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Itemization - Now and Moving Forward

Yiko
Yiko
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Just going to throw out some ideas and criticism regarding the current itemization process and options. It's kind of a long post, so bear with me.

Soft cap removal has devolved the meta from a diverse build/gear oriented meta to a stale cookie-cutter meta. Many of the most competitive players run the same builds. For stamina builds, it’s a variation of 5 Hunding’s Rage, 1 Bloodspawn, 1 Molag Kena, 3 Agility jewelry, and a Maelstrom weapon. For magicka builds, I’m not quite as informed, but I’m told it’s a variation of 5 crafted (Julianos, Twice-born, Kag) 1 Kena, 3 Willpower, 2 Torug. Players are being pigeon-holed into certain builds because they’re simply too effective when compared to any alternatives.

Players simply stack a comfortable level of health and regen through attributes + jewelry glyphs and then build for this unparalleled efficiency. The actual combat ramifications of this current model result in a ridiculous playstyle where competent players are constantly trying to burst each other from ~100% health – 0% in a few seconds (sometimes only 1), and upon failure, have enough sustain (regen) and raw stats to heal to full health within seconds (Rally, Vigor, Breath of Life, Healing Ward, Hardened Ward). Some of these burst patterns include combos like: Wrecking Blow into Take Flight, Toppling Charge into Proxy Det + Dawnbreaker of Smiting, etc. This results in a more or less predictable kill/burst & survival pattern, meaning players fall into a routine rather than an engaging playstyle that features intelligible play and counterplay. I don’t want this post to be about 1v1 scenarios, I just wanted to detail a situation that best shows how silly the cookie-cutter meta is when resources are relatively inconsequential.

When soft caps & hard caps were still in place, players were less inclined to stack raw stats. I’m going to try to offer some suggestions to remedy this situation.

Firstly, the Agility, Endurance, and Willpower pieces are too efficient in terms of stats. The set bonuses have 50% more value than the standard bonus from any other level/rarity equivalent set. I understand the initial motive of this strategic decision: to get people to buy and play Imperial City, which is also why crafting mats went from 15/piece to upwards of 150/piece. Guess what? The grind is over. People generally don’t play Imperial City anymore. Reduce the amount of crafting materials it takes to make a new piece of VR16 gear. It’s an unnecessary entry-barrier to endgame. Severe entry-barriers to competitive environments are not fun. People don’t view crafting a piece of gear nowadays as an achievement – it’s a laborious chore.

The stats that the Imperial City jewelry give so much value compared to any equivalent piece that any player that it has resulted in a duality between Agility and Willpower for stamina and magicka builds respectively. You cannot have diversity if one choice is so obviously better than any alternative. My suggestion: reduce the stats to the standard value but add a 4th set bonus that does not include raw stats. For example, reduces cost of Ultimates by 10-15%, or just something, anything, that’s unique but desirable.

That brings me to my next point. There needs to be some set overhauls. Stop adding new sets (that almost no one uses) into the game while leaving older sets untouched. This game doesn’t need new content when the old content is left to rot. I’ll go over some quick examples of the many possible implementations of older set restoration to desirability, functionality, and accessibility.

Whitestrakes 5 Piece:
(5 items) If wearers Health is below 30%, gain a ~11-12k Damage Shield (@VR16) for 8 seconds. This effect can occur no more than once per 15 seconds.
Due to the battle spirit nerfs and how much the shield scales from VR14 (when it was 1.6 and less impacted by battle spirit) to VR16, the 5 piece bonus has lost a ridiculous amount of value in PVP. It needs to be adjusted, and the set may see use again.

Vestments of the Warlock
Make this set somehow accessible at max level. There are so many sets with potential that simply cannot be obtained at max level (Shadow Walker is another).


Winterborn 5 Piece:
(5 items) 5% chance when you deal Cold Damage to summon an ice pillar for 2 seconds that damage nearby enemies for 4893 Cold Damage. Snare enemies while active by 60%.
Increase the proc chance to 15-30% and maybe reduce the snare. It needs to feel more impactful and reliable as a MAIN part of the build rather than a 1/20 chance to do 2k damage in PVP. There are numerous sets with interesting damage mechanics as a part of the 5 piece, but very few are actually used.

