phaneub17_ESO 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
Necrotech_Master wrote: »phaneub17_ESO 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
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.
DeathStalker wrote: »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.
ZOS_GinaBruno 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.
DrNukenstein wrote: »SPIKE THAT DAMAGE UP!
GIVE US THINGS THAT GO BOOM!
Necrotech_Master wrote: »phaneub17_ESO 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?
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.
Necrotech_Master wrote: »
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
Necrotech_Master wrote: »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
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.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.
phaneub17_ESO 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
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?
YandereGirlfriend 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.
Dark_Lord_Kuro 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
MudcrabAttack wrote: »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