Tanis-Stormbinder wrote: »Thrassian Stranglers:
Remove the stack timer, keep all the others changes made. Lets remember this item is breaking a five set bonus or a Monster set, the damage needs to take that into account.
False God:
Revert all the changes.
Vestment of Olorime:
Reduced the duration of the Major Courage to 15 seconds
Revert the Adjusted the Max Targets back to 12 per tick or adjust Spell Cure Power to 6 targets.
Olupajmibanan wrote: »Tanis-Stormbinder wrote: »Thrassian Stranglers:
Remove the stack timer, keep all the others changes made. Lets remember this item is breaking a five set bonus or a Monster set, the damage needs to take that into account.
False God:
Revert all the changes.
Vestment of Olorime:
Reduced the duration of the Major Courage to 15 seconds
Revert the Adjusted the Max Targets back to 12 per tick or adjust Spell Cure Power to 6 targets.
Olorime target cap is still 12. The only change made is that now at least two ticks from Olorime are needed to affect whole group. Before change 1 tick was enough.
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.
seerevaloc wrote: »50 spell damage each stack a barely viable trade-off for 2% penalty at this point.
(your suggestion here: 40% more damage taken for 1000 spell damage.)
95 is fine for 2%. and anything lower than 75 spell damage should be 1% penalized.
I agree with others.
Anyone have the stats on the Innate Axiom crafted set(ptr)...I hear its more in line with a multi spec usage now...
Tommy_The_Gun wrote: »New Moon Acolyte: Reduced the Weapon and Spell Damage granted from this set’s 5 piece bonus to 401, down from 481. This was done to make up for the fact that the resource cost increase penalty can be easily alleviated in group settings by having allies supply you with sets or synergies.
Umm... Zenimax... I don't play in a group with this set. I play solo. Why I am getting punished for being able to learn how to sustain with addition of 5% Skill & Ultimates cost increase ? ? ?
Don't get me wrong, but your logic is kinda flawed here. This argument (dev comment) applies only to one, tiny part of your game....
With all do respect, it feels like you are trying to push new sets with made-up arguments....
Tanis-Stormbinder wrote: »Thrassian Stranglers: Increased the duration of each stack to 10 minutes to make them essentially permanent while fixing some bugs with actual permanent stacks.
Note: This set is currently undergoing some additional changes which are not yet complete. We plan to increase the maximum stack count from 20 to 50, allowing the set to stack up to a maximum of 2000 Weapon and Spell Damage, but with a 50% reduction in healing and shield efficacy and 50% increased damage taken; this should make the maximum power of this set unattainable to reach by multiple players in Trial settings. At the moment, these stacks are also not being removed on death. These changes and issues will be fixed in a future PTS patch.
Better but 50% damage increase and healing reduction is harsh.
WrathOfInnos wrote: »The New Moon Acolyte change does not fit with the established power budget of sets. Sustain is absolutely a factor when using this set, and that must be considered when evaluating it.
450 Weapon/Spell Damage + 5% Cost Increase
1.5 x Julianos - 0.5 Alteration = 1.0 Standard 5pc bonus
Of course if Alteration got buffed to 10% cost reduction then Seducer would need to be increased as well. 14% Magicka cost reduction on Seducer 5pc would balance it well with other sets like Lich. On high drain builds in constant combat Seducer would be slightly ahead, on lower drain builds or with combat breaks Lich would be more effective.
goldenskater3eb17_ESO wrote: »PTS Testing Stamina necro point of view
the changes where big so i wanted to test them myself
the combination of the nerf to shadow mundos (pve point of view)
relequen and lokiz
has had a big impact on DPS around 10 %
the change in beserking set has given another viable option but this limits your options (( must use monster set (boring))
stamina dps was alredy out performed by blood for blood users ( now thats changed on the pts ok cool)
but ranged dps (magicka) is in its core more flexible cuz it can always keep dealing damage no mather what
i understand that relequen was over performing as a set but this is what made stamina dd even viable in trials
i dont mind it being nerfed but then there should be compensations ( like nightblade got buffs)
also the bloodthirsty trait is underperforming there is almost no difference in infused and blood thirsty
then what is the point in having both?
im al for set difersity , would be cool that everyone could run their own thing and be viable
but at this point you just outright nerfed the standard stamina dps by alot
if this goes live i wil not be playing any stamina class outside of maybi nightblade ( still need to test the buffs it got tho)
this is my first time i acktualy test things in pts and i do hope someone is reading everything ^^
sincerely a fan of the game ^^