Update 49 is now available for testing on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/categories/pts
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• PC/Mac: No maintenance – January 19
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We will be performing maintenance for patch 11.3.1 on the PTS on Tuesday at 10:00AM EST (15:00 UTC).

PTS Update 26 - Feedback Thread for Item Sets & Mythic Items

ZOS_GinaBruno
ZOS_GinaBruno
Community Manager
This is the official feedback thread for the new item sets and Mythic Items. Specific feedback that the team is looking for includes the following:
  • Item Sets
    • Were there any sets you felt were under powered compared to current offerings in the live game?
    • Would you qualify any sets from this patch as "game breaking"? If so, why?
    • Are you considering pairing any of the sets from this patch with existing sets? If so, which ones?
  • Mythic Items
    • What is your highest level/CP character on Live?
    • What roles do you typically play on Live?
      • Magicka Damage Dealer
      • Stamina Damage Dealer
      • Hybrid Damage Dealer
      • Healer
      • Tank
    • Which activities do you most enjoy in ESO?
      • Battlegrounds
      • Cyrodiil
      • Player Duels
      • Trials/Arenas/Dungeons
      • World Bosses/Dolmens
      • Story Content
      • Material Farming/Trading/Selling
      • Socializing/Guilds/Housing
    • Which of the Mythic Items did you use, what was your build/playstyle, and what content did you run?
    • What was your favorite Mythic Item you used and why?
    • What was your least favorite Mythic Item you used and why?
  • Do you have any other general feedback?
Gina Bruno
Principal Creator Engagement Manager
Dev Tracker | Service Alerts | ESO Twitter | My Twitter
Staff Post
  • Olupajmibanan
    Olupajmibanan
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    Current offering on live is Perfected Concentrated Force set with proc condition of two Force Shock casts. Perfected Concentrated Force on the PTS has proc condition of three Force Shock casts.

    So yes, Perfected Concentrated Force set feels extremely underwhelming in comparison with current offering on live.
    Edited by Olupajmibanan on April 20, 2020 9:26PM
  • AgaTheGreat
    AgaTheGreat
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    There's no incentive to farm veteran maelstrom arena for the perfected inferno staff since the bonus of spell penetration is useless on the backbar for magicka characters.
    PS4 EU Aga_The_Grey - retired | PC EU AgaTheGreat
  • Ratzkifal
    Ratzkifal
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    I haven't gotten to any testing yet, but from how I've read the patchnotes, even the perfected Asylum destruction staff now only works on every 3rd cast instead of every 2nd.
    If that is the case, then I suggest it would return to being on every 2nd cast (even on nonperfect) as this difference was what would make or break the set for magDKs running the new Elfbane setup.

    The setups that are currently competing on live are 5Elfbane+5Siroria + Monster set and 5Elfbane +3False God's Devotion+ perfected Asylum. The setup using Siroria has more maximum potential damage, but the setup using Asylum has safer sustain and slightly less damage but not too little to make it not viable. However trying to run the same setup with a nonperfect Asylum's on live, which only works every 3rd cast, deals too little damage and offers significantly less sustain making it not viable.
    I like that magDK currently has some build variety on live and would hate to see the Asylum set change ruin that diversity.
    This Bosmer was tortured to death. There is nothing left to be done.
  • Aliyavana
    Aliyavana
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    Ring of the Wild Hunt (Ring) (Requires Murkmire) - 1 – Increases your movement speed by 15% while in combat. Increases your movement speed by 45% while out of combat.

    According to the lore, Wild hunts are a bosmer thing, what is a bosmer relic doing in Murkmire? If you plan to lock an artifact behind Murkmire, make it argonian themed and not bosmer themed.

    Edit: Patch notes didn't specify why it required Murkmire, but to clarify, I checked in-game and the ring is split into 5 pieces and one of them requires Murkmire to obtain. The part that requires a serpent piece so that's not bad.

    ohp81th6zn3w.png
    Edited by Aliyavana on April 22, 2020 6:43PM
  • nCats
    nCats
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    "Would you qualify any sets from this patch as "game breaking"? If so, why?"

