PTS Update 16 - Feedback Thread for Item Sets & Asylum Weapons

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  • Dymence
    Dymence
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    Was it intentional to remove the spell damage effect from vMA weapons? They are basically useless after that nerf. I hope its a bug.

    Define useless
  • Jerdeh
    Jerdeh
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    Dymence wrote: »

    Define useless

    Well, if we for example look this at PvP perspective. How valuable would you count only wall of elements bonus in there? The damage bonuses were the one thing that made vMA weapons special. And especially considering that it is the hardest solo pve content in the game.
    Been playing since betas 2014
  • eso_nya
    eso_nya
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    Did you find that the Master and Maelstrom weapons were correctly changed from an enchantment to an item set?

    Compared to everything else, dual wield seem kinda op:
    master ones increasing dmg from every twinslash tick by 1500 and asylum ones increasing duration of it by 10 seconds, up to 19 secs.
    Compared to the other master weaps, that only increase the initial hit, that looks a bit overpowered.

    All of the restos look meh. Esp master one not getting boosted by infused and torugs anymore xD

    Asylum 2-hander, should be very, very, very good on a stamina warden with the bear execute, the other ones and for the rest of the classes seem not to be worth the set-slot.

    The bows, well master one is still outclassed by noname w/ weapondmg glyph. Asylum one, when u have nothing better might be okay. vma still op af.

    Destros. master one not worth the slot. asylum one grants a free charged trait, "nice to have". vma is okay on backbar, if it doesnt break other set combis.

    Tanking weaps, vma outshines the others by far.


    What did you think about the new crafted item sets?

    Fortified Brass: Armor master, but in "cool". Stronger and doesnt require a armorskill slottet.
    Hybrid sets: will still need ~1200 cp to make use of those, acuity is a step in the right direction, removing the need to stack spell and weaponcrit, downtime feels to long tho, compared to being able to stack 70~90% critchance on a standard build. Still missing hybrid set for penetration.

    What did you think about the new dropped item sets from Clockwork City?

    Mad Tinkerer and Unfathomable Darkness sound fun for pvp ;)

    Livewire: Having a set in heavy armor that gives a dmg-beneficial group effect is a new one. conc otoh, wasnt that why we run charged backbar stormsticks on tanks and healers?
  • Olupajmibanan
    Olupajmibanan
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    Defensive Position (Perfected)
    When you reflect or absorb a spell projectile with Defensive Posture, you restore 2000 Magicka. If Defensive Posture expires without reflecting or absorbing a spell projectile, you restore 5000 Magicka instead.

    Actually, this is perfect if it works on back bar like any maelstrom weapon does.

    I mean, I have Asylum 1h/shield on back bar along with Defensive posture. I cast the spell and switch to front bar where I don't have Asylum. A projectile gets reflected, do I get the 2000 magicka? If yes, perfect, if not it's just useless piece of crap.
  • victoriana-blue
    victoriana-blue
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    Thank you thank you thank you for making the imperfect weapons available on normal.

    I was working on vDSA & vMA before Morrowind, but between a guild lead quitting and the destruction of siphoning attacks I had given up on completing the content with my nightblades, let alone experimenting with the Maelstrom & Master weapons. Normal gives me (and many others) a chance to play with the shiny weapons. And there's the super-special Perfect tier for the vet HM people, which is good for them.

    PTS is still installing so I can't speak to acquisition/etc, but I'm especially intrigued by the possibilities the 1h&s opens for magicka return (magicka return that doesn't rely on elemental drain, health, or ice heavies, how I missed thee). More magicka means more Walls and Paths, so more CC and self-healing while I'm tanking. Or more chains on a dk, it's all good. Yay for meaningful choices about going 2-2-3-5 or 2-5-5!
    CP 750+
    Never enough inventory space, even with storage coffers and a mule account
  • Dymence
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    Well, if we for example look this at PvP perspective. How valuable would you count only wall of elements bonus in there? The damage bonuses were the one thing that made vMA weapons special. And especially considering that it is the hardest solo pve content in the game.

    I don't think the staves were made with PVP in mind. But I see your point.
  • SodanTok
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    Asylum bow does not make sense at all. I havent tested anything, so if it actually improves DPS is to be seen, but it wont change the fact that it does not make sense at all

    I cant even formulate my response properly because I dont know where to begins.
    It is literally weapon you have to slot over some other, that requires you to use AOE skill to buff SINGLE TARGET skill. Two of which are skills of very low impact damage. One with higher range than arrow spray, one with shorter range than arrow spray. The third one being snipe that deals SO MUCH MORE damage than acid spray that using two snipes instead of acid spray + snipe is (at least just mathematically, since no testing) is probably same, but costs less and you dont look like total idiot shooting arrow spray at single boss.
  • nCats
    nCats
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    Return passive damage bonus to Maelstrom.

