Carbonised wrote: »Carbonised wrote: »Zaan is made for melee magicka - aka MagDKs. Thanks for finally making something that actually turns the MagDK's weakness - melee range - into a strength. Pretty much everyone agrees that MagDK is in a difficult spot right now, both in PvE and PvP, having this bone thrown our way is a very appreciated and needed push in the right direction. For PvE it will hopefully add some DPS that makes it worth staying melee instead of safety of distance, for PvP it's really not that difficult to escape MagDK with very limited mobility. Just break the beam.
Pls dont go full potato. If mDK is underperforming then buff mDK. This set is beyond busted.
Sure, as if calling Chains the best gap closer in the game isn't potato enough, like the guy who came after me did.
This set IS a buff for MagDK. As well as a buff for any mag who wants to fight melee. MagDK is just the only one of the mag classes that is outright forced to stay in melee, and until now there hasn't been any real payoffs for that drawback.
Why wouldn't I call it the best gap closer in the game?
Carbonised wrote: »Carbonised wrote: »Carbonised wrote: »Zaan is made for melee magicka - aka MagDKs. Thanks for finally making something that actually turns the MagDK's weakness - melee range - into a strength. Pretty much everyone agrees that MagDK is in a difficult spot right now, both in PvE and PvP, having this bone thrown our way is a very appreciated and needed push in the right direction. For PvE it will hopefully add some DPS that makes it worth staying melee instead of safety of distance, for PvP it's really not that difficult to escape MagDK with very limited mobility. Just break the beam.
Pls dont go full potato. If mDK is underperforming then buff mDK. This set is beyond busted.
Sure, as if calling Chains the best gap closer in the game isn't potato enough, like the guy who came after me did.
This set IS a buff for MagDK. As well as a buff for any mag who wants to fight melee. MagDK is just the only one of the mag classes that is outright forced to stay in melee, and until now there hasn't been any real payoffs for that drawback.
Why wouldn't I call it the best gap closer in the game?
"Target too low"
"Target too high"
"Target too low"
"Target too high"
Need I continue?
Carbonised wrote: »Carbonised wrote: »Carbonised wrote: »Zaan is made for melee magicka - aka MagDKs. Thanks for finally making something that actually turns the MagDK's weakness - melee range - into a strength. Pretty much everyone agrees that MagDK is in a difficult spot right now, both in PvE and PvP, having this bone thrown our way is a very appreciated and needed push in the right direction. For PvE it will hopefully add some DPS that makes it worth staying melee instead of safety of distance, for PvP it's really not that difficult to escape MagDK with very limited mobility. Just break the beam.
Pls dont go full potato. If mDK is underperforming then buff mDK. This set is beyond busted.
Sure, as if calling Chains the best gap closer in the game isn't potato enough, like the guy who came after me did.
This set IS a buff for MagDK. As well as a buff for any mag who wants to fight melee. MagDK is just the only one of the mag classes that is outright forced to stay in melee, and until now there hasn't been any real payoffs for that drawback.
Check the latest video of that "potato" .
Magdk always had the payoff that it was a beast in meele fights. A set that deals 30k damage against a player is beyond op anything above 5k is already stupid but i guess Zos wants the proc meta again
Sigh. How about some context. That 30k proc was over 7 tics, as is clearly evident from the screenshot. If someone is stupid enough to stand within 10m of someone with a channeling beam for 7 secs, they deserve to be hit with 30k.
I would like to see someone take 7 ticks of jesus beam in execution range in comparison.
To even proc the set reliably and consistently you have to spec for a crit build, which means less ressources, less survival, less defense. And when it does proc, someone only has to dodge roll, sprint, streak or otherwise remove themselves from the 10m line. It's a potentially powerful set, but it has plenty of counterplay.
Please don't be that guy who stands still for 7 ticks in an Eye of Flame and then comes to the forums to complain about the damage.
