Update 49 is now available for testing on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/categories/pts
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For Devs about Blood spawn.

  • Moonsorrow
    Moonsorrow
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    5 classes are fighting among themselves another kind of balance. 6 classes is a new kind of balance. Apparently you want to fight between 4 classes.

    Never said i dislike new classes. But there has been problems with how they were introduced. When Warden came, it did get a collection of its skills sort of taken from others and some others adjusted (nerfed) to make it valid. Necro while the theme and many things on it is cool is buggy class(Blastbones still not work reliably at pvp most times) that seems is now forgotten after money was already collected with it. Yes stamcro is strong at pve, but at pvp necro been average to meh -tier, sadly.. because i wanto like it so bad, but its often really frustrating to play. Not want it to be "op" or fotm, just for the skills to work.

    What i meant is that too many people nowadays are special snowflakes that seem to have issues on being killed at pvp or that if they cannot kill someone with button smash level skill they go on forums and ask for nerfs to change the game into their own level. Hard to explain. Usually they have a main and see balance only from limited view. They should play all classes and get rid of the biased view and just getting better at the game instead of trying to change it to something else.

    And many been liking what we used to have.. strong class flavor, more rock, paper & scissors.. but the nerflings want their own character to be able to fight any class on any spec without them having to change any skill on bar or any sets or their own playstyle at all. And in the end, changes that go into that way makes all classes and sets feel like the same, and suddenly all cry about lost class identity, even the ones who been asking for nerfs for years and they do not even understand that it was them who been causing it all to happen. No idea why i sometimes try to explain this, since it feels like empty letters on screen.. people are blinded by selfishness. It can be hard to see the big picture in a game like this for many i guess.

    ZOS has done many good quality of life changes during all the years, like 2h weapons counting as 2 parts of set and so on, lots of good things like that, they do not get thanks for those often, i guess because they too often simultaneously make nerfs that go into the "no one wanted this or needed this" cathegory. Would be naive if one could not see that they have to sort of create some form of unbalanced by choice fotm back and forth changes, so people keep rerolling new characters and so on. But still, they also do some right changes so not like us hardcore pvpers (eww, sounds elitist lol) are 100% unhappy, never said that also. Just that so many good skills and sets been destroyed to uselessness, enough with already. :D Because when people ask for "small nerf", have they not seen already that the set/skill always gets totally destroyed at 95% of cases?
  • LiquidPony
    LiquidPony
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    LiquidPony wrote: »
    LiquidPony wrote: »
    How many people so much and opinion. In my experience, sometimes OP limits the potential of other things. Therefore, a nerf is a kind of buff. You see what the difference is, I proposed a concrete proposal and you just have a lyrical digression.
    I repeat, fourteen is a very large number. Reducing this number will not hit the BS as a whole.
    P. S.I think you first need to make an offer as possible to buff other sets and at what scale even if your offer is ignored, but I agree with you I'd like to see buff other sets.

    Word salad.

    Your whole topic about measuring dot is word salad. https://forums.elderscrollsonline.com/en/discussion/496837/youve-still-completely-missed-the-mark-on-dot-damage/p1. It's just a veiled salad where are you trying to show yourself smart and knowledgeable. It can even be called trolling through screenshots. The opinion that you write there, I have not heard such nonsense for a long time. You trying to compare a passive playing style with an active.

    You don't even know what "word salad" means and you respond with more word salad.

    Why don't you go over to that thread and demonstrate what's wrong with it, then?

    Maybe you can grab some parses from v5.2.5 and show me how useful DoTs really are.

    I'll just leave this here:
    https://cdn.discordapp.com/attachments/389813886993563660/637024343091707924/unknown.png


    Your first message in your topic for me is all a word salad (your style of wordplay is also a kind of salad). Sorry, this is not interesting if you prefer answers of this format.
    P. S. I will tell you in simple language. You suggested making the passive part of the game (for some it’s class identity) stronger than the active part.