Willow’s Path 5 Piece:
Fix your coding; it’s been broken for 5 months now.

There are so many changes you can make to your existing sets to bring variety to the game. You can change the set bonus itself of the cripplingly weak 2/3/4 set bonuses of sets that have a strong 5 piece. You can change the predetermined traits on some of the gear. You can tune the effects of unique 5 pieces to be more impactful: increasing damage, proc chance, reducing internal cooldown of activation, increasing stats, etc. Have you ever seen anyone using 5 piece Ashen Grip? No, because it’s trash. Why not make incremental adjustments to your old sets? Just give people enough incentive to break free from the cookie-cutter meta.

The last thing that I want to touch on may be somewhat controversial. The way a lot of people are using monster sets at the moment, in my opinion, completely defeats the fundamental purpose and idea of the monster sets. Not only do I think that most of the current 1 set bonuses of monster sets should see a rework (6/10 are +max health), but I also think that the 1 set bonus should be completely attached to the 2 set bonus & that most of the current 2 set bonuses need a rework or retuning. For example, the current Bloodspawn set bonuses would be rehauled from 1) stam recovery 2) effect into --> 2) stam recovery + effect, potentially with the stam recovery at increased value. If the set bonuses aren't combined, then the 2 piece has to be that much more compelling. Too many people are skating by using just the 1 piece bonus of the monster set. I understand that players need to feel rewarded when getting an item and that a monster set without it’s potentially difficult-to-acquire counterpart may seem unfulfilling, but the current iteration of the monster sets is being abused too heavily and is contributing to the stagnant meta.


Sorry if this post seems biased or exaggerated, but I do think that this is a problem that needs to be addressed. Looking forward to any feedback.
Edited by Yiko on January 27, 2016 2:17PM
  • Ishammael
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    Good post, agree completely with your sentiments.

    Since you gave some examples, I'll give a few of my own:

    1. [HEAVY] Soulshine, Dragonguard, Dreugh King Slayer, Ravager. Just upgrade these to v16. Great sets -- especially because of jewelry options.
    2. [LIGHT] Warlock, Healer, Adtroitness, Sun, Light of Cyrodiil. Bring them back.
    3. [MEDIUM] Morag Tong, Hawk's Eye, Shadow Walker. Bring them back.

    Do you see a theme? NEED MORE JEWELRY OPTIONS.

    If the old sets won't be upgraded, another (easy) addition would be to simply add rings and/or amulets to the IC sets (Phoenix, Black Rose, etc.). There are several combinations I would love to try!

    Make jewelry more accessible for the Orsinium sets. Farming VMA rounds >4 is awful awful awful. Its RNG chest on RNG trait.

    RE: monster sets. I actually don't agree about the 1-trait paired with the 2-trait. I think they simply need an overhaul to be more interesting. @Nifty2g wrote a nice list of suggestions for these items a week or so ago.
  • Sallington
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    They have SO many interesting armor sets in the game, and it's such a shame most of them don't scale past V12 (most of them way below that even).

    They really need to implement a system to upgrade armor and weapons. That would even help the lower level players get more involved in the economy, since A LOT more sets would be sought after.
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  • Zheg
    Zheg
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    All of the problems with combat, all of the bugs, all of the imbalances, all of the issues with traits, all of the itemization issues - they all have one common denominator. If you think wrobel is suddenly going to wake up after 2 years and change whatever warped vision he has for combat and itemization (or lack thereof), well, your optimism is inspiring.

