John_Falstaff wrote: »YandereGirlfriend wrote: »I definitely don't want to see Zaan or any other Monster hats get nerfed. Instead, I would like to see all sets brought up to the level of Zaan.
That said, it's rather obvious that Zaan is someone on the combat team's favorite set, as not only is it miraculously avoiding getting backed over by the Nerf Bus but it has also somehow managed to finagle buffs for itself in the process.
Even though its not used in every fight, the magDPS monoculture of Zaan is almost as strong as the PvP monoculture of Bloodspawn was. Yes, that speaks to the strength of the set but it also speaks to the fundamental weaknesses of its competitors, weaknesses that could be ameliorated with some timely buffs.
And then of course there's the *grumble grumble* awful balancing by spreadsheet *grumble grumble* angle that somehow says that the monster DPS of Zaan is fine but that a niche set like Grundwulf (or Infernal Guardian), yeah, that's OP and has got to go.
I wouldn't say monoculture, really. Yes, it's the strongest set for a parse fight (where it applies - it doesn't work in vSS for instance), but it's niche. Kjalnar could compete with it, if only it wasn't bugged right now with cooldown of stacks too long for LA weaving. But generally, you can't get away with only having Zaan because most of the time you'll have a useless set on you. You want Grundwulf (rip) for times when you're not getting enough support, you want Slimecraw when you can't get Prayer uptime, you want Balorgh (rip) for bursty fights, you even want two crit pieces when nothing else implies (I sometimes use it to compensate for crit rate when I use infused prismatic front on occasion). So, it is strong. But in many situations, it simply doesn't work.
John_Falstaff wrote: »YandereGirlfriend wrote: »I definitely don't want to see Zaan or any other Monster hats get nerfed. Instead, I would like to see all sets brought up to the level of Zaan.
That said, it's rather obvious that Zaan is someone on the combat team's favorite set, as not only is it miraculously avoiding getting backed over by the Nerf Bus but it has also somehow managed to finagle buffs for itself in the process.
Even though its not used in every fight, the magDPS monoculture of Zaan is almost as strong as the PvP monoculture of Bloodspawn was. Yes, that speaks to the strength of the set but it also speaks to the fundamental weaknesses of its competitors, weaknesses that could be ameliorated with some timely buffs.
And then of course there's the *grumble grumble* awful balancing by spreadsheet *grumble grumble* angle that somehow says that the monster DPS of Zaan is fine but that a niche set like Grundwulf (or Infernal Guardian), yeah, that's OP and has got to go.
I wouldn't say monoculture, really. Yes, it's the strongest set for a parse fight (where it applies - it doesn't work in vSS for instance), but it's niche. Kjalnar could compete with it, if only it wasn't bugged right now with cooldown of stacks too long for LA weaving. But generally, you can't get away with only having Zaan because most of the time you'll have a useless set on you. You want Grundwulf (rip) for times when you're not getting enough support, you want Slimecraw when you can't get Prayer uptime, you want Balorgh (rip) for bursty fights, you even want two crit pieces when nothing else implies (I sometimes use it to compensate for crit rate when I use infused prismatic front on occasion). So, it is strong. But in many situations, it simply doesn't work.
Why isn't there a single word about kjalnar by anyone on the forums? If it's really not working as intended it should deserve to be at least fixed by greymoor, stamina have velidreth marselok and selene to choose from at least that are just slap on and forget type of sets. They could at least bring up Nerienth and Skoria to do better damage in ideal conditions, Nerienth does like 2k-2.5k (but hurr durr aoe) on a dummy and Skoria is even worse than that. Make it a real fight where crystals can be avoided and it's even less.
It seems obvious to me that certain posters don't play non-Sorc Magicka builds in no-CP PvP. Saying something like, "Just dodge roll out of the Zaan's beam LOL!" seems pretty silly to me. There's apparently no understanding of just how much root and snare spam there can be in a number of different BG matchups, particularly up against the higher MMR Stam players and Mag DKs, and just how little dodge rolling you can actually afford to do as a Magicka build. Maybe you survive the first Zaan by breaking the Petrify + immediately dodge rolling (while hoping there's no lag), but do you survive the Leap that lands mid dodge roll? What about when the next Petrify comes and your stamina is low?
