Commandment wrote: »Mythic Items
Oakensoul: This set now grants many Major Buffs rather than unique stats to ensure its power does not eclipse builds that are utilizing both bars effectively, while also reducing some of its raw power with Werewolf builds which already contain many of these Major Buffs, as the Werewolf experience is already designed around having one bar.
This set now grants Major Courage rather than 450 Unique Weapon and Spell Damage.
This set now grants Major Savagery and Prophecy, rather than a unique 1973 Critical Chance rating.
This set now grants Major Endurance, Fortitude, and Intellect, rather than unique Health, Magicka, and Stamina Recovery.
This set now grants Major Resolve rather than a unique 5280 Armor.
RIP, that aint worth having 1 bar of 5 usable skills anymore. Just because someone said werewolfs got a power up. GGWP. Not a good trial item/dungeon item, as your most likely gonna be getting those buffs from other people. Nice one!
You really just need to *sigh* at their attempts to balance and their lack of understanding of ANY group play. The ring will be fine for solo, but group....trial... useless.
Commandment wrote: »I just don't understand why we can't have new things, having 5 less skills is already a huge disadvantage.You really just need to *sigh* at their attempts to balance and their lack of understanding of ANY group play. The ring will be fine for solo, but group....trial... useless.
Unfortunately for solo play it still isn't worth it losing 5 skills for anyone that isnt a werewolf. If you want sustain you have to give up one of your front abilities for some sort of regen. Many people will have to use utility skills taking up 1-2 slots, leaving you with 1-2 attacks. If your looking for damage, malacath is amazing, if your looking to "solo" any content, you can use ring of the pale order. I dont see any real positives to losing 5 slots for wearing this XD
Commandment wrote: »I just don't understand why we can't have new things, having 5 less skills is already a huge disadvantage.You really just need to *sigh* at their attempts to balance and their lack of understanding of ANY group play. The ring will be fine for solo, but group....trial... useless.
Unfortunately for solo play it still isn't worth it losing 5 skills for anyone that isnt a werewolf. If you want sustain you have to give up one of your front abilities for some sort of regen. Many people will have to use utility skills taking up 1-2 slots, leaving you with 1-2 attacks. If your looking for damage, malacath is amazing, if your looking to "solo" any content, you can use ring of the pale order. I dont see any real positives to losing 5 slots for wearing this XD
Well, for exp grinding I usually only use one bar, so that's something...
Mythgard1967 wrote: »I would imagine its still being tuned so that is likely not the last change that will hit it???
I am totally of mixed emotions on this set...
On the one hand......I have very damaged hands. Missing fingers, reattached fingers with no feeling, other nerve damage. One bar builds are totally doable for me....more so than swapping bars. And i have spent a year trying to get gud at bar swapping.
So I see this set and I think
....OMGERSH, I could probably be viable in some of the content I avoid right now so as not to weigh others down!
and then i think.....
but i have spent a lot of time training my hands to swap bars and light attack weave with their limitations! Don't get lazy and keep challenging your hands (to be clear....I am pretty sure doing this has done more for their usability than physical therapy has....and also knitting....knitting has been great for the hands too)
Commandment wrote: »Mythic Items
Oakensoul: This set now grants many Major Buffs rather than unique stats to ensure its power does not eclipse builds that are utilizing both bars effectively, while also reducing some of its raw power with Werewolf builds which already contain many of these Major Buffs, as the Werewolf experience is already designed around having one bar.
This set now grants Major Courage rather than 450 Unique Weapon and Spell Damage.
This set now grants Major Savagery and Prophecy, rather than a unique 1973 Critical Chance rating.
This set now grants Major Endurance, Fortitude, and Intellect, rather than unique Health, Magicka, and Stamina Recovery.
This set now grants Major Resolve rather than a unique 5280 Armor.
RIP, that aint worth having 1 bar of 5 usable skills anymore. Just because someone said werewolfs got a power up. GGWP. Not a good trial item/dungeon item, as your most likely gonna be getting those buffs from other people. Nice one!
Developer Comment:
Spoiler
Oakensoul is a Mythic that we knew would come under close scrutiny due to the sheer amount of power it can provide, even with the downside of only being able to utilize one ability bar. Most of the discussion we've seen so far has been about the potential power spike with Werewolf Transformation as the downside with Oakensoul is irrelevant in this case, as well as how close many one bar builds are to two bar builds (and in some cases, doing BETTER with only one bar). With consideration for the original theme of the Mythic, we decided to move the power from several of the derived bonuses into Major buffs. This change will cause the base strength of the Mythic to remain nearly the same while lowering the ceiling on certain builds and playstyles.
How is helping out a certain build a downside... Then the next reasoning being some people are better with 1 bar than some players with 2. I meannn thats just player skill at that point. You can give a pro player a poop bar, and he'd pull over 100k dps still XD, give that same build to a casual he probably stay around 10-20k. Follwed up with "lowering the ceiling".
