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Nerf to Bloodspawn and Engine Guardian

BaiterOfZergs
BaiterOfZergs
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So, it looks like it finally happened, the devs finally nerfed engine guardian and bloodspawn. I personally think it was uncalled for (especially seeing some of the changes to other sets that conflicts these changes) and I think the resources you get from EG has been nerfed way too hard.

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.


Engine Guardian:
This set now restores 550 Magicka or Stamina per tick, rather than 1204.
Increased the healing to 1955 per tick, up from 1204.
Reduced the range of the beam to 15 meters, down from 28 meters.

Edited by BaiterOfZergs on April 20, 2020 7:55PM
Zerg of House Smallscale, First of his name, wielder of Volendrung, battleground hero, Cyrodiil butcher, the swifft footed, OG of the Templars and first pvpers, defender of scrolls and baiter of zergs.
  • Joinovikova
    Joinovikova
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    They basicly hit heal and deff options .. it will be now one combo hit game lets see but i afraid we will missed the old game
  • Icy_Waffles
    Icy_Waffles
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    Stonekeeper was nerfed way too hard.
  • BaiterOfZergs
    BaiterOfZergs
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    They basicly hit heal and deff options .. it will be now one combo hit game lets see but i afraid we will missed the old game

    Yeah I get that but nerfs across the board to meet a particularly standard doesn’t work. We’ve been here before , I don’t agree with going full nerf hammer crazy.
    Zerg of House Smallscale, First of his name, wielder of Volendrung, battleground hero, Cyrodiil butcher, the swifft footed, OG of the Templars and first pvpers, defender of scrolls and baiter of zergs.
  • technohic
    technohic
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    Im thinking I go from medium or light with Bloodspawn to Heavy with

    Balorg:
    This set now grants Weapon and Spell Damage equal to the amount of Ultimate spent, rather than double the amount spent. It now also grants Physical and Spell Penetration equal to 23 times the amount spent.
    Increased duration of bonuses to 12 seconds, up from 10.
  • Vevvev
    Vevvev
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    Balorg got a weird buff/nerf. Not sure how that's going to play out tbh.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • BaiterOfZergs
    BaiterOfZergs
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    Stonekeeper was nerfed way too hard.

    It seems the trend lately is to nerf a good portion of the sets and buff a few but it doesn’t change anything. Everyone will still run around in a handful of monster sets.

    Zerg of House Smallscale, First of his name, wielder of Volendrung, battleground hero, Cyrodiil butcher, the swifft footed, OG of the Templars and first pvpers, defender of scrolls and baiter of zergs.
  • katorga
    katorga
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    Bloodspawn I can see simply because it is all anyone ran. EG was more niche. So who cares?

    The across the board nerfs to critical restistance will be the most impactful.

    Some of the mythic items though!...450 stam regen for being 50% or less magicka? Massive, easy, no penalty, permanent regen for stam builds. More of a penalty on the magicka side, but dark conversion yourself below 50% stamina.....

    15/45% movement speed in/out of combat. Hello swift meta redux.

    Winters respite, even more passive cross healing for zergs.

    Stuhn's Favor, set off balance and 13000 penetration

    Spell parasite, 252 mag regen, but probably already irrelevant due to changes to AmberPlasm and the new eternal vigor set.





  • dcam86b14_ESO
    dcam86b14_ESO
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    I am overall satisfied with most of the changes. Some got a huge nerf like

    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.


    like this set was already in a good place, they could've cut the time to 10 seconds and it still would be ok but 5 seconds is blah. I guess ill never wear that again.
  • MaxJrFTW
    MaxJrFTW
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    Both sets were OP, the nerfs are 100% justified.
    Vevvev wrote: »
    Balorg got a weird buff/nerf. Not sure how that's going to play out tbh.