    Stuhn’s Favor. It adds more than 15k pen when proc'd. This is over 20% of more damage, and we are talking burst damage. This set has to be toned down significantly or removed completely.
  • katorga
    katorga
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    nCats wrote: »
    "Would you qualify any sets from this patch as "game breaking"? If so, why?"

    Stuhn’s Favor. It adds more than 15k pen when proc'd. This is over 20% of more damage, and we are talking burst damage. This set has to be toned down significantly or removed completely.

    Roll dodge, burst, roll dodge, burst. Gonna be some crazy fast, crazy damage stamina builds this patch.
  • Anhedonie
    Anhedonie
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    I think you went a bit too far with your sledgehammer approach on Asylum Staff. Both should proc with every 2nd cast.
    Not a fan of Bloodspawn and Grundwulf changes either.

    Really liking Nerien'eth, Skoria and Maw of the Infernal changes though.
    Profanity filter is a crime against the freedom of speech. Also gags.
  • Hanokihs
    Hanokihs
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    nCats wrote: »
    "Would you qualify any sets from this patch as "game breaking"? If so, why?"

    Stuhn’s Favor. It adds more than 15k pen when proc'd. This is over 20% of more damage, and we are talking burst damage. This set has to be toned down significantly or removed completely.

    Combine with Malacath's Band of Brutality (mythic set) for maximum lolz.
    "I haven't really played much yet, but lemme tell you all about how the game should include X and be a lot more like Y!" - Half the posters on this forum.
    "I've been here for years, and lemme tell you all about how they should never change or evolve Z, because then the game would be ruined forever." - The other half of posters on this forum.
  • Universe
    Universe
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    Item Sets
    Were there any sets you felt were under powered compared to current offerings in the live game?

    I really like the changes to Maw of the Infernal.
    It was kind of a lesser set but now that the proc chance has increased, the fact the Daedroth can't be killed and there is magicka bonus instead of health bonus it definitely will help the user.
    So I answer this question in reverse. The Maw of the Infernal is less powerful on Live.

    Would you qualify any sets from this patch as "game breaking"? If so, why?
    Zaan(yes I know it's not Greymoor set):
    I posted many times that this set is OP, especially in PVP(also in PVE, but I didn't hear that bosses complain...).
    This set will still be extremely powerful, even more than in live.
    In spite of countless warnings, you buffed its uptime and increased the beam scaling bonus per each second & proc chance.
    This is wrong.
    You changed it but it's not a nerf. It's a buff.

    This set should be as following:
    Zaan:
    (1 items) Adds 833 Spell Critical
    (2 items) When you damage a nearby enemy with a Light or Heavy Attack, you have a 10% chance to create a beam of fire that will connect you to your enemy. The beam deals 3096 Flame Damage every 1 second to your enemy for 4 seconds. Every second, this damage increases by 30%. The beam is broken if the enemy moves 8 meters away from you. This effect can occur every 23 seconds.

    *Or nerf it as you see fit, this is can't go on. It is getting ridiculous...Zaan Zaan Zaan all around LOL.

    Are you considering pairing any of the sets from this patch with existing sets? If so, which ones?
    I will enjoy the Spell Parasite set.
    Spell Parasite

    2 – Adds 129 Spell Damage
    3 – Adds 833 Spell Critical
    4 – Adds 1096 Maximum Magicka
    5 – Whenever you deal damage, you restore 63 Magicka. This effect can occur once every 0.25 seconds.

    The fifth bonus will be quite useful for sustain purposes.

    Mythic Items

    What is your highest level/CP character on Live?

    Magicka Sorcerer. A lot over the max CP.
    What roles do you typically play on Live?
    Magicka Damage Dealer - usually
    Hybrid Damage Dealer - sometimes
    Healer - mixed with some of my DD builds

    Which activities do you most enjoy in ESO?
    Battlegrounds
    Cyrodiil
    Player Duels
    Arenas/Dungeons
    World Bosses/Dolmens
    Story Content
    Material Farming/Trading/Selling
    Socializing/Guilds/Housing

    Which of the Mythic Items did you use, what was your build/playstyle, and what content did you run?
    I soloed a Dolmen with a Vampire DD.
    I used "Torc of Tonal Constancy" while in combat.
    I easily soloed the Dolmen with this new template char, but the recovery bonus from this mythic item isn't really that useful.
    I suggest to redesign it to something more beneficial, like:
    When you're hit by a magicka based attack you restore 3% of your max Magicka and 2% of your max Stamina.
    When you're hit by a stamina based attack you restore 3% of your max Stamina and 2% of your max Magicka.
    This effect can occur every 2 seconds.

