Again, they buff ball groups. You'd think we learned this from Vicious Death, Plaguebreak, and Dark Convergence. Why do we keep making the same mistake?
Ball groups run optimized compositions that usually include these sets and they also are usually fighting outnumbered. They tend to utilize set bonuses at greater efficiency, with rare exceptions, than the less organized and more casual groups they're fighting. So sets like these are huge buffs to their raids, while appearing to be the opposite:
Hew and Sunder (Medium)
2 – Adds 1096 Maximum Stamina
3 – Adds 1096 Maximum Stamina
4 – Adds 129 Weapon and Spell Damage
5 – When you deal damage with a Heavy Attack, gain 1236 Offensive Penetration for each enemy within 8 meters of your target for 10 seconds. This effect can occur once every 7 seconds.
Enervating Aura (Heavy)
2 – Adds 4% Healing Taken
3 – Adds 1206 Maximum Health
4 – Adds 1487 Armor
5 – When you deal Direct Damage, you have a 10% chance to create an area under the target that detonates after 1 second, applying Enervating Aura for 10 seconds. Enervating Aura lowers the Health Recovery, Magicka Recovery, and Stamina Recovery of enemy Players by 129 per player hit. This effect can occur once every 15 seconds.
So too will the buff, err, bug fix, to Dark Convergence.
I can't tell if the
intent is to give ball groups more toys to play with, but I do think it's important to caution that's exactly what we're doing, now, on the PTS, before it goes live and we all are shocked to find that out.
The first RotW set proposed does this the right way: it scales down the bonus based on the number of people in your group. That's a slightly better way to implement a set bonus to "end ball groups," if that is, in fact, the intent. I am skeptical any meaningful change to eliminate, reduce, or disincentivize "ball grouping" can be accomplished by means of set bonuses, precisely for the reason that the groups also have access to, and usually are more effective at using, the sets. I also don't know if it can or should be accomplished at all: it's sorta like saying we can fix bugs in trials by getting rid of score-pushing groups.
But if we
are trying to do that, better implementation is at least set bonuses that scale down according to group size, or much better yet, structural changes to the core game mechanics in Cyrodiil that reduce the length of stalemated "farming" fights at single objective, such as longer and harder cooldowns on rezzes, or increasing the distance from the objective that people can rez and return to farming or being farmed.