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Changes to Yandir’s Might from 7.1.3 will make already niche set completely useless

tonyblack
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If medium armor changes didn’t kill this set completely recent rework would put the final nail in its coffin. From good all-around stat set for body slots new Yandir will become yet another 5 sec duration front bar only set granting weapon damage, stat that nobody cares about in current crit meta (with functionality similar to Thogvin, AY, Kinras and Twice-Fanged Serpent). To stay at least somewhat relevant set needs additional adjustments, roll back to previous functionality of strong body set or complete redesign. Don’t kill Yandir entirely, KA is one of the least popular trial as it is and with this change the only useful set that drop there would be RO.
  • MrZeDark
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    I felt like the change was actually a fix.
    vKA I see run weekly and sometimes 2x a week by a number of guilds
    I know a number of people excited by this fix, and can't wait for it to go live.

    The set as it is described, not applying to abilities (now fixed in 7.1.3), is noticed on live - and thought to be worthless in its Live state. This change is welcomed.
  • yoo_mr_white
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    They want to reduce the amount of damage people walk around with in pvp I think. This whole patch they have have taken a hammer to reducing time to kill in PvP. It's completely kills one of the better sets for instant cleave damage in PvE though which is sad because Stam already struggles with cleave.

    ZoS doesn't want people having a 410 weapon damage 5 PC. Though you'd hope they would find a way to balance this with out completely changing these sets in PvE but I guess that's too much thinking for them.
    Edited by yoo_mr_white on August 3, 2021 11:54AM
  • tonyblack
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    MrZeDark wrote: »
    I felt like the change was actually a fix.
    vKA I see run weekly and sometimes 2x a week by a number of guilds
    I know a number of people excited by this fix, and can't wait for it to go live.

    The set as it is described, not applying to abilities (now fixed in 7.1.3), is noticed on live - and thought to be worthless in its Live state. This change is welcomed.
    But what use this set would have if these changes hit live? It was mostly ignored because of crit stacking meta and with medium armor rework making room for this set would become even harder. The biggest advantage of yandir was the fact that you always had 410 wd, it was useful in dungeons and pvp. Now with weapon damage constantly dropping between different trash mobs/while doing certain mechanics it looks like lackluster choice compared to kinras, ay, relequen or many other sets for that matter.
  • CleymenZero
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    tonyblack wrote: »
    If medium armor changes didn’t kill this set completely recent rework would put the final nail in its coffin. From good all-around stat set for body slots new Yandir will become yet another 5 sec duration front bar only set granting weapon damage, stat that nobody cares about in current crit meta (with functionality similar to Thogvin, AY, Kinras and Twice-Fanged Serpent). To stay at least somewhat relevant set needs additional adjustments, roll back to previous functionality of strong body set or complete redesign. Don’t kill Yandir entirely, KA is one of the least popular trial as it is and with this change the only useful set that drop there would be RO.

    It is currently useless on live. The WD doesn't apply to abilities if I remember correctly so you're getting nothing right now.

    Would I prefer they only fix this particular problem and not limit the buff to 5 seconds tacks? Of course but it would then definitely be at a higher power level than other options.

    I can't believe I tried this set so many times only for it to do absolutely nothing...
  • YandereGirlfriend
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    I'll also register my displeasure with this change.
    tonyblack wrote: »
    If medium armor changes didn’t kill this set completely recent rework would put the final nail in its coffin. From good all-around stat set for body slots new Yandir will become yet another 5 sec duration front bar only set granting weapon damage, stat that nobody cares about in current crit meta (with functionality similar to Thogvin, AY, Kinras and Twice-Fanged Serpent). To stay at least somewhat relevant set needs additional adjustments, roll back to previous functionality of strong body set or complete redesign. Don’t kill Yandir entirely, KA is one of the least popular trial as it is and with this change the only useful set that drop there would be RO.

    It is currently useless on live. The WD doesn't apply to abilities if I remember correctly so you're getting nothing right now.

    Would I prefer they only fix this particular problem and not limit the buff to 5 seconds tacks? Of course but it would then definitely be at a higher power level than other options.

    I can't believe I tried this set so many times only for it to do absolutely nothing...