    *This values can be different respectively. It depends on balance.(prototype numbers).

    What was your favorite Mythic Item you used and why?
    Ring Of The Wild Hunt.
    It is nice running like The Flash B)
    Now seriously, this item is very useful for fast travel!
    You balanced it so it will be capped at 15% movement speed bonus while in combat.
    This is the right decision.
    Hopefully, it will be enough for balancing it and no further nerfs will be needed.

    What was your least favorite Mythic Item you used and why?
    Bloodlord's Embrace.
    This mythic item seems to be more suited for tanking or hybrid build after reading its description.
    So I didn't exactly find a use for it.

    Do you have any other general feedback?
    I may have more feedback after further testing(this post will be updated in case I will want to share more feedback).

    Please revert the Bloodspawn set nerf.
    It is unnecessary.
    This set was useful but not OP.
    You are making sets like Zaan OP and meanwhile you nerf a defensive set ?
    I don't understand the logic behind your decision.
    It didn't give crazy advantage to anyone.
    Zaan is for years...But you boost it...

    Overall, I see many item sets nerfs this patch and not enough explanations to support the changes.
    Edited by Universe on April 21, 2020 3:06AM
    Some videos I recorded for fun: Main character:
    PC EU main: Universe - AD magicka Sorcerer, Former Emperor, Grand Overlord, The Merciless, Trial Bosses Solo Champion
    Top alts: Genius(stamina/sagicka Dragonknight) The Force(stamina Nightblade) and other chars.
    PC NA main: The Magic - AD magicka Sorcerer
    Started playing ESO in beta & early access
    User_ID: Daedric_Prince
  • Wuuffyy
    Wuuffyy
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    Love the mythic items. Great touch! I agree with every post above me.
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • TheHsN
    TheHsN
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    I was enjoying PVP the most which you destroy Patch by Patch... Who said that BloodSpawn needs nerf... Thank you again destroying PVP.... It was one of the best balanced and working Monster Set. Now you are throwing again to the trash what was working and loved...
    You destroy your own game Zos... I am sorry but this is truth...

    No more Subs for you Eso...
    Edited by TheHsN on April 21, 2020 2:17AM
    Plays:
    Magicka SORC - PvE/PvP
    Stamina NB - PvE/PvP
    Magicka NB - PvE/PvP
    Magicka Templar - PvE
    Stamina Templar - PvP
    Magicka DK - PvE
    Stamina DK - PvE
  • Ezhh
    Ezhh
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    810+ mag DD main. I mostly enjoy difficult PvE content, solo or with friends.

    I have been working hard to get a perfected asylum inferno for a few months now (no luck, largely due to most groups falling apart due to server performance, and because RNG only likes to give me lightnings when I do get a drop there!). Difficulties and even performance aside, it was nice to still have an item to push myself toward achieving, and I knew it would feel great when my work finally paid off. Now it seems unlikely to be worth the effort of trying for it anymore, and this is thoroughly demotivating. It's good to have unique and difficult to earn items that are actually worth putting in the time to get. Please don't take this away.

    For ability altering weapons, it really feels better when the focus is on the ability being changed. This is especially true for weapons that often get back-barred like vMA staves/bows. For example, the penetration bonus on perfect Crushing Wall won't be active much of the time and this is seriously underwhelming for an item that I'd need to re-run very old content an unknown number of times to get (due to the terrible RNG). If the extra perfected bonus would also apply to enemies in the AoE, it would be a whole different matter and suddenly this would be a lot more interesting. (But would do nothing to remove the bitterness about existing weapons not getting upgraded... That's a separate issue though.) As it is, the extra bonus on perfected weapons that get back barred feels like wasted potential.

