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PTS Update 36 - Feedback Thread for New Item Sets & Mythic Items

ZOS_GinaBruno
ZOS_GinaBruno
Community Manager
This is the official feedback thread for itemization and the new item sets and three new Mythic items. Specific feedback that the team is looking for includes the following:
  • Which of the new item sets did you try out, and what did you think of them?
  • Which of the Mythic Items did you use, what was your build/playstyle, and what content did you run?
  • Did anything you received feel under or over-powered?
  • Would you include any of the new item sets or Mythics in any of your current builds?
  • Do you have any other general feedback?
Edited by ZOS_GinaBruno on September 19, 2022 6:52PM
Gina Bruno
Senior Creator Engagement Manager
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Staff Post
  • n333rs
    n333rs
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    Medium Chest – Faun’s Lark Cladding

    If you continuously Sprint for 1 second, you gain the ability to pass through enemies. Enemies you pass through become Charmed for 4 seconds, removing their ability to attack or cast abilities as they move toward you. Charming an enemy this way restores 678 Stamina and Magicka to you and heals you for 678 Health. Charming an enemy removes you from Stealth.

    Is a terrible addition to the game, considering it prevents you from casting abilities making it is an anti-fun set. It will become the best defensive set in the game. If it works in PvP it will render PvP completely unenjoyable due to the fact that it is essentially a negate that is permanent for every type of ability even light/heavy attacks. It is a completely inconsiderate addition to the game when it comes to PvP players.
  • acastanza_ESO
    acastanza_ESO
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    n333rs wrote: »
    Medium Chest – Faun’s Lark Cladding

    If you continuously Sprint for 1 second, you gain the ability to pass through enemies. Enemies you pass through become Charmed for 4 seconds, removing their ability to attack or cast abilities as they move toward you. Charming an enemy this way restores 678 Stamina and Magicka to you and heals you for 678 Health. Charming an enemy removes you from Stealth.

    Is a terrible addition to the game, considering it prevents you from casting abilities making it is an anti-fun set. It will become the best defensive set in the game. If it works in PvP it will render PvP completely unenjoyable due to the fact that it is essentially a negate that is permanent for every type of ability even light/heavy attacks. It is a completely inconsiderate addition to the game when it comes to PvP players.

    If this works in PVP there is no point in playing PVP anymore. We need an official comment here urgently.

    Edit: it seems that it's easy to remove this effect with a break free. That makes the set substantially less of a "big deal" problem than it would have been otherwise. It's still another set that enables toxic playstyles though.
    Edited by acastanza_ESO on September 20, 2022 7:07AM
  • Tommy_The_Gun
    Tommy_The_Gun
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    If this works in PVP there is no point in playing PVP anymore. We need an official comment here urgently.
    https://forums.elderscrollsonline.com/en/discussion/617980/concern-about-the-faun-s-lark-cladding-mythic-item#latest
    Some one in this thread posted that it works against players....

    It is a "fear" CC that allows you to move around and you can break free at any time to "remove" it, so you can cast skills again.

    The problem is that it seems very um... not telegraphed at all. Players will not know if their bars are greyed out because of lag or because they were hit by this CC, especially if they will have a lot of negative / positive effects on them.

    It is pretty much a "negate" in a mythic, so it has to have a very strong visual telegraph. Like an aura below the affected character or something.

    Also, just a side note:
    I remember that time when Devs wanted to add a "silence" effect (2 second duration) to one of the class ulti - NB's Death Stroke & morphs. It never left the PTS, since it was considered too strong, so the devs backed away from this idea. It never reached live server.

    So, now it seems that we will have it... um.... again, but not even as a class specific single target ultimate, but as a free effect on a 1 - piece item.... Seems Busted and way to OP if you ask me. It should not work against players
    Edited by Tommy_The_Gun on September 19, 2022 11:25PM
  • React
    React
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    Fuan's Lark Cladding - A bizarre, worthless mythic. I feel like development time was wasted designing this when a much more interesting item could have been created. I cannot see any use for this at all in PVP, and I cannot think of any use for this at all in PVE.

