I disagree. With some combinations here you can sustain even without CP which was shown during the no CP event.First no gear should be removed, more options are good.
Second I think a lot of the issues with ESO meta comes from many sources, they just need to keep working on it .
The CP changes are a start by moving some of the resource management out of CP and back into gear/skills.
First no gear should be removed, more options are good.
Second I think a lot of the issues with ESO meta comes from many sources, they just need to keep working on it .
The CP changes are a start by moving some of the resource management out of CP and back into gear/skills.
I disagree. With some combinations here you can sustain even without CP which was shown during the no CP event.First no gear should be removed, more options are good.
Second I think a lot of the issues with ESO meta comes from many sources, they just need to keep working on it .
The CP changes are a start by moving some of the resource management out of CP and back into gear/skills.
Some of the gear is quite outdated and really is in need of a change.
I don't understand why you are saying put the sustain back into skills/gear when the end goal is to tone down sustain which really is coming from sets. Did you ever try to combine Black Rose with Syrabane? Like I said, you like it because it's broken.
Options are good I agree, but when you have 3 of the same sets doing basically the same thing with a different name/effect, you have a problem with balance.
How many sets do we have in ESO at the moment? Have to be close to 200? Maybe removing some would be a good choice to remove some of the useless lag too.
With sets like these you are able to pin a target down and drain resources and also run damage glyphs and change your mundus stone ontop of certain champion point set ups.I disagree. With some combinations here you can sustain even without CP which was shown during the no CP event.First no gear should be removed, more options are good.
Second I think a lot of the issues with ESO meta comes from many sources, they just need to keep working on it .
The CP changes are a start by moving some of the resource management out of CP and back into gear/skills.
Some of the gear is quite outdated and really is in need of a change.
I don't understand why you are saying put the sustain back into skills/gear when the end goal is to tone down sustain which really is coming from sets. Did you ever try to combine Black Rose with Syrabane? Like I said, you like it because it's broken.
Options are good I agree, but when you have 3 of the same sets doing basically the same thing with a different name/effect, you have a problem with balance.
How many sets do we have in ESO at the moment? Have to be close to 200? Maybe removing some would be a good choice to remove some of the useless lag too.
That sustain comes at the cost of damage though when you place it on the sets. You'd need more sets with regen which means less on damage and max stat.
Granted there is room for more balance to be done (which is why I said they just need to keep it up).
It's not about being able to counter it, ZOS has said themselves they do not like the idea of infinite sustain, and it truly comes down to the amount of gear set options available that pretty much do the same thing but with different effects. You can combine those which yes is freedom of choice of course but also very damaging as well.@Nifty2g What would that do to all the different builds you can use? that would severely limit peoples choices for how they want to play which is extremely unfair and limiting on the freedom of the game. Yes people can use those sets to permablock or breath of life spam, but there are ways to counter that now.
It's not about being able to counter it, ZOS has said themselves they do not like the idea of infinite sustain, and it truly comes down to the amount of gear set options available that pretty much do the same thing but with different effects. You can combine those which yes is freedom of choice of course but also very damaging as well.@Nifty2g What would that do to all the different builds you can use? that would severely limit peoples choices for how they want to play which is extremely unfair and limiting on the freedom of the game. Yes people can use those sets to permablock or breath of life spam, but there are ways to counter that now.
Perhaps remove some to add some sort of boundary for players who want to purely deal damage with infinite sustain, because really that's not too engaging.
It's not all about being able to counter permablock or breath of life spammers.
In PvE or PvP?Right now because of the CP you can wear sets which are full Crit/Dmg/Stat and never need regen on your gear. If they keep pushing changes which cut the sustain bonus from CP it will force some gear to be changed to require regen/cost reduction.It's not about being able to counter it, ZOS has said themselves they do not like the idea of infinite sustain, and it truly comes down to the amount of gear set options available that pretty much do the same thing but with different effects. You can combine those which yes is freedom of choice of course but also very damaging as well.@Nifty2g What would that do to all the different builds you can use? that would severely limit peoples choices for how they want to play which is extremely unfair and limiting on the freedom of the game. Yes people can use those sets to permablock or breath of life spam, but there are ways to counter that now.
Perhaps remove some to add some sort of boundary for players who want to purely deal damage with infinite sustain, because really that's not too engaging.
It's not all about being able to counter permablock or breath of life spammers.
Honestly you got a glimpse of what it was like in PvP (which is the main issue) with the no Champion Point event, that's probably the best test you can get in current without changes. There was still issues, you could still infinitely sustain with these sets. I'm sure that's enough evidence?If the CP changes alone are not good enough they can start looking at other areas to make adjustments (and I am sure they will) but until we see the CP changes in full with Morrowind (they said on ESO Live this is still WIP) then we won't know how effective they are.
