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PTS Update 22 - Feedback Thread for Item Sets & General Itemization

ZOS_GinaBruno
ZOS_GinaBruno
Community Manager
This is the official feedback thread for the new item sets and general itemization improvements. Specific feedback that the team is looking for includes the following:
  • Were there any sets you felt were under powered compared to current offerings in the live game?
  • Would you qualify any sets from this patch as "game breaking"? If so, why?
  • Are you considering pairing any of the sets from this patch with existing sets? If so, which ones?
  • Do you have any other general feedback?
Gina Bruno
Senior Creator Engagement Manager
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Staff Post
  • Toc de Malsvi
    Toc de Malsvi
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    I'm concerned about the Essence Thief set, doesn't appear to have a CD according to changes and appears to proc 100% of time on light attacks.

    Like say it has just a 10sec CD, you are getting 3900 stam+health and 10% boost.

    Just the stam works out to 15.6k over 40s compared to Trappings at 11.3k every 45s. That doesn't include the health return or the static 10% damage boost.

    It says it stays near target, for melee thats no problem.
    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..
  • Taleof2Cities
    Taleof2Cities
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    I tried Essence Thief as well (along with the new Coldharbor’s Favorite and Balorgh) on a Stamina Necromancer ... and drew a lot of the same conclusions as @Toc de Malsvi .

    The “essence” circle is still not always easy to spot ... especially in heavy fighting with multiple players and mobs running around.

    I can’t sign off on this set being fun yet ... much less being best in slot on a build.

    Edited by Taleof2Cities on April 16, 2019 5:53AM
  • Ragnaroek93
    Ragnaroek93
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    Vastarie’s Tutelage

    2 – Adds 1096 Maximum Stamina
    3 – Adds 1206 Maximum Health
    4 – Adds 1096 Maximum Magicka
    5 – Adds 129 Magicka Recovery
    5 – Adds 129 Stamina Recovery
    5 – When you resurrect an ally, you and your ally gain 258 Weapon and Spell Damage and 10% cost reduction to all abilities for 10 seconds.

    Can we just remove that resurrect bonus and turn the set into a stamina version of Amberplasm? The 5p bonus is just too niche and the set will just end up not getting used at all...
    I used to think that PvP was a tragedy, but now I realize, it's a comedy.
  • Gnozo
    Gnozo
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    I am worried about the purge from earthgore.

    Atm on live it can even cleanse an negate wich is way to strong. And with new changes it will even remove every other negativ effect. Building up a negate takes longer then the cooldown from earthgore.

    Please consider earthgore only removing negative effects from skills and ultimates remain untouched by it. Otherwise this will be too strong. Really.

    There wont be any smart counterplay against a group with a few dedicated healer. The only thing to kill these type of groups is by stunning them and put a negate on them to prevent the healers to pop healing ults. Really.... It just takes 1 healer with eartgore and your whole ambush will get purged without any effort. Just by an random hot proccing earthgore.....

    Dont let earthgore purge hostile ultimates.
  • Universe
    Universe
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    Please balance the following set since it is too powerful in PVP:
    Zaan Set:

    1 items) Adds 833 Spell Critical
    (2 items) When you damage a nearby enemy with a Light or Heavy Attack, you have a 20% chance to create a beam of fire that will connect you to your enemy. The beam deals 3440 Flame Damage every 1 second to your enemy for 5 seconds. Every second, this damage increases by 50%. The beam is broken if the enemy moves 8 meters away from you. This effect can occur every 18 seconds.

    *You can increase the cooldown and/or reduce the damage of the beam.


    "Shield Breaker: Redesigned this item set so it no longer deals damage when you Light Attack a target with a shield active. Now, it increases your damage dealt by 6% at all times. This effect is doubled when attacking targets with a damage shield active."

    A great change.
    Thanks for listening! :)
    The oblivion damage was OP for years.
    Also , now this set is no longer situational to damage shields and can be useful in other scenarios.