    It is effectively a stun in PVP, but you can move while stunned. It reminds me of the silence incap that we had years ago for a short period of time. The "When moving towards them" portion does not work at all. Once you are hit with it, you cannot turn your character and no matter what direction you move your abilities are fully disabled. You can break free of the effect (which is good), and once you have CC immunity it cannot be applied to you again until it wears off (which is also good). Because of the location desync in the game, you can sprint right through someone and not proc it on them.

    To be clear, I think the effect SHOULD be a CC that is breakable IF this is what zenimax wants for this mythic. However, I just feel like something could have been done instead of this entirely to create a mythic that is actually useable.

    Here are two clips demonstrating it. One where I am hit with it, and one where I hit someone with it.

    https://streamable.com/umt46k
    https://streamable.com/ar0u6h

    Syrabane's Ward

    This mythic has the potential to cause seizures. The animation is extremely flashy and has no cooldown, meaning that tapping block to spam it creates a massive amount of particle effects on screen. Something absolutely needs to be done about this animation or you are going to see some BRUTAL trolling in cities, PVP, etc.

    Here is the visual effect.

    https://streamable.com/fkit2w
    @ReactSlower - PC/NA - 2000+ CP
    React Faster - XB/NA - 1500+ CP
    Content
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  • Dr_Con
    Dr_Con
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    Mythic Stormweaver

    I will abuse the everliving hell out of this set with the restoration staff passive to get more than double the mana back in 4 seconds than the 5 piece Desert Rose proc would. I can finally shelve the ice staff and become a resto staff tank and never really have a reason to swap bars. Thank you ZOS!
    Edited by Dr_Con on September 19, 2022 7:38PM
  • jaws343
    jaws343
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    Dr_Con wrote: »
    Mythic Stormweaver

    I will abuse the everliving hell out of this set with the restoration staff passive to get more than double the mana back in 4 seconds than the 5 piece Desert Rose proc would. I can finally shelve the ice staff and become a resto staff tank and never really have a reason to swap bars. Thank you ZOS!

    This mythic is a magsorc dream.
  • MaraxusTheOrc
    MaraxusTheOrc
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    I would be curious to know if back-alley gourmand and Order’s Wrath stack. It also seems like back-alley devalues order’s wrath some. Would love to get some insight from theory crafters.
  • Froil
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    Phoenix Moth Theurge doesn't seem to work. I equipped it and went around healing and I never saw it proc.
    "Best" healer PC/NA
  • YandereGirlfriend
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    Froil wrote: »
    Phoenix Moth Theurge doesn't seem to work. I equipped it and went around healing and I never saw it proc.

    It's because you have to heal actual damage to your health bar to proc. It does not work on overhealing.
  • Billium813
    Billium813
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    • Heavy Belt – Syrabane’s Ward
      • You cannot move while Bracing. While Bracing, you create a 12 meter zone of protection. Allies within the zone increase their Block Mitigation by 30% and their Healthy Recovery by 950.
        Developer Comment:
        The Block Mitigation and Health Recovery only affects allies and not the set wearer. Use Shield Wall with this ability at your own risk as you won’t be able to move for the duration of the Ultimate.

    Does this stack? What if 6 players, all with Syrabane’s Ward equipped, braced together. Would they all get each others +30% block mitigation? What if they all had on Leeching Plate too. Is this a blocking meta now with roaming groups of tank groups that leap frog and form a phalanx to nuke players who attack them?
  • Firstmep
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    Dr_Con wrote: »
    Mythic Stormweaver

    I will abuse the everliving hell out of this set with the restoration staff passive to get more than double the mana back in 4 seconds than the 5 piece Desert Rose proc would. I can finally shelve the ice staff and become a resto staff tank and never really have a reason to swap bars. Thank you ZOS!

    I mean you still dont get the block passives that Ice staff gets, so it's going to be very costly, even with the restore from resto passive.

