Black Rose:
- This item set's 4-piece bonus now grants Maximum Magicka instead of Maximum Stamina.
- This item set now increases the Magicka or Stamina restored by the Constitution passive by 35%, down from 40%.
- Developer Comments: Black Rose was too powerful with how much more resources it gave to the Constitution passive. Reducing this bonus slightly keeps the set viable, and balances it better against other Heavy Armor options.
Source CTRL+F, search 'Black Rose'
Chilly-McFreeze wrote: »[quote="mafli1;3923213"]Remove all the existing gear and cp from pvp. implement a few free to get "pvp-only-gear" for every class which affects only the own char. create new content to earn special pvp gear in cyrodiil. pvp gear craft stations would be a thing..
Problems solved:
- Server performance improved
- Skill is more important then gear
- ressource management is a thing
- content that spreads the population on the whole map (performance improved)
jeremiah911 wrote: »I completely agree with considering changes / updates to set bonuses so lets start with VO why don't we. That set has the equivalent to 3 5 piece bonuses and is virtually the only set required for all stam classes. Resources, speed, 5% damage buff, WD....seems like its everything the OP described but for PvE.
UppGRAYxDD wrote: »soo all I got from this nerf post: OP is a stamina toon mad at magicka toons
xblackroxe wrote: »UppGRAYxDD wrote: »soo all I got from this nerf post: OP is a stamina toon mad at magicka toons
Jokes on you, op is a magplar.
UppGRAYxDD wrote: »soo all I got from this nerf post: OP is a stamina toon mad at magicka toons
Only? Spell Damage enchantments are a huge part of your damage. They equal to 537 spell or weapon damage for using 3. Sounds like a huge streamline nerf to damage. While I'm all about resources being a strain removing the cost reduction CP's isn't the best way. Try helping ZOS out cause they will probably do it one way or another.the Cp removal is only going to make most people switch up jewelry enchants to cost reductions I thought.
Chilly-McFreeze wrote: »[quote="mafli1;3923213"]Remove all the existing gear and cp from pvp. implement a few free to get "pvp-only-gear" for every class which affects only the own char. create new content to earn special pvp gear in cyrodiil. pvp gear craft stations would be a thing..
Problems solved:
- Server performance improved
- Skill is more important then gear
- ressource management is a thing
- content that spreads the population on the whole map (performance improved)
Might wanna go play a shooter instead of an RPG?

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.
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.
Because during the no cp event it showed these sets are still over performing. How would adjusting cp be more effective if even without them the issue persists?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.
You can nerf all the sets you want, but it will always be possible to infinite sustain if desired, because there are multiple ways to compromise other stats for it. I'm not sure why you think adjusting gear instead of cp would be more effective?
I do agree tho that we need a thoughtful gear overhaul, but that's mainly cause many are just too weak, or not unique enough but have little to do with cp rebalance.
Because during the no cp event it showed these sets are still over performing. How would adjusting cp be more effective if even without them the issue persists?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.
You can nerf all the sets you want, but it will always be possible to infinite sustain if desired, because there are multiple ways to compromise other stats for it. I'm not sure why you think adjusting gear instead of cp would be more effective?
I do agree tho that we need a thoughtful gear overhaul, but that's mainly cause many are just too weak, or not unique enough but have little to do with cp rebalance.
You can pretty much combine these sets and run some specific things so you will not lose damage, do you really think you run regen glyphs with a combo of black rose + syrabane + bloodspawn on a dragonknight. What?Because during the no cp event it showed these sets are still over performing. How would adjusting cp be more effective if even without them the issue persists?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.
You can nerf all the sets you want, but it will always be possible to infinite sustain if desired, because there are multiple ways to compromise other stats for it. I'm not sure why you think adjusting gear instead of cp would be more effective?
I do agree tho that we need a thoughtful gear overhaul, but that's mainly cause many are just too weak, or not unique enough but have little to do with cp rebalance.
In no cp sets overperform simply because they are overpowered, but it's not tied to the sustain sets. If you are building an infinite sustain char in no cp your dps will definetly be much lower than in a cp campaign, which is the point of the cp nerf.
You can pretty much combine these sets and run some specific things so you will not lose damage, do you really think you run regen glyphs with a combo of black rose + syrabane + bloodspawn on a dragonknight. What?Because during the no cp event it showed these sets are still over performing. How would adjusting cp be more effective if even without them the issue persists?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.
You can nerf all the sets you want, but it will always be possible to infinite sustain if desired, because there are multiple ways to compromise other stats for it. I'm not sure why you think adjusting gear instead of cp would be more effective?
I do agree tho that we need a thoughtful gear overhaul, but that's mainly cause many are just too weak, or not unique enough but have little to do with cp rebalance.
In no cp sets overperform simply because they are overpowered, but it's not tied to the sustain sets. If you are building an infinite sustain char in no cp your dps will definetly be much lower than in a cp campaign, which is the point of the cp nerf.
You do realise, playing glass cannon builds isn't exactly the best choice... right? And you do realise that even with these gear choices you will not be weak?You can pretty much combine these sets and run some specific things so you will not lose damage, do you really think you run regen glyphs with a combo of black rose + syrabane + bloodspawn on a dragonknight. What?Because during the no cp event it showed these sets are still over performing. How would adjusting cp be more effective if even without them the issue persists?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.
You can nerf all the sets you want, but it will always be possible to infinite sustain if desired, because there are multiple ways to compromise other stats for it. I'm not sure why you think adjusting gear instead of cp would be more effective?
I do agree tho that we need a thoughtful gear overhaul, but that's mainly cause many are just too weak, or not unique enough but have little to do with cp rebalance.
In no cp sets overperform simply because they are overpowered, but it's not tied to the sustain sets. If you are building an infinite sustain char in no cp your dps will definetly be much lower than in a cp campaign, which is the point of the cp nerf.
I really don't get what you are saying. You will always lose dmge at the expense of more sustain, could be more, could be less but you always do.
On no cp, even tho infinite sustain builds are still possible (always will be, hold heavy resto = infinite sustain at the cost of all dps) the dps or tankyness sacrifice for it is quite noticeable.
Nerfing cp sustain will have a similar impact, with less dev work than a gear overwhole, which agreed is needed, agreed, but not mainly cause of issues with sustain builds, but for more diversity and because many are just plain useless.
Here's the thing. You said a "pupper is a doggo."
Is it in the same family? Yes. No one's arguing that.
As someone who is a scientist who studies puppers, doggos, yappers, and even woofers, I am telling you, specifically, in doggology, no one calls puppers doggos. If you want to be "specific" like you said, then you shouldn't either. They're not the same thing.
If you're saying "doggo family" you're referring to the taxonomic grouping of Doggodaemous, which includes things from sub woofers to birdos to sharkos (the glub glub kind not the bork bork kind).
So your reasoning for calling a pupper a doggo is because random people "call the small yip yip ones doggos?" Let's get penguos and turkos in there, then, too.
Also, calling someone a human or an ape? It's not one or the other, that's not how taxonomy works. They're both. A pupper is a pupper and a member of the doggo family. But that's not what you said. You said a pupper is a doggo, which is not true unless you're okay with calling all members of the doggo family doggos, which means you'd call piggos, sluggos, and other species doggos, too. Which you said you don't.
It's okay to just admit you're wrong, you know?