    Nonsense.

    In PvE, the distinction between direct damage and DoTs has absolutely nothing to do with "active" and "passive". That is entirely meaningless; that's an "I only play PvP and am too myopic to think about the rest of the game" perspective. In PvE, you are casting something every single GCD regardless. When there are numerous useful DoTs, that involves a lot of juggling timers, bar-swapping, and careful timing trying to squeeze in spammables/executes and keep everything up.

    In the trashcan-friendly meta of v5.2.5, we've devolved to: ground DoT to proc Berserker, something to grant Minor Force, and then spam your spammables and executes. If you're lucky you're playing a class with lots of passive damage (pets, strong passive procs like Burning Light, or the ability to use a melee weapon skill to consistently proc bleeds and poisons).

    What's ironic is that the importance of truly passive damage has skyrocketed this patch.
    Edited by LiquidPony on October 26, 2019 5:52AM
  • OrderoftheDarkness
    OrderoftheDarkness
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    Moonsorrow wrote: »
    5 classes are fighting among themselves another kind of balance. 6 classes is a new kind of balance. Apparently you want to fight between 4 classes.

    Never said i dislike new classes. But there has been problems with how they were introduced. When Warden came, it did get a collection of its skills sort of taken from others and some others adjusted (nerfed) to make it valid. Necro while the theme and many things on it is cool is buggy class(Blastbones still not work reliably at pvp most times) that seems is now forgotten after money was already collected with it. Yes stamcro is strong at pve, but at pvp necro been average to meh -tier, sadly.. because i wanto like it so bad, but its often really frustrating to play. Not want it to be "op" or fotm, just for the skills to work.

    What i meant is that too many people nowadays are special snowflakes that seem to have issues on being killed at pvp or that if they cannot kill someone with button smash level skill they go on forums and ask for nerfs to change the game into their own level. Hard to explain. Usually they have a main and see balance only from limited view. They should play all classes and get rid of the biased view and just getting better at the game instead of trying to change it to something else.

    And many been liking what we used to have.. strong class flavor, more rock, paper & scissors.. but the nerflings want their own character to be able to fight any class on any spec without them having to change any skill on bar or any sets or their own playstyle at all. And in the end, changes that go into that way makes all classes and sets feel like the same, and suddenly all cry about lost class identity, even the ones who been asking for nerfs for years and they do not even understand that it was them who been causing it all to happen. No idea why i sometimes try to explain this, since it feels like empty letters on screen.. people are blinded by selfishness. It can be hard to see the big picture in a game like this for many i guess.

    ZOS has done many good quality of life changes during all the years, like 2h weapons counting as 2 parts of set and so on, lots of good things like that, they do not get thanks for those often, i guess because they too often simultaneously make nerfs that go into the "no one wanted this or needed this" cathegory. Would be naive if one could not see that they have to sort of create some form of unbalanced by choice fotm back and forth changes, so people keep rerolling new characters and so on. But still, they also do some right changes so not like us hardcore pvpers (eww, sounds elitist lol) are 100% unhappy, never said that also. Just that so many good skills and sets been destroyed to uselessness, enough with already. :D Because when people ask for "small nerf", have they not seen already that the set/skill always gets totally destroyed at 95% of cases?

    I have nothing to add here. You're right. I take my words back about Blood Spawn but only due to the fact that people like this set. I do not change my opinion about the big ult reg. I realized how important this set is for people. He embodies a reminder of the old. I have no problems with him, I just wanted to share an unbiased assessment.
    Edited by OrderoftheDarkness on October 26, 2019 6:45AM
  • maxjapank
    maxjapank
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    Same players here who asked for the Pirate Skelly nerf are vehemently defending their precious Blood Spawn. Fact still remains, the amount of utli regen could definitely be toned down some.
  • OrderoftheDarkness
    OrderoftheDarkness
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    maxjapank wrote: »
    Same players here who asked for the Pirate Skelly nerf are vehemently defending their precious Blood Spawn. Fact still remains, the amount of utli regen could definitely be toned down some.