    That being said, I like this mythic, it looks like its gonna spring a lot of different build ideas.
  • Firstmep
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    I would be curious to know if back-alley gourmand and Order’s Wrath stack. It also seems like back-alley devalues order’s wrath some. Would love to get some insight from theory crafters.

    Both are unique modifiers so yes they stack.
    Probably wouldn't use both for pvp tho, as you would be very squishy.

    Could be very strong starter setup for pve since its overland and orders is crafted.
  • MaraxusTheOrc
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    Firstmep wrote: »
    I would be curious to know if back-alley gourmand and Order’s Wrath stack. It also seems like back-alley devalues order’s wrath some. Would love to get some insight from theory crafters.

    Both are unique modifiers so yes they stack.
    Probably wouldn't use both for pvp tho, as you would be very squishy.

    Could be very strong starter setup for pve since its overland and orders is crafted.

    So 8% from order's wrath, 13% from gourmand's, roughly 15-18% from shadow mundus. Seems like as a starter setup these will really enable folks to hit the crit cap very easily.
  • Billium813
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    Firstmep wrote: »
    I would be curious to know if back-alley gourmand and Order’s Wrath stack. It also seems like back-alley devalues order’s wrath some. Would love to get some insight from theory crafters.

    Both are unique modifiers so yes they stack.
    Probably wouldn't use both for pvp tho, as you would be very squishy.

    Could be very strong starter setup for pve since its overland and orders is crafted.

    So 8% from order's wrath, 13% from gourmand's, roughly 15-18% from shadow mundus. Seems like as a starter setup these will really enable folks to hit the crit cap very easily.

    The whole reason ZOS has been handing out tons of critical chance in recent sets is BECAUSE there is a crit cap. It's relatively safe because it offers the potential for players to overshoot the cap and see no benefit. It's the same with Penetration. They are "safe" handing out these buffs like candy because they will almost always be too much for organized groups because there is a built in cap. The uninformed player will think they are doing well, but really they are overshooting the cap and will be even worse when they join a group.

    I would like to see the game inform players in a nice way when they are hitting these "invisible" caps. Have some way of warning the player "you have more penetration than is needed" or "you are hitting the crit cap". It benefits solo play, but the moment they join a group, they see no benefit! It encourages solo play, where the player is strongest. However, if the player could SEE that they were making a mistake in their build for group content... then they would understand their potential! But the game hides numbers like mob armor and crit cap from players as invisible barriers
    Edited by Billium813 on September 20, 2022 2:49PM
  • Necrotech_Master
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    Billium813 wrote: »
    • Heavy Belt – Syrabane’s Ward
      • You cannot move while Bracing. While Bracing, you create a 12 meter zone of protection. Allies within the zone increase their Block Mitigation by 30% and their Healthy Recovery by 950.
        Developer Comment:
        The Block Mitigation and Health Recovery only affects allies and not the set wearer. Use Shield Wall with this ability at your own risk as you won’t be able to move for the duration of the Ultimate.

    Does this stack? What if 6 players, all with Syrabane’s Ward equipped, braced together. Would they all get each others +30% block mitigation? What if they all had on Leeching Plate too. Is this a blocking meta now with roaming groups of tank groups that leap frog and form a phalanx to nuke players who attack them?

    i would assume it doesnt stack from multiple users

    the spaulder mythic doesnt stack from multiple users now so i would assume its the same mechanic
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • reoskit
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    Wearing Syrabane's Ward disallows you from mounting. You can put it on once you're on your mount and it's fine. But if you have it on and try to mount, you instantly dismount. Tested several types of mounts - bipedal, horses, dual rider - all the same.
  • chessalavakia_ESO
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    Currently, if you equip the Prisoner's Rags set while using Stormweaver's Cavort you will regenerate Magicka while sprinting faster than it drains.

    Is this intended behavior?
    Edited by chessalavakia_ESO on September 21, 2022 2:16AM
  • Hapexamendios
    Hapexamendios
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    Medium Chest – Faun’s Lark Cladding
    If you continuously Sprint for 1 second, you gain the ability to pass through enemies. Enemies you pass through become Charmed for 4 seconds, removing their ability to attack or cast abilities as they move toward you. Charming an enemy this way restores 678 Stamina and Magicka to you and heals you for 678 Health. Charming an enemy removes you from Stealth.