Carbonised wrote: »Carbonised wrote: »Carbonised wrote: »Zaan is made for melee magicka - aka MagDKs. Thanks for finally making something that actually turns the MagDK's weakness - melee range - into a strength. Pretty much everyone agrees that MagDK is in a difficult spot right now, both in PvE and PvP, having this bone thrown our way is a very appreciated and needed push in the right direction. For PvE it will hopefully add some DPS that makes it worth staying melee instead of safety of distance, for PvP it's really not that difficult to escape MagDK with very limited mobility. Just break the beam.
Pls dont go full potato. If mDK is underperforming then buff mDK. This set is beyond busted.
Sure, as if calling Chains the best gap closer in the game isn't potato enough, like the guy who came after me did.
This set IS a buff for MagDK. As well as a buff for any mag who wants to fight melee. MagDK is just the only one of the mag classes that is outright forced to stay in melee, and until now there hasn't been any real payoffs for that drawback.
Why wouldn't I call it the best gap closer in the game?
"Target too low"
"Target too high"
"Target too low"
"Target too high"
Need I continue?
I think you're stuck in pre-Morrowind~, they've fixed those bugs ages ago.
I haven't had any problems with the ability for months.
Carbonised wrote: »Carbonised wrote: »Carbonised wrote: »Carbonised wrote: »Zaan is made for melee magicka - aka MagDKs. Thanks for finally making something that actually turns the MagDK's weakness - melee range - into a strength. Pretty much everyone agrees that MagDK is in a difficult spot right now, both in PvE and PvP, having this bone thrown our way is a very appreciated and needed push in the right direction. For PvE it will hopefully add some DPS that makes it worth staying melee instead of safety of distance, for PvP it's really not that difficult to escape MagDK with very limited mobility. Just break the beam.
Pls dont go full potato. If mDK is underperforming then buff mDK. This set is beyond busted.
Sure, as if calling Chains the best gap closer in the game isn't potato enough, like the guy who came after me did.
This set IS a buff for MagDK. As well as a buff for any mag who wants to fight melee. MagDK is just the only one of the mag classes that is outright forced to stay in melee, and until now there hasn't been any real payoffs for that drawback.
Why wouldn't I call it the best gap closer in the game?
"Target too low"
"Target too high"
"Target too low"
"Target too high"
Need I continue?
I think you're stuck in pre-Morrowind~, they've fixed those bugs ages ago.
I haven't had any problems with the ability for months.
Anyway, let's not take this discussion here. There's a world of difference between testing a set that is clearly designed for your opponent to move away from ASAP in the real world where people move about constantly, and on a test server where you can have your buddy stand still in melee range for 7 ticks of increasing damage. That's all I'm gonna say in the matter before everyone looses their minds over this.
Carbonised wrote: »Carbonised wrote: »Carbonised wrote: »Carbonised wrote: »Zaan is made for melee magicka - aka MagDKs. Thanks for finally making something that actually turns the MagDK's weakness - melee range - into a strength. Pretty much everyone agrees that MagDK is in a difficult spot right now, both in PvE and PvP, having this bone thrown our way is a very appreciated and needed push in the right direction. For PvE it will hopefully add some DPS that makes it worth staying melee instead of safety of distance, for PvP it's really not that difficult to escape MagDK with very limited mobility. Just break the beam.
Pls dont go full potato. If mDK is underperforming then buff mDK. This set is beyond busted.
Sure, as if calling Chains the best gap closer in the game isn't potato enough, like the guy who came after me did.
This set IS a buff for MagDK. As well as a buff for any mag who wants to fight melee. MagDK is just the only one of the mag classes that is outright forced to stay in melee, and until now there hasn't been any real payoffs for that drawback.
Why wouldn't I call it the best gap closer in the game?
"Target too low"
"Target too high"
"Target too low"
"Target too high"
Need I continue?
I think you're stuck in pre-Morrowind~, they've fixed those bugs ages ago.
I haven't had any problems with the ability for months.