What do you mean? With this gear your resources are totally fine with or without CP, that's what the issue is.Bobby_V_Rockit wrote: »But we have yet to see what they do to the other stars in the CP trees... might balance itself out
I disagree. Token system doesn't fix anything other than letting people get the one or two good sets faster.The_Undefined wrote: »We just need a token system. The more variety isn't what's killing the armor system, it's the lack of real player control / choice.
I disagree. Token system doesn't fix anything other than letting people get the one or two good sets faster.The_Undefined wrote: »We just need a token system. The more variety isn't what's killing the armor system, it's the lack of real player control / choice.
There will always be FOTM builds and sets, but there needs to be something which makes reg/stat/other sets and traits appealing compared to dmg/crit/divines.
In PvE, I don't see how regen/reduced cost sets will ever look viable when you have roles dedicated to making your sustain better unless you remove skills. This is also because of damage and how health is currently. Just wont fit in with the style of the game. You are asking for a total revamp of that whole system, which I don't think is a good idea, took awhile to get to the point where we are at to just start over again like that instead of just removing something which fixes it quite easily in my opinion.I disagree. Token system doesn't fix anything other than letting people get the one or two good sets faster.The_Undefined wrote: »We just need a token system. The more variety isn't what's killing the armor system, it's the lack of real player control / choice.
There will always be FOTM builds and sets, but there needs to be something which makes reg/stat/other sets and traits appealing compared to dmg/crit/divines.
Ah yeah, I changed it.I'm confused. Where are your screenshots from? I'm pretty sure they nerfed Desert Rose to 4 second cooldown in Homedstead, which did make a lot of people drop it for other sets. The Black Rose one also seems outdated because they changed one of the bonuses to magicka instead of stamina in the same patch.
With sets like these you are able to pin a target down and drain resources and also run damage glyphs and change your mundus stone ontop of certain champion point set ups.I disagree. With some combinations here you can sustain even without CP which was shown during the no CP event.First no gear should be removed, more options are good.
Second I think a lot of the issues with ESO meta comes from many sources, they just need to keep working on it .
The CP changes are a start by moving some of the resource management out of CP and back into gear/skills.
Some of the gear is quite outdated and really is in need of a change.
I don't understand why you are saying put the sustain back into skills/gear when the end goal is to tone down sustain which really is coming from sets. Did you ever try to combine Black Rose with Syrabane? Like I said, you like it because it's broken.
Options are good I agree, but when you have 3 of the same sets doing basically the same thing with a different name/effect, you have a problem with balance.
How many sets do we have in ESO at the moment? Have to be close to 200? Maybe removing some would be a good choice to remove some of the useless lag too.
That sustain comes at the cost of damage though when you place it on the sets. You'd need more sets with regen which means less on damage and max stat.
Granted there is room for more balance to be done (which is why I said they just need to keep it up).
You most certainly do not hit weak with these sets, some of them even come with a damage bonus
I did not say remove or change all sustain sets. I said some need to be changed due to the combinations you can make. At this point with the almost 200 sets we have (maybe more I havent counted) there are 2-3 sometimes 4 sets of sets that do the same thing pretty much in either light, medium or heavy that come in every armor type, jewellery type and weapon sets. Freedom of choice to build is fine and you should have some options but why have copies of sets that you can abuse with or without your champion system.With sets like these you are able to pin a target down and drain resources and also run damage glyphs and change your mundus stone ontop of certain champion point set ups.I disagree. With some combinations here you can sustain even without CP which was shown during the no CP event.First no gear should be removed, more options are good.
Second I think a lot of the issues with ESO meta comes from many sources, they just need to keep working on it .
The CP changes are a start by moving some of the resource management out of CP and back into gear/skills.
Some of the gear is quite outdated and really is in need of a change.
I don't understand why you are saying put the sustain back into skills/gear when the end goal is to tone down sustain which really is coming from sets. Did you ever try to combine Black Rose with Syrabane? Like I said, you like it because it's broken.
Options are good I agree, but when you have 3 of the same sets doing basically the same thing with a different name/effect, you have a problem with balance.
How many sets do we have in ESO at the moment? Have to be close to 200? Maybe removing some would be a good choice to remove some of the useless lag too.
That sustain comes at the cost of damage though when you place it on the sets. You'd need more sets with regen which means less on damage and max stat.
Granted there is room for more balance to be done (which is why I said they just need to keep it up).
You most certainly do not hit weak with these sets, some of them even come with a damage bonus
The key thing tho is that you do give up damage vs having all damage sets. having one slot being increase spell damage or increase magica or even two is not the top end. The top end for damage is all being additive to damage either thru spell damage, spell crit, penetration or procs (or maybe two in the 2-3-4 and then a good 5pc one as well.)
There is no reason there cannot be or should not be all sustain sets or mostly sustain sets or split sustain and damage sets to allow for the variety of ways a character can be built to intentionally balance or imbalance sustain vs damage.
Consider for jewel glyphs/enchants you are not prevented from having all damage boost, all sustain boost or any combination in between. that doesn't break things, it just gives you options for how you reach the balance/imbalance point you prefer.