    From a PVE perspective this item looks like a nightmare in dungeons using the Dungeon Finder. We already have too many people rushing ahead in those dungeons without consulting the group and this item only looks to encourage that behavior.

    For people soloing and outside of dungeons I don't see any issues. Don't PVP so no comment there.
  • Lykeion
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    Phoenix Moth Theurge seems not to work on overhealing. Please check if this is in line with the original design. Such kind of proc would make the set difficult to use.
  • YandereGirlfriend
    YandereGirlfriend
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    Lykeion wrote: »
    Phoenix Moth Theurge seems not to work on overhealing. Please check if this is in line with the original design. Such kind of proc would make the set difficult to use.

    This is likely the intended behavior. Several other sets work this way, Transmutation and Gossamer to name two easy ones. It's not my favorite mechanic but it is what it is.

    Phoenix Moth would be WILDLY OP if it procced on simple overhealing - it would instantly obviate both Yolnahkriin and Twilight Remedy (heh), which would be eyebrow-raising indeed considering that those are both trials sets that are significantly more difficult to acquire than a basic Overland set.

    If this set were to work with overhealing you would have to drop the duration of the buffs down to something very short - like 2 seconds (while eliminating the cooldown placed on the player). That way, you could keep constant uptime but only if you were actually doing a good job at keeping HoTs up.
  • Billium813
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    Phoenix Moth Theurge is an overland set and, IMO, it shouldn't be too applicable to endgame content for that reason.

    That subtle difference between procing on heal / overheal is what will keep this set from becoming a staple like Spell Power Cure or Powerful Assault, both of which are more difficult to obtain than an overland set. Overland sets are important glue for new > midgame players to use until they can get access to more difficult to obtain dungeon/trials/PvP sets, and they need to be arguably worse/harder less optimal than those harder to get sets.
  • chessalavakia_ESO
    chessalavakia_ESO
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    Which of the new item sets did you try out, and what did you think of them?

    I've looked at all of the sets and I tried Phoenix Moth Theurge

    I don't really think I'll be using any of them as I've got better sets that are more interesting with less conflicts/usage challenges that better fit my needs.

    Which of the Mythic Items did you use, what was your build/playstyle, and what content did you run?

    I tried Faun’s Lark Cladding , Stormweaver’s Cavort, and Syrabane’s Ward in Overland content.

    I liked the visual of the Faun’s Lark Cladding on the character but, I found the green when it's active to be a bit flashy but, I suppose it's necessary for PvP. I first tried it on a Stage 4 Vampire as the only way Stage 4's tend to get detected is if you ram into something directly so I figured it could be useful combo. Needless to say, as it disables stealth even when it isn't applied to an NPC it isn't a good combo. It doesn't work on more difficult npcs and it doesn't work on npc's that aren't hostile so I'm not really seeing much of a use for it for me. It seems like it would primarily be useful in PvP but, it seems annoying enough to play against that I'd never use it even if I thought it worked well and I don't really think it would for me.

    Stormweaver’s Cavort is the Mythic I'm most likely to actually use. I'll possibly use it with Prisoner's Rags if the Magicka regen of the Rags isn't unintended as that will let me sprint forever if I ever actively actually need to do that. Otherwise, I might use it on a stamina slanted character that uses a bit of magicka.

    I don't see myself using Syrabane’s Ward the visual is far too flashy and the benefits in most circumstances that I partake in would be minimal.

    Did anything you received feel under or over-powered?

    Stormweaver’s Cavort might be OP with Prisoner's Rags.

    Syrabane’s Ward and Faun’s Lark Cladding might be overpowered some of the time while being of low return the rest of the time for most people.

    Old Growth Brewermight be underpowered as it does nothing if you aren't using pots and it's results look like they might be inferior to someone using Hist Whsiperer and weaving. Amber Plasm has the same five piece bonus without needing to use the pots (I suppose one could argue the dungeon set deserves to be better).

