield value to 5000 from 3000.
This set now also restores 600 Magicka if the shield is broken.
A 2310 difference in damage shield strength in favor of Iceheart. An 8 second difference in cooldown in favor of Mother Ciannait. Two unique side effects that say define the purpose of the monster set. When you need to use Iceheart, it'll provide. If you need sustain in a fight, Mother Ciannait will provide.
My milk stool is complete.
@ESO_Nightingale
If that's how people feel, then the 12s CD could still work. I wouldn't agree with anything lower with my proposed amounts. I think it's misguided to say "Cooldown too long. Never gonna use." Understand just how powerful of a shield Iceheart has, even with nerfs, for an offensive 2-piece. No other damage shield set is caused by dealing damage. The conditions to get those stronger damage shields (of like 11k+) are behind 30 or 50% health, which may never be reached in some situations. And the healing-related ones are a measly ~2k. For this shield to constantly proc as a "just in case" option, it's understandable why it got the nerfs it did.
@ESO_Nightingale
If that's how people feel, then the 12s CD could still work. I wouldn't agree with anything lower with my proposed amounts. I think it's misguided to say "Cooldown too long. Never gonna use." Understand just how powerful of a shield Iceheart has, even with nerfs, for an offensive 2-piece. No other damage shield set is caused by dealing damage. The conditions to get those stronger damage shields (of like 11k+) are behind 30 or 50% health, which may never be reached in some situations. And the healing-related ones are a measly ~2k. For this shield to constantly proc as a "just in case" option, it's understandable why it got the nerfs it did.
@ESO_Nightingale
If that's how people feel, then the 12s CD could still work. I wouldn't agree with anything lower with my proposed amounts. I think it's misguided to say "Cooldown too long. Never gonna use." Understand just how powerful of a shield Iceheart has, even with nerfs, for an offensive 2-piece. No other damage shield set is caused by dealing damage. The conditions to get those stronger damage shields (of like 11k+) are behind 30 or 50% health, which may never be reached in some situations. And the healing-related ones are a measly ~2k. For this shield to constantly proc as a "just in case" option, it's understandable why it got the nerfs it did.
@ESO_Nightingale
If that's how people feel, then the 12s CD could still work. I wouldn't agree with anything lower with my proposed amounts. I think it's misguided to say "Cooldown too long. Never gonna use." Understand just how powerful of a shield Iceheart has, even with nerfs, for an offensive 2-piece. No other damage shield set is caused by dealing damage. The conditions to get those stronger damage shields (of like 11k+) are behind 30 or 50% health, which may never be reached in some situations. And the healing-related ones are a measly ~2k. For this shield to constantly proc as a "just in case" option, it's understandable why it got the nerfs it did.
People are using it for survivability. You have to trade off damage to use it. I guarantee that no one would have said anything if they just completely removed the damage from the set.
ESO_Nightingale wrote: »I think the changes to both Iceheart and Mother Ciannait are welcomed, but too intense on the Iceheart side. Let's examine how the developer's are intending the usage for damage shields as well as players defining how these abilities and items should function based on their understanding of the game.
1) Player Perspective: Damage shields are prevalent and notoriously difficult to break in PvP. Developer Perspective: It's all good.
For anyone frustrated by a near-death player spamming Harness Magicka, any nerf to a damage shield is welcome. The current options to break damage shields quickly (Champion Points Shattering Blows and Medium Armor Shield Breaker) are not only exclusive to the CP System, but also Stamina users (I guess Magicka users have an easier time breaking shields naturally?). This is to say that damage shields in PvP need to feel especially balanced.
2) Developer Perspective: Damage shields are too strong and abused in PvE. Player Perspective: I can see that. But they need to stay useful.
The current sets that provide damage shields are numerous. Whether reducing your health to a certain %, chance on heal/damage taken, synergy, or a simple proc, there are plenty of options to choose from--and even more that are staple abilities. Keep in mind that damage shields are half of a solution. You cannot heal yourself with damage shields. They are a buffer. Like all buffers, they exist to help accomplish something else in the meantime.
How can these things be balanced? Setup and payoff.
Mother Ciannait was buffed to give an edge to Situational Offensiveness in PvP and Preparation in PvE.
Iceheart needs an identity of Strong Initiation in PvP and Survivability in PvE.
Proposed:Iceheart:
Reduced the damage shield this set provides to 7310 from 8600. [15% reduction instead of 30%]
Increased the damage per tick to 885 from 770. [15% increase]
Increased the cooldown to 14 seconds from 6. [2 second increase to better emphasis the intended purpose of Iceheart]
Removed the chance on critical strike requirement to proc. It now automatically procs on a critical strike.