    "Earthgore: This item set now instantly dispels all negative effects, rather than one. The heal granted from this set now only heals the target with the lowest health in the area, rather than the 6 lowest targets in the area."
    This is a good change.
    Now healers actually will have to use their abilities to heal!
    Edited by Universe on April 16, 2019 1:20PM
    Some videos I recorded for fun: Main character:
    PC EU main: Universe - AD magicka Sorcerer, Former Emperor, Grand Overlord, The Merciless, Trial Bosses Solo Champion
    Top alts: Genius(stamina/sagicka Dragonknight) The Force(stamina Nightblade) and other chars.
    PC NA main: The Magic - AD magicka Sorcerer
    Started playing ESO in beta & early access
    User_ID: Daedric_Prince
  • Lord_Eomer
    Lord_Eomer
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    Vastarie’s Tutelage

    2 – Adds 1096 Maximum Stamina
    3 – Adds 1206 Maximum Health
    4 – Adds 1096 Maximum Magicka
    5 – Adds 129 Magicka Recovery
    5 – Adds 129 Stamina Recovery
    5 – When you resurrect an ally, you and your ally gain 258 Weapon and Spell Damage and 10% cost reduction to all abilities for 10 seconds.

    Can we just remove that resurrect bonus and turn the set into a stamina version of Amberplasm? The 5p bonus is just too niche and the set will just end up not getting used at all...

    This set is not good with Resurrect Bonus, this bonus is useless on any set.

    Either increase duration to 45 seconds or change 5th piece bonus to:

    5- 150 Weapon and Spell Damage
    5- 150 Magicka Recovery and 150 Stamina Recovery
    Edited by Lord_Eomer on April 16, 2019 4:15PM
  • Glory
    Glory
    Class Representative
    Coldharbour's Favorite Damage is good, I would recommend making it possible to proc both conditions. The conditions are solid, but it's a bit underwhelming with such a long cooldown to have RNG decide which proc will occur!
    mDK will rise again.
    Rebuild Necromancer pet AI.

    @Glorious since I have too many characters to list

    Ádamant

    Strongly against Faction Lock
  • Lady_Rosabella
    Lady_Rosabella
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    Glory wrote: »
    Coldharbour's Favorite Damage is good, I would recommend making it possible to proc both conditions. The conditions are solid, but it's a bit underwhelming with such a long cooldown to have RNG decide which proc will occur!

    Agreed, I have healing on one bar and damage on my back bar, but couldn't get it to proc while doing any damage. Also if/when it does proc the visual effects should be different for each condition, i.e green circle for the healing (which is all I have seen) and maybe blue circle for the damage. Also does the "Mount" not actually spawn because all we could see is the growing green circle under the player?

    Is there a reason I can't get it to proc when doing damage?

    Are you considering pairing any of the sets from this patch with existing sets? If so, which ones?

    I plan on pairing this set Coldharbours Favorite with Vestment of Olorime on my healer and had originally planned on using Earthgore monster set, but with the nerf to how many it heals, I will probably go back to an older set I was using in the past. I need the healing of 6 lowest targets as I heal a lot of Trials. She is purely a PVE character, so it disappoints me that Earthgore is being changed and I am assuming it is because of it's use in PVP.
    Edited by Lady_Rosabella on April 17, 2019 3:38AM
  • jbjondeaueb17_ESO
    jbjondeaueb17_ESO
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    Earthgore and the new sets all have 4% healing done. Are the old sets going to be updated or left with their ridiculous 2% healing done ?
    Pain-Healer - Argonian Templar Healer (EP) - Immortal Redeemer - Gryphon's Heart
    Guild : Ghosts and Goblins Target Dummies
    Players know me as Jeban
  • ZOS_RogerJ
    ZOS_RogerJ
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    Just a friendly reminder that certain topics and subjects are deemed inappropriate and not permitted on the official ESO forums. Among other topics this includes; real-world religion and politics.
    The Elder Scrolls Online: Tamriel Unlimited - ZeniMax Online Studios
    Forum Rules | Code of Conduct | Terms of Service | Home Page | Help Site
    Staff Post
  • rstas
    rstas
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    Robes of the Hist:
    Reduced the healing of this set by 20%.
    Fixed an issue where this item set was able to critically strike.


    The change is broken, heal without any buff should be around 2000 after 20% nerf, but while effect is on it just hits for 100-500, only few tics are fine, making avarage heal dps around 1400. Please fix the set after nerf.
    Clodth, Stamina Dragon Knight, Werewolf
  • rstas
    rstas
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    c3kfdc6frxf0.png
    Clodth, Stamina Dragon Knight, Werewolf
  • ZOS_Liforce
    ZOS_Liforce
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    Thanks for the skele-TON of feedback! Keep it coming!
    ESO Combat Designer and Skeleton Enthusiast
    Staff Post
  • madman65
    madman65
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    Zaan Set:
    1 items) Adds 833 Spell Critical
    (2 items) When you damage a nearby enemy with a Light or Heavy Attack, you have a 20% chance to create a beam of fire that will connect you to your enemy. The beam deals 3440 Flame Damage every 1 second to your enemy for 5 seconds. Every second, this damage increases by 50%. The beam is broken if the enemy moves 8 meters away from you. This effect can occur every 18 seconds.