With how big some of the defensive monster set nerfs have been, and with how strong Zaan is (and has been since it was put in the game), I think it could use a pretty sizable blow with the nerf bat.
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John_Falstaff wrote: »YandereGirlfriend wrote: »I definitely don't want to see Zaan or any other Monster hats get nerfed. Instead, I would like to see all sets brought up to the level of Zaan.
That said, it's rather obvious that Zaan is someone on the combat team's favorite set, as not only is it miraculously avoiding getting backed over by the Nerf Bus but it has also somehow managed to finagle buffs for itself in the process.
Even though its not used in every fight, the magDPS monoculture of Zaan is almost as strong as the PvP monoculture of Bloodspawn was. Yes, that speaks to the strength of the set but it also speaks to the fundamental weaknesses of its competitors, weaknesses that could be ameliorated with some timely buffs.
And then of course there's the *grumble grumble* awful balancing by spreadsheet *grumble grumble* angle that somehow says that the monster DPS of Zaan is fine but that a niche set like Grundwulf (or Infernal Guardian), yeah, that's OP and has got to go.
I wouldn't say monoculture, really. Yes, it's the strongest set for a parse fight (where it applies - it doesn't work in vSS for instance), but it's niche. Kjalnar could compete with it, if only it wasn't bugged right now with cooldown of stacks too long for LA weaving. But generally, you can't get away with only having Zaan because most of the time you'll have a useless set on you. You want Grundwulf (rip) for times when you're not getting enough support, you want Slimecraw when you can't get Prayer uptime, you want Balorgh (rip) for bursty fights, you even want two crit pieces when nothing else implies (I sometimes use it to compensate for crit rate when I use infused prismatic front on occasion). So, it is strong. But in many situations, it simply doesn't work.
YandereGirlfriend wrote: »John_Falstaff wrote: »YandereGirlfriend wrote: »I definitely don't want to see Zaan or any other Monster hats get nerfed. Instead, I would like to see all sets brought up to the level of Zaan.
That said, it's rather obvious that Zaan is someone on the combat team's favorite set, as not only is it miraculously avoiding getting backed over by the Nerf Bus but it has also somehow managed to finagle buffs for itself in the process.
Even though its not used in every fight, the magDPS monoculture of Zaan is almost as strong as the PvP monoculture of Bloodspawn was. Yes, that speaks to the strength of the set but it also speaks to the fundamental weaknesses of its competitors, weaknesses that could be ameliorated with some timely buffs.
And then of course there's the *grumble grumble* awful balancing by spreadsheet *grumble grumble* angle that somehow says that the monster DPS of Zaan is fine but that a niche set like Grundwulf (or Infernal Guardian), yeah, that's OP and has got to go.
I wouldn't say monoculture, really. Yes, it's the strongest set for a parse fight (where it applies - it doesn't work in vSS for instance), but it's niche. Kjalnar could compete with it, if only it wasn't bugged right now with cooldown of stacks too long for LA weaving. But generally, you can't get away with only having Zaan because most of the time you'll have a useless set on you. You want Grundwulf (rip) for times when you're not getting enough support, you want Slimecraw when you can't get Prayer uptime, you want Balorgh (rip) for bursty fights, you even want two crit pieces when nothing else implies (I sometimes use it to compensate for crit rate when I use infused prismatic front on occasion). So, it is strong. But in many situations, it simply doesn't work.
Sure, that's a better definition but it doesn't really speak to the root of what I'm talking about.
The fundamental "WTF" of the Zaan buff is that we somehow live in a universe where the devs looked at Grundwulf (and Infernal Guardian) and their spreadsheet concluded "This is massively overpowered and requires a correspondingly massive nerf" while simultaneously it looked at the best-parsing magDPS and stamDPS (Selene's) sets and not only did the spreadsheet conclude that they were not overpowered but instead determined that they were actually underpowered. I mean, what?!
John_Falstaff wrote: »YandereGirlfriend wrote: »John_Falstaff wrote: »YandereGirlfriend wrote: »I definitely don't want to see Zaan or any other Monster hats get nerfed. Instead, I would like to see all sets brought up to the level of Zaan.
That said, it's rather obvious that Zaan is someone on the combat team's favorite set, as not only is it miraculously avoiding getting backed over by the Nerf Bus but it has also somehow managed to finagle buffs for itself in the process.