  • Cuddler
    Cuddler
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    Ring of the Wild Hunt may be a bit too strong. 2.5 Swift traits in one item without penalties.
  • xaraan
    xaraan
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    What roles do I normally play and levels? --

    I am maxed out and have 18 characters, 6 tanks, 6 magdps and 6 stamdps all one of each class. In end game content I've run all of my tanks, but in order of most used: DK, Warden, Necro, Templar, Sorc, NB. In most end game HM content for DPS I've used my magDK, magplar, stamplar and stamsorc (with some use of stamcro and stamdk). The other dps I've used more randomly the last couple years in stuff like dungeons more than trials and my magicka warden I've used more for healing lately than DPS. (I also pvp with all 18 in various playstyles suited to their builds, though much less pvp than I used to years ago.)

    What do I like to do:

    Trials, Dungeons and content mostly, housing, some trading, PvP more cyrodiil than BGs, but both have been lackluster for the last year+ so that's waned a bit.

    Feedback so far:

    This set-
    Roaring Opportunist – Magicka DPS

    2 – Adds 1487 Spell Penetration
    3 – Gain Minor Slayer at all times, increasing your damage done to Dungeon, Trial, and Arena Monsters by 5%.
    4 – Adds 129 Spell Damage
    5 (Perfected) – Adds 1096 Max Magicka
    5 – Dealing damage with a Fully-Charged Heavy Attack to an enemy that’s been set Off-Balance grants you and up to 11 group members Major Slayer, increasing your damage done to Dungeon, Trial, and Arena Monsters by 15% for 10 seconds. Roaring Opportunist can only affect a target every 22 seconds


    I have to say is just not a good "Magicka DPS" set. Or I guess I can say it's as good a magicka DPS set as Alkosh is a good stamina DPS set. Meaing that this is is another DPS set that will be pushed onto support to run to buff the group. This will raise power creep even more as it frees up DPS to use another set to buff them, possibly dropping Lokke depending on how well they work the cool down and of course would mean a magicka would not run it.

    Honestly, I think the set should just personally buff the magicka wearing it when they heavy attack and the proc should not be based on off-balance. Heavy attacking already slows down a rotation enough and will actually cost them more time than a stam with Lokke hitting a synergy. Just let the set give the person wearing it a personal Major Slayer buff when they heavy attack every XX seconds and be done with it.


    And this set-
    Tremorscale:

    Increased the damage of this set to 6000, up from 5850.
    Increased the cooldown to 8 seconds, up from 4 seconds.
    Enemies hit by the damage now have their Physical Resistance reduced by 2395 for 8 seconds, rather than being snared by 70% for 3 seconds.
    Removed the proc chance from this set.


    As a tank, I have to admit that although the opportunity to run a set that can provide buffs for the group is good to have being that's a key part of the job, having a set that's the only choice often becomes the problem IMO. The one joy I had in 'gearing up' my tank was the very minor decision of what monster set to run b/c the Ebon/Alkosh, Yoln/Alkosh choice is already decided for us by the DPS and gear balance. Having that small choice taken away is a bit depressing in a role that has already felt lackluster in the last couple years. And even though it's only physical pen, it will fall into the role of have to run almost all the time (especially if you want us playing in groups that don't restrict players from bringing certain builds).

    Honestly, I think Alkosh should be a personal debuff and not a group debuff or only physical the way Tremorscale is. But this isn't about Alkosh, so onto Tremorscale: Perhaps seeing the pen it creates as a unique buff shared with Alkosh to offer the option of one or the other, or to give it Minor Fracture and Breach for use when you don't have a power of light caster in the group. I think it would be great to have more choices on gear, not less and when a set provides such a strong option for a group like Tremorscale or Roaring Opportunist it eliminates any competition. I realize this will happen with gear to some extent no matter what, there will never be the option to literally choose between all available sets in the game, but even if we can open up the choices to 2 or 3 options instead of just 1 it's a plus IMO.


    Another monster set:
    Bloodspawn:

    Reduced the armor granted from this set to 3300, down from 6450.
    Reduced the Ultimate on proc to 8, down from 14.
    Reduced the duration and cooldown to 5 seconds, down from 6 seconds.