Anyway, let's not take this discussion here. There's a world of difference between testing a set that is clearly designed for your opponent to move away from ASAP in the real world where people move about constantly, and on a test server where you can have your buddy stand still in melee range for 7 ticks of increasing damage. That's all I'm gonna say in the matter before everyone looses their minds over this.
SA + Zaan + shalk/curse/fury/vamp bane/cripple/purifying light etc is going to be enough to kill people through block in less than 5 seconds. During that time you will also be 70% snared. You are not going anywhere. You are just going to die.
Carbonised wrote: »Carbonised wrote: »Zaan is made for melee magicka - aka MagDKs. Thanks for finally making something that actually turns the MagDK's weakness - melee range - into a strength. Pretty much everyone agrees that MagDK is in a difficult spot right now, both in PvE and PvP, having this bone thrown our way is a very appreciated and needed push in the right direction. For PvE it will hopefully add some DPS that makes it worth staying melee instead of safety of distance, for PvP it's really not that difficult to escape MagDK with very limited mobility. Just break the beam.
Pls dont go full potato. If mDK is underperforming then buff mDK. This set is beyond busted.
Sure, as if calling Chains the best gap closer in the game isn't potato enough, like the guy who came after me did.
This set IS a buff for MagDK. As well as a buff for any mag who wants to fight melee. MagDK is just the only one of the mag classes that is outright forced to stay in melee, and until now there hasn't been any real payoffs for that drawback.
Why wouldn't I call it the best gap closer in the game?
Undodgeable, can be used while rooted, gives Major Empower to next Whip/Leap, gives 6 seconds of Major Expedition, cheap & most importantly is a magicka costing gap closer for a class that would otherwise have bad mobility.
You can compare it to something like Ambush, a similar gap closer (though more expensive & gives no Major Expedition) for a class that already is very mobile - yet most people slot it anyway.
The truth is, the only way to escape a mag DK (who actually knows what skills to slot) with Zaan on you will be Shadow Image or Streak.
Carbonised wrote: »Carbonised wrote: »Carbonised wrote: »Carbonised wrote: »Zaan is made for melee magicka - aka MagDKs. Thanks for finally making something that actually turns the MagDK's weakness - melee range - into a strength. Pretty much everyone agrees that MagDK is in a difficult spot right now, both in PvE and PvP, having this bone thrown our way is a very appreciated and needed push in the right direction. For PvE it will hopefully add some DPS that makes it worth staying melee instead of safety of distance, for PvP it's really not that difficult to escape MagDK with very limited mobility. Just break the beam.
Pls dont go full potato. If mDK is underperforming then buff mDK. This set is beyond busted.
Sure, as if calling Chains the best gap closer in the game isn't potato enough, like the guy who came after me did.
This set IS a buff for MagDK. As well as a buff for any mag who wants to fight melee. MagDK is just the only one of the mag classes that is outright forced to stay in melee, and until now there hasn't been any real payoffs for that drawback.
Why wouldn't I call it the best gap closer in the game?
"Target too low"
"Target too high"
"Target too low"
"Target too high"
Need I continue?
I think you're stuck in pre-Morrowind~, they've fixed those bugs ages ago.
I haven't had any problems with the ability for months.
Anyway, let's not take this discussion here. There's a world of difference between testing a set that is clearly designed for your opponent to move away from ASAP in the real world where people move about constantly, and on a test server where you can have your buddy stand still in melee range for 7 ticks of increasing damage. That's all I'm gonna say in the matter before everyone looses their minds over this.
SA + Zaan + shalk/curse/fury/vamp bane/cripple/purifying light etc is going to be enough to kill people through block in less than 5 seconds. During that time you will also be 70% snared. You are not going anywhere. You are just going to die.