Even though its not used in every fight, the magDPS monoculture of Zaan is almost as strong as the PvP monoculture of Bloodspawn was. Yes, that speaks to the strength of the set but it also speaks to the fundamental weaknesses of its competitors, weaknesses that could be ameliorated with some timely buffs.
And then of course there's the *grumble grumble* awful balancing by spreadsheet *grumble grumble* angle that somehow says that the monster DPS of Zaan is fine but that a niche set like Grundwulf (or Infernal Guardian), yeah, that's OP and has got to go.
I wouldn't say monoculture, really. Yes, it's the strongest set for a parse fight (where it applies - it doesn't work in vSS for instance), but it's niche. Kjalnar could compete with it, if only it wasn't bugged right now with cooldown of stacks too long for LA weaving. But generally, you can't get away with only having Zaan because most of the time you'll have a useless set on you. You want Grundwulf (rip) for times when you're not getting enough support, you want Slimecraw when you can't get Prayer uptime, you want Balorgh (rip) for bursty fights, you even want two crit pieces when nothing else implies (I sometimes use it to compensate for crit rate when I use infused prismatic front on occasion). So, it is strong. But in many situations, it simply doesn't work.
Sure, that's a better definition but it doesn't really speak to the root of what I'm talking about.
The fundamental "WTF" of the Zaan buff is that we somehow live in a universe where the devs looked at Grundwulf (and Infernal Guardian) and their spreadsheet concluded "This is massively overpowered and requires a correspondingly massive nerf" while simultaneously it looked at the best-parsing magDPS and stamDPS (Selene's) sets and not only did the spreadsheet conclude that they were not overpowered but instead determined that they were actually underpowered. I mean, what?!
[Snip] I'm just as bewildered by the Grundwulf nerf, on live it's a very serious sacrifice of damage for a counterpart of tri-stat regen food, nobody wants to run it if they're not forced to (mostly by circumstances - lack of group support and whatnot). And I think that both Zaan and Grundwulf are in good place on live, one offset by being melee-only, another by the fact that one has to keep on dealing damage (and critting) to simply gain sustain that's normally gained from Witchmother's or DCT.
Maybe it's marketing again. Maybe they wanted to push the new sustain set, but it's definitely misguided, those sets are different beasts for different purposes. Come new dungeons with new damage sets, and they'll nerf Zaan to make new shinies worth paying for.
[Edited for bashing]
John_Falstaff wrote: »YandereGirlfriend wrote: »John_Falstaff wrote: »YandereGirlfriend wrote: »I definitely don't want to see Zaan or any other Monster hats get nerfed. Instead, I would like to see all sets brought up to the level of Zaan.
That said, it's rather obvious that Zaan is someone on the combat team's favorite set, as not only is it miraculously avoiding getting backed over by the Nerf Bus but it has also somehow managed to finagle buffs for itself in the process.
Even though its not used in every fight, the magDPS monoculture of Zaan is almost as strong as the PvP monoculture of Bloodspawn was. Yes, that speaks to the strength of the set but it also speaks to the fundamental weaknesses of its competitors, weaknesses that could be ameliorated with some timely buffs.
And then of course there's the *grumble grumble* awful balancing by spreadsheet *grumble grumble* angle that somehow says that the monster DPS of Zaan is fine but that a niche set like Grundwulf (or Infernal Guardian), yeah, that's OP and has got to go.
I wouldn't say monoculture, really. Yes, it's the strongest set for a parse fight (where it applies - it doesn't work in vSS for instance), but it's niche. Kjalnar could compete with it, if only it wasn't bugged right now with cooldown of stacks too long for LA weaving. But generally, you can't get away with only having Zaan because most of the time you'll have a useless set on you. You want Grundwulf (rip) for times when you're not getting enough support, you want Slimecraw when you can't get Prayer uptime, you want Balorgh (rip) for bursty fights, you even want two crit pieces when nothing else implies (I sometimes use it to compensate for crit rate when I use infused prismatic front on occasion). So, it is strong. But in many situations, it simply doesn't work.
Sure, that's a better definition but it doesn't really speak to the root of what I'm talking about.