    This seems over nerfed when attacking both the Ultimate number and the armor amount. I'm not sure if there is like a behind the scenes number reason for some of the adjustments always looking like they are half or double instead of smaller adjustments, but maybe either in the middle of both of those stats: like 4200 armor and 10 ulti. or just nerfing one of the two values.

    It's worth noting when balancing sets that just like when you see a large number of players in a variety of builds using one specific set it's possibly too strong, the same applies. If you adjust something and no one wants to use it anymore, then it may have been over-adjusted. There are a few sets, even a couple I didn't name here, that I can see falling into that category.


    Another set:
    Nerien'eth:

    Increased the damage of this set to 9393, up from 8890.
    Increased the proc chance to 15%, up from 10%.
    The 1 piece bonus now grants 129 Spell Damage, rather than Max Health.


    I assume the 1-piece changes on various sets are attacking the tank meta so the changes to health bonuses on various sets and cutting the armor bonuses is part of that plan, so to skip past that-- the biggest drawback of this set being useful is that almost everything moves out of it before it explodes except maybe stationary tanked boss fights. Perhaps adding a small snare that is only active while the circle grows would make it more useful, then in PvP one dodge roll would easily get out of it, it would have no change to boss fights, but to use everywhere else in the game fighting mobs it would prove useful. But it's not a big deal as is, just wanted to throw out an idea based on the biggest reason the set isn't great to use.


    The Asylum Destro Staff:
    Concentrated Force:

    The perfected version of this set no longer has a unique value, and instead grants up to 103 Spell Damage.


    This change does not make the non-perfected version any more useful, it will just make the perfected version just as unused. Not sure what the best solution is if the every other cast is too strong. Perhaps making it work just like the psijic elemental weapon where every cast provides at least one effect that's not already applied would be a middle ground between every 2 and every 3 the two staves have on live. As it is now, I don't see either version being great to use unless the 1 pc spell damage was buffed a bit.


    And last gear comment:

    The existing Arena weapon drops from veteran Maelstrom and veteran Dragonstar should be converted into the same item that will drop in those two arenas on veteran after the patch. I think it is disrespectful to take what those players earned and tell them they have to farm the same runs again for that same "level" of weapon (i.e. the BiS option for that build).

    I do think it's great to see non-perfect drops added to normal runs of those arenas for players that can't or don't want to run the vet versions. I just don't think players that have completed the veteran version of those runs should have their weapons remain in that version of that tier if the drop is being lowered to normal versions of the content.

    Edited by xaraan on April 21, 2020 4:06AM
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
    AD • NA • PC
  • WrathOfInnos
    WrathOfInnos
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    I'd like to provide some detailed feedback on the Roaring Opportunist set. First I'll say that I really like the trend of group buff sets lately (Olorime, Claw of Yolna, Hollowfang, Z'en's, Martial Knowledge), coordinating these in trial groups is both fun and rewarding. The new Roaring Opportunist set is no exception, IMO it requires the perfect amount of skill to use (not quite as automatic as Yolna, but easier to manage than Z'en and MK).

    The Major Slayer buff is useful. It's a shame that Master Architect and War Machine will no longer be relevant, but this has been largely the case since Lokkestiiz released with Sunspire. I actually appreciate RO killing the Lokkestiiz meta, because that set is not interesting at all (it's best in slot for every encounter on every class, unlike sets like Relequen and Siroria that are situational).

    Now for the big problem. RO is not a magicka DPS set. It drops from Kyne's Aegis instead of a magicka DPS set, but I assure you it will not be used by a damage dealer. This could have partially been predicted by sets like Infallible Aether in the past, where most groups delegated it to a healer because performing heavy attacks is a DPS loss. However this one is actually much more limiting in who can run it because of the following:

    RO has a standard duration of 10s out of 22s or about 45% uptime (not bad as a group damage buff, about on par with the Major Courage from Olorime after considering it's additive nature with other % damage done bonuses like CP's). The set really shines when it is combined with Jorvuld's Guidance, increasing the duration to 14s out of 22s for 64% uptime. This is great, since it finally brings Jorvuld's into the end game meta (previously it was more of a training set for healers to help uptime on Combat Prayer, and give a little more Major Force from warhorn). Jorvuld's is a healer set, no damage dealer is going to run both RO and Jorvulds (and also tanks cannot do this, because they are both Light Armor sets).