    There have been countless quality threads on these issues that more or less do the work for wrobel and they just go completely ignored. Something as basic as the majority of armor traits being worthless (since LAUNCH) requires an act of god for him to even acknowledge much less implement fixes. Changes to combat and itemization are slow and frequently break something completely unrelated, the playerbase is more or less left in the dark until the patch hits PTS, and I question wrobel's basic comprehension of the game and meta when he makes statements like WoE "melts players" when basic health regen can beat the dps of that skill.
    Edited by Zheg on January 27, 2016 2:31PM
  • Sallington
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    Zheg wrote: »
    All of the problems with combat, all of the bugs, all of the imbalances, all of the issues with traits, all of the itemization issues - they all have one common denominator. If you think wrobel is suddenly going to wake up after 2 years and change whatever warped vision he has for combat and itemization (or lack thereof), well, your optimism is inspiring.

    There have been countless quality threads on these issues that more or less do the work for wrobel and they just go completely ignored. Something as basic as the majority of armor traits being worthless (since LAUNCH) requires an act of god for him to even acknowledge much less implement fixes. Changes to combat and itemization are slow and frequently break something completely unrelated, the playerbase is more or less left in the dark until the patch hits PTS, and I question wrobel's basic comprehension of the game and meta when he makes statements like WoE "melts players" when basic health regen can beat the dps of that skill.

    On top of all of that, anything they do to improve itemization will be behind DLC at this point. Their job now is figuring out how to get us to pay for fixes, not fixing the base game.

    [insert F2P/B2P rant here]
    Edited by Sallington on January 27, 2016 2:34PM
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  • Glory
    Glory
    Class Representative
    Sallington wrote: »
    They have SO many interesting armor sets in the game, and it's such a shame most of them don't scale past V12 (most of them way below that even).

    They really need to implement a system to upgrade armor and weapons. That would even help the lower level players get more involved in the economy, since A LOT more sets would be sought after.

    Some more cool, but underperforming and unleveled sets that could be updated! Slap V16 on these bad boys and buff some of the sets with low percentages/lower CD/increase values... (just listing the unique bonuses):
    • Destructive Mage (3 items) Heavy Attacks place a bomb on the enemy. This bomb will explode for 795 Daedric Damage to nearby enemies when another player hits it with a Heavy Attack. Bomb can be placed once every 20 seconds.
    • Relics of the Rebellion (3 items) 5% chance on attack to gain a 3010 point Damage Shield for 5 seconds.
    • Apprentice Garb (5 items) Knockdown nearby enemies and heal self for X if you are damaged while under 35% Health. This effect can happen once every 20 seconds.
    • Magicka Furnace (5 items) When hit by a melee attack, recover 4200 Magicka. 30 seconds cooldown.
    • Sanctuary (5 items) Group members within 10m gain 12% increased effect from heals.
    • Syrabane (5 items) Gain 810 Magicka each time you block a spell.
    • Hide of the Werewolf (5 items) Generate 3 Ultimate when damaged. This effect can occur once every 5 seconds.
    • Kyne's Flight (5 items) Bow attacks snare the target reducing their movement speed by 30% for 3 seconds.
    • Nightshade (5 items) Melee attackers take 351 Poison damage.
    • Twin Sisters (5 items) When Blocking, 20% chance to cause attacker to bleed for 8820 Physical Damage over 8 seconds. Attacker must be within 5m.
    • Akatosh's Blessed (5 items) (5 items) Blocking gives a 33% chance to blind your attacker, giving them a 100% miss chance for 5 seconds. This effect can occur once every 10 seconds. (?!?)
    • Embershield (5 items) When you hit an enemy with a fully-charged heavy attack, 50% chance to gain 3360 Spell Resistance for 6 seconds. Also deals 1008 Flame Damage every second to nearby enemies.
    • Lord's Mail (5 items) Casting a spell has a 100% chance to remove 1 negative effect, this can occur every 15 seconds.
    • Nikulas' Heavy Armor (5 items) Blocking Projectile Spells has a 25% chance of Reflecting the spell on its caster.

    The list goes on and on, and I've honestly considered posting a megapost looking at every single item set and evaluating them, to make suggestions on what changes need to be made to make the set a viable option in this game. Maybe I will finally do so...

    Interesting suggestion @Yiko about changing how the Monster's Sets work. I do think it's a shame that people use them for the 1 piece and often neglect the 2 piece. I also think riots would occur if they changed it to how you suggested!
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  • Dreyloch
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    Nice post OP.