BuT yOu CaN eAsIlY wAlK aWAy
Carbonised wrote: »Carbonised wrote: »Carbonised wrote: »Carbonised wrote: »Carbonised wrote: »Zaan is made for melee magicka - aka MagDKs. Thanks for finally making something that actually turns the MagDK's weakness - melee range - into a strength. Pretty much everyone agrees that MagDK is in a difficult spot right now, both in PvE and PvP, having this bone thrown our way is a very appreciated and needed push in the right direction. For PvE it will hopefully add some DPS that makes it worth staying melee instead of safety of distance, for PvP it's really not that difficult to escape MagDK with very limited mobility. Just break the beam.
Pls dont go full potato. If mDK is underperforming then buff mDK. This set is beyond busted.
Sure, as if calling Chains the best gap closer in the game isn't potato enough, like the guy who came after me did.
This set IS a buff for MagDK. As well as a buff for any mag who wants to fight melee. MagDK is just the only one of the mag classes that is outright forced to stay in melee, and until now there hasn't been any real payoffs for that drawback.
Why wouldn't I call it the best gap closer in the game?
"Target too low"
"Target too high"
"Target too low"
"Target too high"
Need I continue?
I think you're stuck in pre-Morrowind~, they've fixed those bugs ages ago.
I haven't had any problems with the ability for months.
Anyway, let's not take this discussion here. There's a world of difference between testing a set that is clearly designed for your opponent to move away from ASAP in the real world where people move about constantly, and on a test server where you can have your buddy stand still in melee range for 7 ticks of increasing damage. That's all I'm gonna say in the matter before everyone looses their minds over this.
SA + Zaan + shalk/curse/fury/vamp bane/cripple/purifying light etc is going to be enough to kill people through block in less than 5 seconds. During that time you will also be 70% snared. You are not going anywhere. You are just going to die.
BuT yOu CaN eAsIlY wAlK aWAy
It's funny, some people have been going nuts over the Eye ultimate for a while now, in combination with this or that snare or root and other PB-AoEs. Meanwhile here I am, on my light armor MagDK, no vampire mist form, no other form of mobility other than my sprint and dodge roll, and yet I can count the times I have died to Eye on less than 2 hands. Many of those being due to lag and bad Cyrodiil performance.
If you have just a minimum of area awareness, it's not really that hard to dodge or sprint out of something like this. But I guess some people constantly balk at having to actually react to what an opponent does, instead of simply spamming their rotation over and over again.
Carbonised wrote: »Carbonised wrote: »Carbonised wrote: »Carbonised wrote: »Carbonised wrote: »Zaan is made for melee magicka - aka MagDKs. Thanks for finally making something that actually turns the MagDK's weakness - melee range - into a strength. Pretty much everyone agrees that MagDK is in a difficult spot right now, both in PvE and PvP, having this bone thrown our way is a very appreciated and needed push in the right direction. For PvE it will hopefully add some DPS that makes it worth staying melee instead of safety of distance, for PvP it's really not that difficult to escape MagDK with very limited mobility. Just break the beam.
Pls dont go full potato. If mDK is underperforming then buff mDK. This set is beyond busted.
Sure, as if calling Chains the best gap closer in the game isn't potato enough, like the guy who came after me did.
This set IS a buff for MagDK. As well as a buff for any mag who wants to fight melee. MagDK is just the only one of the mag classes that is outright forced to stay in melee, and until now there hasn't been any real payoffs for that drawback.
Why wouldn't I call it the best gap closer in the game?
"Target too low"
"Target too high"
"Target too low"
"Target too high"
Need I continue?
I think you're stuck in pre-Morrowind~, they've fixed those bugs ages ago.
I haven't had any problems with the ability for months.
Anyway, let's not take this discussion here. There's a world of difference between testing a set that is clearly designed for your opponent to move away from ASAP in the real world where people move about constantly, and on a test server where you can have your buddy stand still in melee range for 7 ticks of increasing damage. That's all I'm gonna say in the matter before everyone looses their minds over this.