    It's a massive buff.
    Edited by MaxJrFTW on April 20, 2020 8:07PM
    "I don't know you, and I don't care to know you."
    ―Ulrich Leland, 3E 433
  • KurtAngle2
    KurtAngle2
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    Engine Guardians needs a bit more regen now, going from 1200 to 500 RANDOMLY restored resource is too low. Make it 800 and it's fine
  • BaiterOfZergs
    BaiterOfZergs
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    katorga wrote: »
    Bloodspawn I can see simply because it is all anyone ran. EG was more niche. So who cares?

    The across the board nerfs to critical restistance will be the most impactful.

    Some of the mythic items though!...450 stam regen for being 50% or less magicka? Massive, easy, no penalty, permanent regen for stam builds. More of a penalty on the magicka side, but dark conversion yourself below 50% stamina.....

    15/45% movement speed in/out of combat. Hello swift meta redux.

    Winters respite, even more passive cross healing for zergs.

    Stuhn's Favor, set off balance and 13000 penetration

    Spell parasite, 252 mag regen, but probably already irrelevant due to changes to AmberPlasm and the new eternal vigor set.





    Bloodspawn was the most well balanced so it was desirable because it was flexible.

    There’s a lot of weird changes in this update. Certain things got buffed then you see sets getting heal buffs and random sets getting damage nerfs. Just look at aberplasm change, what is that about?

    Edited by BaiterOfZergs on April 20, 2020 8:11PM
    Zerg of House Smallscale, First of his name, wielder of Volendrung, battleground hero, Cyrodiil butcher, the swifft footed, OG of the Templars and first pvpers, defender of scrolls and baiter of zergs.
  • dcam86b14_ESO
    dcam86b14_ESO
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    This makes me sad

    Impregnable Armor: This set now grants 1650 Critical Resistance, down from 2000.

    this kind of makes up for it

    Chokethorn:
    This set now heals for 24409 health over 6 seconds, rather than 19565 health over 4 seconds.
    Increased the proc chance to 15%, up from 10%.
    Reduced the range of the beam from 28 meters to 15 meters in order to help introduce more counterplay with its stronger heal.

    Sentinel of Rkugamz:
    Removed the proc chance from this set.
    Reduced the tick count of the heal and resource restore by 1.
    Increased the Magicka and Stamina restore to 125 per tick, up from 115.
  • leepalmer95
    leepalmer95
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    katorga wrote: »
    Bloodspawn I can see simply because it is all anyone ran. EG was more niche. So who cares?

    The across the board nerfs to critical restistance will be the most impactful.

    Some of the mythic items though!...450 stam regen for being 50% or less magicka? Massive, easy, no penalty, permanent regen for stam builds. More of a penalty on the magicka side, but dark conversion yourself below 50% stamina.....

    15/45% movement speed in/out of combat. Hello swift meta redux.

    Winters respite, even more passive cross healing for zergs.

    Stuhn's Favor, set off balance and 13000 penetration

    Spell parasite, 252 mag regen, but probably already irrelevant due to changes to AmberPlasm and the new eternal vigor set.





    Pvp side, sustain hasnt been that hard to have for ages. I run like 1500 recovery at most on my builds.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Starlock
    Starlock
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    KurtAngle2 wrote: »
    Engine Guardians needs a bit more regen now, going from 1200 to 500 RANDOMLY restored resource is too low. Make it 800 and it's fine

    Alternatively, the dwemer automaton can smartly detect which resource is lowest as a percent and always trigger on whatever resource is lowest. If your health is 50%, magicka 60%, and stamina 80%, it triggers red beam. If your health is 90%, magicka 30%, and stamina 80% it trigger magicka beam. Etc.

    Just an idea, at any rate.
  • Bashev
    Bashev
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    Dont forget the critical resistance nerf. The damage will be really high next patch.
    Because I can!
  • KurtAngle2
    KurtAngle2
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    Starlock wrote: »
    KurtAngle2 wrote: »
    Engine Guardians needs a bit more regen now, going from 1200 to 500 RANDOMLY restored resource is too low. Make it 800 and it's fine

    Alternatively, the dwemer automaton can smartly detect which resource is lowest as a percent and always trigger on whatever resource is lowest. If your health is 50%, magicka 60%, and stamina 80%, it triggers red beam. If your health is 90%, magicka 30%, and stamina 80% it trigger magicka beam. Etc.