    Thanks for the support. In any case, Dev will decide for themselves. :)

  • Abyssmol
    Abyssmol
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    I shouldn't be pointing to these things with your competence, but you haven't thought that restoring 14 points of absolute ability is a big number. Taking into account the fact that already in general form there is an alignment of sets, of spells, etc

    Done with Pirate Skeleton, now jump to Bloodspawn. Predictable!!!
  • jcm2606
    jcm2606
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    maxjapank wrote: »
    Same players here who asked for the Pirate Skelly nerf are vehemently defending their precious Blood Spawn. Fact still remains, the amount of utli regen could definitely be toned down some.

    Because the mitigation from Pirate Skele's 2pc is 3x greater than the mitigation from Bloodspawn's 2pc (30% mitigation is roughly equal to 19.8k resists), despite having a slightly higher proc chance, and, at the time, minimal downtime (2s downtime) and next to no drawbacks for those 20k resists, on top of the constant almost 3k resists on the 1pc bonus. All at the cost of just not using a damage shield, as it only procs when you take damage to your health.

    With the 2pc bonus up, Pirate Skele gave 34.5% damage mitigation (30% of which was through flat mitigation, which is both more effective than resists due to where it sits in the damage formula, and harder to counter due to no the lack of a penetration-like mechanic for flat mitigation), while Bloodspawn only gives 9.8% damage mitigation (which can be countered through pen), for virtually no cost except wearing the set.

    That aside, ult gen alone isn't even that strong. It just gives you the ability the cast ults more often, but you still need damage behind those ults so they actually hurt, and you still need to know how to use the ults effectively. Bloodspawn is very well balanced in that regard, because it gives you the tools necessary to perform well, but you still need to know how to use them effectively.

    Only on DK does Bloodspawn's ult gen get really strong, since it doubles as sustain, but are we really going to flatten class identity by nerfing a set that maybe overperforms on one class in the area that class is meant to excel in?
  • maxjapank
    maxjapank
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    jcm2606 wrote: »
    maxjapank wrote: »
    Same players here who asked for the Pirate Skelly nerf are vehemently defending their precious Blood Spawn. Fact still remains, the amount of utli regen could definitely be toned down some.

    Because the mitigation from Pirate Skele's 2pc is 3x greater than the mitigation from Bloodspawn's 2pc (30% mitigation is roughly equal to 19.8k resists), despite having a slightly higher proc chance, and, at the time, minimal downtime (2s downtime) and next to no drawbacks for those 20k resists, on top of the constant almost 3k resists on the 1pc bonus. All at the cost of just not using a damage shield, as it only procs when you take damage to your health.

    With the 2pc bonus up, Pirate Skele gave 34.5% damage mitigation (30% of which was through flat mitigation, which is both more effective than resists due to where it sits in the damage formula, and harder to counter due to no the lack of a penetration-like mechanic for flat mitigation), while Bloodspawn only gives 9.8% damage mitigation (which can be countered through pen), for virtually no cost except wearing the set.

    That aside, ult gen alone isn't even that strong. It just gives you the ability the cast ults more often, but you still need damage behind those ults so they actually hurt, and you still need to know how to use the ults effectively. Bloodspawn is very well balanced in that regard, because it gives you the tools necessary to perform well, but you still need to know how to use them effectively.

    Only on DK does Bloodspawn's ult gen get really strong, since it doubles as sustain, but are we really going to flatten class identity by nerfing a set that maybe overperforms on one class in the area that class is meant to excel in?

    The Ulti return is too much. Face it.
  • Zevrro
    Zevrro
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    maxjapank wrote: »
    jcm2606 wrote: »
    maxjapank wrote: »
    Same players here who asked for the Pirate Skelly nerf are vehemently defending their precious Blood Spawn. Fact still remains, the amount of utli regen could definitely be toned down some.