Now let's compare it to the 5.3.2 Mother Ciannait:Mother Ciannait:
Reduced the duration and cooldown of this item set to 6 seconds each, down from 10 seconds each.
Increased the shield value to 5000 from 3000.
This set now also restores 600 Magicka if the shield is broken.
A 2310 difference in damage shield strength in favor of Iceheart. An 8 second difference in cooldown in favor of Mother Ciannait. Two unique side effects that say define the purpose of the monster set. When you need to use Iceheart, it'll provide. If you need sustain in a fight, Mother Ciannait will provide.
My milk stool is complete.
That cooldown alone makes it not worth using.@ESO_Nightingale
If that's how people feel, then the 12s CD could still work. I wouldn't agree with anything lower with my proposed amounts. I think it's misguided to say "Cooldown too long. Never gonna use." Understand just how powerful of a shield Iceheart has, even with nerfs, for an offensive 2-piece. No other damage shield set is caused by dealing damage. The conditions to get those stronger damage shields (of like 11k+) are behind 30 or 50% health, which may never be reached in some situations. And the healing-related ones are a measly ~2k. For this shield to constantly proc as a "just in case" option, it's understandable why it got the nerfs it did.
People are using it for survivability. You have to trade off damage to use it. I guarantee that no one would have said anything if they just completely removed the damage from the set.
Wrong. It's the only frost damage monster set. That would mean there is no longer any frost damage monster sets.
Alienoutlaw wrote: »@ESO_Nightingale
If that's how people feel, then the 12s CD could still work. I wouldn't agree with anything lower with my proposed amounts. I think it's misguided to say "Cooldown too long. Never gonna use." Understand just how powerful of a shield Iceheart has, even with nerfs, for an offensive 2-piece. No other damage shield set is caused by dealing damage. The conditions to get those stronger damage shields (of like 11k+) are behind 30 or 50% health, which may never be reached in some situations. And the healing-related ones are a measly ~2k. For this shield to constantly proc as a "just in case" option, it's understandable why it got the nerfs it did.
i would propose if any changes be made they are thiese
Iceheart:
damage shield 8600.
Remove the damage per tick.
Increased the cooldown to 8 seconds from 6.
I think the changes to both Iceheart and Mother Ciannait are welcomed, but too intense on the Iceheart side. Let's examine how the developer's are intending the usage for damage shields as well as players defining how these abilities and items should function based on their understanding of the game.
1) Player Perspective: Damage shields are prevalent and notoriously difficult to break in PvP. Developer Perspective: It's all good.
For anyone frustrated by a near-death player spamming Harness Magicka, any nerf to a damage shield is welcome. The current options to break damage shields quickly (Champion Points Shattering Blows and Medium Armor Shield Breaker) are not only exclusive to the CP System, but also Stamina users (I guess Magicka users have an easier time breaking shields naturally?). This is to say that damage shields in PvP need to feel especially balanced.
2) Developer Perspective: Damage shields are too strong and abused in PvE. Player Perspective: I can see that. But they need to stay useful.
The current sets that provide damage shields are numerous. Whether reducing your health to a certain %, chance on heal/damage taken, synergy, or a simple proc, there are plenty of options to choose from--and even more that are staple abilities. Keep in mind that damage shields are half of a solution. You cannot heal yourself with damage shields. They are a buffer. Like all buffers, they exist to help accomplish something else in the meantime.
How can these things be balanced? Setup and payoff.
Mother Ciannait was buffed to give an edge to Situational Offensiveness in PvP and Preparation in PvE.
Iceheart needs an identity of Strong Initiation in PvP and Survivability in PvE.
Proposed:Iceheart:
Reduced the damage shield this set provides to 7310 from 8600. [15% reduction instead of 30%]
Increased the damage per tick to 885 from 770. [15% increase]
Increased the cooldown to 14 seconds from 6. [2 second increase to better emphasis the intended purpose of Iceheart]
Removed the chance on critical strike requirement to proc. It now automatically procs on a critical strike.
Now let's compare it to the 5.3.2 Mother Ciannait:Mother Ciannait:
Reduced the duration and cooldown of this item set to 6 seconds each, down from 10 seconds each.
Increased the shield value to 5000 from 3000.
This set now also restores 600 Magicka if the shield is broken.
A 2310 difference in damage shield strength in favor of Iceheart. An 8 second difference in cooldown in favor of Mother Ciannait. Two unique side effects that say define the purpose of the monster set. When you need to use Iceheart, it'll provide. If you need sustain in a fight, Mother Ciannait will provide.
My milk stool is complete.