    IMPORTANT: The new trial staff seems too overpowered in pvp, the sorcerers are already strong enough but this will simply take it to the next level. It seems game-breaking and has to be reviewed.

    Thank you.
  • Derra
    Derra
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    master staves and master 2h don´t make sense when comparing them to asylum or master DW.

    master stave dot gets 1500 dmg on the initial hit and 12% cost reduction (irrelevant entirely)
    master dagger gets 1500 dmg on EVERY dot tick

    How is that even remotely comparable?
    Edited by Derra on September 18, 2017 9:14PM
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Toc de Malsvi
    Toc de Malsvi
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    So when I read the following initially I was excited about what appeared to a buff for bows, provided you were using a particular trial weapon. 5 seconds of 50% more damage from Snipe appeared to be a single target buff, requiring a shifting of skills but a buff none the less.
    [*]Piercing Spray (Perfected)
    • When you deal damage with Arrow Spray, you cause enemies hit to take 50% more damage from the direct damage portion of your next Snipe, Scatter Shot, or Poison Arrow used within 5 seconds.
    [*]Piercing Spray
    • When you deal damage with Arrow Spray, you cause enemies hit to take 45% more damage from the direct damage portion of your next Snipe, Scatter Shot, or Poison Arrow used within 5 seconds.

    After rereading this it appears to come up very short. So we have to cast Arrow Spray before every Snipe? I mean really?
    Edited by Toc de Malsvi on September 18, 2017 9:17PM
    Legendary Archer of Valenwood
    Bosmer Dragon Knight Archer. XBox One. (Flawless Conqueror Bow/Bow)
    Bosmer Nightblade Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Sorcerer Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Warden Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Templar's are evil..
  • Toc de Malsvi
    Toc de Malsvi
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    SodanTok wrote: »
    Asylum bow does not make sense at all. I havent tested anything, so if it actually improves DPS is to be seen, but it wont change the fact that it does not make sense at all

    I cant even formulate my response properly because I dont know where to begins.
    It is literally weapon you have to slot over some other, that requires you to use AOE skill to buff SINGLE TARGET skill. Two of which are skills of very low impact damage. One with higher range than arrow spray, one with shorter range than arrow spray. The third one being snipe that deals SO MUCH MORE damage than acid spray that using two snipes instead of acid spray + snipe is (at least just mathematically, since no testing) is probably same, but costs less and you dont look like total idiot shooting arrow spray at single boss.

    I've been playing around with the numbers and it does appear to be only slightly better if not breaking even.
    Legendary Archer of Valenwood
    Bosmer Dragon Knight Archer. XBox One. (Flawless Conqueror Bow/Bow)
    Bosmer Nightblade Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Sorcerer Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Warden Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Templar's are evil..
  • Bowser
    Bowser
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    I don't like that 1HS and DW specialty weapons are only a 2pc set bonus. Could you split the existing bonus into two separate 1pc bonuses?

    Examples:
    Defensive Position
    1pc: Restores magicka on spell reflect/absorb.
    2pc: Also restores magicka if the buff expires.

    Chaotic Whirlwind
    1pc: Adds duration to Twin Slash and Blade Cloak.
    2pc: Also adds duration to Lacerate.
    @King-Koopa
    World First DK Tank Execute on Rakkhat HM
    Play how you want - no meta allowed!
  • Joy_Division
    Joy_Division
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    Couple of initial impressions:
    • I can see why you made "imperfect" weapons available because of the uproar of those people who never got their vMA weapons, but the difference between the normal version and the "perfect" version is laughably small. People who do these trial on sleepwalk mode are getting weapons that are virtually identical to "reward" sets.
    • I don't like the loss of passive damage to VMA weapons. I'm sure your PvE DPs target dummies should this as a buff, but PvP does exist in this game and now it's pointless to use them there (or at least the destruction staves)
    • Crushing shock provided automatic powerful debuffs and I can even reflect that anymore? That is the sorc "spammable," yes? You thought the forums were flooded with OP sorc threads, wait until after this patch drops.
    • The "perfect" restoration staff in very underwhelming. While we healers appreciate resource management, regeneration isn't used in trials, healing ward is rarely used used in PvE, and I already get most of my magicka back with healing springs.
    • The Master Destruction staff is buffing a very expensive and very inefficient DPs skill; +1500 on the initial hit isn't enough of incentive.
  • StopDropAndBear
    StopDropAndBear
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    Mad Tinkerer's Set:
    the AI on this proc pet is....bad. It seems like over half the time it just..misses the enemy, or rolls to where it used to be. And that's not even factoring in the times it spawns and then dies without even moving. It's the same issue that Flame Blossom has.
    I used it against the Training Dummy and it missed. It missed the stationary training dummy. Just rolled right on past it.
    Edited by StopDropAndBear on September 18, 2017 10:02PM
  • Derra
    Derra
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    Mad Tinkerer's Set:
    the AI on this proc pet is....bad. It seems like over half the time it just..misses the enemy, or rolls to where it used to be. And that's not even factoring in the times it spawns and then dies without even moving. It's the same issue that Flame Blossom has.
    I used it against the Training Dummy and it missed. It missed the stationary training dummy. Just rolled right on past it.