    So now that we've established that the set is designed in such a way where it is optimal only on a healer, there are 2 issues.

    1. RO does not have good set bonuses for a healer set. The 2-piece Spell Penetration should be replaced by something like Spell Damage, Max Magicka, or Spell Crit (Healing Done or Recovery wouldn’t be bad either, but I realized Jorvulds has plenty of those) and the 3-piece Minor Slayer should be replaced by Minor Aegis.

    2. Kyne's Aegis needs a Magicka DPS set. Mag DPS have been disappointed by gear sets far too often in the past, and still fall far behind stamina. This is in part because dungeons only drop one Light Armor set, so Mag DPS have to alternate or share sets with healers (Z'en's and Hollowfang were fairly recent examples). Even our best sets like False God's are inferior to most Stamina meta sets. I won't go too far and let this become a rant, but if both Light Armor sets from the new trial become healer-exclusive, there is going to be very little incentive for half of the damage dealers in the game to run it.

    My suggestion here is to rework the Kyne's Wind set into a new Magicka DPS set. RO is nearly-perfect as a healer/support set already, no reason for another one to drop. Especially another sustain set to add to the pile containing Worm, Hircine, Navi, Hollowfang, Sentinel, Master Resto, and Symphony. I don't believe Kyne's Wind will see much use when there are so many other (often better) alternatives available. I don't want to throw out any specific ideas and clutter this post, but I've heard many great ideas about possible new magicka DPS sets. It's up to the devs to select or design a new one. Just please make something useful (and keep in mind that Spell Pen is a weak stat in trial groups, and automatically a wasted set bonus on Magicka Necromancers since they are over the cap with no investment).

    Thanks for reading!

    Edit: Also maybe look at reducing or removing the 22s cooldown on RO. Off-balance already has this 22s cooldown and is a condition for the proc, so it seems redundant. All it does is forces the timing of the heavy attack forward during each off-balance window. By this I mean that if the first time a boss is OB for 7s the Heavy Attack is done near the end of this time, then 15s later when the boss is OB again the user must wait several seconds before heavy attacking to ensure they don't clip the previous 22s cooldown and miss the buff. Each cycle this forward shift continues, and after a few cycles there could be an OB window where the set is still on cooldown until the last few milliseconds. An easy solution would be to just make the set cooldown 15s so it can't be used frequently against multiple enemies (or procced multiple times within a 7s OB window), and against a single boss it will still have the same 22s cooldown as off-balance, just be more forgiving to those that are not watching cooldown timers perfectly.
    Edited by WrathOfInnos on April 24, 2020 7:30AM
  • Nicalas
    Nicalas
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    Perfected concentrated force is extremely underwhelming. The 3 cast proc condition is not made up for by the 103 spell damage. The set is considerably weaker than live and needs to be reworked.
  • Daffen
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    Robes of Transmutation: This set now grants 1400 Critical Resistance for 5 seconds when the proc conditions are met, rather than 1304 for 20 seconds.

    A set which i consider to be underpowered is transmutation set, when it had 20 second duration it opened up for creative build variety. Now that it only lasts 5 seconds, it has the same fate that wizards riposte got. A bad 5-piece set that cant be backbarred due to a low duration. It is also now worse than other defensive sets that you can wear like swift or pariah since you have to use it on both bars for it to be effective.

    My suggestion is to give this set a middle ground, make it last 10 seconds to be able to keep the buff up in small groups, while not beeing able to give the buff to 50 people at the same time because of the short duration. Without a longer duration the set will collect dust in peoples inventory without ever seeing the light of day again. If the problem was a massive buff to multiple people then this change wont stop people as they will only equip it on both bars to compensate.

    Zos, you are essentially removing a set from the game, a set which was not overused or overpowered. Nobody asked for this set to get changed, no buffs and certainly no nerfs. It was balanced.
    Edited by Daffen on April 21, 2020 5:20AM
  • Firstmep
    Firstmep
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    Hanokihs wrote: »
    nCats wrote: »
    "Would you qualify any sets from this patch as "game breaking"? If so, why?"

