Maintenance for the week of November 25:
• [COMPLETE] PC/Mac: NA and EU megaservers for maintenance – November 25, 4:00AM EST (9:00 UTC) - 7:00AM EST (12:00 UTC)
• Xbox: NA and EU megaservers for maintenance – November 27, 6:00AM EST (11:00 UTC) - 9:00AM EST (14:00 UTC)
• PlayStation®: NA and EU megaservers for maintenance – November 27, 6:00AM EST (11:00 UTC) - 9:00AM EST (14:00 UTC)

PTS Update 38 - Feedback Thread for New Item Sets

  • Necrotech_Master
    Necrotech_Master
    ✭✭✭✭✭
    ✭✭✭✭✭
    Telvanni Efficiency cooldowns:

    Base
    8s -> 4s, 12s -> 6s, 16s -> 8s, 36s -> 18s

    +31% Quickened
    8s -> 2.8s, 12s -> 4.1s, 16s -> 5.5s, 36s -> 12.4s

    +31% Quickened, Ascendant Ring, Isobel
    8s -> 2.6s, 12s -> 3.9s, 16s -> 5.2s, 36s -> 11.8s

    just the massive 50% cooldown reduction alone should give a companions skills reasonable cooldowns, so they could effectively burst heal when needed

    most of their burst heals are on like 12-16 sec cooldowns now, which is far too long in the "short" time scale of eso combat

    if this can bring it down into the 4-6 sec range then they might have better survivability as tanks and better support as healers, potentially more dmg as dps if your using more bursty attacks like starfall, sniping silver, or the crystal shard (ember)

    if your using ember you could even forgo using her skill which reduces other skill cooldowns by 5 sec, which right now is what really helps her do a lot of dmg
    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
  • ADarklore
    ADarklore
    ✭✭✭✭✭
    ✭✭✭✭✭
    Telvanni Efficiency cooldowns:

    Base
    8s -> 4s, 12s -> 6s, 16s -> 8s, 36s -> 18s

    +31% Quickened
    8s -> 2.8s, 12s -> 4.1s, 16s -> 5.5s, 36s -> 12.4s

    +31% Quickened, Ascendant Ring, Isobel
    8s -> 2.6s, 12s -> 3.9s, 16s -> 5.2s, 36s -> 11.8s

    just the massive 50% cooldown reduction alone should give a companions skills reasonable cooldowns, so they could effectively burst heal when needed

    most of their burst heals are on like 12-16 sec cooldowns now, which is far too long in the "short" time scale of eso combat

    if this can bring it down into the 4-6 sec range then they might have better survivability as tanks and better support as healers, potentially more dmg as dps if your using more bursty attacks like starfall, sniping silver, or the crystal shard (ember)

    if your using ember you could even forgo using her skill which reduces other skill cooldowns by 5 sec, which right now is what really helps her do a lot of dmg

    When I first heard about this set, before seeing the numbers, my thought was, "If it's not a 50% cooldown reduction, then it won't be worth giving up another set for." Since it's actually 50%, this will make it much more palatable to give up another set, just to add more fun into the game with companions. Because that's really what this ring is about, providing players with more options in creating their own fun in ESO. With this set, in overland content, I can justify being a tank and letting the Companion do the work, or a healer, etc. Do I "need" them for this, no... but again... if you've played ESO for YEARS, then you know overland becomes "been there, done that" after awhile. So this will add a bit more variety to solo player's playstyle with companions. So a very BIG 'Thank You' to ZOS for creating this set and making it craftable. :)

    Question: Does anyone know how many crafting traits is required for this set?
    Edited by ADarklore on April 18, 2023 7:26PM
    CP: 1965 ** ESO+ Gold Road ** ~~ Stamina Arcanist ~~ Magicka Warden ~~ Magicka Templar ~~ ***** Strictly a solo PvE quester *****
  • FantasticFreddie
    FantasticFreddie
    ✭✭✭✭✭
    ✭✭✭
    Transformative Hope – Light Armor
    2 – Adds 4% Healing Done
    3 – Gain Minor Aegis at all times, reducing your damage taken from Dungeon, Trial, and Arena Monsters by 5%.
    4 – Adds 129 Magicka Recovery
    5 (Perfected only) – Adds 4% Healing Done
    5 – While in combat, when you heal yourself or an ally that is below 40% Health, you ignite a Spark of Hope within them for 3 seconds. If they are above 90% Health when the effect ends, you and the ally gain Major Heroism for 15 seconds. This effect can occur once every 20 seconds per target

    I want to like this set, really I do, but it just seems clunky and not worth it.
  • Dark_Lord_Kuro
    Dark_Lord_Kuro
    ✭✭✭✭✭
    ✭✭
    AlekWithK wrote: »
    I'll just get the ball rolling on this early. I know PTS numbers are subject to change, but the Velothi Ur-Mage Amulet is a game breaking Mythic.