SA + Zaan + shalk/curse/fury/vamp bane/cripple/purifying light etc is going to be enough to kill people through block in less than 5 seconds. During that time you will also be 70% snared. You are not going anywhere. You are just going to die.
BuT yOu CaN eAsIlY wAlK aWAy
It's funny, some people have been going nuts over the Eye ultimate for a while now, in combination with this or that snare or root and other PB-AoEs. Meanwhile here I am, on my light armor MagDK, no vampire mist form, no other form of mobility other than my sprint and dodge roll, and yet I can count the times I have died to Eye on less than 2 hands. Many of those being due to lag and bad Cyrodiil performance.
If you have just a minimum of area awareness, it's not really that hard to dodge or sprint out of something like this. But I guess some people constantly balk at having to actually react to what an opponent does, instead of simply spamming their rotation over and over again.
Carbonised wrote: »Carbonised wrote: »Carbonised wrote: »Carbonised wrote: »Carbonised wrote: »Zaan is made for melee magicka - aka MagDKs. Thanks for finally making something that actually turns the MagDK's weakness - melee range - into a strength. Pretty much everyone agrees that MagDK is in a difficult spot right now, both in PvE and PvP, having this bone thrown our way is a very appreciated and needed push in the right direction. For PvE it will hopefully add some DPS that makes it worth staying melee instead of safety of distance, for PvP it's really not that difficult to escape MagDK with very limited mobility. Just break the beam.
Pls dont go full potato. If mDK is underperforming then buff mDK. This set is beyond busted.
Sure, as if calling Chains the best gap closer in the game isn't potato enough, like the guy who came after me did.
This set IS a buff for MagDK. As well as a buff for any mag who wants to fight melee. MagDK is just the only one of the mag classes that is outright forced to stay in melee, and until now there hasn't been any real payoffs for that drawback.
Why wouldn't I call it the best gap closer in the game?
"Target too low"
"Target too high"
"Target too low"
"Target too high"
Need I continue?
I think you're stuck in pre-Morrowind~, they've fixed those bugs ages ago.
I haven't had any problems with the ability for months.
Anyway, let's not take this discussion here. There's a world of difference between testing a set that is clearly designed for your opponent to move away from ASAP in the real world where people move about constantly, and on a test server where you can have your buddy stand still in melee range for 7 ticks of increasing damage. That's all I'm gonna say in the matter before everyone looses their minds over this.
SA + Zaan + shalk/curse/fury/vamp bane/cripple/purifying light etc is going to be enough to kill people through block in less than 5 seconds. During that time you will also be 70% snared. You are not going anywhere. You are just going to die.
BuT yOu CaN eAsIlY wAlK aWAy
It's funny, some people have been going nuts over the Eye ultimate for a while now, in combination with this or that snare or root and other PB-AoEs. Meanwhile here I am, on my light armor MagDK, no vampire mist form, no other form of mobility other than my sprint and dodge roll, and yet I can count the times I have died to Eye on less than 2 hands. Many of those being due to lag and bad Cyrodiil performance.
If you have just a minimum of area awareness, it's not really that hard to dodge or sprint out of something like this. But I guess some people constantly balk at having to actually react to what an opponent does, instead of simply spamming their rotation over and over again.
You know how you die to Eots? When someone is spamming gapclosers then the is no escape. In a zerg you might be the unlucky one who gets zerged but in 1v1 you are the target and you will be focused.
Everyone with half a brain can hit his enemy with all ticks of Eots thankfully most zerglings have an IQ of 4 but anyone else will make you feel how "balanced" this set is
Why do you keep releasing such bad medium armor sets?Trappings of Invigoration (Medium)
(2) Stamina Recovery
(3) Max Stamina
(4) Stamina Recovery
(5) When you cast an ability while under 33% Stamina, you restore 9000 Stamina. This effect can occur once every 1 minute.
