With the nerf to defensive sets and general healing nerf this set and the conditions of the set are over the top.
As I said before. Pair it with onslaught After off balance and the only counter is to run away for 12 sec. Then u have 15 sec to counter ;P
Imagine a set that gave you 14k penetration for 10 seconds after going invis and all NBs had to do is Cloak once every 10 secs to keep 100% up-time, while everyone else would have to hit an invis pot every 45 secs. Would that be an ok set too?
For 7 seconds on a target, you'll be a BEAST and for 15 after that, you're gimping yourself off a 5 item set bonus..
Title says it all. This is the set I'm referencing.
Stuhn’s Favor
2 – Adds 129 Weapon Damage
2 – Adds 129 Spell Damage
3 – Adds 1487 Physical Penetration
3 – Adds 1487 Spell Penetration
4 – Adds 129 Weapon Damage
4 – Adds 129 Spell Damage
5 – Increases your Physical and Spell Penetration by 13355 against Off-Balance enemies.
While I love what the set does, and what it says to the meta, but it's a bit overturned. That is way too much penetration, even if it's tied to off balance.
I think the set should retain some of its strength, but a 25-35% nerf to the 5 piece seems within reason.
I've fought a few different classes with the setup on the PTS. Magplar, scary af. Stamcro, scary af. Mag/Stamblade, scary af.
You get hit with off balance, and you need to roll to stay alive. This is actually harder to fight than onslaught. At least then you had time between ultimates. But with this set as is, I think it's pretty unhealthy (at this state). I believe it should 100% retain strength and be an effective set. But I believe that can be accomplished at a lower threshold. Anybody in light armor is gonna be taking true damage, as well as most setups in general with the loss of armor to a lot of 1 piece monster sets.
Great set, love the concept. It's a bit much.
Anybody else have some experience either using or fighting this?
Except when your fights don't last just a few seconds. Which is mostly always. This is a GREAT set for gankers, who just pick lone targets. This is a set for the cheetah or the leopard, not for the wild dog or the lions. If you're in a group, if you're fighting big fights, if you're playing objectives, there are many other more balanced 5 bonus that will give you more advantages than this set here.
The problem is that it's really easy to see the big buff number, and not to so easy to realize how useless it'll be afterwards during CD. People are all thinking this is OP and it absolutely isn't. It's strong, definitely! But not OP, not with the long CD drawback.
Either way... They may still adjust it, both the buff and the CD. I think they should just so people don't feel off about it.
I'm just excited they are trying to actually bring tanks down in PvP, even if it would be much better if this was a simple percentage based.
Wonder how strong a WW would be with this and the new changes they've recieved, just throw on this set and New Moon and a monster head set, roar for off balance and just slash away without worrying about increased ability cost as you mostly just light and heavy attack.
Thevampirenight wrote: »Well people dieing a lot to this would help with performance. the issues with performance is that well fights are to dragged on to much healing and buff stacking ontop of one another and Fengrush was explaining this on his pts notes review video that the core of hte isssue was all the cross stuff and group size and the to many calculations allowed to go on because of the stacking like 15 of this heal ontop of one another and when groups are doing this it causes the issues in Cyrodiil.
My guess Zenimax might be trying a stop gag fix here. What they are doing is nerfing the tanky meta but also making sets and weapons to deal with group balls and other players so they would just die quicker and stuff like this set and earth gore would help with performance because it would likely hit those that are causing the worst of the lag the hardest. Negating would cancel out lag causing things possibly at times as well.
The Over penetration meta is meant to well make it so people actually die in Cyrodiil. So its possible that this could be what they are doing here and the reason why its overtuned. Its possible they will reduce it within the pts but its possible they won't and will allow it to go live that way some issues could be dealt with in Cyrodiil that are causing server problems hopefully. I think it would be for the best if that is the actual reasoning for this.
Thevampirenight wrote: »Well people dieing a lot to this would help with performance. the issues with performance is that well fights are to dragged on to much healing and buff stacking ontop of one another and Fengrush was explaining this on his pts notes review video that the core of hte isssue was all the cross stuff and group size and the to many calculations allowed to go on because of the stacking like 15 of this heal ontop of one another and when groups are doing this it causes the issues in Cyrodiil.
My guess Zenimax might be trying a stop gag fix here. What they are doing is nerfing the tanky meta but also making sets and weapons to deal with group balls and other players so they would just die quicker and stuff like this set and earth gore would help with performance because it would likely hit those that are causing the worst of the lag the hardest. Negating would cancel out lag causing things possibly at times as well.
The Over penetration meta is meant to well make it so people actually die in Cyrodiil. So its possible that this could be what they are doing here and the reason why its overtuned. Its possible they will reduce it within the pts but its possible they won't and will allow it to go live that way some issues could be dealt with in Cyrodiil that are causing server problems hopefully. I think it would be for the best if that is the actual reasoning for this.
So instead of getting a functional game, they're just gonna make everyone (except for the actual issues in the meta, %damage reduction tanks) die.
If that makes you happy, and not outraged at the server performance, idk what to say
Deathlord92 wrote: »Personally my stamblade looking forward to getting his hands on stuhn’s favour 😈
Stamcro did with a very hard hitting spammable major defile after that anything possible 🤣🤣🤣 then there’s snipe desync still going unchecked I hope it goes live a lot of us are very bored of tank meta and idiots running unkillable builds.Deathlord92 wrote: »Personally my stamblade looking forward to getting his hands on stuhn’s favour 😈
It's never going to make it live with it's current numbers.
Deathlord92 wrote: »Stamcro did with a very hard hitting spammable major defile after that anything possible 🤣🤣🤣 then there’s snipe desync still going unchecked I hope it goes live a lot of us are very bored of tank meta and idiots running unkillable builds.Deathlord92 wrote: »Personally my stamblade looking forward to getting his hands on stuhn’s favour 😈
It's never going to make it live with it's current numbers.
It's never going to make it live with it's current numbers.
If Sloads could slip through the cracks to become the fiasco it did, so too can this. All you have to do is believe.
So I just addressed this issue else where, figured I would post here too. It is over tuned, after playing with it thats my conclusion. I know it's suppose to be a bunker buster it's going to be a staple in builds and has the power of a ult without the chance to miss or be dodged since you can spam abilities and eventually get the buff, or debuff.
I gave a suggestion, that it should be changed to a scaling rate based on the max resist the target has, or a flat percent of pen. The first option means that bunker builds suffer more then lighter ones and thus, it is a true bunker buster, and the second does that same but differently as 10% of 1000 is 100, and 10% of 100 is 10, thus lighter builds are not as deeply punished or out right stripped of their defenses. The percent option seems the most viable and easy to change.