    As it stands, Light Attacks account for roughly 8-10% of total DPS on a dummy parse, and generally a little less in content. This means that as long as the Amulet gives an 8-10% damage buff (let alone the current 15% buff) it will be by FAR the BiS mythic for ALL content in the game. This means Light Attack weaving, a core combat mechanic, and the main reason ESO combat is so enjoyed by the endgame (as well as the main reason people were so upset over the U35 LA nerfs), is effectively dead, save hitting one every 9 seconds to generate Ultimate and proc enchants.

    On top of that, the set frees up two DPS support sets in optimized end game setups (namely, Alkosh and EC) giving even more benefit to a group, making it even more likely to be a required Mythic even with a significant nerf to the % damage buff.

    I do not think many end game players are going to be happy being forced to run a Mythic that effectively removes a core part of this games combat.

    It either needs a significant nerf to the % damage bonus granted (I have a hard time seeing anything above 6-7% being balanced) and/or the LA penalty needs to be reduced to make LA weaving still a critical part of a DPS rotation.

    There has always been pushback when y'all attempt to nerf light attacks, because despite the complaints coming from newer and less experienced players, it is exactly light attack weaving that makes ESO's combat dynamic and enjoyable.

    Oakensoul introduced non-light attack dependent accessibility to the game, and that's great. Adding is great, but this Mythic subtracts. It just feels all around bad.

    I always hated weaving. I personnaly hope this mythic stay strong and let me get rid of this clunky mechnic
  • Lavennin
    Lavennin
    ✭✭✭
    I’m all for providing more options for players that aren’t comfortable with weaving, but the Velothi Amulet seems too strong in 98% of content. This means I have to wear it, which isn’t a problem unless…

    …I play a Nightblade.

    Nightblades need to LA weave, regardless. So I’ll still be LA weaving, only now the damage looks silly and the effort remains the same. The game will simply feel less rewarding for the same amount of effort, and it’s not like I’m doing it for the fun of hitting more buttons, but I have to do it to remain competitive while other classes spend far less effort for a similar, if not better, result.

    If you want to reduce the importance of a core mechanic, rework the classes too so they aren’t dependent on said mechanic. Nightblades don’t benefit from this perceived accessibility option and the new class changes will only make Stamblade rotations worse.
    Edited by Lavennin on April 19, 2023 6:50PM
  • Lavennin
    Lavennin
    ✭✭✭
    Hard Disagree. As someone with severe problems with their hands, this seems like a godsend. To not have to try to light attack weave is wonderful. I hope they leave it alone. whatever the % of damage light attacking is supposed to be is the % that should be on this Amulet. End-gamers will adjust but people like me who stay in so much pain have a much harder time adjusting. Please don't be so selfish with feedback like this.

    They were negatively affected by the change, so they voiced their opinion, while you benefited from the change. It seems rather entitled to consider them selfish. We are all players, and none of us deserves a feature more than others.

  • Ecgberht_confused
    Ecgberht_confused
    ✭✭✭
    I'm also planning to continue weaving while wearing this mythic for enchant proc and ultimate buildup. I think most people will. I don't think this is intended to completely replace weaving, but as a setup that's more forgiving when you miss the odd LA especially for people with high ping
  • BaalMelqartu
    BaalMelqartu
    ✭✭✭✭
    Really looking forward to Velothi Ur-Mage Amulet. Anything that adds combat playstyles instead of following "the one way" ad nauseam. Having a slew of characters where some have traditional light attack builds, some heavy and really want to try this amulet with templar jab spamming and also with arcanist. I get that a LOT people want you to take a "light weaving" only approach but a lot of us also want this being the only real considered approach to go RIGHT out the window.
  • CameraBeardThePirate
    CameraBeardThePirate
    ✭✭✭✭✭
    ✭✭✭✭✭
    Proposal: instead of removing Plaguebreak from PvE entirely and having another "deleting Empower from PvP" scenario, why not simply reduce the scaling against monsters?

    i.e., the line would read "increasing by 25% for each non-player enemy and 50% for each player enemy in the area".

    I'm not sure how difficult that would be, but it would allow people to continue using the set in PvE without making AOE pulls face-roll easy, and would help ease up on the absolute absurdity that is Plaguebreak in Imperial City
    Edited by CameraBeardThePirate on April 19, 2023 8:19PM
  • DrNukenstein
    DrNukenstein
    ✭✭✭✭✭
    Camonna Tong might have potential on IC gankers.

    Aside from that, this is another patch without a single new or reworked set that will shake up the pvp meta.

  • BardokRedSnow
    BardokRedSnow
    ✭✭✭
    Durian wrote: »
    This is the official feedback thread for the new item sets and Mythic items. Specific feedback that the team is looking for includes the following:
    • Were there any sets you felt were over or under powered compared to current offerings in the live game?
    • Do you have any other general feedback?

    Other general feedback:

    It gets really old and tired having to re-gear after every major patch that changes our current builds/sets. Really old.

    On the contrary I get bored when I don't have any tweaking or testing to do and the meta is easily figured out and everyone's doing the same thing because it works the best. Things in pvp get dull real quick. Can't imagine it's very exciting for pve either, tho all I do for pve is tank and figuring out new mechs is always fun to me.