Medium armor builds did not need a stamina version of Lich, there's already plenty of good, better options for sustain (not that sustain matters in PvP when you're dead to undodgeable damage anyway long before stam pool drains out).Plague Slinger (Medium)
(2) Weapon Damage
(3) Max Health
(4) Weapon Damage(5) When you take damage, you summon a Skeever corpse which will launch a poison ball that deals 5160 Poison Damage every 1.5 seconds at the nearest enemy for 6 seconds. This effect can occur once every 15 seconds.
There's a good reason (well, multiple good reasons) nobody uses the Unfathomable Darkness set from previous patch: sustained damage isn't good in PvP, especially on squishy medium armor builds.
This set basicly suffers from the same problems as Unfathomable Darkness, and I'm willing to bet those poison balls are going to break my own cloak, just like the birds do with Unfathomable Darkness.Thurvokun (Monster)
Max Health
When a nearby enemy damages you, summon a growing pool of desecrated bile for 8 seconds. Enemies in the bile receive 430 Disease Damage every 1 second and are afflicted with Minor Maim and Minor Defile, reducing their damage done and healing received by 15%. This effect can occur once every 8 seconds.
And this is probably the worst offender... do you really expect people to stand in that puddle? And 430 damage... that's like no damage at all. I'm going to log on PTS soon, and unless this puddle has like a 10m radius & snares/roots people, I'm going to be extremely disappointed. Why would anyone slot this instead of Selene, Troll King etc?
Meanwhile, light & heavy armor once again get all the sweet sets.
Not surprised, just disappointed.
Carbonised wrote: »Carbonised wrote: »Carbonised wrote: »Zaan is made for melee magicka - aka MagDKs. Thanks for finally making something that actually turns the MagDK's weakness - melee range - into a strength. Pretty much everyone agrees that MagDK is in a difficult spot right now, both in PvE and PvP, having this bone thrown our way is a very appreciated and needed push in the right direction. For PvE it will hopefully add some DPS that makes it worth staying melee instead of safety of distance, for PvP it's really not that difficult to escape MagDK with very limited mobility. Just break the beam.
Pls dont go full potato. If mDK is underperforming then buff mDK. This set is beyond busted.
Sure, as if calling Chains the best gap closer in the game isn't potato enough, like the guy who came after me did.
This set IS a buff for MagDK. As well as a buff for any mag who wants to fight melee. MagDK is just the only one of the mag classes that is outright forced to stay in melee, and until now there hasn't been any real payoffs for that drawback.
Why wouldn't I call it the best gap closer in the game?
"Target too low"
"Target too high"
"Target too low"
"Target too high"
Need I continue?
I think you're stuck in pre-Morrowind~, they've fixed those bugs ages ago.
I haven't had any problems with the ability for months.
Carbonised wrote: »Zaan is made for melee magicka - aka MagDKs. Thanks for finally making something that actually turns the MagDK's weakness - melee range - into a strength. Pretty much everyone agrees that MagDK is in a difficult spot right now, both in PvE and PvP, having this bone thrown our way is a very appreciated and needed push in the right direction. For PvE it will hopefully add some DPS that makes it worth staying melee instead of safety of distance, for PvP it's really not that difficult to escape MagDK with very limited mobility. Just break the beam.
Carbonised wrote: »Carbonised wrote: »Carbonised wrote: »Zaan is made for melee magicka - aka MagDKs. Thanks for finally making something that actually turns the MagDK's weakness - melee range - into a strength. Pretty much everyone agrees that MagDK is in a difficult spot right now, both in PvE and PvP, having this bone thrown our way is a very appreciated and needed push in the right direction. For PvE it will hopefully add some DPS that makes it worth staying melee instead of safety of distance, for PvP it's really not that difficult to escape MagDK with very limited mobility. Just break the beam.
Pls dont go full potato. If mDK is underperforming then buff mDK. This set is beyond busted.
Sure, as if calling Chains the best gap closer in the game isn't potato enough, like the guy who came after me did.