    I posted my thoughts about sets and didn't any feedback. I had a different take on it. I thought they should just let any set have a one piece bonus, but decrease the stats like stam, health, and magkica by an increasing percentage as you wore more pieces of the set. But keeping the power of the 5th trait while wearing 5 pieces.
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  • WRX
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    I agree with everything you said. It all makes complete sense to me.

    Unfortunately, the real reason this doesn't happen is they are balancing too much. When things like this have been brought up in the past, like close to 6-12 months ago, the one common denominator was PvE.

    If they go and make one skill or set stronger for PvP, in PvE it is now possibly over-powered because of the battle spirit and nature of how PvE trails work. They only made their job harder by increasing battle spirit more.
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  • Joy_Division
    Joy_Division
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    Sallington wrote: »
    They have SO many interesting armor sets in the game, and it's such a shame most of them don't scale past V12 (most of them way below that even).

    They really need to implement a system to upgrade armor and weapons. That would even help the lower level players get more involved in the economy, since A LOT more sets would be sought after.

    Some more cool, but underperforming and unleveled sets that could be updated! Slap V16 on these bad boys and buff some of the sets with low percentages/lower CD/increase values... (just listing the unique bonuses):
    • Destructive Mage (3 items) Heavy Attacks place a bomb on the enemy. This bomb will explode for 795 Daedric Damage to nearby enemies when another player hits it with a Heavy Attack. Bomb can be placed once every 20 seconds.
    • Relics of the Rebellion (3 items) 5% chance on attack to gain a 3010 point Damage Shield for 5 seconds.
    • Apprentice Garb (5 items) Knockdown nearby enemies and heal self for X if you are damaged while under 35% Health. This effect can happen once every 20 seconds.
    • Magicka Furnace (5 items) When hit by a melee attack, recover 4200 Magicka. 30 seconds cooldown.
    • Sanctuary (5 items) Group members within 10m gain 12% increased effect from heals.
    • Syrabane (5 items) Gain 810 Magicka each time you block a spell.
    • Hide of the Werewolf (5 items) Generate 3 Ultimate when damaged. This effect can occur once every 5 seconds.
    • Kyne's Flight (5 items) Bow attacks snare the target reducing their movement speed by 30% for 3 seconds.
    • Nightshade (5 items) Melee attackers take 351 Poison damage.
    • Twin Sisters (5 items) When Blocking, 20% chance to cause attacker to bleed for 8820 Physical Damage over 8 seconds. Attacker must be within 5m.
    • Akatosh's Blessed (5 items) (5 items) Blocking gives a 33% chance to blind your attacker, giving them a 100% miss chance for 5 seconds. This effect can occur once every 10 seconds. (?!?)
    • Embershield (5 items) When you hit an enemy with a fully-charged heavy attack, 50% chance to gain 3360 Spell Resistance for 6 seconds. Also deals 1008 Flame Damage every second to nearby enemies.
    • Lord's Mail (5 items) Casting a spell has a 100% chance to remove 1 negative effect, this can occur every 15 seconds.
    • Nikulas' Heavy Armor (5 items) Blocking Projectile Spells has a 25% chance of Reflecting the spell on its caster.

    The list goes on and on, and I've honestly considered posting a megapost looking at every single item set and evaluating them, to make suggestions on what changes need to be made to make the set a viable option in this game. Maybe I will finally do so...

    Interesting suggestion @Yiko about changing how the Monster's Sets work. I do think it's a shame that people use them for the 1 piece and often neglect the 2 piece. I also think riots would occur if they changed it to how you suggested!

    Haha this set. Used it in BwB once. Much hilarity ensued.

    In all seriousness, the OP is correct and this post does bring up a lot of interesting sets that could add much needed variety to the game.
    Edited by Joy_Division on January 27, 2016 6:29PM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Crown
    Crown
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    WRX wrote: »
    I agree with everything you said. It all makes complete sense to me.