    Just an idea, at any rate.

    This works too. The high resource regen was randomized and that was the balancing factor. It's now one of worst sets out there if these changes go on without further modifications
  • BaiterOfZergs
    BaiterOfZergs
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    This makes me sad

    Impregnable Armor: This set now grants 1650 Critical Resistance, down from 2000.

    this kind of makes up for it

    Chokethorn:
    This set now heals for 24409 health over 6 seconds, rather than 19565 health over 4 seconds.
    Increased the proc chance to 15%, up from 10%.
    Reduced the range of the beam from 28 meters to 15 meters in order to help introduce more counterplay with its stronger heal.

    Sentinel of Rkugamz:
    Removed the proc chance from this set.
    Reduced the tick count of the heal and resource restore by 1.
    Increased the Magicka and Stamina restore to 125 per tick, up from 115.

    What they did to choke thorn is another head scratching change I’m talking about lol

    Zerg of House Smallscale, First of his name, wielder of Volendrung, battleground hero, Cyrodiil butcher, the swifft footed, OG of the Templars and first pvpers, defender of scrolls and baiter of zergs.
  • BaiterOfZergs
    BaiterOfZergs
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    Starlock wrote: »
    KurtAngle2 wrote: »
    Engine Guardians needs a bit more regen now, going from 1200 to 500 RANDOMLY restored resource is too low. Make it 800 and it's fine

    Alternatively, the dwemer automaton can smartly detect which resource is lowest as a percent and always trigger on whatever resource is lowest. If your health is 50%, magicka 60%, and stamina 80%, it triggers red beam. If your health is 90%, magicka 30%, and stamina 80% it trigger magicka beam. Etc.

    Just an idea, at any rate.

    I’d rather have something like that for engine guardian instead if simply reducing what is restored.

    Zerg of House Smallscale, First of his name, wielder of Volendrung, battleground hero, Cyrodiil butcher, the swifft footed, OG of the Templars and first pvpers, defender of scrolls and baiter of zergs.
  • BaiterOfZergs
    BaiterOfZergs
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    Bashev wrote: »
    Dont forget the critical resistance nerf. The damage will be really high next patch.

    It won’t be so bad in cp pvp but no cp is going to be full of people getting instantly nuked because of lower mitigation and lower heals. Not sure how that’s going to play out.
    Zerg of House Smallscale, First of his name, wielder of Volendrung, battleground hero, Cyrodiil butcher, the swifft footed, OG of the Templars and first pvpers, defender of scrolls and baiter of zergs.
  • katorga
    katorga
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    katorga wrote: »
    Bloodspawn I can see simply because it is all anyone ran. EG was more niche. So who cares?

    The across the board nerfs to critical restistance will be the most impactful.

    Some of the mythic items though!...450 stam regen for being 50% or less magicka? Massive, easy, no penalty, permanent regen for stam builds. More of a penalty on the magicka side, but dark conversion yourself below 50% stamina.....

    15/45% movement speed in/out of combat. Hello swift meta redux.

    Winters respite, even more passive cross healing for zergs.

    Stuhn's Favor, set off balance and 13000 penetration

    Spell parasite, 252 mag regen, but probably already irrelevant due to changes to AmberPlasm and the new eternal vigor set.





    Bloodspawn was the most well balanced so it was desirable because it was flexible.

    There’s a lot of weird changes in this update. Certain things got buffed then you see sets getting heal buffs and random sets getting damage nerfs. Just look at aberplasm change, what is that about?

    Bloodspawn literally got nerfed due to popularity.