    Bastion of Draoife might be underpowered as at best it is giving you 318 Magicka and Stamina Recovery after three blocks in ten seconds. Eternal Vigor gives you 337 Magicka and Stamina recovery when your hp is above 50%.

    Would you include any of the new item sets or Mythics in any of your current builds?

    I think Stormweaver’s Cavort might see use on a new character but, at this stage I don't intend to use it or any of the other items on my existing characters.

    Do you have any other general feedback?

    I think the design is too much about function rather than being about fun and too focused on coordinated play/PvP.
    Edited by chessalavakia_ESO on September 22, 2022 5:09AM
  • HeroOfNone
    HeroOfNone
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    Heavy Belt – Syrabane’s Ward
    You cannot move while Bracing. While Bracing, you create a 12 meter zone of protection. Allies within the zone increase their Block Mitigation by 30% and their Healthy Recovery by 950.
    Developer Comment:
    Spoiler
    The Block Mitigation and Health Recovery only affects allies and not the set wearer. Use Shield Wall with this ability at your own risk as you won’t be able to move for the duration of the Ultimate.

    This is an interesting mythic I think needs a few reworks.

    1. It's spammy. you can spam right click and have the sound and purple area annoy everyone around them.
    Solution: Add a 1 second cooldown and restrict its effect to only those in your group, if it's not already

    2. Who is the block mitigation for? Tanks are pretty self sufficient for most PVE fights and there are only a few fights I can think of we need to stack mitigation to survive. In those cases, we swap CP or we slot immovable. If its for the rest of the group, will it be enough if they can't block anyway?
    Solution: instead of giving block mitigation, give DOT and ground AOE mitigation. That is what kills so many tanks and group members. giving just 10% to 20% I feel would change the dynamics to some trials groups. This would need some balance for PVP though, so giving it that 1 second cooldown and making wearers immune to other's using it. This would make it a liability in most ball groups.

    2. It's buggy currently. if you use a gap closer like flying blade while block casting, your bar locks up and you can't do anything till you're killed. As others mentioned you also can't mount with it on.
    Solution: Further testing and restrict/disable any gap closers. if players aren't intended to gap close with this on, I think some fixes are needed
    Herfi Driderkitty of the Aldmeri Dominion
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  • ESO_Nightingale
    ESO_Nightingale
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    I don't have any feedback about any specific item set that was released this patch, but i've been noticing for a long time that most of the newer dps sets that have been released have generally tended to be very boring, they've mostly been weapon and spell damage/resource increases for a very simple condition, obtainable on most builds, or a generic okay proc for damage. there's nothing inherently wrong about these sets, but i really feel as if the direction of sets should be going towards of trying to make more niche builds viable.

    sets like frostbite(blackwood), storm-cursed's revenge(ascending tide) and deadlands demolisher(deadlands) in recent years are all sets that i think are a step in the right direction, regardless of their individual balance. sets for theme builds that aim to bring them up would be really exciting for a lot of people instead of these other common sets. i have yet to see an item set/mythic that really benefits you for brawling with your fists, i really want to see a good damage increasing item set that really helps to build a speed build. the only one existing being the woefully underpowered chaotic whirlwind set.

    the problem i see with a lot of niche sets is their payoff is never good enough because it generally tries to conform to standards. the conditions almost always vary a lot. sets like ysgramor's birthright and netch's touch struggle to do anything because their payoff is so tiny, probably because the condition is balanced around the assumption that the player is going to have a build full of reasonble enough sources of that damage when that just isn't possible for those 2 damage types in comparison to the rest of the item sets that give a generic condition and solid numbers. these 2 specific sets are traps for newer players. i know i farmed a full set of ysgramors before i knew any better.

    when we look at monster helmets that deal with, or do a specific type of damage, there is an absolutely huge disproportion

    hr531q5d5niy.png

    I've been asking for a new frost dps monster helmet for 2 years, and when we got nunatak at the start of the year i was so excited until i read the bonuses. i was then so upset that the set really just spread itself so thin. it ended up not being a frost dps set, but rather, as the 1pc indicates, some sort of weird tank/support cc set that i won't be using. now i don't know how long i'll have to wait until a frost dps monster helmet that focuses purely on damage dealing rolls around.