    Unfortunately, the real reason this doesn't happen is they are balancing too much. When things like this have been brought up in the past, like close to 6-12 months ago, the one common denominator was PvE.

    If they go and make one skill or set stronger for PvP, in PvE it is now possibly over-powered because of the battle spirit and nature of how PvE trails work. They only made their job harder by increasing battle spirit more.

    What do you think would happen if instead of Battle Spirit reducing incoming damage and healing, they increased health pools proportionately. That way PvE and PvP damage would be the same, and they could compensate for the amount of damage per skill by having large health pools.. It would probably render health bonuses on gear completely useless, and have to rework health regen numbers in PvP, but if all damage was consistent in the game it would make set balancing a lot better.

    Disclaimer - I've not given this a lot of thought yet, it was one of those ideas that popped into my head.
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  • Takllin
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    Crown wrote: »
    WRX wrote: »
    I agree with everything you said. It all makes complete sense to me.

    Unfortunately, the real reason this doesn't happen is they are balancing too much. When things like this have been brought up in the past, like close to 6-12 months ago, the one common denominator was PvE.

    If they go and make one skill or set stronger for PvP, in PvE it is now possibly over-powered because of the battle spirit and nature of how PvE trails work. They only made their job harder by increasing battle spirit more.

    What do you think would happen if instead of Battle Spirit reducing incoming damage and healing, they increased health pools proportionately. That way PvE and PvP damage would be the same, and they could compensate for the amount of damage per skill by having large health pools.. It would probably render health bonuses on gear completely useless, and have to rework health regen numbers in PvP, but if all damage was consistent in the game it would make set balancing a lot better.

    Disclaimer - I've not given this a lot of thought yet, it was one of those ideas that popped into my head.

    I thought about it as well, but then you have issues with Blazing Shield and Igneous getting tremendous buffs, GDB etc.

    Not that they don't need them, but it get's a bit sticky with abilities like that. Though I honestly think this solution is far better than nerfing everything by X%.
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  • WRX
    WRX
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    Crown wrote: »
    WRX wrote: »
    I agree with everything you said. It all makes complete sense to me.

    Unfortunately, the real reason this doesn't happen is they are balancing too much. When things like this have been brought up in the past, like close to 6-12 months ago, the one common denominator was PvE.

    If they go and make one skill or set stronger for PvP, in PvE it is now possibly over-powered because of the battle spirit and nature of how PvE trails work. They only made their job harder by increasing battle spirit more.

    What do you think would happen if instead of Battle Spirit reducing incoming damage and healing, they increased health pools proportionately. That way PvE and PvP damage would be the same, and they could compensate for the amount of damage per skill by having large health pools.. It would probably render health bonuses on gear completely useless, and have to rework health regen numbers in PvP, but if all damage was consistent in the game it would make set balancing a lot better.

    Disclaimer - I've not given this a lot of thought yet, it was one of those ideas that popped into my head.

    I would probably prefer this honestly. Then of course new issues arise, like %health passives being OP and stacking of HP with blazing or igneous. We've both heard of that Stalker kitty hitting 33k blazing shields on players. No matter how you look at it though, the more you modify battle spirit, the more impossible it is to have a balance. We know this though, so in that since I like it for balance in some ways.

    Instead, I would of rather seen the old 1.5:1 HP ratios all around. Fixes many things, or even better, adjusted softcaps.

    Edited by WRX on January 27, 2016 9:03PM
    Decibel GM

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  • Dkill
    Dkill
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    This is a great Post Yiko for president
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  • zyk
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    IMO, the main flaw isn't itemization or Battle Spirit, but the fact that in most cases offensive and defensive abilities scale off the same stats while health provides almost no auxiliary benefit. Soft caps were only a band-aid to this fundamental flaw.

    This promotes stacking and reduces optimal build diversity.
    Edited by zyk on January 27, 2016 9:02PM
  • Sallington
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    zyk wrote: »
    IMO, the main flaw isn't itemization or Battle Spirit, but the fact that in most cases offensive and defensive abilities scale off the same stats while health provides almost no auxiliary benefit. Soft caps were only a band-aid to this fundamental flaw.

