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PTS Update 26 - Feedback Thread for Item Sets & Mythic Items

  • satanio
    satanio
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    Universe wrote: »
    So I answer this question in reverse. The Maw of the Infernal is less powerful on Live.
    I know this is not a discussion thread, but this is misleading. Maw of the Infernal is more powerful on Live. It's appx 10% weaker in terms of single target DPS on PTS.
    With change to the 1pc bonus it has lost its versatility - could be used by stam characters (health is better than max magicka for stam).
    It has also lost its AoE potential (his Breath was longer, and could proc multiple times), and lost most of his AoE dps.


    Edited by satanio on May 4, 2020 12:38PM
    Current public stam parses on Iron Atro so far (esologs)
    DW&Bow
    DW&2H
    2H&Bow
    Bow&Bow

    Current public mag parses on Iron Atro (esologs)
    (non cheese)
    ESOLEAKS CASUALTIES:
    Checkmath
    Tasear
    RIP
  • Olupajmibanan
    Olupajmibanan
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    Time for some constructive feedback:

    Tried Magicka Sorcerer with Perfected Asylum Inferno Staff on PTS. The very same build I use on live felt uncomparably weaker. The ever 3 cast is too much of a nerf along with half time frame for each cast. Dynamic rotation thanks to Crystal Fragments Proc made it so I sometimes couldn't land 3rd Force Shock in time. Secondly, Minor Vulnerability uptime is quite high thanks to Twilight Tormentor. The little additional burning uptime simply doesn't make the staff useful and if unchanged, it might end as a auto-deconstruct item despite the fact that you had to clear vAS+2 for it or made it to weekly leaderboards and had luck with RNG.

    Please reconsider this change and make both, Perfect and Non-Perfect procing from every 2nd cast of Force Shock.

  • olsborg
    olsborg
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    Stuhns Favor. This set is completely op, specially if you pair it with dizzy swing spam. Pls...

    PC EU
    PvP only
  • Kilcosu
    Kilcosu
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    olsborg wrote: »
    Stuhns Favor. This set is completely op, specially if you pair it with dizzy swing spam. Pls...

    last night I was testing this with off- balance sources on overland mobs and dummies with a 4 piece stun's and 5 piece (big boy pen) stuhn's while also using malacaths antiquity for cleaning numbers.

    there was 0 difference in numbers so I think at least right now the 5 piece is bugged. has the set been tested in duels?
  • Greystag
    Greystag
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    This is the official feedback thread for the new item sets and Mythic Items. Specific feedback that the team is looking for includes the following:
    • Item Sets
      • Were there any sets you felt were under powered compared to current offerings in the live game?

    Yes, I mainly have an issue with the new Winter's Respite (5pc Greymoor Light overland set) set. I love the frost theme but please change the effect. We finally see a potentially viable frost-themed set and it turns out to be a healing set. It just feels like a slap to the face of everyone who plays/likes Frost-themed characters, especially Frost Wardens. Please change the effect to something like an AoE DoT, or if you want to keep the Healer effect, just change it to something that isn't healing.

    I remember something similar happened with Olorime, which originally was a ground HoT effect which would've been useless, but you did the right thing and gave it a buff instead, turning it into probably the best healing set in the game. This new set is even pretty much a copy of the PTS Olorime we saw 2 years ago but with twice the healing and duration.
    PTS Olorime: 5 – Ground based effect abilities cast apply a healing circle on the ground which heals you and allies standing in the circle for 1032 every 1 second for 5 seconds. This effect can occur every 5 seconds.

    PTS Winter's Respite: 5 – Casting abilities that leave an effect on the ground will create a circle of healing frost for 10 seconds. You and your allies restore 2358 Health every 1 second while inside the circle. This effect can occur once every 10 seconds.

    We don't need more healing in our sets, healers currently run sets that buff/debuff allies or enemies (Olorime, Martial Knowledge, Z'ens, Jorvulds, Worm's). This is not because of a lack of sets that provide healing, but because our healing abilities already heal enough.

    My suggestions for a change are the following:
    1. Healing set: The effect still heals but now healing an ally in the area who's at full health grants them 64 (?) stamina or magicka instead (1 sec cd).
    2. Damage set: Places a frost AoE that deals damage and causes enemies in it to take 6% (?) extra damage from your Frost Damage abilities. This bonus is doubled (tripled?) against enemies below 33% HP.
      OR
    3. Damage set 2: Dealing frost damage to enemies within the Area restores X Magicka to you (0.5sec CD).

    Your game has a small but dedicated community who enjoys Frost themes, I'm begging you to give us a good set.