    Because the mitigation from Pirate Skele's 2pc is 3x greater than the mitigation from Bloodspawn's 2pc (30% mitigation is roughly equal to 19.8k resists), despite having a slightly higher proc chance, and, at the time, minimal downtime (2s downtime) and next to no drawbacks for those 20k resists, on top of the constant almost 3k resists on the 1pc bonus. All at the cost of just not using a damage shield, as it only procs when you take damage to your health.

    With the 2pc bonus up, Pirate Skele gave 34.5% damage mitigation (30% of which was through flat mitigation, which is both more effective than resists due to where it sits in the damage formula, and harder to counter due to no the lack of a penetration-like mechanic for flat mitigation), while Bloodspawn only gives 9.8% damage mitigation (which can be countered through pen), for virtually no cost except wearing the set.

    That aside, ult gen alone isn't even that strong. It just gives you the ability the cast ults more often, but you still need damage behind those ults so they actually hurt, and you still need to know how to use the ults effectively. Bloodspawn is very well balanced in that regard, because it gives you the tools necessary to perform well, but you still need to know how to use them effectively.

    Only on DK does Bloodspawn's ult gen get really strong, since it doubles as sustain, but are we really going to flatten class identity by nerfing a set that maybe overperforms on one class in the area that class is meant to excel in?

    The Ulti return is too much. Face it.

    How much would you suggest for it to be balanced? Its always been a strong set but it doesn't even feel close to being OP especially compared to the old Pirate Skeleton. Without Bloodspawn I probably wouldn't even bother using a 2 piece monster set.
    @Zevrro PC-EU
    CP 1200+
    Azura's Star/Sotha Sil/Bahlokdaan
    Magicka Nightblade

    AD | Zevrro
    | Magicka Nightblade | AR43 |
    AD | Zevrro II | Magicka Nightblade | AR50 | 09-02-2019 |
    DC | Not Zevrro | Magicka Nightblade | AR33 |
    EP | Ževrro | Magicka Nightblade | AR14 |
    Other PvP Characters
    AD | Zevrro VII | Stamina Warden | AR33 |
    AD | Zevrro XII | Magicka Warden | AR22 |
    DC | Not Zevrro II | Magicka Warden | AR14 |
    DC | Necrotic Zevrro | Magicka Necromancer | AR17 |
    EP | Real-Skyice | Stamina Warden | AR10 |

    >156m AP
  • OrderoftheDarkness
    OrderoftheDarkness
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    Let's just talk without bias not about the word nerf. Someone may not understand what is happening but just hears the words nerf and he begins to panic. Someone says that there are a lot of bad sets.
    Now about the data. BS can generate 28 points of ultimate ability in 15 seconds. Take Shalk Exoskeleton Set and Champion of the Hist as an example. These two sets provide Minor Heroism in battle all the time i.e. in 15 seconds it will generate 10 points of ultimate ability. We won't be able to buff these sets, Minor heroism is the mechanics of the game. These are good sets, but people will not look at these sets when they can simply increase their damage using other sets in conjunction with the BS and have a frantic regeneration of Ult points.

    P. S. I just shared my outlook on things. I don’t want anyone to feel bad about it. It's just a game. My suggestion was to reduce ult points to 7. In any case, you will get an advantage in front of these two sets, you can generate 14 ult points in about 15 seconds + -.
    P. P. S. I don’t want to argue anymore, and I don’t want to prove anything. I was just trying to reason with justice. Let this topic be closed.
    Edited by OrderoftheDarkness on October 26, 2019 6:35PM
  • Crixus8000
    Crixus8000
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    How is bloodspawn op ? It's one of the best balanced sets in the game. I think people just need a new thing to nerf each time because some of the requests are getting crazy.