The fundamental "WTF" of the Zaan buff is that we somehow live in a universe where the devs looked at Grundwulf (and Infernal Guardian) and their spreadsheet concluded "This is massively overpowered and requires a correspondingly massive nerf" while simultaneously it looked at the best-parsing magDPS and stamDPS (Selene's) sets and not only did the spreadsheet conclude that they were not overpowered but instead determined that they were actually underpowered. I mean, what?!
[Snip] I'm just as bewildered by the Grundwulf nerf, on live it's a very serious sacrifice of damage for a counterpart of tri-stat regen food, nobody wants to run it if they're not forced to (mostly by circumstances - lack of group support and whatnot). And I think that both Zaan and Grundwulf are in good place on live, one offset by being melee-only, another by the fact that one has to keep on dealing damage (and critting) to simply gain sustain that's normally gained from Witchmother's or DCT.
Maybe it's marketing again. Maybe they wanted to push the new sustain set, but it's definitely misguided, those sets are different beasts for different purposes. Come new dungeons with new damage sets, and they'll nerf Zaan to make new shinies worth paying for.
[Edited for bashing]
SidraWillowsky wrote: »Tooltip is 42210
Compared to current 35400
Yes it's a buff, but where are you getting 100k+ from
They're multiplying each previous value by 2, not the base value, and counting the first tick too early.
So initial hit = 2000 damage
tick 1 = 2000*2 = 4000
tick 2 = 4000*2 = 8000
tick 3 = 8000*2 = 16000
tick 4 = 16000*2 = 32000
tick 5 = 32000*2 = 64000
tick 6= 64000*2 = 120000
vs each tick being X times the base damage (2000*2, 2000*3, etc)
John_Falstaff wrote: »YandereGirlfriend wrote: »John_Falstaff wrote: »YandereGirlfriend wrote: »I definitely don't want to see Zaan or any other Monster hats get nerfed. Instead, I would like to see all sets brought up to the level of Zaan.
That said, it's rather obvious that Zaan is someone on the combat team's favorite set, as not only is it miraculously avoiding getting backed over by the Nerf Bus but it has also somehow managed to finagle buffs for itself in the process.
Even though its not used in every fight, the magDPS monoculture of Zaan is almost as strong as the PvP monoculture of Bloodspawn was. Yes, that speaks to the strength of the set but it also speaks to the fundamental weaknesses of its competitors, weaknesses that could be ameliorated with some timely buffs.
And then of course there's the *grumble grumble* awful balancing by spreadsheet *grumble grumble* angle that somehow says that the monster DPS of Zaan is fine but that a niche set like Grundwulf (or Infernal Guardian), yeah, that's OP and has got to go.
I wouldn't say monoculture, really. Yes, it's the strongest set for a parse fight (where it applies - it doesn't work in vSS for instance), but it's niche. Kjalnar could compete with it, if only it wasn't bugged right now with cooldown of stacks too long for LA weaving. But generally, you can't get away with only having Zaan because most of the time you'll have a useless set on you. You want Grundwulf (rip) for times when you're not getting enough support, you want Slimecraw when you can't get Prayer uptime, you want Balorgh (rip) for bursty fights, you even want two crit pieces when nothing else implies (I sometimes use it to compensate for crit rate when I use infused prismatic front on occasion). So, it is strong. But in many situations, it simply doesn't work.
Sure, that's a better definition but it doesn't really speak to the root of what I'm talking about.
The fundamental "WTF" of the Zaan buff is that we somehow live in a universe where the devs looked at Grundwulf (and Infernal Guardian) and their spreadsheet concluded "This is massively overpowered and requires a correspondingly massive nerf" while simultaneously it looked at the best-parsing magDPS and stamDPS (Selene's) sets and not only did the spreadsheet conclude that they were not overpowered but instead determined that they were actually underpowered. I mean, what?!
[Snip] I'm just as bewildered by the Grundwulf nerf, on live it's a very serious sacrifice of damage for a counterpart of tri-stat regen food, nobody wants to run it if they're not forced to (mostly by circumstances - lack of group support and whatnot). And I think that both Zaan and Grundwulf are in good place on live, one offset by being melee-only, another by the fact that one has to keep on dealing damage (and critting) to simply gain sustain that's normally gained from Witchmother's or DCT.
Maybe it's marketing again. Maybe they wanted to push the new sustain set, but it's definitely misguided, those sets are different beasts for different purposes. Come new dungeons with new damage sets, and they'll nerf Zaan to make new shinies worth paying for.