    personally i think there's a lot of potential going forward to look at build types that people have expressed they want to play, but aren't able to because there's either not enough support for the playstyle, or it's just so hilariously bad that they can't build that way. if we want build diversity, i really think we should just start to have sets that focus on specific build archetypes, and aim to make them a lot better through much better bonuses gated behind conditions that only those builds find easy to do. by making item sets that people really want, you'll find alot more people running those dungeons. black drake villa and frostvault have been farmed so much for their item sets because they all had some pretty good value, why not allow more players who make niche or thematic builds get really excited about the next new dungeon or dlc zone giving an item set that significantly helps out their more niche playstyle? i mean, i know so many people who would just kill to have a viable unnarmed mythic item. these are the things that can lead to more sales and subscriptions to ESO+. i'm sure people won't mind if we don't get another "when you light attack gain x crit chance/weapon/spell damage/crit damage for 4 seconds" set, i think the game is already too oversaturated with these generic sets. maybe you should also run set design competitions that make it into the game! hell, i might even do that to pass time on the forums.

    and finally as i've said in other posts for frost mage builds, i think the way to really make an ice mage work in the current state of the weapon, is to implement a passive, or item set that specifically increases the damage done of chilled by a significant enough amount. as it's only on pure frost damage builds, where we apply that status effect at a really high rate, but the damage is still often beaten by the burning status effect with only like a 75% uptime.
    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • Tommy_The_Gun
    Tommy_The_Gun
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    "Fixed an issue where players affected by this set’s Charm could still move freely. Charmed players will now move toward the last location of the Charm caster and stay there until the effects of the Charm have worn off or have ended early by cleansing or using Break Free."

    Ok. I see what you are trying to do, but I think that this is going a bit too far / over the top.

    Let me bring 2 things from previous balance changes that were done inside ESO during its history:

    1. Silence on Death Stroke (Cant rememberer if it was on all morphs or just one) - at some point, some time ago, in previous patches you wanted to add silence on a single target class ultimate. Eventually, it did not went Live and stayed only on the PTS, as it was considered to be too strong.

    It makes me very puzzled and confused and I ask myself a question - "What has changed ?" It is "Ok" to add silence to an dlc item, that gives you free silence effect, with no cost, but it was too strong to be on an ultimate that has cost and can be dodged ?

    2. "Old Fear" - Again, I remember (I play since the game launch) that Fear Effect used to work like that. It made you run veryyy slooowly in random direction. But... but.... at some point you have changed it because was causing a lot of weird issues, like position desynchronisation and in some cases it could make even some one to become stuck in a wall.

    My question, again is - "What has changed ?"

    Both of things were changed in the past as those were causing issues. So, why you are trying to bring those 2 things back ? I don't understand that. Just consider a very obvious thing - If you bring very similar things back, then well.... very similar issue will also be brought back. Except this time it may be actually worse, as not only game performs way worse, but also the fear will make you run to a direction where "last location of the charm caster" - which will cause way more severe desynchronisation problems and will be abused to force people to go to places where it is impossible to do normally (water / lava / cliff or to make them stuck in wall etc).
    Edited by Tommy_The_Gun on October 10, 2022 5:31PM
  • KlauthWarthog
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    Would you mind not breaking PvP with a set/mythic again, for a couple of updates, at least? Faun's Lark will be a mess on any large fight, where CC break free flat out does not work.
  • Billium813
    Billium813
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    Faun's Lark
    • Fixed an issue where players affected by this set’s Charm could still move freely. Charmed players will now move toward the last location of the Charm caster and stay there until the effects of the Charm have worn off or have ended early by cleansing or using Break Free.

    So, Faun's Lark is like the opposite of Feared now? Not complaining, just asking.