    This promotes stacking and reduces optimal build diversity.

    Band-aid or no band-aid, soft caps were still better than the stat stacking we have now.


    Also, this thread is making me super nostalgic for the old Blazing Shield builds :(
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  • Toast_STS
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    @Yiko Winterborn is actually 8% to proc and can trigger off of dot damage. It's still pretty weak though. If it had a shorter or no cooldown time it could be very nice.
    Edited by Toast_STS on January 27, 2016 9:11PM
    VR14 DK Leaps-in-keeps
  • Waylander
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    I think they should just make the B.I.S. gear available in each new DLC so they can move units...

    Then bring out some more horse skins and maybe some costumes...

    Oh hang on...
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  • Solariken
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    Yiko wrote: »
    The last thing that I want to touch on may be somewhat controversial. The way a lot of people are using monster sets at the moment, in my opinion, completely defeats the fundamental purpose and idea of the monster sets. Not only do I think that most of the current 1 set bonuses of monster sets should see a rework (6/10 are +max health), but I also think that the 1 set bonus should be completely attached to the 2 set bonus & that most of the current 2 set bonuses need a rework or retuning. For example, the current Bloodspawn set bonuses would be rehauled from 1) stam recovery 2) effect into --> 2) stam recovery + effect, potentially with the stam recovery at increased value. If the set bonuses aren't combined, then the 2 piece has to be that much more compelling. Too many people are skating by using just the 1 piece bonus of the monster set. I understand that players need to feel rewarded when getting an item and that a monster set without it’s potentially difficult-to-acquire counterpart may seem unfulfilling, but the current iteration of the monster sets is being abused too heavily and is contributing to the stagnant meta.

    Interesting thoughts overall, but I support the part about monster sets 100%.
    Edited by Solariken on January 27, 2016 11:06PM
  • KenaPKK
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    Totally agree with the OP. Somewhat agree with the comments regarding Battle Spirit.

    Mmmm the sheer number of cool sets that would be available to us if all of those were upgraded to v16... Yummy.
    Edited by KenaPKK on January 28, 2016 1:10AM
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  • Teargrants
    Teargrants
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    Should have posted on Reddit.

    Wrobel be like...
    hl9wsAg.jpg
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  • Yiko
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    Teargrants wrote: »
    Should have posted on Reddit.

    No reddit account, but if they seriously read things there, someone feel free to post it or link this post.
    Waylander wrote: »
    I think they should just make the B.I.S. gear available in each new DLC so they can move units...

    Then bring out some more horse skins and maybe some costumes...

    Oh hang on...

    Yeah, if that happens with the next DLC, I'll know that they don't plan on fixing their current game remotely as responsibly and actively as they should and are just looking for consecutive cash-outs with the DLC, which is probably the case.
  • Ahzek
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    [*] Akatosh's Blessed (5 items) (5 items) Blocking gives a 33% chance to blind your attacker, giving them a 100% miss chance for 5 seconds. This effect can occur once every 10 seconds

    NEVER bring this set to a level where it will be competetive stat wise. This is the strongest anti single target defense in the entire game. It basically reduces the damage of you opponent by 100% half the time. There was a reason blinding flashes and sparks were removed. Miss (chance) is the most unfun mechanic in the entire game, especially with this set, where you can hardly even see the effect procc on you and you start to wonder why your SA/curse/uppercut/etc. dont have any effect. This is even more amazing when you try to keep your enemy at bay with a CC and it simply does nothing.


    That said, they basically should buff up all the outdated trial sets, VR1-14 sets and also make some changes to make raw stats less desierable.
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  • ashlee17
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    I would also like to see many more of the already released sets scaled up. It would be great to have more variety in v16 gear. Thanks for writing a interesting and constructive post.
  • Zyle
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    I don't get why all gear doesn't scale to max :/

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    Zyle - LVL50 Stamina Nightblade - Former Emp AS - VMA Clear (Flawless)
    Joven - LVL50 Hybrid Templar
    Adion - LVL50 Stamina DK
    Radac - LVL50 Magicka Sorcerer
    Vanikath - LVL50 Magicka DK
  • Stikato
    Stikato
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    Agree with just about everything in the entire thread

    Would just add my 0.02 to reinforce the fact that this is a result of removal of softcaps, and their terrible itemization decisions.