    Stuhn’s Favor. It adds more than 15k pen when proc'd. This is over 20% of more damage, and we are talking burst damage. This set has to be toned down significantly or removed completely.

    Combine with Malacath's Band of Brutality (mythic set) for maximum lolz.

    Stuhns adds a lot of pen, and will prob get toned down, but with healing getting a sizeable cut, giving up a big chunk of wpd for penetration, is going to make it risky to run this set.
    That being said, if it stays, ill defo regear my stamblade for a "dizzy ganker" XD. Let the hilarity ensue :P
  • Oreyn_Bearclaw
    Oreyn_Bearclaw
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    You have nerfed the asylum inferno to uselessness, and I dont think you understand how vma weapons are actually used in this game. The added bonuses make no sense for any back bar weapons. The approach is lazy and uninformed.
  • Transairion
    Transairion
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    Universe wrote: »

    Would you qualify any sets from this patch as "game breaking"? If so, why?
    Zaan(yes I know it's not Greymoor set):
    I posted many times that this set is OP, especially in PVP(also in PVE, but I didn't hear that bosses complain...).
    This set will still be extremely powerful, even more than in live.
    In spite of countless warnings, you buffed its uptime and increased the beam scaling bonus per each second & proc chance.
    This is wrong.
    You changed it but it's not a nerf. It's a buff.

    This set should be as following:
    Zaan:
    (1 items) Adds 833 Spell Critical
    (2 items) When you damage a nearby enemy with a Light or Heavy Attack, you have a 10% chance to create a beam of fire that will connect you to your enemy. The beam deals 3096 Flame Damage every 1 second to your enemy for 4 seconds. Every second, this damage increases by 30%. The beam is broken if the enemy moves 8 meters away from you. This effect can occur every 23 seconds.

    *Or nerf it as you see fit, this is can't go on. It is getting ridiculous...Zaan Zaan Zaan all around LOL.

    Elf Bane: This set no longer works with channeled effects or beams.


    Zaan was buffed because it can no longer interact with Elf Bane, which is a huge nerf. I guess the "scaling caps after x ticks" previous nerf didn't work so it's just gone entirely now.


    I don't really understand why Zaan interaction is gone while Grothdarr remains though, just seems like everyone using Zaan will swap to that instead and we'll have a similar problem. Except Grothdarr's Elf Bane duration = cooldown so it can be up almost forever in theory.
    Elf Bane
    2 items) Adds 1096 Maximum Magicka
    (3 items) Adds 129 Spell Damage
    (4 items) Adds 129 Spell Damage
    (5 items) Increases the duration of your Flame Damage over Time abilities by 5 seconds.
    Grothdarr
    (2 items) When you deal damage, you have a 10% chance to create lava pools that swirl around you, dealing 1800 Flame Damage to all enemies within 8 meters of you every 1 second for 5 seconds. This effect can occur once every 10 seconds.

    I guess it's a PvP thing, I almost never PvP so I don't see people getting Zaan melted.



    As far as new Sets go I found Mythic sets to be really unique, interesting additions but there's far too few of them... while on the flipside I found the new Trial/Zone sets to be really boring and generic. As a Magicka DPS Sorceror so many Light sets being for healers kills me inside every update.

    I'm still hurting we still have no Magicka-equivalent 5peice to match Morkuldin 4-5 years later, since they're all 2pc Monster Sets instead. Yet you keep giving Stamina more of them, even if they're bad like Defiler.

    Throw us conjurers a persistent-summon bone please!
    Edited by Transairion on April 21, 2020 7:01AM
  • Ruder
    Ruder
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    Mythic Items:

    I like all of them, they seem viable in different kind of situations, I wouldn't change a thing.


    Monster sets:

    * Maw of the Infernal - excellent change !
    * Bloodspawn - the only op thing about this set was the ultigen, Resistances should stay the same or slightly nerfed to 5k
    * Troll King - you are sending this decent monster set to oblivion, please do not be so harsh, we do not want another Pirate Skeleton in game that no one will ever use, a Value of 1100 Health recovery will be more suitable.
    * Zaan - I don't mind the changes, but still wont use it in PvP since it is purgable :)
    * Pirate Skeleton - I think this set still wont be used because of the Major Defile which is HUGE debuff, the focus of this set should be to survivability and not preventing you from healing.
    My proposal for Pirate Skeleton is to replace the Major Defile debuff with Major Maim or Minor Maim + Minor Defile - this way the set will be still providing the survivability boost that it is intended but will cripple your damage output
    Edited by Ruder on April 21, 2020 7:17AM
  • Derra
    Derra
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    Malacaths Band of Brutality has an interesting interaction with sorcerer healing.

