ZOS_GinaBruno wrote: »This is the official feedback thread for existing item sets. For feedback on the new item sets, please visit this thread. After you have a chance to try out different combat scenarios, let us know what you think of the current balance and changes.
- This set now deals 3010 damage initially and 11020 over 10 seconds, rather than 1720 initially and 12040 over 10 seconds.
- The armor shred from this set is now based on the amount of damage done from the initial hit, rather than a flat 3010.
StarOfElyon wrote: »Anony_Mouse wrote: »Can you check Lamias song please? Used to be Ultimate’s COST not Ulti points SPENT. Is this a typo or has it indeed changed?
From the current set:
(5 items) When you use an Ultimate ability, you heal you and your allies within 20 meters of you for 30 Health per point of the Ultimate's cost
From the patch notes:
Lamia's Song:
This set now grants 25 Health, Magicka, and Stamina per Ultimate point spent to up to 6 nearby group members, rather than restoring 30 Health per Ultimate point spent to them.
I was hoping someone tested this already. It's always meant "spent" even if it said "cost", I believe. Whatever the cost of your ultimate is after reductions, that's the number that is used.
The Roaring Opportunist is a very complicated set. If you'd like to give a bonus to constant heavy attacking use, simply lower the buff to 2-3 seconds with some sort of a cooldown. Get rid of all the damage calculation. That would allow players to use lightning staves to get that buff. It would be great if a group had to use 1 Roaring Opportunist and MA/WM and Lokkestiiz together to provide a 100% uptime.
GrumpyDuckling wrote: »
- How many players would opt to use Stygian (369 Spell Damage for 15 seconds out of stealth) over New Moon Acolyte?
TheKingofSass wrote: »A lot changes to the sets doesn't makes sense and are terrible. The changes to siroria, rele & olorime are just... dumb. And don't get me started on false god. To make it on par on two older sets?? Which both drop in normal??? If you want to make these changes to false god, then make both the regular and perfected one drop on normal as well.
Also wanted to point that ophidian celery doesnt even have minor slayer, so trying to compare false god to it that doesnt even makes sense, unless you add minor slayer on OC as well...
The tharassian strangle set is also... pointless now.
[snip]
GrumpyKlam wrote: »Redesign Thrassian Stranglers: https://forums.elderscrollsonline.com/en/discussion/537145/redesign-thrassian-stranglers#latest
- Reduced the Spell Damage granted per stack to 50, down from 150 (92)
- Keep the penalties per stack to 2 %
- This set now also grants Weapon Damage
- This set will assume the armor type of which you have the most. (IE: if you have 6 med and slot Thrassian, it will be considered as a medium armor)
- When you deal a critical strike, you gain a stack (up to 20). The stacks drop after 5 seconds if you don't hit a critical strike or sneak.
TheKingofSass wrote: »@Aznarb no I made the typo, I meant quick serpent, which can be considered to be imperfect version of VO. But as I said, quick serpent doesnt even has minor slayer on it, so wanting false god to be on par of oth QS & VO is dumb.
Because they both drop on normal, while false god only drop in normal and the perfected on vet.
I still stand by my opinion, the changes are terrible.
Worm and Hircines is now useless. There's really not much else to say other than no one will use these support sets anymore. I suggest reverting these changes and leaving them as-is.
Edit: This needs testing. On paper it seems like its a buff. But i'm reluctant to believe it's actually is a buff. Its hard to test right now because the trial dummy isn't showing the change to these sets.
ESO_Nightingale wrote: »silks/ysgramor's/netch's should recieve the +200 spell damage to their respective elements. no idea why this wasn't done in the first place.
GrumpyKlam wrote: »Redesign Thrassian Stranglers: https://forums.elderscrollsonline.com/en/discussion/537145/redesign-thrassian-stranglers#latest
- Reduced the Spell Damage granted per stack to 50, down from 150 (92)
- Keep the penalties per stack to 2 %
- This set now also grants Weapon Damage
- This set will assume the armor type of which you have the most. (IE: if you have 6 med and slot Thrassian, it will be considered as a medium armor)
- When you deal a critical strike, you gain a stack (up to 20). The stacks drop after 5 seconds if you don't hit a critical strike or sneak.
