Donny_Vito wrote: »Couldn't tell if this thread was an actual inquiry about the nature of the nerf, or merely a means to bash the devs in disguise.
Donny_Vito wrote: »Couldn't tell if this thread was an actual inquiry about the nature of the nerf, or merely a means to bash the devs in disguise.
- Mechanical Acuity: This item set now only procs on direct damage instead of all damage.
- Night Mother’s Gaze: This item set now applies Major Fracture to the enemy when you deal Critical Damage, instead of reducing their Physical Resistance by 2580.
- Prisoner’s Rags: This item set now requires that you are both Sprinting and moving to obtain its bonuses.
- Sunderflame:
- This item set now applies Minor Breach and Minor Fracture to the enemy when you deal damage with a fully-charged Heavy Attack, instead of reducing their Physical Resistance by 3440.
- Increased the bonus Flame Damage dealt with a fully-charged Heavy Attack to 4000 from 774.
@FlyingSwan Both NMG and Sunderflame got nerfed so all stam just run the Lover.
No developer notes stated as far as I can see:
- Mechanical Acuity: This item set now only procs on direct damage instead of all damage.
- Night Mother’s Gaze: This item set now applies Major Fracture to the enemy when you deal Critical Damage, instead of reducing their Physical Resistance by 2580.
- Prisoner’s Rags: This item set now requires that you are both Sprinting and moving to obtain its bonuses.
- Sunderflame:
- This item set now applies Minor Breach and Minor Fracture to the enemy when you deal damage with a fully-charged Heavy Attack, instead of reducing their Physical Resistance by 3440.
- Increased the bonus Flame Damage dealt with a fully-charged Heavy Attack to 4000 from 774.
At the time the change was described as an attempt to tone down the damage of well organized raid groups without hurting less organized ones (read: Craglorn pugs) too much. The old "raise the floor, lower the ceiling". Nowdays it seems like ZOS has abandoned that idea.
FlyingSwan wrote: »Donny_Vito wrote: »Couldn't tell if this thread was an actual inquiry about the nature of the nerf, or merely a means to bash the devs in disguise.
Humans respond to incentives: Ineptitude should always be 'bashed' and competence should always be rewarded.
But yes, it's a genuine enquiry, it's such a bizarre move, and not one that even the PvP whiners will have driven.
It was nerfed so they could sell more Summerset expansions, which has the Relequen set and is required for top end DPS.
I still use my NMG for vMA on stamplar and stam sorc, but it is a niche set now.
As I recall from discussions at the time, trial groups had evolved to the point where three players could negate nearly all of the resistance of bosses. This set and Sunderflame were key. The result was that most or all of the mechanics of a boss fight could be avoided. Unfortunately, I can't point you to a source for my recollection.
As an example, in many pug groups of competent players in which I participated, we did not bother with runners for Rakkat in normal MoL. Rakkat simply could not survive long enough to spawn that mechanic.
It made farming for desirable set weapons and jewelry far too easy as we could blow through nMoL several times in an hour or so. It also made the content boring.
SaintSubwayy wrote: »It was a fair tradeoff IMO...now everybody runs relequen Advancing, or Relequen ravager...no more diversity on stamina players.
SaintSubwayy wrote: »As I recall from discussions at the time, trial groups had evolved to the point where three players could negate nearly all of the resistance of bosses. This set and Sunderflame were key. The result was that most or all of the mechanics of a boss fight could be avoided. Unfortunately, I can't point you to a source for my recollection.
As an example, in many pug groups of competent players in which I participated, we did not bother with runners for Rakkat in normal MoL. Rakkat simply could not survive long enough to spawn that mechanic.
It made farming for desirable set weapons and jewelry far too easy as we could blow through nMoL several times in an hour or so. It also made the content boring.
srsly, resistances in a Trial should always go towards 0. There are more then enough tools to achieve this. (major, minor breach / fracture, Roar of Alkosh, infused Crusher, CP, Destro Passive, Light armor Passive)
Stamina had to run SF and NMG because they didnt have passives which reduced Resiistances by 5k for free.
They got arround 5-6k pen from wearing these 2 sets, and everybody else could profit, while 2 players sacrified 1 5pcs setbonus each.
It was a fair tradeoff IMO...now everybody runs relequen Advancing, or Relequen ravager...no more diversity on stamina players.
FlyingSwan wrote: »Came back to ESO after an 18 month break about 3 weeks back, only to find that my favourite group set - NMG - had been nerfed. Instead of it providing a group wide pen buff, it now gives Major Fracture, a debuff that is available in a squillion forms throughout Tamriel.
I realise that the term 'developer thinking', is an oxymoron in the case of the ZOS development team, but does anyone know what on Earth drove the devs to make that change? ESO is a game that's crying out for more group interaction and collaboration, and they make this totally uncalled for nerf of a unique set, turning NMG into what is essentially a single-player overland only suit of armour. And it's not like overland is hard and needs the debuff anyway, but trials certainly did benefit from the 'correct' implementation of NMG.
Do the devs actually understand the game? Every video I see of a developer playing ESO makes me chuckle at just how bad they are, and when I see things like this, I just have to assume they don't even understand that it's supposed to be a multiplayer game.