  • Urzigurumash
    Urzigurumash
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    BS can generate 28 points of ultimate ability in 15 seconds. Take Shalk Exoskeleton Set and Champion of the Hist as an example. These two sets provide Minor Heroism in battle all the time i.e. in 15 seconds it will generate 10 points of ultimate ability. .

    Over the course of 60 seconds of combat, Shalk's and Champion will provide 45 Ultimate, or the same as 3 procs of Bloodspawn. In order for Bloodspawn to reliably proc 3 times within 60 seconds, at its 6% rate, you would have to be hit roughly 50 times. Sure it is possible it could proc on cooldown for that entire 60 seconds, proccing 10 times and giving you 150 Ultimate, but I'm skeptical anybody who says Bloodspawn generates substantially more Ultimate than Minor Heroism (or Werewolf Hide or Aslyum 2h) has really put this to a gameplay test.

    Perhaps I'm off on something or my test results were exceptional.

    Edited by Urzigurumash on October 26, 2019 6:39PM
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • Crixus8000
    Crixus8000
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    Let's just talk without bias not about the word nerf. Someone may not understand what is happening but just hears the words nerf and he begins to panic. Someone says that there are a lot of bad sets.
    Now about the data. BS can generate 28 points of ultimate ability in 15 seconds. Take Shalk Exoskeleton Set and Champion of the Hist as an example. These two sets provide Minor Heroism in battle all the time i.e. in 15 seconds it will generate 10 points of ultimate ability. We won't be able to buff these sets, Minor heroism is the mechanics of the game. These are good sets, but people will not look at these sets when they can simply increase their damage using other sets in conjunction with the BS and have a frantic regeneration of Ult points.

    P. S. I just shared my outlook on things. I don’t want anyone to feel bad about it. It's just a game. My suggestion was to reduce ult points to 7. In any case, you will get an advantage in front of these two sets, you can generate 14 ult points for about 15 seconds + -.
    P. P. S. I don’t want to argue anymore, and I don’t want to prove anything. I was just trying to reason with justice. Let this topic be closed.

    You can't try to balance a good set by comparing it to totally useless sets though. Even if bloodspawn had it's ult gen removed no one would still use sets like shalks because they just suck. Just like nerfing resists didn't make anyone start using dunerippers scales.
  • OrderoftheDarkness
    OrderoftheDarkness
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    BS can generate 28 points of ultimate ability in 15 seconds. Take Shalk Exoskeleton Set and Champion of the Hist as an example. These two sets provide Minor Heroism in battle all the time i.e. in 15 seconds it will generate 10 points of ultimate ability. .

    Over the course of 60 seconds of Combat, Shalk's and Champion will provide 45 Ultimate, or the same as 3 procs of Bloodspawn. In order for Bloodspawn to reliably proc 3 times within 60 seconds, at its 6% rate, you would have to be hit roughly 50 times.

    These data can only correspond to 1vs1 fights.
    Edited by OrderoftheDarkness on October 26, 2019 7:30PM
  • Skoomah
    Skoomah
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    Didn’t they already nerf this set? More nerfs?

    What do you run OP? Let’s nerf your stuff too... TO BE FAIR.
  • OrderoftheDarkness
    OrderoftheDarkness
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    Crixus8000 wrote: »
    Let's just talk without bias not about the word nerf. Someone may not understand what is happening but just hears the words nerf and he begins to panic. Someone says that there are a lot of bad sets.
    Now about the data. BS can generate 28 points of ultimate ability in 15 seconds. Take Shalk Exoskeleton Set and Champion of the Hist as an example. These two sets provide Minor Heroism in battle all the time i.e. in 15 seconds it will generate 10 points of ultimate ability. We won't be able to buff these sets, Minor heroism is the mechanics of the game. These are good sets, but people will not look at these sets when they can simply increase their damage using other sets in conjunction with the BS and have a frantic regeneration of Ult points.