    *You can increase the cooldown and/or reduce the damage of the beam

    I disagree any changes because of breaking the beam. When you are having to move around and keep the beam on your target, that is difficult enough as it is. Also the 8 meters, that makes staying on target hard as well. My opinion is to leave it as it is. Thanks.
  • Zer0oo
    Zer0oo
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    The Ice Furnace

    Set bonus
    (2 items) Adds 1096 Maximum Magicka
    (3 items) Adds 833 Spell Critical
    (4 items) Adds 129 Weapon Damage
    (5 items) When you deal direct damage with a Frost Damage ability, you have a 50% chance to deal an additional 997 Flame Damage to all enemies within 8 meters around the initial target. This effect can occur once every 1 second.

    It seems this set got forgotten to change to spell damage. Not that anyone uses it but it still low-key triggers me
    Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
    - Update 23
  • code65536
    code65536
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    rstas wrote: »
    c3kfdc6frxf0.png

    That looks like you were close to full health for some of those healing ticks.

    There was a change in how healing and damage is reported to addons, and Combat Metrics on the PTS will currently report only how much missing health was recovered. For example, if you were at 17000/18000 health and take a 2000 healing tick, CMX on Live will report that healing tick as 2000 (the full value of the tick), but CMX on the PTS will report that healing tick as 1000 (the amount of missing health actually recovered).

    It looks like from that log that you're just seeing the actual missing health that was healed and not the full value of the healing ticks.
    Nightfighters ― PC/NA and PC/EU

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  • JHartEllis
    JHartEllis
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    Would you qualify any sets from this patch as "game breaking"? If so, why?

    One stands out the most:

    Claw of Yolnakhriin – Tank
    5 – When you taunt an enemy, you give yourself and 11 group members Minor Courage for 15 seconds, increasing your Weapon and Spell Damage by 129. This effect can occur once every 8 seconds.


    This is such a large impact (+1548 group Weapon Damage and +1548 group Spell Damage) that it will be a must-have for every tank in a trial group. This will widen the already expansive gulf between the no-death speed runners, which will benefit from the DPS boost, and the less experienced progression groups, which will mostly suffer from a squishier tank.

    This will most assuredly cause Ebon to be shifted over to a healer as well.

    So you end up with a tank that's not as tanky and a healer that's not as healery, and that really kills the feel of group composition.

    The set is way better than something like Powerful Assault (+656/+656 group Weapon/Spell damage with a limited radius and a non-role specific proc condition), and it probably ought to behave more like that.

    The main issue is probably the proc condition. One fix would be to make it a bit more clunky so a DPS role can use it, something like this:

    "When you deal damage with a fully-charged Heavy Attack against a taunted enemy, you give yourself and 11 group members Minor Courage for 15 seconds, increasing your Weapon and Spell Damage by 129. This effect can occur once every 8 seconds."
    Guild leader of Spicy Economics and Spicy Life on PC/NA
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  • Lord_Eomer
    Lord_Eomer
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    JHartEllis wrote: »
    Would you qualify any sets from this patch as "game breaking"? If so, why?

    One stands out the most:

    Claw of Yolnakhriin – Tank
    5 – When you taunt an enemy, you give yourself and 11 group members Minor Courage for 15 seconds, increasing your Weapon and Spell Damage by 129. This effect can occur once every 8 seconds.


    This is such a large impact (+1548 group Weapon Damage and +1548 group Spell Damage) that it will be a must-have for every tank in a trial group. This will widen the already expansive gulf between the no-death speed runners, which will benefit from the DPS boost, and the less experienced progression groups, which will mostly suffer from a squishier tank.

    This will most assuredly cause Ebon to be shifted over to a healer as well.

    So you end up with a tank that's not as tanky and a healer that's not as healery, and that really kills the feel of group composition.

    The set is way better than something like Powerful Assault (+656/+656 group Weapon/Spell damage with a limited radius and a non-role specific proc condition), and it probably ought to behave more like that.