    It means you can no longer heal with critical surge at all.

    It doesn´t have this implication on any other classes selfhealing (making it flatout not work) so i hope this is unintended and was simply overlooked?
    Couldn´t you consider making it set your critical dmg value 0 instead of disabling all crits to not make it outright break an ability?
    Or would you consider finally untying surge from crit (which would also be hugely beneficial for noCP) and give it sth like have a 45% chance when dealing dmg to heal for x amount.
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Ruder
    Ruder
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    Derra wrote: »
    Malacaths Band of Brutality has an interesting interaction with sorcerer healing.

    It means you can no longer heal with critical surge at all.

    It doesn´t have this implication on any other classes selfhealing (making it flatout not work) so i hope this is unintended and was simply overlooked?
    Couldn´t you consider making it set your critical dmg value 0 instead of disabling all crits to not make it outright break an ability?
    Or would you consider finally untying surge from crit (which would also be hugely beneficial for noCP) and give it sth like have a 45% chance when dealing dmg to heal for x amount.

    It is pretty much how it should work, if you wanna pew pew for big damage, you need to slot dedicated healing skill or use the other morph of crit surge
  • ilprecursore
    ilprecursore
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    Zaan It seems to have an exponential damage growth
    1s 2000
    2s 4000
    3s 8000
    4s 16000
    5s 32000
    6s 64000
    It seems to much than before around 18000
    What do you think about?
    What if critical damage 😱
  • Banana
    Banana
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    Aliyavana wrote: »
    Ring of the Wild Hunt (Ring) (Requires Murkmire) - 1 – Increases your movement speed by 15% while in combat. Increases your movement speed by 45% while out of combat.

    According to the lore, Wild hunts are a bosmer thing, what is a bosmer relic doing in Murkmire? If you plan to lock an artifact behind Murkmire, make it argonian themed and not bosmer themed.

    ohp81th6zn3w.png

    Looks good for farming mats
  • Derra
    Derra
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    Ruder wrote: »
    Derra wrote: »
    Malacaths Band of Brutality has an interesting interaction with sorcerer healing.

    It means you can no longer heal with critical surge at all.

    It doesn´t have this implication on any other classes selfhealing (making it flatout not work) so i hope this is unintended and was simply overlooked?
    Couldn´t you consider making it set your critical dmg value 0 instead of disabling all crits to not make it outright break an ability?
    Or would you consider finally untying surge from crit (which would also be hugely beneficial for noCP) and give it sth like have a 45% chance when dealing dmg to heal for x amount.

    It is pretty much how it should work, if you wanna pew pew for big damage, you need to slot dedicated healing skill or use the other morph of crit surge

    That´s the thing.
    Surge IS a dedicated healing ability.
    It has no such implication on any other classes healing aswell.

    Thus is makes no sense.
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Kikizo
    Kikizo
    Soul Shriven

    Zos, give everyone the perfect maelstrom weapon if they have "Normal" already
  • Valenor
    Valenor
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    Overall, the changes are well balanced. The tormentor set could use further tweaking imho:

    Tormentor set is gonna work with many things, mainly chains and that's great. However, it doesn't work with brutal pounce while it works with explosive charge. This could be fixed. Also, Shield Charge and Stampede could use an aoe impact to function the same way so that players are given multiple ways to use this niche set, getting access to a form of aoe taunt. This would make tanking fast paced and engaging (it already very busy but it's always nice to have other ways to do tanking, and charging into a trash pack, taunting them all and wacking them in the face with brawler is a great experience).
  • BennyButton
    BennyButton
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    There are no mythic items for healers.
  • TelvanniWizard
    TelvanniWizard
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    There are no mythic items for healers.

    Disappointing...
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