PeacefulAnarchy wrote: »If keeping the same stats on an item and simply changing what it's called takes something from super unbelievably OP to completely worthless and nerfed to the ground then that should be an indication that there's something more deeply wrong in how the game treats buffs.
Maybe a second application of a major buff should count as a minor buff instead. It would keep the ring's power for solo, and nerf it to half for organized group content. It would also provide more flexibility in trial group composition in general if this applied to all applications. Makes less things redundant and gives more options while still keeping the power cap where it is now.
I think this is a bad decision because they're not exactly letting people escape meta-oriented samey builds. We should've seen this coming though, the elitists with 2 bar builds are mad things get changed, and then when something refreshing or different comes along they nerf it into the ground because people don't like that difference in meta(could even be the devs that dont like that difference, tbh).
Look, I'm all for leveling the playing field, but how many mythics have been nerfed because it "outclassed" other builds? I thought the whole point of mythics was that they were powerful. I thought the whole point of the mythics was to change how builds were formed. Now no one uses them and people don't have any motivation to get them because they get so nerfed. Why don't we buff things to compensate instead of nerfing everything to keep things samey? I don't get it. They're just pulling the wrong solutions out of a hat. If you want player creativity, then stop nerfing everything into oblivion?
belial5221_ESO wrote: »They did it cause ppl who didn't even play it on pts complained about WW gonna be too powerful.I tried it,and oaken ring made all one bar playstyles better,not jsut WW,and still wasn't better than 2 bar builds,or some WW ones already out now.Kinda sucks when devs finally listen,but to the wrong ppl,lol.
belial5221_ESO wrote: »They did it cause ppl who didn't even play it on pts complained about WW gonna be too powerful.I tried it,and oaken ring made all one bar playstyles better,not jsut WW,and still wasn't better than 2 bar builds,or some WW ones already out now.Kinda sucks when devs finally listen,but to the wrong ppl,lol.
Commandment wrote: »I think this is a bad decision because they're not exactly letting people escape meta-oriented samey builds. We should've seen this coming though, the elitists with 2 bar builds are mad things get changed, and then when something refreshing or different comes along they nerf it into the ground because people don't like that difference in meta(could even be the devs that dont like that difference, tbh).
Look, I'm all for leveling the playing field, but how many mythics have been nerfed because it "outclassed" other builds? I thought the whole point of mythics was that they were powerful. I thought the whole point of the mythics was to change how builds were formed. Now no one uses them and people don't have any motivation to get them because they get so nerfed. Why don't we buff things to compensate instead of nerfing everything to keep things samey? I don't get it. They're just pulling the wrong solutions out of a hat. If you want player creativity, then stop nerfing everything into oblivion?
Exactly, this is the first company that wants too "Lower the ceiling" reducing the potential of the players.
you do understand that the nerf is due to massively OP WWs when wearing the ring? in the PVP side of the game it would destroy game play more than the OP DKs do now.
Commandment wrote: »I think this is a bad decision because they're not exactly letting people escape meta-oriented samey builds. We should've seen this coming though, the elitists with 2 bar builds are mad things get changed, and then when something refreshing or different comes along they nerf it into the ground because people don't like that difference in meta(could even be the devs that dont like that difference, tbh).
Look, I'm all for leveling the playing field, but how many mythics have been nerfed because it "outclassed" other builds? I thought the whole point of mythics was that they were powerful. I thought the whole point of the mythics was to change how builds were formed. Now no one uses them and people don't have any motivation to get them because they get so nerfed. Why don't we buff things to compensate instead of nerfing everything to keep things samey? I don't get it. They're just pulling the wrong solutions out of a hat. If you want player creativity, then stop nerfing everything into oblivion?
Exactly, this is the first company that wants too "Lower the ceiling" reducing the potential of the players.
I would like to see a one-week event where everyone has no equipment or skills and just runs around naked, trying to complete special achievements.
you do understand that the nerf is due to massively OP WWs when wearing the ring? in the PVP side of the game it would destroy game play more than the OP DKs do now.
Oreyn_Bearclaw wrote: »Actually I think these changes were just about perfect. People were one barring builds that were out performing two bar builds. When the floor is above the ceiling, your house has collapsed.
People are still going to be able to parse in the 100k range with this with one bar, which is frankly absurd. You wont need to waste bar slots on things like inner light or your armor buff. You wont need to worry about regen. You don't need to grind arena weapons unless you want to front bar them. Only buff you need to keep in mind is major Sorcery or Brutality, which can easily be obtained via a DK tank, gear sets, potions, or skills.
It was OP in its first attempt. This change/solution hits the nail firmly on the head. This set is there to help people that struggle with bar swapping, not to make you capable of out parsing someone that can effectively play both bars. If you are someone that can parse 100k+ currently with a 2 bar build, this set just wasn't meant for you, and that is okay.