Hey everyone, and especially the community and development teams at zos including
@ZOS_GinaBruno @ZOS_Kevin and
@ZOS_BrianWheeler.
Today i wanted to give my feedback on the concept of class sets as a whole, many others have echoed their thoughts towards individual sets, but today i actually wanted to focus on the concept itself as i think that class sets have some insanely beneficial potential, however, to me i don't feel as if they're being given enough room to fill that potential. i'll explain what i mean in different categories after i explain my initial thoughts on them.
Initial Thoughts
Having been a proponent of the introduction of class sets, i was very excited when it was revealed we would be getting them. I think that class sets are a great or even necessary direction to go for many reasons.
Firstly, class sets should allow for bonuses that are uniquely related towards specific class builds allowing combos and reactionary game elements to become possible between class skills without changing the base skills. I think this is important because class playstyle nuance is severely lacking, and has been for many many years. Pvp is somewhat spared from this. However, in most situations in PvE environments, the go-to strategy is to lay down as many damage over time effects and periodic skills as possible between casts of a spammable and whatever the class's delayed burst skill is. this means that the playstyle that nearly every class has is pretty much the same give or take 1-3 skills.
Additionally, we have so many item sets that are built for "everyone" that most are extremely boring and don't feel like they serve an actual purpose beyond the illusion of choice. when you have hundreds or thousands of item sets, most are bound to be terrible in comparison to many other sets that are commonly used. while the introduction of class sets makes the count of sets continue to go up, these sets focus on the classes that are wearing them and are supposed to tuned to be strong as they are for a limited audience. This is a game of mostly horizontal progression, for right now, this is the best we can do to expand upon classes beyond class balance changes without creating something like an in-depth talent system.
Finally, in terms of aesthetics, class sets are visually designed both in their armor appearance and effect appearance to reflect the class they represent. This helps the set to feel like an extension of the class.
Now that I've explained my thoughts about class sets as a whole, we get to the revealed class sets.
I don't want to go over any specific class set, however as i stated in another post, i feel like these are a testing ground and that some have very clearly had more effort put into them than some others. Let me go over my issues with the current iteration of these class sets.
5 Piece bonuses and power levelsAs stated before, the amount of 5 piece sets we actually have in the game at the current moment is staggering. And the amount of them that are genuinely useless only grows every patch as there will always be a select few item sets that are popular and good. I believe that adding class sets as more 5 piece bonuses are a mistake. This is for several reasons.
Firstly, we dont have much room to experiment with 5 piece sets. Especially in PvE environments. Trial Sets are necessary as they offer more than any other set which means, if you want to use a class set you need to give up your other non-trial set which means eliminating any overland, most crafted and most dungeon or pvp sets from your list of options.
Secondly, these item sets seem to intend you to build or play a certain way in which to gain access to their buffs, this usually means sacrificing some damage/utility to play to the set's strength which means the set needs to not only be strong on it's own right, but it also needs to be strong enough to make up for the lack of a better easier bonus. requiring 5 pieces means it's harder to make up for that.
Finally, if, theoretically, that item set is built to be dual purpose so that it provides a strong bonus to the roles benefitting from that skill line, it means more of the generic 2 to 4 piece bonuses will drag the set down. Say for example, you're making a class set around winter's embrace and you decide to allow the set to be strong for both warden tanks and frost dps, what 2-4 piece bonuses do you give it? You can't give it critical chance because tanks don't like that stat even though its one of the best for dps, and you can't give it max hp or health recovery because there's no dps benefit that bonus grants even though it helps you stay alive. If you are instead to dedicate it to one or another role within that skill line then you bring me to my next problem.
Potential conflicting purpose within skill line representationContinuing with what i stated in the previous section, if you dedicate a new set to just one audience of the a skill line, then you alienate those people who are excited to finally get an item set based around the skill line they based their build around. I speak with experience in suggesting balance changes for the winter's embrace skill line. There are 2 distinct audiences of the skill line that would be upset if the bonus was purely for tanking or vice versa, for dps. How do you balance that?
Augmenting playstyles, going wild with ideasI believe that the correct focus here is to go wild with augmenting playstyles and class skills and incentivising combos, it looks like some some of these sets already point towards this. Incentivising the use of skills within the line with unique and powerful bonuses attached to them is really going to open up build options. However, with some current designs I am very worried that a lot of future class sets are going to look something like: "when you use a skill from x line, grant yourself(or allies) (generic minor buff) or (generic bonus)" these sets have to be more than that. they should be tailored towards promoting specific playstyles, and i think they should also mention specific skills and their morphs like how the weapon skill lines mention specific morphs.
SuggestionsI believe that the structure of these item sets should be changed significantly.
instead of another 5 piece bonus with 3 generic bonuses leading up to it, i think that instead these class specific bonuses should be the
only bonuses within the set up to a final bonus of 3 pieces equipped. What I mean by this is they should forgo any generic piece bonus. examples like extra health/magicka/stamina, recoveries, armor, critical chance, penetration, and stuff like that should simply be removed in order for the piece bonuses to instead grant a specific bonus to that skill line or to certain skills etc. if you have free space in your sets, you could freely take multiple pieces of the set, or only up until the first bonus as a front or backbar option, this would also allow class sets to be INCREDIBLE filler sets as they come in every armor type, jewelery and presumably weapons, this would be fantastic as it would allow builds more ability to equip these class sets and really feel like they're more connected to the class while having a reason to farm them. An example i can showcase is this idea i had for the winter's embrace line's class set:
This bonus is almost certainly completely overpowered, but it's concept exists to show multiple ideas. firstly it aims to achieve a common desire for frost warden dps and to a lesser extent, warden tanks and that is to make sleet storm viable in pve content as a major dps outputting ultimate that can compete with bear, or for tanking as a longer term duration major protection to self in addition to fantastic minor maim uptime and some solid aoe dps output, this would be a major playstyle shift that would make a lot of players interested in playing with sleet storm in content outside of pvp. inside of pvp, this would be a very strong option provided you're applying chilled with winter's embrace abilities as often as possible with skills like crystallised slab and arctic blast, however, it also has a downside which could be used to balance potentially broken set ideas. the downside for this set is that major protection from the ultimate only applies to the caster. if you don't play around the conditions set within the set, you're likely losing a ton of value from the bonus which means it's a little bit more balanced than on paper as you won't be able to keep absurdly high uptimes if you don't keep applying chilled.
PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article:
https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!:
https://discord.gg/5PT3rQX