    Pvp tho needs shaking up once in a while and this current tank meta is oh so stale.

    On topic:

    I like the new mythic they introduced that makes light attacks weak but everything else strong, only because it will be a counter to Serpents Coil which makes you tanky and offers burst at the cost of speed (easy to get around). It will give you a means to deal more damage than that mythic can offer, minus the huge damage reduction so that SHOULD contribute to killing this tank meta, I hope.

    To Zos since I have your ear, or eyes lol:

    Pvpers are not afraid of dying. Trust me on this. We're ok with crazy damage sets and high damage in the cp. It was more fun when people died. Not to bombs, but everything. Damage meta is much more fun and engaging. Bring back damage.

    Newbies who get wrecked too fast can wear double defense sets if they want, and zerg. They will be ok. But I promise you this, the few people upset that pvp is rough to get into, they're not having an easier time in this tank meta. Instead of dying fast their death is drawn out and slow lol and just like torture that is worse for them. I play pvp quite a bit. Believe me when I tell you, this ain't it.

    Hurt us daddy zos, hurt us good. Spike that damage up.
    Tes fans hate Ulfric Stormcloak for imagined bigotry but love Dagoth Ur, the Empire, and the Telvanni unironically.
  • DrNukenstein
    DrNukenstein
    ✭✭✭✭✭
    SPIKE THAT DAMAGE UP!

    GIVE US THINGS THAT GO BOOM!
    Edited by DrNukenstein on April 19, 2023 8:34PM
  • chessalavakia_ESO
    chessalavakia_ESO
    ✭✭✭✭✭
    Do you have any other general feedback?

    The majority of the new items don't really feel exciting to me. Some do cover gaps that people will like and otherwise the rest are basically just utilitarian with a few exceptions.
  • YandereGirlfriend
    YandereGirlfriend
    ✭✭✭✭✭
    ✭✭✭✭✭
    Nunatak Change: Can we just remove the snare and then have Major Brittle be applied on every tick? Seems like an easy way to buff it in PvE.

    Transformative Hope: Anyone who has ever looked at their Hope Infusion uptime in either PvE or PvP knows that this set is not going to move the needle in any content. Adding a Major Heroism set is good (BTW, please go and re-work Hanu's Compassion) - but address the proc condition to make the set worth farming.
    SPIKE THAT DAMAGE UP!

    GIVE US THINGS THAT GO BOOM!

    HUGE AGREE!

    The tankbots + siege meta that we've endured for like an entire year has GOT TO GO ASAP!
  • MacRibs
    MacRibs
    ✭✭✭
    Since we are aiming for standardization and now melee range will be 7 meters can we please simplify all proc conditions below and change them to now be "melee range", 7 meters, instead of the 6 different ones we currently have which should be easier on the server and players?

    The proc conditions being:

    "When you take damage from a Martial melee attack" to "When you take damage from a melee ranged attack"
    "When you take damage from a melee attack" to "When you take damage from a melee ranged attack"
    "When you take Physical Damage" to "When you take damage from a melee ranged attack"
    "When you take damage from a nearby enemy" to "When you take damage from a melee ranged attack"
    "When you deal Martial melee damage" to "When you deal damage in melee range"
    "When you deal damage with a melee Light Attack" to "When you deal damage with Light Attack in melee range"

    Most are just the same thing with different wording, damage in contact range, and don't quite work with today's hybridization.
    This is also a condition that already exist in the game in sets like Noble Duelist's Silks and Savage Werewolf so I don't think it should be too much work to change them to pre existing one that's already been coded and is working.

    I would also suggest changing all sets with a 5 meters radius to the new 7 meter as most would create situations that would make no sense at all since now enemies would be able to still hit you with the new 7 meters melee range and avoid the 5 meters procs.
    Edited by MacRibs on April 22, 2023 1:22AM
  • robpr
    robpr
    ✭✭✭✭✭
    Overland Sets
    Vivec’s Duality – Light Armor
    2 – Adds 1096 Maximum Magicka
    3 – Adds 1096 Maximum Stamina
    4 – Adds 1096 Maximum Magicka
    5 – After staying on one bar for 15 seconds, gain 6636 Magicka and Stamina when bar swapping.

    Interesting concept, but the requirement to double bar and 15s of not swapping makes it pretty useless. I guess its intended for fledgling tanks to have more sustain, but even then tanks should swap more often than every 15s. Either allow it to single bar or lower the restore to 4424 with requirement to sit for 10s on one bar.

    Camonna Tong – Medium Armor
    2 – Adds 129 Weapon and Spell Damage
    3 – Adds 129 Weapon and Spell Damage
    4 – Adds 129 Weapon and Spell Damage
    5 – On gaining kill XP from a monster, gain 1 Weapon and Spell Damage for every 50 XP the monster is worth for 30 seconds. This bonus can stack up to a maximum of 540 Weapon and Spell Damage. This item set is not affected by XP boosting effects.

    Nothing more to say here, it's solid but situational - can't use it in trials as mobs/bosses there barely give any exp, while arenas and dungeons the bonus will be wasted if the fight is longer than 30s. So essentially arena/dungeon trash set or on overland for leveling.