Same with sustain sets.
The problem with the Cp as they were is that there was no real trade-off between damage and sustain due to in part the placement. While removing them is one option (as a part of a broader overall package) another would have been to reshuffle those trees to put the major sustains in the same regions as all the damage options. Had all the various damage boosters and both the regen and costs been in the same color triad of constellations, stamina in another, health in another and each had a third utility cluster - there would have been more trade-off as well.
But the character who slots warlock for 5 pcs instead both burning spellweave or spinners (keeping one of these) is clearly trading damage for sustain - and that is the goal.
As Rich once said in regards to Dynamic Ultimate gain "You like it because it's broken"
Lets be honest here, removing Warlord and Magician won't exactly do anything for End Game Champion Point cap PvP gameplay, the main issue here is gear. Gear is completely out of control because certain gear have not been adjusted accordingly since our last major gear overhaul which happened long long long ago back in 1.3.1(2014). I believe ZOS needs to go back and adjust some things once again because it really has gotten out of control with some of the sets that are around that you can build infinite resource builds, infinite block builds, roll dodge, etc and the only way we have to counter some things was something terrible added to the game known as resource poisons which also funnels the player into playing and building some of these builds. And since we also now have jewerlly avaliable for every set and weapons, you can mix combinations you couldn't before which is also a huge problem for this.
I personally think PvP right now is broken because of just the possible gear combinations that have totally been overlooked and it's to the point that with the amount of champion points we have, it's just completely and utterly broken and players are abusing it because they like it. Sets should not have a chance to proc back any of your sustain in my opinion, or at least very toned down from what it currently is.
So personally, I think gear changes would be the perfect way to adjust some of the issues, lets take a look at some examples:Desert Rose
(2 items) Adds 1935 Spell Resistance
(3 items) Adds 1064 Max Health
(4 items) Adds 967 Max Magicka
(5 items) When you take damage, you have a 15% chance to recover 2408 Magicka. This effect can occur once every 4 second.
Black Rose
(2 items) Adds 1064 Max Health
(3 items) Adds 967 Max Stamina
(4 items) Adds 967 Max Magicka
(5 items) Increases your Weapon and Spell Damage by 154. Increases the Magicka and Stamina restored from the Constitution passive ability by 40%.
Shroud of the Lich
(2 items) Adds 129 Magicka Recovery
(3 items) Adds 967 Max Magicka
(4 items) Adds 129 Magicka Recovery
(5 items) When you fall below 33% Magicka, increase your Magicka Recovery by 1032 for 20 seconds. This effect can occur once every 1 minute.
Vestments of the Warlock
(2 items) Adds 129 Magicka Recovery
(3 items) Adds 967 Max Magicka
(4 items) Adds 129 Magicka Recovery
(5 items) When you fall below 33% Magicka, restore 9000 Magicka. This effect can occur once every 1 minute.
Withered Hand
(2 items) Adds 129 Magicka Recovery
(3 items) Adds 967 Max Magicka
(4 items) Adds 1002 Max Health
(5 items) When an enemy within 28 meters dies, heal for 1290 Health and gain 1290 Magicka. This effect can occur once every 3 seconds.
Syrabane's Grip
(2 items) Adds 129 Magicka Recovery
(3 items) Adds 129 Spell Damage
(4 items) Adds 967 Max Magicka
(5 items) When you block a Flame, Frost, Shock or Magic Damage ability, you restore 860 Magicka. This effect can occur once every 1 second.
Remember I'm not saying these need to be removed and there are a lot more to list but these are just some of the possible sets that should be looked in to, though I think ZOS need to start thinking about removing sets. But some sets are in need of an overhaul. And players are just using it cause it's there.
This is because of PvP mostly having access to build a lot of viable infinite resource builds.OP I think you also need to inform everyone with some case examples of what you're seeing needs to change.
Is this because of super sustain/tank builds in PvP, is this because of infinite resources in PvE?
I'm confused. Where are your screenshots from? I'm pretty sure they nerfed Desert Rose to 4 second cooldown in Homedstead, which did make a lot of people drop it for other sets. The Black Rose one also seems outdated because they changed one of the bonuses to magicka instead of stamina in the same patch.
I did not say remove or change all sustain sets. I said some need to be changed due to the combinations you can make. At this point with the almost 200 sets we have (maybe more I havent counted) there are 2-3 sometimes 4 sets of sets that do the same thing pretty much in either light, medium or heavy that come in every armor type, jewellery type and weapon sets. Freedom of choice to build is fine and you should have some options but why have copies of sets that you can abuse with or without your champion system.
And as I mentioned I don't think ZOS are going to redo their damage at this time to account for the nerf you will get to your damage if they remove the CP sustains which will pigeonhole the player base into taking regen sets which will ultimately remove your freedom of build choice. So really, removing/changing some sets around is the good choice in the long run.
the Cp removal is only going to make most people switch up jewelry enchants to cost reductions I thought.