    :joy:

    That does seem like the pet AI every sorc knows and loves.
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Izaki
    Izaki
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    I think that the stat bonus should stay but be toned down. For example instead of giving 189 weapon damage, the vMA weapon should give 129. Removing it completely isn't a very good move as most of the time the enchant alone (aside from the Bow and the Staff) isn't worth it to warrant losing a 5piece bonus for (in the case of DW and SnB weapons).
    @ Izaki #PCEU
    #FrenchKiss #GoneFor2YearsAndMyGuildDoesn'tRaidAnymore
    #MoreDPSthanYou
    #Stamblade
  • BohnT
    BohnT
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    The Asylum Box is completely underwhelming and useless.
    Ad already mentioned it has no synergies with the boosted abilities + Arrow barrage is a pretty weak skill in both pve and pvp.

    Maybe change it to:
    When you use arrow barrage the following skills gain one effect:
    Poison injection now inflicts the dot in a 5m radius around the target
    Scatter Shot gets a range of 28m and reduced cost by 25%
    Snipe has no Cast time for the next usage and deals 25% more damage.

    The destro staff on the other hand is completely broken it gives you 8% more damage dealt 15% less damage taken and a good dot
    While also giving you access to any glyph you want

    The 2h Asylum weapon is too strong in pvp, 15 ult possible every second is too much.
    If my testings where right you get 1 ult for every 20% of execute increase that is just too much reduce it to 5 ult if you use it on a target with less than 30% health.
  • StopDropAndBear
    StopDropAndBear
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    Mad Tinkerer's Set:
    the AI on this proc pet is....bad. It seems like over half the time it just..misses the enemy, or rolls to where it used to be. And that's not even factoring in the times it spawns and then dies without even moving. It's the same issue that Flame Blossom has.
    I used it against the Training Dummy and it missed. It missed the stationary training dummy. Just rolled right on past it.

    Here I go again on my own..goin down the only road I've ever known..
    https://gfycat.com/gifs/detail/RingedElectricGelada
  • Gilvoth
    Gilvoth
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    TimeWizard wrote: »
    Perfect and Imperfect weapons are good and all, but I dont think any of them should drop on normal. To get Master or Maelstrom Weapons you have to complete VET content and I dont think Asylum Weapons should be any different. Make Perfect still hard mode only and Imperfect for just vet. Cut them completely from dropping on normal.

    no, people like muself that only PvP need the weapons to compete in PvP and we suk at PvE so allowing them drop for us on normal mode is perfect.
  • Tyrobag
    Tyrobag
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    My first reactions on the Asylum Weapons:

    Destro- Looks good
    DW- Potentially very good
    2h- Looks good
    Resto- totally useless
    S&B- Not worth using
    Bow- has potential

    The ones that definitely need to be improved are the resto staff and the S&B.

    The resto staff would be good if you made it last 10 seconds instead of only working on the next ability, as is it just doesn't really help.

    The Sword and Shield would be meh as a 1 piece, but i for one am definitely not giving up two pieces from other sets for this. The magicka restore is just too low and unreliable. It would be better if it restored 100 magicka per second while active, and when you absorb/reflect a projectile the remaining amount is instantly restored to you, with 50% going to nearby allies as well.
    Edited by Tyrobag on September 18, 2017 10:40PM
  • jbjondeaueb17_ESO
    jbjondeaueb17_ESO
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    Do you know an enchantment proccing from healing ?
    Because i don't know one, so which enchantment are we gonna use on a Restoration staff, we'll need to do a light attack more often than before to proc something, and poisons don't proc neither from healing.
    So losing Max Magicka for example on a Master Resto staff, nothing is really useful instead.
    Edited by jbjondeaueb17_ESO on September 18, 2017 10:43PM
    Pain-Healer - Argonian Templar Healer (EP) - Immortal Redeemer - Gryphon's Heart
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  • NBrookus
    NBrookus
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    [*] Crushing shock provided automatic powerful debuffs and I can even reflect that anymore? That is the sorc "spammable," yes? You thought the forums were flooded with OP sorc threads, wait until after this patch drops.

    So much this. In pvp the destro staff is going to be insanely OP for sorcs (and to a lesser extent, magblades and unicorn destro magplars) and the extra status effects will have no counter at all except purge, which is realistically limited to 1) magplars 2) zergs with purgebots. But the sorc is going to weave those crushing shocks and repply that debuff every second... good luck keeping up with the much more expensive purges, magplars.