    It is devastating commentary on current state of ZOS' QA that a set from the flagship piece of content from an expansion literally did nothing for over a year.
  • Phaedryn
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    Did I read the change wrong? I read "This set now grants Giant's Endurance for 5 seconds per stack, rather than indefinitely." So at 10 stacks that's 50 seconds, and you can switch bars without losing it. Sounds like a better deal this way.
  • Naftal
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    I'm pretty sure it means that if you don't do the proc condition in 5 seconds, you'll lose all stacks. Just like Kinras, Tzogvin, AY etc.

    Which I hate a lot in solo content and dungeons. Always have to build everything up again and again.
  • YandereGirlfriend
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    Phaedryn wrote: »
    Did I read the change wrong? I read "This set now grants Giant's Endurance for 5 seconds per stack, rather than indefinitely." So at 10 stacks that's 50 seconds, and you can switch bars without losing it. Sounds like a better deal this way.

    Stacks don't add to themselves they just refresh whenever you activate them while already in possession of a stack.

    Personally, I am so over this stack-mania set design that has dominated the last ~3 years of content.
  • yoo_mr_white
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    Completely agree, these stacking sets are so obnoxious in a game where performance is *** and keeping up time can get tough because of that.

    More so when these are on Stam sets mostly that have some downtime between encounters if running melee. Make it 30 seconds or something a little more forgiving.

    Or buff minor slayer or add another flat damage buff that only works in trials, dungeons, arenas and overland.
  • propertyOfUndefined
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    It does seem like it's all stacks and tethers ever since elsweyr :(
  • Jaimeh
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    They have had a streak of nonsensical, unnecessary changes, but this takes the cake. Stam is on its last limb in PvE, and they nerfed a set that some people used for some aoe builds in some fights. Sure, why not.
  • kringled_1
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    It is devastating commentary on current state of ZOS' QA that a set from the flagship piece of content from an expansion literally did nothing for over a year.

    Personally, I am so over this stack-mania set design that has dominated the last ~3 years of content.

    While it's a terrible reflection on QA, it's not quite a year. From Greymoor launch until Stonethorn, Giant's endurance was a stamina recovery buff, not a weapon damage buff.
    I'm also baffled by the massive explosion of stack based set mechanics and struggle to see how it's possible for these sets to not impose high load on combat calculations.
  • Halcyon_Kismet
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    8wecvd11mhqf.png
    I think this about sums up my thoughts on the change. (All credit on the image goes to the original creator.)
  • yoo_mr_white
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    kringled_1 wrote: »
    It is devastating commentary on current state of ZOS' QA that a set from the flagship piece of content from an expansion literally did nothing for over a year.

    Personally, I am so over this stack-mania set design that has dominated the last ~3 years of content.

    While it's a terrible reflection on QA, it's not quite a year. From Greymoor launch until Stonethorn, Giant's endurance was a stamina recovery buff, not a weapon damage buff.
    I'm also baffled by the massive explosion of stack based set mechanics and struggle to see how it's possible for these sets to not impose high load on combat calculations.

    Your not wrong but that's still a year until it will be fixed. I feel like ZoS should compensate players for that one somehow. That was my staple set for 4 man's with lots of adds. I have been gimping myself so hard.

    I just think of all the wipes that were caused by my wearing of that set, it's bad enough that my time was wasted, but I wasted the time of three other people too. And I've done most of the hms/challenger achievements in the game with that set.
  • Dark_Lord_Kuro
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    Phaedryn wrote: »
    Did I read the change wrong? I read "This set now grants Giant's Endurance for 5 seconds per stack, rather than indefinitely." So at 10 stacks that's 50 seconds, and you can switch bars without losing it. Sounds like a better deal this way.

    Stacks don't add to themselves they just refresh whenever you activate them while already in possession of a stack.

    Personally, I am so over this stack-mania set design that has dominated the last ~3 years of content.

    They're still better than the % activation we add before tough
  • Trixterion
    Trixterion
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    Phaedryn wrote: »
    Did I read the change wrong? I read "This set now grants Giant's Endurance for 5 seconds per stack, rather than indefinitely." So at 10 stacks that's 50 seconds, and you can switch bars without losing it. Sounds like a better deal this way.

    Stacks don't add to themselves they just refresh whenever you activate them while already in possession of a stack.

    Personally, I am so over this stack-mania set design that has dominated the last ~3 years of content.

    They're still better than the % activation we add before tough

    And what else do we have? - only conditional activation(IMHO the best of 3), but ZOS are running out of existing conditions
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