This Mythic set item is easily the most significant change to the end game PVE experience in Greymoor, possibly ever. At a full 20 stacks, TS has been found to increase DPS by 30-40%. This is of course offset by the 40% increase to incoming damage, and 40% reduction in healing received and shield size. So trying to heal or shield through sustained damage requires more than double the heal/shield output than before. Numerically the negative affects outweigh the positive, but since optimization and scores are based around maximum damage output, the set is still by far the best option for all damage dealers. Now I’d like to talk about the positive and negative affects of introducing such an item to ESO.
The Good:
- Most importantly, it’s fun. Very fun. This level of power is unprecedented, and has completely revolutionized the feel and pace of content, especially arenas like vMA and vDSA.
- It provides a strong incentive for damage dealers to stay alive, since they will lose all TS stacks on death. This is a great idea, it’s rewarding to those that learn and obey mechanics, and punishing to those that try to stand in red and parse.
- On a group scale, it encourages players to try to carry on and recover a pull if something goes wrong. IMO far too many trial groups call a wipe at the first sign of a problem (a couple deaths or a missed mechanic), now this results in a loss of everyone’s TS stacks, and already it seems like players are more likely to attempt to recover and continue.
- The shield reduction is very interesting as well, as it makes avoiding damage (dodging or moving) much more effective than standing in red and shielding or using Iceheart. This makes fights feel more active and engaging.
The Bad:
- The way stacks are gained is promoting selfish gameplay. To gain a stack requires a killing blow, which means that players have started focusing and executing the small weak enemies in trials to ensure they maximize personal stacks, instead of focusing the large or dangerous enemies to maximize success of the group. This should really be changed so that every player that has dealt damage to an enemy receives a stack of TS when it dies, and of course the max stacks and power level of each stack can be adjusted to account for this. This removes the current RNG of who gets which stacks, and promotes teamwork instead of competition within a group.
- There is currently a bug, where if something is killed by a pet (like Blastbones) nobody gains a stack from it. This would be solved by the same change mentioned in the previous point.
- It’s too powerful. I have always been a supporter of gradual power creep, but the DPS jump in Greymoor is just ridiculous. Some of this is from the overpowered Blood for Blood vampire skill, but most is from Thrassian Stranglers. Those factors combined have resulted in close to 50% DPS increase on some builds (note that Stamina DPS were unaffected by both BFB and TS and have been left far behind, just after they had finally been relatively balanced in Dragonhold and Harrowstorm). This is about 2-3 times the DPS increase we saw from the introduction of Necromancers and Major Vulnerability last year, and even that was a little excessive (leading to the eventual nerfing of everything else in Dragonhold).
- It’s too punishing to progression groups. Wipes will happen frequently when learning content, and building stacks again is too slow and unreliable. Sometimes a player will accidentally light attack or cast a skill before a group is ready to fight a boss, and the fallout from mistakes like this are amplified by TS, to the point where some groups simply will not recover (no way to regain enough stacks during the boss fight, and cannot meet DPS checks without them) and they will have to reset the entire trial to start over. It’s a recipe for frustration and toxicity.
I do think that the highlight of an expansion should be impactful and awesome, however this one is a little excessive. It could easily be capped at 1500 Spell Damage instead of the current 3000 and it would still be very desirable for every Magicka DPS build. This of course should be paired with the negative aspects being reduced, to a maximum of 20% more damage taken and 20% lower healing received and shield size. It should also be a little easier to build max stacks (and slightly less punishing if you lose them), either by keeping the same 150 Spell Damage per stack and capping it at 10 stacks, or alternatively allowing stacks to be gained by multiple players from a single kill and leaving the stack limit high (20-30) to hit the max 1500 Spell Damage. Keep in mind that wearing TS does require dropping either a 5pc set bonus or a monster helm 2pc. At max 1500 Spell Damage you would be gaining roughly 21% damage on skills at the expense of ~6% damage from a set like Mother’s Sorrow or Maw of the Infernal, for a net gain of about 15% (while also being easier to kill).
Edit: I want to clarify the points of rewarding survival while not being too punishing to wipes or deaths. Currently a trial group building full stacks requires 8 x 20 = 160 enemy kills (in reality more since some will be wasted on pets or players at max stacks already) which can be done over the course of about 30 minutes. IMO the punishment for deaths or wipes should be around 3-5 minutes of lower damage, but could reasonably be built back up by the end of most boss fights.
Take Yolnahkriin for example, there are 3 phases that require killing adds, and each of those phases spawns 3 to 6 adds (for most groups, some will get 9). So overall on that fight there will usually be 9-18 adds killed. If stack gain becomes shared among players, this should be about the cap IMO. Contrast that to the current behavior where each DPS comes out of the fight with 1-2 stacks. A death or wipe should cause a temporary setback that will reduce damage done to one boss, but after surviving that encounter you can be back on track without having the reset the instance. 10 stack cap seems about right to me, but I could live with 15 or 20 (the groups that need the help most on Yol will have 18 stacks by the 50% flight). I just use one fight as an example here, but similar add spawns occur in most trial fights.
Also I should add that shared stack building should not be allowed in PVP. Killing blows make more sense there, since groups and battles can get large, and building stacks would be too easy.
Edited by WrathOfInnos on June 29, 2020 3:40PM