    Even if crushing shock were reflectable again, the status effect would not be.

  • code65536
    code65536
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    Reducing it from 189 to the standard 129 would've been a good compromise, rather than removing it outright. These weapons should be special, after all.
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  • SodanTok
    SodanTok
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    NBrookus wrote: »

    So much this. In pvp the destro staff is going to be insanely OP for sorcs (and to a lesser extent, magblades and unicorn destro magplars) and the extra status effects will have no counter at all except purge, which is realistically limited to 1) magplars 2) zergs with purgebots. But the sorc is going to weave those crushing shocks and repply that debuff every second... good luck keeping up with the much more expensive purges, magplars.

    Even if crushing shock were reflectable again, the status effect would not be.

    Well.... you can pick Nord and throw shock resist enchant on your jewelry and you will be immune to the vulnerability and maim.
    So some counter is there :D

    //edit: forgot shields make you still immune to status effects. So shields are counter.
    Edited by SodanTok on September 18, 2017 10:51PM
  • usmcjdking
    usmcjdking
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    SodanTok wrote: »
    Asylum bow does not make sense at all. I havent tested anything, so if it actually improves DPS is to be seen, but it wont change the fact that it does not make sense at all

    I cant even formulate my response properly because I dont know where to begins.
    It is literally weapon you have to slot over some other, that requires you to use AOE skill to buff SINGLE TARGET skill. Two of which are skills of very low impact damage. One with higher range than arrow spray, one with shorter range than arrow spray. The third one being snipe that deals SO MUCH MORE damage than acid spray that using two snipes instead of acid spray + snipe is (at least just mathematically, since no testing) is probably same, but costs less and you dont look like total idiot shooting arrow spray at single boss.

    The issue with the asylum bow is that the two big PVE skills - Poison Injection and Arrow Barrage, are already covered by Master/Maelstrom. I like the idea of where the bow is headed, but it's simply not competetive at all with either of those other bows.
    0331
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  • SodanTok
    SodanTok
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    usmcjdking wrote: »

    The issue with the asylum bow is that the two big PVE skills - Poison Injection and Arrow Barrage, are already covered by Master/Maelstrom. I like the idea of where the bow is headed, but it's simply not competetive at all with either of those other bows.

    Well it was not going to be popular item because of this fact (both popular bow skills are already buffed). So they had opportunity to make this bow more interesting in PVP or for players using more bow skills (like those using bow as front bar). Instead they did this... something that is really not doing anything. It like forces you to use one skill you did not want to use to make somehow better the other skill.
    They had the choice to make some bow skill better and they decided against it.
  • NBrookus
    NBrookus
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    SodanTok wrote: »

    Well.... you can pick Nord and throw shock resist enchant on your jewelry and you will be immune to the vulnerability and maim.
    So some counter is there :D

    //edit: forgot shields make you still immune to status effects. So shields are counter.

    Excellent. So I just have to pay to change race on my mag DKs to a class that does even less damage, then spam a 2k igneous shield every second instead of healing or counter attacking until I run out of magicka. :s Great counter!

    Never mind that just the one status effect on a one piece weapon is stronger than wizard's riposte -- which does at least require someone take critical damage and wear an 5 piece set.
  • Toc de Malsvi
    Toc de Malsvi
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    usmcjdking wrote: »

    The issue with the asylum bow is that the two big PVE skills - Poison Injection and Arrow Barrage, are already covered by Master/Maelstrom. I like the idea of where the bow is headed, but it's simply not competetive at all with either of those other bows.

    If they had made it buff all Snipe, Scatter, and Poison Injections cast for 5s it would be decent, not everyone would like that setup but it would be a buff. But only buffing the one skill after using Acid Spray is just pathetic.

    The buff the Acid Spray's dot component was needed but doesn't really change bow performance. The lack of address to Scatter Shot as possibly the worst CC in the game is also pathetic.
    Legendary Archer of Valenwood
    Bosmer Dragon Knight Archer. XBox One. (Flawless Conqueror Bow/Bow)
    Bosmer Nightblade Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Sorcerer Archer. Xbox One. (Flawless Conqueror Bow/Bow)
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    Templar's are evil..
  • Tannus15
    Tannus15
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    Would be better if the special ability was moved to a set item while the default enchant is still the same (+weapon dmg, +stat)
    That way people can choose to over write the enchant or not.
  • DDuke
    DDuke
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    I take back what I said about Asylum Bow on the previous page, it definitely has potential in PvP atleast and doesn't require further buffs/nerfs.

    What needs to be fixed is the API permitting addons like Miat's though, so we can have these fun bow builds exist.
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