    Was 1.6 really any better? Who wasn't running 2 pc morag, 2 piece shadow walker, 3 pc dreugh king etc, or adroitness / martial knowledfe etc. The game fundamentally changed in 1.6. I miss my old magicka sorc with 3500 HP. That didn't have to recast shields every 5 sec.

    It was all blown up, so people would buy xp pots to grind CPs, and soft caps had to go to make this happen. Old gear had to go to induce more purchases of IC.

    Now.. CP is effectively capped for the rest of the useful lifespan of this game. Yet we are left with the terrible consequences of its initial design.


    Mordimus - Stam Sorc
  • Frawr
    Frawr
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    I don't get why all gear doesn't scale to max :/

    They want you to buy their new quests. Same reason as why they nerf existing v14 gear bonuses on the ic patch.

    I like the ideas above.

    I agree that resetting HP back to 1.5:1 would be a good starting point for increasing ttk. And it is really easy to do.

    Igneous etc would be no more op than they were pre 1.6 where health was 1.5:1. Dps is still relatively higher than it was then to so it shouldn't be too strong.

    I really am uncomfortable with the lack of communication about skills. Never a good sign.
  • Yiko
    Yiko
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    Frawr wrote: »
    I really am uncomfortable with the lack of communication about skills. Never a good sign.

    Yeah, I'm just generally disappointed with ZOS' level of communication. They need to be more transparent about the objectives that they have for their game, release tentative changes to the community, and listen to the feedback and criticisms from more or less qualified community members. PTS and its small feedback window do not cut it in that regard.
  • Soris
    Soris
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    Ahzek wrote: »
    [*] Akatosh's Blessed (5 items) (5 items) Blocking gives a 33% chance to blind your attacker, giving them a 100% miss chance for 5 seconds. This effect can occur once every 10 seconds

    NEVER bring this set to a level where it will be competetive stat wise. This is the strongest anti single target defense in the entire game. It basically reduces the damage of you opponent by 100% half the time. There was a reason blinding flashes and sparks were removed. Miss (chance) is the most unfun mechanic in the entire game, especially with this set, where you can hardly even see the effect procc on you and you start to wonder why your SA/curse/uppercut/etc. dont have any effect. This is even more amazing when you try to keep your enemy at bay with a CC and it simply does nothing.


    That said, they basically should buff up all the outdated trial sets, VR1-14 sets and also make some changes to make raw stats less desierable.
    Miss chance is what the game needed at this point though. Will all the fotm xyz spammers be upset by this? Yes indeed.
    Welkynd [Templar/AD/EU]
  • Yiko
    Yiko
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    Soris wrote: »
    Miss chance is what the game needed at this point though. Will all the fotm xyz spammers be upset by this? Yes indeed.

    Variety is needed, but I think a bunch of people running blind builds in Cyrodiil would be ridiculous
  • Merlin13KAGL
    Merlin13KAGL
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    The only reason there was every much 'diversity' was due to certain sets being available only at certain levels.

    While it's true there are fewer active combinations now, the game has never fully realized the use of probably 80% of the sets at any given point in time.

    That's being generous, and a damn shame, all at the same time.
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • FMonk
    FMonk
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    The only reason there was every much 'diversity' was due to certain sets being available only at certain levels.

    While it's true there are fewer active combinations now, the game has never fully realized the use of probably 80% of the sets at any given point in time.

    That's being generous, and a damn shame, all at the same time.

    There was build diversity back when there were softcaps and no CP. Now almost everyone runs a variation of the same cookie cutter dps builds.

    It's definitely true that there have always been tons of unused sets, but 1.6 killed the build diversity we used to have. 1.6 killed a lot of things, but that's another topic entirely.
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