    Adamant Lurker – Heavy Armor
    2 – Adds 129 Health Recovery
    3 – Adds 1206 Maximum Health
    4 – Adds 129 Health Recovery
    5 – Gain 1505 Health Recovery while you are standing still.

    While very high health recovery can be useful in some content, but its not as strong to dedicate entire 5 piece for it. And always Trollking exists. Passive 1760 hp every 2s sounds cool, but not on tank max hp levels.

    Crafted Sets
    Shattered Fate
    5 – Adds 7918 Offensive Penetration
    10 – Adds 687 Weapon and Spell Damage
    12 – Adds 1528 Critical Chance

    Very interesting set and probably best starter pvp offensive build. 7.9k pen is like Spriggans + Maul, 687 wd/sd is better than Clever Alchemist without the downtime. The drawback is obvious, can't use anything else and losing a lot of small sub-stats. Like people before commented, would be great if the third bonus could activate on 11 pieces rather than 12 for mythics, but in its current form its pretty solid for craftable set.

    Telvanni Efficiency
    2 – Adds 1096 Maximum Stamina
    3 – Adds 1206 Maximum Health
    4 – Adds 1096 Maximum Magicka
    5 – While you have a living Companion, reduce the cooldown of their abilities by 50%. While you do not have a living Companion, reduce the cost of your Magicka, Stamina, Health, and Ultimate abilities by 8%.

    In general it's a better Seducer for 5 piece or if you like Companions a massive 50% cd reduction. Other than first bonuses being tri-stat, nothing to say here.

    Seeker Synthesis
    2 – Adds 1206 Maximum Health
    3 – Adds 1096 Maximum Magicka
    4 – Adds 1096 Maximum Stamina
    5 – When you cast an ability that costs resources while in combat, you reduce your potion cooldown by 0.6 seconds. This effect can occur once every 0.6 seconds.

    It's a set that enables entire new playstyle - we need more sets like this. It allows to utilize short duration consumables to have very high uptimes filling some niche roles with 3 potion speed glyphs - like near perma stealth detector or nightblade ulti charger for the new ulti redistributor mythic, but most likely it will be used to extend immovability duration on trolltank setups or simply as another layer of sustain on Argonians.

    Trial Sets
    Peace and Serenity – Light Armor
    2 – Adds 657 Critical Chance
    3 – Gain Minor Slayer at all times, increasing your damage done to Dungeon, Trial, and Arena Monsters by 5%.
    4 – Adds 129 Weapon and Spell Damage
    5 (perfected only) – Adds 129 Weapon and Spell Damage
    5 – While you are standing still, you gain 465 Weapon and Spell Damage. While you are moving, you gain 203 Health, Magicka, and Stamina Recovery.

    Pretty solid but nothing metabreaking. No reason to use non-perf version, but if you want easy bonus without any major drawback its ok.

    Ansuul’s Torment – Medium Armor
    2 – Adds 657 Critical Chance
    3 – Gain Minor Slayer at all times, increasing your damage done to Dungeon, Trial, and Arena Monsters by 5%.
    4 – Adds 1487 Offensive Penetration
    5 (Perfected only) – Adds 657 Critical Chance
    5 – Increases your damage done against monsters by 7%. When you interrupt an enemy, you increase your damage done against monsters by an additional 7% for 10 seconds.

    Same as Peace and Serenity, if you like Bahsei but dont like dumping magicka, this set is for you though interruption requirement is quite strange for a trial set where DDs rarely do the bashing. Changing it to stun or immobilize would fit more.

    Transformative Hope – Light Armor
    2 – Adds 4% Healing Done
    3 – Gain Minor Aegis at all times, reducing your damage taken from Dungeon, Trial, and Arena Monsters by 5%.
    4 – Adds 129 Magicka Recovery
    5 (Perfected only) – Adds 4% Healing Done
    5 – While in combat, when you heal yourself or an ally that is below 40% Health, you ignite a Spark of Hope within them for 3 seconds. If they are above 90% Health when the effect ends, you and the ally gain Major Heroism for 15 seconds. This effect can occur once every 20 seconds per target.

    Too situational of proc condition to be activated. There is maybe 2 situations at all where this would activate like at all - Cloudrest and Lokke tombs and even there the second condition might fail if they get healed to 100% in 2 seconds but get slapped by atro to 89% hp. Hope Infusion CP has even more lenient condition but its uptimes are barely anything and for dungeons we have Drake's Rush.
    I don't have any idea to make it worthwhile without making it too OP. I was thinking about making it "Healing yourself or ally is giving the Spark of Hope for 3s. If they are full health when the effect ends, you and the ally gain Major Heroism" with strict requirement of needing to heal and not overheal. It still may fail if there are a lot of stuff going on, but not as restrictive as before.

