Minaithelan wrote: »The Atro buff is an overkill, however I think it will make all those complaining Templars stop. I do think healing will be something easier with all that regen, but good healer may change their enchants to spell damage probably.
What I fear however is that The Ritual (% healing) will now be totally useless. Still gotta make some tests I may share them in the afternoon.
It simply needs to provide a somewhat comparable ration of mundus compared to setbonus that they´re aiming for with these changes.
All mundus stones provide around two normal setbonuses worth of stats. If they hadn´t changed that for attro/serpent these would have simply become completely irrelevant.
Strider_Roshin wrote: »Stamina certainly needed the extra sustain (doubt it will be enough though). As far as magicka goes this change isn't a big deal since sustaining was already easy.
It simply needs to provide a somewhat comparable ration of mundus compared to setbonus that they´re aiming for with these changes.
All mundus stones provide around two normal setbonuses worth of stats. If they hadn´t changed that for attro/serpent these would have simply become completely irrelevant.
But recovery set bonuses didn't receive buff:
Universally adjusted the values of some 1, 2, 3, and 4-piece bonus stats for all Item Sets:
Max Health, Magicka, or Stamina has been increased by 13.3%
Weapon Critical or Spell Critical rating has been increased by 55%
Physical or Spell Resistance has been increased by 13.8%
Physical or Spell Penetration has been decreased by 22%
ZoS wrote:We’ve also standardized Mundus Stone values against other systems that grant similar bonuses, such as enchantments or Item Sets, so you can customize the stats you care about in each system without needing to worry about weighing the exact values against each other. Mundus Stones are now equivalent to 1.85x of an Item Set bonus.[/zone]
Joy_Division wrote: »They said so right in the patch notes:ZoS wrote:We’ve also standardized Mundus Stone values against other systems that grant similar bonuses, such as enchantments or Item Sets, so you can customize the stats you care about in each system without needing to worry about weighing the exact values against each other. Mundus Stones are now equivalent to 1.85x of an Item Set bonus.
@Minaithelan
I understand that, but that doesn't change that healing right now is easy enough. Even with the loss of major mending the individual heals are strong enough and you can at the moment get over 3k unbuffed magicka regen without any trouble while still running two support sets in PvE or two tank sets in PvP. Fully buffed it's more around 4k, which means you can spam heals all day long. I can see how the mundus changes can be a small buff for some builds, but for healers and other builds that stack it it makes it too easy to get unreasonable amounts of sustain.
It simply needs to provide a somewhat comparable ration of mundus compared to setbonus that they´re aiming for with these changes.
All mundus stones provide around two normal setbonuses worth of stats. If they hadn´t changed that for attro/serpent these would have simply become completely irrelevant.
But recovery set bonuses didn't receive buff:
Universally adjusted the values of some 1, 2, 3, and 4-piece bonus stats for all Item Sets:
Max Health, Magicka, or Stamina has been increased by 13.3%
Weapon Critical or Spell Critical rating has been increased by 55%
Physical or Spell Resistance has been increased by 13.8%
Physical or Spell Penetration has been decreased by 22%
Strider_Roshin wrote: »Stamina certainly needed the extra sustain (doubt it will be enough though). As far as magicka goes this change isn't a big deal since sustaining was already easy.
No. L2balance stats. As we all do for years.
Strider_Roshin wrote: »Strider_Roshin wrote: »Stamina certainly needed the extra sustain (doubt it will be enough though). As far as magicka goes this change isn't a big deal since sustaining was already easy.
No. L2balance stats. As we all do for years.
I typically have around 2200 stam regen for my stam characters.
My magicka characters on the other hand need around 1400.
It's just simply easier to maintain resources when playing magicka.
Minaithelan wrote: »@Minaithelan
I understand that, but that doesn't change that healing right now is easy enough. Even with the loss of major mending the individual heals are strong enough and you can at the moment get over 3k unbuffed magicka regen without any trouble while still running two support sets in PvE or two tank sets in PvP. Fully buffed it's more around 4k, which means you can spam heals all day long. I can see how the mundus changes can be a small buff for some builds, but for healers and other builds that stack it it makes it too easy to get unreasonable amounts of sustain.
Yes, I just tested many builds, even with spell damage. In terms of raw healing power and reasonable sustain (~2.6k Mag rec)The Ritual is the best option. I reached more than 3.5k Mag Rec with Atronach+Witchmother+Potion, which i think is way too much. These are only numbers though, I'd need to go to a Vet Trial to see it in action.
A lot of people weren't happy with the savage nerf to resource management, so buffing the regen mundus stones is a pretty good compromise tbh
It simply needs to provide a somewhat comparable ration of mundus compared to setbonus that they´re aiming for with these changes.
All mundus stones provide around two normal setbonuses worth of stats. If they hadn´t changed that for attro/serpent these would have simply become completely irrelevant.
For consistency's sake. That's why.Developer Comments wrote:We’ve also standardized Mundus Stone values against other systems that grant similar bonuses, such as enchantments or Item Sets, so you can customize the stats you care about in each system without needing to worry about weighing the exact values against each other. Mundus Stones are now equivalent to 1.85x of an Item Set bonus.
I agree with OP. This munduses are popular and strong now on live. You know why? Because ZoS nerfed sustain like 1 month ago. Did they forget about what the said about resource managmemt as important part of Eso gameplay? All changes in complex will break whole stat balance system that we have now in my opinion. Increase recovery mundus - but not recovery food and glyphs. Why? What is the purpose? To do hidden nerf to food and glyphs? Zos want glyphs to be irrelevant or what? I just don't get it.
And whyyyy buff max stat pool? To make spell and weapon damage irrelevant? To speed up power creep? The whole picture... it doesn't make sense at all!
I agree with OP. This munduses are popular and strong now on live. You know why? Because ZoS nerfed sustain like 1 month ago. Did they forget about what the said about resource managmemt as important part of Eso gameplay? All changes in complex will break whole stat balance system that we have now in my opinion. Increase recovery mundus - but not recovery food and glyphs. Why? What is the purpose? To do hidden nerf to food and glyphs? Zos want glyphs to be irrelevant or what? I just don't get it.
And whyyyy buff max stat pool? To make spell and weapon damage irrelevant? To speed up power creep? The whole picture... it doesn't make sense at all!