    Amberplasm, strange, but hey, I ground that miserable dungeon for pve/pvp traited armor, rings, and correct trait staves. I might dust it off an use it

    For wierd changes, increased the damage on Selenes? Overall it looks like the magicka monster sets nerfed, stamina monster sets buffed.

    Hammered TrollKing, then added health regen everywhere else at the same time they release the new vampire skills with zero health regen. Odd.

    Impen nerfed hard. Everywhere.
  • Faulgor
    Faulgor
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    RIP Symphony. It was nice to have a useful monster set for healers for once.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • Xvorg
    Xvorg
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    proc dmg sets FTW... it's 2016 again, so prepare yourself to be carried by your sets
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • WoppaBoem
    WoppaBoem
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    Nerf to all good PVP monster sets, BS, EG, Troll King all increases resistances sets to make room for this :

    Malacath’s Band of Brutality – Ring
    1 – Increases your damage done by 25%. You cannot deal critical damage.
    Torc of Tonal Constancy – Necklace
    1 – While your Stamina is less than 50%, increases your Magicka Recovery by 450. While your Magicka is less than 50%, increases your Stamina Recovery by 450.

    Will be very meta and will suit my current main a lot, will have to do antiqueties, oh dear I have to role play :neutral:
    Xbox EU & NA - PVP Only
  • olsborg
    olsborg
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    Zaan looks to be....crazy strong. It was arguably the best dmg monster set already..

    PC EU
    PvP only
  • DivineFirstYOLO
    DivineFirstYOLO
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    technohic wrote: »
    Im thinking I go from medium or light with Bloodspawn to Heavy with

    Balorg:
    This set now grants Weapon and Spell Damage equal to the amount of Ultimate spent, rather than double the amount spent. It now also grants Physical and Spell Penetration equal to 23 times the amount spent.
    Increased duration of bonuses to 12 seconds, up from 10.

    @ZOS_BrianWheeler people already found a way to adept to bloodspawn changes, we need to nerf heavy armor in Q3.
    [snip]

    [edited for petition]
    Edited by ZOS_Lunar on April 25, 2020 2:00PM
    Zerg Squad

    Godslayer x 4


    Pro questing fees for RPers in Cyrodiil, pay your taxes!
    PC - EU

  • MaxJrFTW
    MaxJrFTW
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    Faulgor wrote: »
    RIP Symphony. It was nice to have a useful monster set for healers for once.

    Is that a joke? You know most of the recovery from Symphony of blades was going to waste anyways right? The new version is 100% better.
    "I don't know you, and I don't care to know you."
    ―Ulrich Leland, 3E 433
  • ecru
    ecru
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    Bashev wrote: »
    Dont forget the critical resistance nerf. The damage will be really high next patch.

    It won’t be so bad in cp pvp but no cp is going to be full of people getting instantly nuked because of lower mitigation and lower heals. Not sure how that’s going to play out.

    I agree, bgs are going to be a mess with reduced healing and resists/mitigation. I run new moon and tzogvins on my stamdk now and I'm already instagibbing people in nocp.
    Gryphon Heart
    Godslayer
    Dawnbringer
  • Oakiyo
    Oakiyo
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    Faulgor wrote: »
    RIP Symphony. It was nice to have a useful monster set for healers for once.

    Symphony of Blades:
    This set now restores 570 resource per tick, down from 2325.
    The cooldown of 18 seconds is now applied per target, rather than overall.

    Actually, it can be a massive buff, you can now apply it on every dd's that run low in ressources rather than just one. And tanks will have other options with the new sets and mythic items.
    Edited by Oakiyo on April 20, 2020 9:00PM
  • J18696
    J18696
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    They 100% over nerfed both of these sets
    PC NA Server
    @J18696
    Characters
    Pridē - Dragonknight
    Vanıty - Arcanist
  • Xvorg
    Xvorg
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    olsborg wrote: »
    Zaan looks to be....crazy strong. It was arguably the best dmg monster set already..

    Elf Bane was nerfed though
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
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