    Test of Resolve – Heavy Armor
    2 – Adds 1487 Armor
    3 – Gain Minor Aegis at all times, reducing your damage taken from Dungeon, Trial, and Arena Monsters by 5%.
    4 – Adds 1206 Maximum Health
    5 (Perfected only) – Adds 1487 Armor
    5 – When you take damage while under 35% Health, your resolve is tested. If you are also below 50% Stamina, you restore full Health, Magicka, and Stamina while also gaining Major Protection and Major Aegis for 10 seconds. If you are above 50% Stamina, you become a Beacon of Hope for 20 seconds, causing your Major and Minor Buffs to also grant Major Aegis for 10 seconds. This effect can occur once every 1 minute.

    When you are under 35% health
    -when below 50% stam heal to full + protection and aegis
    -when above 50% stam major and minor buffs gives major aegis

    Like Transformative Hope, its too restrictive to be useful with this cooldown. Its like Eternal Warrior with extra steps. Other than reducing the cooldown I don't see how it can be salvaged.

    Mythic Items
    Velothi Ur-Mage’s Amulet – Necklace
    1 – Adds 4968 Offensive Penetration
    1 – Increase your damage done to monsters by 15%, Critical Damage by 15%, and reduce your Light and Heavy Attack damage by 99%.

    Very solid, simple and effective but the damage done bonus might need some tweak. Won't completely replace weaving but its a great attempt for people to incentivise people to try full 2 bar builds.

    Esoteric Environment Greaves – Heavy Legs
    1 – While you are above 33% Stamina, reduce your damage taken by 50% and lose 1567 Stamina whenever you take direct damage, up to once every 0.5 seconds.

    Same stuff but for tanks, teaching that not everything needs to be blocked. The bugs need to squashed and the shenanigans with all other damage reduction stacking need to be looked at or it will turn into replacement of block. In pvp looks broken but jabs or rapids will shred through stamina bar especially when you will lose stamina when stunned.

    Cryptcannon Vestments – Light Chest
    1 – You can no longer cast Ultimate abilities. Instead, casting an Ultimate ability transfers your Ultimate resource to your living group members, divided equally among them. Gain Minor Heroism at all times.

    Great concept but not proccing ult-cast sets is a huuuuge drawback. This will have some use in pvp ball groups I guess.
  • radiostar
    radiostar
    ✭✭✭✭✭
    ADarklore wrote: »
    Telvanni Efficiency cooldowns:

    Base
    8s -> 4s, 12s -> 6s, 16s -> 8s, 36s -> 18s

    +31% Quickened
    8s -> 2.8s, 12s -> 4.1s, 16s -> 5.5s, 36s -> 12.4s

    +31% Quickened, Ascendant Ring, Isobel
    8s -> 2.6s, 12s -> 3.9s, 16s -> 5.2s, 36s -> 11.8s

    just the massive 50% cooldown reduction alone should give a companions skills reasonable cooldowns, so they could effectively burst heal when needed

    most of their burst heals are on like 12-16 sec cooldowns now, which is far too long in the "short" time scale of eso combat

    if this can bring it down into the 4-6 sec range then they might have better survivability as tanks and better support as healers, potentially more dmg as dps if your using more bursty attacks like starfall, sniping silver, or the crystal shard (ember)

    if your using ember you could even forgo using her skill which reduces other skill cooldowns by 5 sec, which right now is what really helps her do a lot of dmg

    When I first heard about this set, before seeing the numbers, my thought was, "If it's not a 50% cooldown reduction, then it won't be worth giving up another set for." Since it's actually 50%, this will make it much more palatable to give up another set, just to add more fun into the game with companions. Because that's really what this ring is about, providing players with more options in creating their own fun in ESO. With this set, in overland content, I can justify being a tank and letting the Companion do the work, or a healer, etc. Do I "need" them for this, no... but again... if you've played ESO for YEARS, then you know overland becomes "been there, done that" after awhile. So this will add a bit more variety to solo player's playstyle with companions. So a very BIG 'Thank You' to ZOS for creating this set and making it craftable. :)
    Question: Does anyone know how many crafting traits is required for this set?

    It requires 3 traits
    3traits.png
    "Billions upon Billions of Stars"
  • Necrotech_Master
    Necrotech_Master
    ✭✭✭✭✭
    ✭✭✭✭✭
    MacRibs wrote: »
    Since we are aiming for standardization and now melee range will be 7 meters can we please simplify all proc conditions below and change them to now be "melee range", 7 meters, instead of the 6 different ones we currently have which should be easier on the server and players?

    The proc conditions being:

    "When you take damage from a Martial melee attack" to "When you take damage from a melee ranged attack"
    "When you take damage from a melee attack" to "When you take damage from a melee ranged attack"
    "When you take Physical Damage" to "When you take damage from a melee ranged attack"
    "When you take damage from a nearby enemy" to "When you take damage from a melee ranged attack"
    "When you deal Martial melee damage" to "When you deal damage in melee range"
    "When you deal damage with a melee Light Attack" to "When you deal damage with Light Attack in melee range"

    Most are just the same thing with different wording, damage in contact range, and don't quite work with today's hybridization.
    This is also a condition that already exist in the game in sets like Noble Duelist's Silks and Savage Werewolf so I don't think it should be too much work to change them to pre existing one that's already been coded and is working.