This set IS a buff for MagDK. As well as a buff for any mag who wants to fight melee. MagDK is just the only one of the mag classes that is outright forced to stay in melee, and until now there hasn't been any real payoffs for that drawback.
Why wouldn't I call it the best gap closer in the game?
"Target too low"
"Target too high"
"Target too low"
"Target too high"
Need I continue?
I think you're stuck in pre-Morrowind~, they've fixed those bugs ages ago.
I haven't had any problems with the ability for months.
Only fixed in bgs. Cyro not flat areas it still bugs. Also the weird way you have to send the chain, then be pulled is annoying.
Savos_Saren wrote: »Zaan (Monster)
Spell Critical
When you deal Critical Damage with a Light or Heavy Attack to a nearby enemy, a beam of fire will connect you to your enemy. The beam deals 3440 Flame Damage every 1 second for 5 seconds. Every second, this damage increases by 50%. The beam is broken if the enemy moves 10 meters away from you. This effect can occur every 15 seconds.
Noone at ZOS did the math on this set I assume???
34400 or 45365 damage proc over 5 seconds before cp modifiers (depending on calculation method)
That’s if the enemy stands within 10meters of you (almost a roll dodge away) for 5 seconds... and if you’re light/heavy attacking enemies within melee range with a staff. This set is kinda wonky, honestly.
It’ll probably be ignored and people will continue to use Valkyn, Grothdar, or Slimecraw.
Jorvuld’s Guidance (Light)
Magicka Recovery
Magicka Recovery
Healing Done
Increases the duration of all Major buffs, Minor buffs, and damage shields you apply to yourself and allies by 40%.
So MOAR DPS is more important than balance for both PvE and PvP?
HeroOfNone wrote: »Jorvuld’s Guidance (Light)
Magicka Recovery
Magicka Recovery
Healing Done
Increases the duration of all Major buffs, Minor buffs, and damage shields you apply to yourself and allies by 40%.
Confirmed a bug with this last night with the Pirate Skeleton mask where both the major protection and major defile times were increased. I also had to listen to the loud "ping" each time I swapped weapons, even though the set was on both bars.
I'm not on the PTS but please, for the love of ALL that is Holy in PvE land.
Do.
Not.
Nerf.
The Zaan Monster set.
From what the tooltip says it would be a fantastic 2pc addition for better single target dps, but of course all I've been seeing in other threads are PvPlayers complaining to high heaven about it. PLEASE, don't let them persuade you to make something worthless in PvE again.
Moglijuana wrote: »I'm not on the PTS but please, for the love of ALL that is Holy in PvE land.
Do.
Not.
Nerf.
The Zaan Monster set.
From what the tooltip says it would be a fantastic 2pc addition for better single target dps, but of course all I've been seeing in other threads are PvPlayers complaining to high heaven about it. PLEASE, don't let them persuade you to make something worthless in PvE again.
Adding a set that can give you 5k+ dps by simply standing there is bad for ALL PvE Classes. It just becomes another mandatory BiS item set which is not what ESO needs. ESO needs to step away from the "Put this on and get free damage" mentality as it just causes headaches when balancing actual classes and their skills.
Moglijuana wrote: »I'm not on the PTS but please, for the love of ALL that is Holy in PvE land.
Do.
Not.
Nerf.
The Zaan Monster set.
From what the tooltip says it would be a fantastic 2pc addition for better single target dps, but of course all I've been seeing in other threads are PvPlayers complaining to high heaven about it. PLEASE, don't let them persuade you to make something worthless in PvE again.
Adding a set that can give you 5k+ dps by simply standing there is bad for ALL PvE Classes. It just becomes another mandatory BiS item set which is not what ESO needs. ESO needs to step away from the "Put this on and get free damage" mentality as it just causes headaches when balancing actual classes and their skills.
This.
PVE players may be tempted by the thought of improving their DPS parses by 5k just for equipping a 2-piece, but you won't be so happy next patch when they nerf your actual class skills or sustain to compensate.