    P. S. I just shared my outlook on things. I don’t want anyone to feel bad about it. It's just a game. My suggestion was to reduce ult points to 7. In any case, you will get an advantage in front of these two sets, you can generate 14 ult points for about 15 seconds + -.
    P. P. S. I don’t want to argue anymore, and I don’t want to prove anything. I was just trying to reason with justice. Let this topic be closed.

    You can't try to balance a good set by comparing it to totally useless sets though. Even if bloodspawn had it's ult gen removed no one would still use sets like shalks because they just suck. Just like nerfing resists didn't make anyone start using dunerippers scales.

    Why do you assure me of your truth? I am using one of these sets and have also tried using BS. Of course, if you think in a box, you will never pay attention to such sets.
    Edited by OrderoftheDarkness on October 26, 2019 6:51PM
  • Zevrro
    Zevrro
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    Let's just talk without bias not about the word nerf. Someone may not understand what is happening but just hears the words nerf and he begins to panic. Someone says that there are a lot of bad sets.
    Now about the data. BS can generate 28 points of ultimate ability in 15 seconds. Take Shalk Exoskeleton Set and Champion of the Hist as an example. These two sets provide Minor Heroism in battle all the time i.e. in 15 seconds it will generate 10 points of ultimate ability. We won't be able to buff these sets, Minor heroism is the mechanics of the game. These are good sets, but people will not look at these sets when they can simply increase their damage using other sets in conjunction with the BS and have a frantic regeneration of Ult points.

    P. S. I just shared my outlook on things. I don’t want anyone to feel bad about it. It's just a game. My suggestion was to reduce ult points to 7. In any case, you will get an advantage in front of these two sets, you can generate 14 ult points in about 15 seconds + -.
    P. P. S. I don’t want to argue anymore, and I don’t want to prove anything. I was just trying to reason with justice. Let this topic be closed.

    So your argument for why its too strong is that when you compare it to bad sets that nobody uses it works out stronger. Okay then.
    @Zevrro PC-EU
    CP 1200+
    Azura's Star/Sotha Sil/Bahlokdaan
    Magicka Nightblade

    AD | Zevrro
    | Magicka Nightblade | AR43 |
    AD | Zevrro II | Magicka Nightblade | AR50 | 09-02-2019 |
    DC | Not Zevrro | Magicka Nightblade | AR33 |
    EP | Ževrro | Magicka Nightblade | AR14 |
    Other PvP Characters
    AD | Zevrro VII | Stamina Warden | AR33 |
    AD | Zevrro XII | Magicka Warden | AR22 |
    DC | Not Zevrro II | Magicka Warden | AR14 |
    DC | Necrotic Zevrro | Magicka Necromancer | AR17 |
    EP | Real-Skyice | Stamina Warden | AR10 |

    >156m AP
  • NoodleESO
    NoodleESO
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    go ahead and nerf BS [insert Yoda meme here] there is another. If you nerf the ult gen on BS then good players will just move to dead-waters guile and then you'll see some real op stuff

    most people stay with BS because it has so much build potential. That doesn't mean its op
  • Urzigurumash
    Urzigurumash
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    @NoodleESO

    I was hesitant to even drop that set's name in this thread.

    Then again you see my above illustration of how Shalk's / Hist Champ compare to BS, followed by multiple posts saying those sets are trash.

    Edited by Urzigurumash on October 26, 2019 7:03PM
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • NoodleESO
    NoodleESO
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    @Urzigurumash just trying to get the point across that you can get the other values of BS from plenty of other things so that people can see its not op, its just very handy to tie a build together and that's why everyone runs it.

    sets I consider op were the first versions of earthgore/zaans. sets you could't reach anywhere near the values they had unless you used them.
  • Urzigurumash
    Urzigurumash
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    @NoodleESO

    I agree. I tend to see that there are (or were) monster sets that are more powerful than most 5 piece bonuses, sets which are roughly equal to several 5 piece bonuses, and sets which are weaker than most 5 piece bonuses.

