MashmalloMan wrote: »Wasn't using it, but I feel like it was definitely nerfed too hard. I saw no problem with people getting +180 weapon damage on the 5th piece in comparison to the standard 300 weapon damage (Hundings Rage) for +5% cost, I think thats more than fair. Obviously, when looking at the whole set, it was strong because it also included Penetration instead of Crit Chance/Stamina, but the 5th piece bonus alone seemed like a fair trade to me.
Personally, I couldn't stand the set because I aim for a certain level of sustain in pvp, so the added damage from the set, would end up costing me more damage somewhere else to meet the sustain I prefer anyway. Maybe it meant I had to use an infused stamina regen glyph instead of swift + stamina regen, etc.
Now.. It's just underwhelming, as bad as the new set, Castle Thorn that trades +70 damage (beyond standard) for +10% increased fire/fighters guild damage taken. What is the point of these sets? They're laughable, they feel like filler. Just stick to sets we've had for 5+ years with no penalty.
What they should of done is increase the cost to 8-10% like many suggested early on. That way, the people who wanted to juice out reliable high static damage, simply had to think about their builds a little harder.
Now, the kiss-curse is so tiny that the people who want to juice out burst damage will just go with something else and the people who want a little more sustain won't touch this set with a 10ft pole.
Their reasoning for the nerf sounds fully pve related, to which I say.. well, in pve, you should be using many if any of the trial sets that would be much better suited for them. Sounds like a super niche scenario to blame synergies, I can practically sustain any build with a great group lol.
WreckfulAbandon wrote: ». The "reason" for the nerf is just unbelievable, a complete insult to the community.
The "reason" for the nerf is just unbelievable, a complete insult to the community.
I can hardly work up enough energy to care anymore. This team is going to do whatever they want for whatever reasons they want. Player input is nothing more than traffic noise.
if they said something like "we think that too many players are using it in PvP and want to push other sets to have more diversity" i'd accept that. would not be happy about it, but i'd accept it. they'd have a sort-of valid reason. but you're 100% right. sometimes it seems to me that they are deliberately trying to insult the community. like with the Maelstrom weapons. they knew it would cause an uproar, it did and they didn't care. would it be too hard to do, hurt them or the game if they upgraded our weapons to perfected? nope. would it be too difficult to improve other sets that nobody uses instead of nerfing NMA? nope. so why are they taking this approach of "we know it will p*ss you silly players off and there are ways to make everyone happy but we care not" i have no idea. somebody in ZOS must be bored to hell and comes up with these "balance changes" to laugh at our expense..WreckfulAbandon wrote: »...The "reason" for the nerf is just unbelievable, a complete insult to the community.
WreckfulAbandon wrote: »Already people are haggling with ZOS to change their minds - guess what, keeping the current value of Weapon/Spell Damage and increasing the cost to 8-10% also makes the set unusable.
How about ZOS just doesn't nerf it at all, 5% cost increase to break free, roll dodge, block, etc in PvP is already very noticable. The "reason" for the nerf is just unbelievable, a complete insult to the community.
if synergies or party buffs are the problem add an effect to it that reduces THOSE effects.
and not destroy a set for everyone else because of "some groups"
wild_kmacdb16_ESO wrote: »
How about targeting ballgroups and zergs directly instead of nerfing sets that they may (likely don’t) use? I think that the synergy resource reasoning was just an easy scapegoat excuse, ZOS just really dislike the idea of 2 or 3 stam builds that can run more tankyness thanks to NMA giving so much upfront damage. Stam Wardens, DK, necro, templars in a group are too good at stomping out bots, even with a huge nerf to small scale healing and giving a flat crit resist, those 22k health light armour builds still get packed up anyway.
How about targeting ballgroups and zergs directly instead of nerfing sets that they may (likely don’t) use? I think that the synergy resource reasoning was just an easy scapegoat excuse, ZOS just really dislike the idea of 2 or 3 stam builds that can run more tankyness thanks to NMA giving so much upfront damage. Stam Wardens, DK, necro, templars in a group are too good at stomping out bots, even with a huge nerf to small scale healing and giving a flat crit resist, those 22k health light armour builds still get packed up anyway.
your confusing group types.
ball groups and zergs are PvP related groups, ZOS does not care about them nor balances around them.
trial groups are PvE related groups, ZOS apparently does care enough to balance sets and skills around them.