    I would also suggest changing all sets with a 5 meters radius to the new 7 meter as most would create situations that would make no sense at all since now enemies would be able to still hit you with the new 7 meters melee range and avoid the 5 meters procs.

    physical dmg does not necessarily mean melee

    there are a lot of other ranged skills which deal physical dmg (many bow skills, shrouded dagger, silver shard to name a few)

    edit: another point is that changing it to "melee ranged attack" might also confuse people because it has "melee" and "ranged" in it lol, just saying "melee attack" i think should be straightforward enough, so most of the existing ones should be fine

    the "take dmg from nearby enemy" could be refined to say dmg from melee range, but if it explicitly said melee attack it would exclude ranged dmg done within melee range
    Edited by Necrotech_Master on April 24, 2023 7:35PM
    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
  • MacRibs
    MacRibs
    ✭✭✭

    physical dmg does not necessarily mean melee

    there are a lot of other ranged skills which deal physical dmg (many bow skills, shrouded dagger, silver shard to name a few)

    edit: another point is that changing it to "melee ranged attack" might also confuse people because it has "melee" and "ranged" in it lol, just saying "melee attack" i think should be straightforward enough, so most of the existing ones should be fine

    The "When you take Physical Damage" proc is only present in one set that I know of which is Thunderbug's Carapace so changing it would actually be a buff to the set which would now only proc when enemies were close enough to be hit by it and by any damage skill used within that range, you get hit by Uppercut or Lava Whip two melee range skills it procs, right now the latter wont.

    You can apply this logic to most sets using the proc conditions I mentioned earlier.

    I struggle to see how people would be confused with melee range, it'll be 7m now that's it no need to check anything else.

    Also a melee attack its not the same as melee range, so again using Thunderbug's as an example if you change its proc "melee damage" within 7m a 2h light attack would proc it but a destruction staff light attack wouldn't.
    the "take dmg from nearby enemy" could be refined to say dmg from melee range, but if it explicitly said melee attack it would exclude ranged dmg done within melee range

    We both agree, that was the whole point of the original post regarding all the other mentioned conditions.
    Edited by MacRibs on April 24, 2023 8:58PM
  • Jaraal
    Jaraal
    ✭✭✭✭✭
    ✭✭✭✭✭
    What's the deal with the new "while standing still" sets? Literally no one in PvP stands still except permablock tanks, and now you are encouraging PvE to stand in red / avoid doing mechanics just for a set buff?

    I'd like to hear the devs' line of reasoning behind this gear strategy.
    RIP Bosmer Nation. 4/4/14 - 2/25/19.
  • xylena_lazarow
    xylena_lazarow
    ✭✭✭✭✭
    ✭✭✭✭
    We're increasing the cooldown here in hopes that Mara's Balm is no longer is such a hard counter to Damage over Time focused builds, where it can still help ease their pressure and demand attackers to recast them more frequently, while ensuring it has a slightly longer cooldown than most of those effects have for duration.
    30 seconds is still not enough in a tanky high TTK meta, it should be at least 60 seconds like Juggernaut. Or better yet, just delete the heal, since a full purge is overpowered enough on its own.
    PC/NA || CP/Cyro || RIP soft caps
  • ZhuJiuyin
    ZhuJiuyin
    ✭✭✭✭
    Trial Sets
    Peace and Serenity

    Compared to Mantle of Siroria, Peace and Serenity offers too little Weapon and Spell Damage, and even while moving, getting 203 Health, Magicka, and Stamina Recovery, isn't compelling enough. Maybe boost Weapon and Spell Damage to 500up?
    "是燭九陰,是燭龍。"──by "The Classic of Mountains and Seas "English is not my first language,If something is ambiguous, rude due to context and translation issues, etc., please remind me, thanks.
  • phaneub17_ESO
    phaneub17_ESO
    ✭✭✭✭✭
    ✭✭✭✭✭
    Telvanni Efficiency cooldowns:

    Base
    8s -> 4s, 12s -> 6s, 16s -> 8s, 36s -> 18s

    +31% Quickened
    8s -> 2.8s, 12s -> 4.1s, 16s -> 5.5s, 36s -> 12.4s

    +31% Quickened, Ascendant Ring, Isobel
    8s -> 2.6s, 12s -> 3.9s, 16s -> 5.2s, 36s -> 11.8s

    9.0.1 changed how its calculated, it's now additive.

    Base
    8s -> 4s, 12s -> 6s, 16s -> 8s, 36s -> 18s

    +31% Quickened
    8s -> 1.5s, 12s -> 2.3s, 16s -> 3s, 36s -> 6.8s

    +31% Quickened, Ascendant Ring, Isobel/Azandar
    8s -> 1.2s, 12s -> 1.8s, 16s -> 2.5s, 36s -> 5.5s

    Edited by phaneub17_ESO on April 29, 2023 7:39PM
  • YandereGirlfriend
    YandereGirlfriend
    ✭✭✭✭✭
    ✭✭✭✭✭
    ZhuJiuyin wrote: »
    Trial Sets
    Peace and Serenity

    Compared to Mantle of Siroria, Peace and Serenity offers too little Weapon and Spell Damage, and even while moving, getting 203 Health, Magicka, and Stamina Recovery, isn't compelling enough. Maybe boost Weapon and Spell Damage to 500up?