    The main issue is probably the proc condition. One fix would be to make it a bit more clunky so a DPS role can use it, something like this:

    "When you deal damage with a fully-charged Heavy Attack against a taunted enemy, you give yourself and 11 group members Minor Courage for 15 seconds, increasing your Weapon and Spell Damage by 129. This effect can occur once every 8 seconds."

    What is wrong with proc condition, causing proc on Taunt is perfect reason to be used as Tank Set
  • kookster
    kookster
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    These are my thoughts on the new sets/changes from the perspective of a stamina PVP'er:
    I am not going to comment on the dungeon/trial sets as I am not a serious pve'r.
    • Crafty Alfiq: I think will be great for some specific mag builds.
    • Vesture of Darloc Brae: Interesting for sure, I doubt I will use it, but I am sure it will have a use case.
    • Call of the Undertaker: May have a use case, I doubt I will ever use it. I feel there are better defensive/healing sets.
    • Senche-raht’s Grit: I feel there are better defensive/healing sets.
    • Vastarie’s Tutelage: Honestly I dont think this set is good with a condition for resurrecting an ally, if you want this set to be used I recommend changing that condition to something else.
    • Coldharbour’s Favorite: I feel this sets lack of control as to what happens makes it too RNG. As well as a 100% proc chance. This set should probably have separate cool downs, with a % chance proc. The animation though..... AMAZING. <3
    • Robes of the Withered Hand: This is a nerf honestly. This set will probably be used even less now.
    • Vestments of the Warlock: Slight improvement, but its hard to really assess if this set would be worth while due to its long cooldown.
    • Essence Thief: In crazy fights you still cant see the essence, I think it not being just given will still make this set not used.
    • Trappings of Invigoration: Slight improvement, but its hard to really assess if this set would be worth while due to its long cooldown.
    • Leeching Plate: just increasing the radius by 1 meter isn't enough to make me want to use this. It is still to unreliable to want to use.
    • Affliction: good changes honestly. If im looking for minor defile this set would be considered.
    • Shield Breaker: Great changes! This set will actually be considered in builds for me now.
    Edited by kookster on April 18, 2019 5:39PM
    Potato Pact - PC NA
  • Tasear
    Tasear
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    Vastarie’s Tutelage

    2 – Adds 1096 Maximum Stamina
    3 – Adds 1206 Maximum Health
    4 – Adds 1096 Maximum Magicka
    5 – Adds 129 Magicka Recovery
    5 – Adds 129 Stamina Recovery
    5 – When you resurrect an ally, you and your ally gain 258 Weapon and Spell Damage and 10% cost reduction to all abilities for 10 seconds.

    Can we just remove that resurrect bonus and turn the set into a stamina version of Amberplasm? The 5p bonus is just too niche and the set will just end up not getting used at all...

    My nercomancer healer is now interested in this set
  • JHartEllis
    JHartEllis
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    What is wrong with proc condition, causing proc on Taunt is perfect reason to be used as Tank Set
    Causing proc on taunt means ONLY the tank can use it, and tanks will likely be compelled to use it because the effect is so huge. It redefines the tank's role too much in a not fun way.

    It's a great set--that's the issue. It's meta-redefining and ought to be handled delicately.
    Guild leader of Spicy Economics and Spicy Life on PC/NA
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  • Lord_Eomer
    Lord_Eomer
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    JHartEllis wrote: »
    What is wrong with proc condition, causing proc on Taunt is perfect reason to be used as Tank Set
    Causing proc on taunt means ONLY the tank can use it, and tanks will likely be compelled to use it because the effect is so huge. It redefines the tank's role too much in a not fun way.

    It's a great set--that's the issue. It's meta-redefining and ought to be handled delicately.

    Let tank use this only, there shall be no longer Alkosh + Ebon meta!
  • Rex-Umbra
    Rex-Umbra
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    Is leeching any good for pvp?
    Xbox GT: Rex Umbrah
    GM of IMPERIUM since 2015.
  • code65536
    code65536
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    @JHartEllis I'm going to give you the benefit of the doubt and just assume that was your idea of sarcasm and humor.

    For the first time in literally years, ZOS designs a tank set that tanks actually want to use. In what universe would a set like that make sense on a DD? A set that benefits the entire group like that belongs on a support and is exactly the type of set that should be on a support, and even if you design it as a DD set, it'll get used on a support (cf., Alkosh).

