Tarnished Nightmare

albertberku
albertberku
✭✭✭
- Tarnished Nightmare: This set now has a 1.3 second delay before it deals damage, in order to allow for more warning and potential counterplay.

I hope you all enjoyed your 6 months in Cyrodiil, time to farm next OP DLC set until it will be nerfed prior another OP DLC set :D

Probably patch notes for Update 45 were already ready with Gold Road launch:
- The Saint and the Seducer: Added 5 seconds cooldown between buffs.
Developer Notes: This change was aimed to bring a tradeoff for the strong buffs this set item provides.

:D:D
Edited by albertberku on September 17, 2024 9:24AM
  • Jsmalls
    Jsmalls
    ✭✭✭✭✭
    Nah this is balancing.

    This is the AoE version of Maw. So it should have a similar warning system in place.

    Now whether the overbuff for release to then nerf it later is intentional.... Maybe.

    More than one time is no longer a coincidence I suppose.
  • Major_Mangle
    Major_Mangle
    ✭✭✭✭
    The changes to the set is honestly not enough. The set needs the "melee only" treatment and not be able to proc from dots. As powerful as the set is (+ it can´t be avoided since the explosion is attached to you, instead of being a ground based effect) it shouldn´t be a set that can be used from range or with dots from a safe distance. Some kind of trade off needs to come with the usage of such strong sets.

    There is little reason to give the set a delay if there is nothing you can do to avoid the proc anyway. Giving it a delay still gives you the option to line it up with other bursts/procs. If you gonna give the set a delay it should be reworked to a ground based effect and not a target bound effect.
    Edited by Major_Mangle on September 17, 2024 12:53PM
    Ps4 EU 2016-2020
    PC/EU: 2020 -
  • Jsmalls
    Jsmalls
    ✭✭✭✭✭
    @Major_Mangle

    I wasnt able to get a tester to check to see but...

    I imagine the proc is blockable? But I'm assuming it isn't dodgeable.

    Comparing this to Maw, I pretty much always block Maw since there is an indicator attached. Now that there's is an AoE indicator I'll have time to react to the damage whether that's blocking or making sure I'm at full health.

    What I like about this change is it can't be stacked with Anthelmirs from a ranged Heavy Attack skill combo now. Which will definitely lessen its effectiveness in that scenario.

    I agree that it should only proc off direct damage. Nothing worse than a poison inject reprocing this ability long after that fight ended.
    Edited by Jsmalls on September 17, 2024 2:02PM
  • Dagoth_Rac
    Dagoth_Rac
    ✭✭✭✭✭
    ✭✭✭✭✭
    Do the shards burst out and damage the enemy where they are after the 1.3 seconds pass, or where they were 1.3 seconds ago? Like, will a mobile target naturally be out of harm's way when it procs, or will the damage essentially follow them but now they know it is coming?
  • NordSwordnBoard
    NordSwordnBoard
    ✭✭✭✭✭
    ✭✭✭
    If we block or dodge it, will it make a thud sound like a glass bottle landing on soft earth?
    Fear is the Mindkiller
Sign In or Register to comment.