    I disagree.

    Siroria requires some skill and planning to properly leverage whereas the new set does not. So it follows that the reward for managing Siroria should be greater.
  • ZhuJiuyin
    ZhuJiuyin
    ✭✭✭✭
    ZhuJiuyin wrote: »
    Trial Sets
    Peace and Serenity

    Compared to Mantle of Siroria, Peace and Serenity offers too little Weapon and Spell Damage, and even while moving, getting 203 Health, Magicka, and Stamina Recovery, isn't compelling enough. Maybe boost Weapon and Spell Damage to 500up?

    I disagree.

    Siroria requires some skill and planning to properly leverage whereas the new set does not. So it follows that the reward for managing Siroria should be greater.


    But given that we already have a lot of useless sets, shouldn't the new Trials provide more useful sets, increasing the variety? Break the phenomenon that there is only one BIS in PVE!
    The combo of Pillar of Nirn & Whorl of the Depths needs to be broken
    And the adjustment to 500 Weapon and Spell Damage is still far below the 630 Weapon and Spell Damage provided by Mantle of Siroria
    Edited by ZhuJiuyin on April 30, 2023 4:35AM
    "是燭九陰,是燭龍。"──by "The Classic of Mountains and Seas "English is not my first language,If something is ambiguous, rude due to context and translation issues, etc., please remind me, thanks.
  • The_one_i_seek
    The_one_i_seek
    ✭✭✭
    anyone know a topic where everyone posting leads location for Necrom?
  • Jammy420
    Jammy420
    ✭✭✭✭✭
    I do not see the purpose of threads like this. We had one for DK in previous pts iterations, and absolutely nothing from what was given as feedback was considered.
  • Jammy420
    Jammy420
    ✭✭✭✭✭
    AlekWithK wrote: »
    I'll just get the ball rolling on this early. I know PTS numbers are subject to change, but the Velothi Ur-Mage Amulet is a game breaking Mythic.

    As it stands, Light Attacks account for roughly 8-10% of total DPS on a dummy parse, and generally a little less in content. This means that as long as the Amulet gives an 8-10% damage buff (let alone the current 15% buff) it will be by FAR the BiS mythic for ALL content in the game. This means Light Attack weaving, a core combat mechanic, and the main reason ESO combat is so enjoyed by the endgame (as well as the main reason people were so upset over the U35 LA nerfs), is effectively dead, save hitting one every 9 seconds to generate Ultimate and proc enchants.

    On top of that, the set frees up two DPS support sets in optimized end game setups (namely, Alkosh and EC) giving even more benefit to a group, making it even more likely to be a required Mythic even with a significant nerf to the % damage buff.

    I do not think many end game players are going to be happy being forced to run a Mythic that effectively removes a core part of this games combat.

    It either needs a significant nerf to the % damage bonus granted (I have a hard time seeing anything above 6-7% being balanced) and/or the LA penalty needs to be reduced to make LA weaving still a critical part of a DPS rotation.

    There has always been pushback when y'all attempt to nerf light attacks, because despite the complaints coming from newer and less experienced players, it is exactly light attack weaving that makes ESO's combat dynamic and enjoyable.

    Oakensoul introduced non-light attack dependent accessibility to the game, and that's great. Adding is great, but this Mythic subtracts. It just feels all around bad.

    I always hated weaving. I personnaly hope this mythic stay strong and let me get rid of this clunky mechnic

    I guess the addage practice makes perfect is completely gone from TESO dev teams ideal. They just want to make it as easy as possible. And it isnt about accessibility, people with no arms can play street fighter, then people can practice weaving on here.
  • MudcrabAttack
    MudcrabAttack
    ✭✭✭✭✭
    Trial Sets
    Peace and Serenity – Light Armor
    2 – Adds 657 Critical Chance
    3 – Gain Minor Slayer at all times, increasing your damage done to Dungeon, Trial, and Arena Monsters by 5%.
    4 – Adds 129 Weapon and Spell Damage
    5 (perfected only) – Adds 129 Weapon and Spell Damage
    5 – While you are standing still, you gain 465 Weapon and Spell Damage. While you are moving, you gain 203 Health, Magicka, and Stamina Recovery.

    The bonuses aren’t really selling me on collecting it. I would have expected some sort of buildup over time to something really strong while standing still

    Ansuul’s Torment – Medium Armor
    2 – Adds 657 Critical Chance
    3 – Gain Minor Slayer at all times, increasing your damage done to Dungeon, Trial, and Arena Monsters by 5%.
    4 – Adds 1487 Offensive Penetration
    5 (Perfected only) – Adds 657 Critical Chance
    5 – Increases your damage done against monsters by 7%. When you interrupt an enemy, you increase your damage done against monsters by an additional 7% for 10 seconds.