    And, yes, this set will be required of any serious tanks. So what? How's that a bad thing? It's about time some variety got introduced in the tanking meta. I'm looking forward to the MT dropping Torug for Claw.
    Edited by code65536 on April 18, 2019 9:24PM
    Nightfighters ― PC/NA and PC/EU

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  • karekiz
    karekiz
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    Call of the Undertaker – Heavy

    Would be better is proc'd on taking damage rather than LA on the mob. Would fill an overworld Heavy tank support style set for newer tanks. Not the best, obviously.
  • WrathOfInnos
    WrathOfInnos
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    3/4 Sunspire sets look great. However, Nahviintaas seems underwhelming. To be on par with Worm or Hircine's (4% cost reduction) you would need each member of the group to activate one of your synergies every 9 seconds. In a trial group that means putting out 11 synergies every 9s, not really feasible. Sure it gives decent sustain to the wearer, that will get good uptime of the 12% cost reduction, but I don't think most trials healers were looking for a Seducer alternative (and if they were they could just use False God's anyway).

    I think Nahviintaas could be very interesting if it did not exclude ultimate cost reduction. Or better yet, just make it solely a passive ultimate cost reduction for the group. Maybe 8% ultimate cost reduction for up to 11 allies within 28m. This would basically be a half-strength Akaviri Dragonguard set for the group, similar to how Hircine and Worm are half strength cost reduction sets for the whole group (4% vs 8% on solo sets). It wouldn't have much impact on DPS either, since ultimates are only about 10% of a player's damage at most, so it would be roughly 0.8% group DPS gain (maybe 1% if you factor in slight increases in Major Slayer uptimes and Warhorn buffs).
  • TimeDazzler
    TimeDazzler
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    Essence thief proc on uneven terrain or on top of heightened terrain sometimes causes the proc to be an unreachable location and float in the air.
    PC NA
    Characters:
    Aldmeri Dominion Champion - Stamina Warden - AD
    Tımë Ðâzzłër - Magicka Nightblade - AD
    Ðazzler - Stamina Arcanist - AD
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    Sprint v X - Stamina Sorcerer - EP
    Tımë Ðâzzlër Ðk - Stamina Dragonknight - EP
    Tımë Ðâzzłêr - Stamina Templar - DC
    Time Dazzler - Magicka Warden - DC
  • Joosef_Kivikilpi
    Joosef_Kivikilpi
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    Vastarie’s Tutelage

    2 – Adds 1096 Maximum Stamina
    3 – Adds 1206 Maximum Health
    4 – Adds 1096 Maximum Magicka
    5 – Adds 129 Magicka Recovery
    5 – Adds 129 Stamina Recovery
    5 – When you resurrect an ally, you and your ally gain 258 Weapon and Spell Damage and 10% cost reduction to all abilities for 10 seconds.

    Can we just remove that resurrect bonus and turn the set into a stamina version of Amberplasm? The 5p bonus is just too niche and the set will just end up not getting used at all...

    Except on a Necro Ult with 3 revives...
  • GrumpyDuckling
    GrumpyDuckling
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    Vastarie’s Tutelage

    2 – Adds 1096 Maximum Stamina
    3 – Adds 1206 Maximum Health
    4 – Adds 1096 Maximum Magicka
    5 – Adds 129 Magicka Recovery
    5 – Adds 129 Stamina Recovery
    5 – When you resurrect an ally, you and your ally gain 258 Weapon and Spell Damage and 10% cost reduction to all abilities for 10 seconds.

    Can we just remove that resurrect bonus and turn the set into a stamina version of Amberplasm? The 5p bonus is just too niche and the set will just end up not getting used at all...

    ^I want to reiterate this point. If you make it a stamina version of Amber Plasm, then I think more players would take to it.
    Edited by GrumpyDuckling on April 19, 2019 2:31AM
  • GrumpyDuckling
    GrumpyDuckling
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    Call of the Undertaker – Heavy
    2 – Adds 4% Healing Taken
    3 – Adds 1206 Maximum Health
    4 – Adds 4% Healing Done
    5 – Adds 1206 Maximum Health
    5 – When you deal damage with a Light Attack, you apply Minor Lifesteal to your enemy for 8 seconds, healing you and your allies for 600 Health every 1 second when damaging them. This effect can occur once every 8 seconds.

    Could you please consider increasing the time from 8 seconds to 20 seconds? For a 5 piece bonus, it would be great to see the duration equal to the Restoration Staff skill Force Siphon. Thank you.
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