    In my opinion nearly all of the monster sets which see frequent use in PvP fit comfortably in that second category, including Bloodspawn.

    Probably old Earthgore was in that first category, but I would still have its nerf reverted, mostly because I liked how the animation looked and I don't see it much anymore.
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • OrderoftheDarkness
    OrderoftheDarkness
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    @Urzigurumash

    You are reasoning correctly. I think BS more reveals its potential in 1vsX. In 1vs1 games, he sleeps. Although even here there are different situations dots, bows etc

    @NoodleESO
    Sounds interesting. On the other hand, people stay on BS to take less risk.
    My opinion is that BS is a very good set for stamDK and its weaving (SnB Claw Noxious Breath combo and Take Flight eventually). The rest use it to reduce risk. People even turn a blind eye to the first part of the set - stamina recovery, not everyone needs it.
    Edited by OrderoftheDarkness on October 26, 2019 8:02PM
  • Kesstryl
    Kesstryl
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    PVE tanks use this set, don't nerf it, PVE tanks have already been overnerfed
    HEARTHLIGHT - A guild for housing enthusiasts! Contact @Kesstryl in-game to join.
  • Zulera301
    Zulera301
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    Ult gen is only the third part of this set it makes no sense to compare it with the passive Nord. A reduction can be made without fanaticism. It’s funny for me to talk about 25. We can recall Pirate Skeleton. Do you really like this type of game?
    Just because you don't like it doesn't mean it's bad. A causal relationship is missing from your concept of “good or bad”. What to call it - may be a sense of self-importance. In principle, arguing with a person who most likely considers the Dragonhold fix to be inappropriate is a bad idea.

    P. S. I have no purpose to ruin such a good set. I use it myself. This is just an observer’s opinion, nothing more.

    My comparison to the Nord passive was a parallel to the notion of reducing Bloodspawn's ult gen to something abysmally low (for a set) like 5 ult. And, whether you like it or not, ZOS has (since at least Murkmire) had this tendency to go all out when they nerf things. Fortunately, they usually receive enough backlash to revert a few of the changes, and so it's 5 steps backwards, but 3 steps forward.

    either way... #NerfedEnoughAlready
    Shortly after the formation of the Ebonheart Pact, a Nord woman was given a tour of the Tribunal Temple. When later asked about the experience, she seemed upset. Suffice to say, the Dunmer were not pleased to hear this, and thus they inquired further.
    "Well," the Nord frowned, "the priests were very angry and unwelcoming. They kept shouting things at me like "you can't drink that mead in here!" and "somebody stop her, she's running naked!" and "we can't catch her; she's covered in grease!""
  • Dottzgaming
    Dottzgaming
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    D9tWrAtVUAEMkm1.jpg

    Replace tweet with post and you get the idea.
    Edited by Dottzgaming on October 27, 2019 11:05PM
  • Lokey0024
    Lokey0024
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    Nerf Troll King.
  • Strid3rTM
    Strid3rTM
    If bloodspawn gets nerfed, cp cap should be removed
  • Weisstag
    Weisstag
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    it has 6% chance...honestly shut up
    Iam an EU player...so Iam pretty used to suffering
  • OrderoftheDarkness
    OrderoftheDarkness
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    Weisstag wrote: »
    it has 6% chance...honestly shut up
    What could happen, you bite me with your keyboard? Rejoice that you can talk this way on the Internet.
    Edited by OrderoftheDarkness on October 29, 2019 2:58PM
  • BattleAxe
    BattleAxe
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    6% chance to proc every 6 seconds sure if it always procs off cooldown it could be extremely strong. Now let’s consider they reduce the ultimate it grants or remove it entirely what then people will just run balorgh and 2h asylum and damage will skyrocket. Asylum 2h grants up to 15 ultimate on perfected and has no cooldown. Before you ask for a nerf to bloodspawn consider the ramifications and how players will adapt.
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