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.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.
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.
CleymenZero 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...
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.
YandereGirlfriend 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.
YandereGirlfriend wrote: »
Personally, I am so over this stack-mania set design that has dominated the last ~3 years of content.
kringled_1 wrote: »YandereGirlfriend 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.YandereGirlfriend wrote: »
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.
YandereGirlfriend 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.
Dark_Lord_Kuro wrote: »YandereGirlfriend 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