    Precisely what position will they move towards while Charmed? "The last location of the Charm caster" is a bit vague considering the proc is on "passing through" an enemy, so when they are Charmed, the positions are basically the same, right? If there is a delay (maybe 10ms), what if the "Charming" player makes an immediate 90 degree turn? Or pulls a 180? Faun's Lark says "removing their ability to attack or cast abilities as they move toward you", but the caster has run the other way so does that break you free? Kind of confused on this.

    They should add "Charmed enemies cannot be charmed again for 8 seconds". Do the designers of Faun's Lark want players to be able to immediately re-Charm enemies that just broke free? And I think thematically they could add "Dealing damage to an enemy removes the Charmed effect" since it makes more sense that them hitting you would snap you out of your stupor.

    Also, while I think the design is interesting, I think this effect WAS really confusing to players since it isn't that obvious that you need to CC break to get out of this effect. Having the players lose control and run to a specific location is a good step in the right direction for this effect since that makes it way more obvious that the player needs to break free of something.
    Edited by Billium813 on October 10, 2022 6:55PM
  • Bergzorn
    Bergzorn
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    Some players will probably use it and it will most likly be wonky in laggy situations. But if it's just another CC to break free from - who cares? It comes with the opportunity cost of slotting another mythic.

    Edit: wrong threat, but I'll just leave it here...
    Edited by Bergzorn on October 10, 2022 7:10PM
    no CP PvP PC/EU

    EP Zergborn
    DC Zerg Beacon

    guild master, raid leader, janitor, and only member of Zergbored
  • acastanza_ESO
    acastanza_ESO
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    jaws343 wrote: »
    Dr_Con wrote: »
    Mythic Stormweaver

    I will abuse the everliving hell out of this set with the restoration staff passive to get more than double the mana back in 4 seconds than the 5 piece Desert Rose proc would. I can finally shelve the ice staff and become a resto staff tank and never really have a reason to swap bars. Thank you ZOS!

    This mythic is a magsorc dream.

    It really isn't.
    Billium813 wrote: »
    Faun's Lark
    • Fixed an issue where players affected by this set’s Charm could still move freely. Charmed players will now move toward the last location of the Charm caster and stay there until the effects of the Charm have worn off or have ended early by cleansing or using Break Free.

    So, Faun's Lark is like the opposite of Feared now? Not complaining, just asking.

    Precisely what position will they move towards while Charmed? "The last location of the Charm caster" is a bit vague considering the proc is on "passing through" an enemy, so when they are Charmed, the positions are basically the same, right? If there is a delay (maybe 10ms), what if the "Charming" player makes an immediate 90 degree turn? Or pulls a 180? Faun's Lark says "removing their ability to attack or cast abilities as they move toward you", but the caster has run the other way so does that break you free? Kind of confused on this.

    They should add "Charmed enemies cannot be charmed again for 8 seconds". Do the designers of Faun's Lark want players to be able to immediately re-Charm enemies that just broke free? And I think thematically they could add "Dealing damage to an enemy removes the Charmed effect" since it makes more sense that them hitting you would snap you out of your stupor.

    Also, while I think the design is interesting, I think this effect WAS really confusing to players since it isn't that obvious that you need to CC break to get out of this effect. Having the players lose control and run to a specific location is a good step in the right direction for this effect since that makes it way more obvious that the player needs to break free of something.

    From what I recall from earlier testing it does respect CC immunity. The problem is that CC immunity is a joke in PVP.
    Adding a rider like dealing damage breaks the charm, or adding a specific cooldown to the ability to be affected by the set (I would go even longer than 8 seconds) is 1000% necessary.
  • ESO_Nightingale
    ESO_Nightingale
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    In a future dungeon update, can we introduce a strong single target based frost damage proc monster helmet? One that focuses purely on dealing damage instead of having secondary effects unrelated to increasing damage would be really nice to have to increase the pool of frost damage monster helmets to choose from. As currently our 2 options are both area of effect damage over time helmets. With either a shield or debuffs.
    Edited by ESO_Nightingale on October 10, 2022 8:13PM
    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
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