WrathOfInnos wrote: »ESO_Nightingale wrote: »silks/ysgramor's/netch's should recieve the +200 spell damage to their respective elements. no idea why this wasn't done in the first place.
This one could be a little tricky to balance. On paper it would make sense for all the single-element sets to be equal, but considering the skills in the game it would result in their power being very unbalanced.
Automaton: You can reasonably make an effective Stamsorc build that does 100% Physical damage. Stamplar isn’t much different, with only Ritual being a different damage type. 400 is pretty close to balanced, maybe increase it to 450 weapon damage.
Silks of the Sun: A MagDK uses almost entirely Fire damage, everything except Orb. I would say 450 Spell Damage here, but that just puts it behind Elemental Succession for a pure Fire build. The right number is probably 500 Spell Damage on Fire abilities (more than NMA, less than Siroria).
Netch’s Touch: The best use for this set is on Sorcerer, but they don’t actually use much Shock Damage. With the pet change it would affect them, and most Sorcerers will slot either Boundless or Flood. However this set wouldn’t be enough to make Lightning Wall or Light Attacks better than Inferno, so they get nothing from it. Crystal Frags, Elemental Weapon, Prey/Curse, and Mystic Orb are all magic damage and unaffected. This should be a higher value than War Maiden because Magic Damage is much more common than Shock Damage on some builds (Templar, Nightblade, Warden). I’d say 650-700 Spell Damage to Shock abilities.
Ysgramor: Now this one gets very far from the realm of effective Damage builds. The only Frost skill that’s commonly used is Winter’s Revenge, which makes up less than 10% of DPS. Obviously we can’t just say buff Ysgramor to 3k Spell Damage, but maybe assume that it needs to be strong enough to justify dropping inferno staves for 2 tank weapons (Frost staves), which then means Wall and Light Attacks are Frost. I believe it would take somewhere around 800-1000 Spell Damage on Frost abilities to be balanced with the other sets listed. Unfortunately this could end up causing some problems in PVP where more Frost skills are used, so I doubt there will be a solution here that makes everyone happy.
WrathOfInnos wrote: »Silks of the Sun: A MagDK uses almost entirely Fire damage, everything except Orb. I would say 450 Spell Damage here, but that just puts it behind Elemental Succession for a pure Fire build. The right number is probably 500 Spell Damage on Fire abilities (more than NMA, less than Siroria).ESO_Nightingale wrote: »silks/ysgramor's/netch's should recieve the +200 spell damage to their respective elements. no idea why this wasn't done in the first place.
Olupajmibanan wrote: »WrathOfInnos wrote: »Silks of the Sun: A MagDK uses almost entirely Fire damage, everything except Orb. I would say 450 Spell Damage here, but that just puts it behind Elemental Succession for a pure Fire build. The right number is probably 500 Spell Damage on Fire abilities (more than NMA, less than Siroria).ESO_Nightingale wrote: »silks/ysgramor's/netch's should recieve the +200 spell damage to their respective elements. no idea why this wasn't done in the first place.
Don't exactly agree on your numbers. Elemental Succession gives 550 flame spell damage to a magDK. If worn on body, the uptime is close to 100% in regular trial scenario, more so after duration/cooldown disparity fix. Silks of the Sun worn on body does exactly the same thing, giving flame spell damage with 100% uptime. Making it 500 is still not enough to pick it over ES simply because 550>500, no other real difference is present.
Let's look at the case where we hypotheticaly buffed Silks of the Sun to the value of 550. When worn on body, Sun and ES are practicaly the same set on a magDK. However, there is an advantage of ES, being able to one-bar the set. Unlike Silks of the Sun, ES effect persists through bar swap which makes it more flexible when character building. Just an example, you would much more likely pair Elf Bane (which can't be one-barred) with ES than with Silks of the Sun.
That's why I feel that buffing Silks of the Sun to 600 is the way to go. Makes sense from practical way as well as for the sake of standardization. Also, ES vs Sun would after a Sun's buff to 600 be a good choice diversity, sun being better for pairing with 1-bar sets and ES being better to be paired with body sets. At the value of 400, 500 and even 550, ES would be the obvious choice without room for Sun.
It doesn't look good when its stamina counterpart (Swamp Raider) got buffed, people could feel like ZoS hates magicka. Not a good PR