    After those 7% buffs are watered down by slayer, berserk, Champion Point multipliers, other passives like bow multipliers, this is a hard pass for me. That 7% damage buff quickly changes to less than 5%. I can’t think of any time I’m regularly bashing things in a fight, so the other buff would be non existent.

    But the part that mentions “against monsters” is confusing as well, I assume an elf, human or Khajiit, or Argonian doesn’t count. What if they guzzle a potion and turn into a hulk. Or what about Minotaurs and Giants, they’re just big-boned people, right? And some Senche are big and scary, but still Khajiit.


    Mythic Items
    Velothi Ur-Mage’s Amulet – Necklace
    1 – Adds 4968 Offensive Penetration
    1 – Increase your damage done to monsters by 15%, Critical Damage by 15%, and reduce your Light and Heavy Attack damage by 99%.

    Very awesome, good job. An alternative buff for those who want faster paced gameplay than the one bar heavy attack build. Personally I won’t use it in trial boss fights since my light attacks seem to be 10-11%, and the 15% buff will get watered down to 12% on a bow build, leaving me with just a 1-2% buff. And in my trial group I’m almost always maxed on crit damage and penetration.

    But it looks very good for unoptimized groups, solo play, and those who aren’t weaving light attacks much


    Esoteric Environment Greaves – Heavy Legs
    1 – While you are above 33% Stamina, reduce your damage taken by 50% and lose 1567 Stamina whenever you take direct damage, up to once every 0.5 seconds.

    I’m no tank, but this looks strong. Not sure if it’s breaking anything, but assuming blocking still works and the net result of a blocked attack is taking .5x.5 (25%damage), on top of all the other mitigations that seems like a whole new level of damage mitigation. Though it might do more harm than good if the tank isn’t blocking anymore and never has much stamina, and they don’t see immediately when they dip below 33% and need to use block. Still very interesting
    Edited by MudcrabAttack on May 1, 2023 4:51PM
  • jaws343
    jaws343
    ✭✭✭✭✭
    ✭✭✭✭✭
    Trial Sets
    Peace and Serenity – Light Armor
    2 – Adds 657 Critical Chance
    3 – Gain Minor Slayer at all times, increasing your damage done to Dungeon, Trial, and Arena Monsters by 5%.
    4 – Adds 129 Weapon and Spell Damage
    5 (perfected only) – Adds 129 Weapon and Spell Damage
    5 – While you are standing still, you gain 465 Weapon and Spell Damage. While you are moving, you gain 203 Health, Magicka, and Stamina Recovery.

    The bonuses aren’t really selling me on collecting it. I would have expected some sort of buildup over time to something really strong while standing still

    Ansuul’s Torment – Medium Armor
    2 – Adds 657 Critical Chance
    3 – Gain Minor Slayer at all times, increasing your damage done to Dungeon, Trial, and Arena Monsters by 5%.
    4 – Adds 1487 Offensive Penetration
    5 (Perfected only) – Adds 657 Critical Chance
    5 – Increases your damage done against monsters by 7%. When you interrupt an enemy, you increase your damage done against monsters by an additional 7% for 10 seconds.

    After those 7% buffs are watered down by slayer, berserk, Champion Point multipliers, other passives like bow multipliers, this is a hard pass for me. That 7% damage buff quickly changes to less than 5%. I can’t think of any time I’m regularly bashing things in a fight, so the other buff would be non existent.

    But the part that mentions “against monsters” is confusing as well, I assume an elf, human or Khajiit, or Argonian doesn’t count. What if they guzzle a potion and turn into a hulk. Or what about Minotaurs and Giants, they’re just big-boned people, right? And some Senche are big and scary, but still Khajiit.


    Mythic Items
    Velothi Ur-Mage’s Amulet – Necklace
    1 – Adds 4968 Offensive Penetration
    1 – Increase your damage done to monsters by 15%, Critical Damage by 15%, and reduce your Light and Heavy Attack damage by 99%.

    Very awesome, good job. An alternative buff for those who want faster paced gameplay than the one bar heavy attack build. Personally I won’t use it in trial boss fights since my light attacks seem to be 10-11%, and the 15% buff will get watered down to 12% on a bow build, leaving me with just a 1-2% buff. And in my trial group I’m almost always maxed on crit damage and penetration.

    But it looks very good for unoptimized groups, solo play, and those who aren’t weaving light attacks much


    Esoteric Environment Greaves – Heavy Legs
    1 – While you are above 33% Stamina, reduce your damage taken by 50% and lose 1567 Stamina whenever you take direct damage, up to once every 0.5 seconds.

    I’m no tank, but this looks strong. Not sure if it’s breaking anything, but assuming blocking still works and the net result of a blocked attack is taking .5x.5 (25%damage), on top of all the other mitigations that seems like a whole new level of damage mitigation. Though it might do more harm than good if the tank isn’t blocking anymore and never has much stamina, and they don’t see immediately when they dip below 33% and need to use block. Still very interesting

    Against monsters just means against non player characters. If it isn't controlled by a player it is a monster.
Sign In or Register to comment.