[Edited for bashing]
To understand ZoS's reasoning behind Grundwulf's nerf You need to read developer comment underneath Engine Guardian changes.
John_Falstaff wrote: »
You know I actually TESTED it and it doesn't do 8k dps with elfbane now like it does on a live, illambris now outperforms zaan. Plus the amount of times i actually had the opportunity to get a full channel of zaan in the real world scenario made me quesion if I wanna use it at all.
I tested it too, just now.
Same build, same char.
39.2K overall damage on Live, 47.3K overall damage on PTS.
Zaan got buffed by approx 17.2% on PTS.
Note: I didn't use elfbane in my tests.
Now compare numbers to the wild untested conjectures from OP. And look at the new ramp-up curve. Yes, if you're not breaking Zaan before all ticks are through, you deserved to die, but if you're not standing in stupid, Zaan will be hitting you for less now.
The OP is wrong with the stated numbers.
But Zaan is already overperforming on Live and does not deserve a buff.
PVP or not, it is OP in PVE too.
John_Falstaff wrote: »
You know I actually TESTED it and it doesn't do 8k dps with elfbane now like it does on a live, illambris now outperforms zaan. Plus the amount of times i actually had the opportunity to get a full channel of zaan in the real world scenario made me quesion if I wanna use it at all.
I tested it too, just now.
Same build, same char.
39.2K overall damage on Live, 47.3K overall damage on PTS.
Zaan got buffed by approx 17.2% on PTS.
Note: I didn't use elfbane in my tests.
Now compare numbers to the wild untested conjectures from OP. And look at the new ramp-up curve. Yes, if you're not breaking Zaan before all ticks are through, you deserved to die, but if you're not standing in stupid, Zaan will be hitting you for less now.
The OP is wrong with the stated numbers.
But Zaan is already overperforming on Live and does not deserve a buff.
PVP or not, it is OP in PVE too.
It's a situationally good set. It's not used in trash fights. It's not used in vSS or vAS, probably not much in vCR.




Decreased the initial damage of this set to 2010, down from 3440.


John_Falstaff wrote: »
There's no such thing as standing in stupid with Zaan, it's not a ground effect. There's no need to ridiculously downplay its effectiveness. And it also doesn't break (and never did) when you break LOS. Your only option is to socially distance yourself from your opponent, which is easier said than done if they are CC immune.
People are confusing the damage ramping of this set as being +50% per tick, as initial tick, +50%, +50%, +50%, +50%, 50%. Which is not the case. Here is some very basic tests on a Precursor.
Live:
PTS:
Tooltips from Live and PTS:
On Live, the first incremental tick is approximately 38.175%. On PTS, it's roughly 76.34%. That's approximately double, as you would expect given the change from 50% to 100%. This initial value is then added to each tick after. Not each tick+50% of the last. The 50% is from the base value of Zaan, not what you see on the tooltip.
These two numbers respectively:Decreased the initial damage of this set to 2010, down from 3440.
That's 50% of 3440 (=1720) applied to every tick on Live and 100% of 2010 (=2010) applied to every tick on the PTS.
Here are the numbers:
Yes, sorry, didn't count the last tick. Total is 60641, up from 52837.Toc de Malsvi wrote: »Your final totals are wrong. Unless you intentionally didn’t count the final tick?
liningtonsweldingb16_ESO wrote: »Zaan is carry plain and simple.. theres too
Many builds out there that completely revolves around zann and they’re straight cancer for the game from a PvP perspective
Atherakhia wrote: »There are so many ways to counter Zaan that I can't think of a legitimate reason to change this set for PvP reasons. Is it too powerful in PvE, maybe as it's the primary set used by most magicka users. That alone could warrant a change, but it's so close to other sets in overall performance that changing it would just make one of the other sets a must pick instead. The way this set works currently seems fine overall as its damage is comparable to couple other sets and its use is situational on the specific boss fight.
That all said, if this did need a PvP nerf, the sensible approach would be to dramatically decrease the damage it does and dramatically increase the damage multiplier to ensure the damage overall remains the same but the damage is loaded to the final couple ticks. For example, have it deal like 300 damage but the first tick does 100%, 200%, 400%, 800% (numbers chosen randomly I did not attempt to keep the DPS the same).