    About me:
    • Class: Warden.
    • CP: 1020
    • Roles: Healer, Magicka DD, Tank (I Tank the lest often).
    • Favourite activities (highest to lowest):
      • -Story content/Trials-Arenas-Dungeons
      • -Socialising
      • -Battlegrounds

    Thanks a lot for reading, I hope my feedback is useful.
    | PC / EU |
    | Aspen Greystag, Khajiit Warden |
    | Healer, Tank |
    | CP: 2500 |
    | Guilds: Officer at Meridia's Light |
  • TheValar85
    TheValar85
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    okay here is my feed back for you Gina
    Would you be so kind to please adress this issues with the devs? the pts is keeps rolling us back, we cant progress trhough everything and we cant properly testign anything, when we get constant rolback in every god damn 10 minutes on the pts.
    it is getting realy fustrating. please pass this foward to teh devs to fix it. cos with this issue we cant provide you or the devs detailed feedback on matters of this expansion if we have to face constantly rollbacks .

    Thank you.
    GM Of The Lusty Argonian ERP
    GM Of THe Alessia Dynasty PVP Guild
    GM Of The Guardians Of MiddleEarth
    My Smiling Emperor Profile Picture: https://ibb.co/bsOM6n
  • Aedaryl
    Aedaryl
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    Derra wrote: »
    Malacaths Band of Brutality has an interesting interaction with sorcerer healing.

    It means you can no longer heal with critical surge at all.

    It doesn´t have this implication on any other classes selfhealing (making it flatout not work) so i hope this is unintended and was simply overlooked?
    Couldn´t you consider making it set your critical dmg value 0 instead of disabling all crits to not make it outright break an ability?
    Or would you consider finally untying surge from crit (which would also be hugely beneficial for noCP) and give it sth like have a 45% chance when dealing dmg to heal for x amount.

    This.

    Critical surge not being able to work with mythic set is very bad.

    Also, Malacaths Band of Brutality is currently bugged on PTS and allow normal critical strikes. When the vamp spammable is used under 50% HP, you will still crit with Malacaths Band of Brutality.

    A simple solutions to not remove everything single source of crit damage from sets and abilities with code lines would be to just make critical strike additional damage Being 0.

    It would be easier to not have a bugged set that still do classical crit damage and allow critical surge to work with.
    Edited by Aedaryl on April 21, 2020 12:03PM
  • Crown
    Crown
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    Here's my regular PTS new sets comments. Note that I only speak to PvP viability and not PvE/Trials.

    Winter’s Respite – Light Armor
    2 – Adds 129 Magicka Recovery
    3 – Adds 1096 Maximum Magicka
    4 – Adds 1096 Maximum Magicka
    5 – Casting abilities that leave an effect on the ground will create a circle of healing frost for 10 seconds. You and your allies restore 2358 Health every 1 second while inside the circle. This effect can occur once every 10 seconds.

    The heal will be about the same heal as Hiti, and the circle doesn't do much else. I don't expect to see this used at all in PvP.

    Venomous Smite – Medium Armor
    2 – Adds 833 Weapon Critical
    3 – Adds 833 Weapon Critical
    4 – Adds 129 Weapon Damage
    5 – Dealing Critical Damage inflicts Hunter’s Venom on your enemy for 2241 Poison Damage to your target and nearby enemies every 1 second. This effect can occur once every 15 seconds.

    Doesn't mention how long it lasts. One more DoT, but not really worth it as you're not going to get kills from it / it doesn't increase your damage enough to care > other sets. Might be nice to tag more targets.

    Eternal Vigor – Heavy Armor
    2 – Adds 129 Magicka Recovery
    3 – Adds 129 Stamina Recovery
    4 – Adds 129 Health Recovery
    5 – Adds 1407 Maximum Health
    5 – Adds 337 Stamina and Magicka Recovery while your Health is above 50%. Adds 1011 Health Recovery while your Health is 50% or less.

    It's a nice sustain set, but the health recovery is of little to no value when you can get similar with one person in Troll King.

    Stuhn’s Favor
    2 – Adds 129 Weapon Damage
    2 – Adds 129 Spell Damage
    3 – Adds 1487 Physical Penetration
    3 – Adds 1487 Spell Penetration
    4 – Adds 129 Weapon Damage
    4 – Adds 129 Spell Damage
    5 – Increases your Physical and Spell Penetration by 13355 against Off-Balance enemies.

    This is very, very powerful, and I expect to see small groups based on keeping people off balance. We'll likely see it paired with New Moon, and then a few healers in Symphony to help with sustain.

    Dragon’s Appetite
    2 – Adds 129 Weapon Damage
    3 – Adds 129 Stamina Recovery
    4 – Adds 129 Stamina Recovery
    5 – Increases your damage done to Bleeding enemies by 225. Dealing non-Bleed damage to Bleeding enemies generates a persistent stack of Dragon’s Appetite, up to once per second. After 10 stacks, you consume Dragon’s Appetite and heal for 6415.

    This is a really neat idea, too bad nobody will ever use it. The heal is too small after battle spirit to be of any value, and there are bother better sustain and better damage options.

    Spell Parasite
    2 – Adds 129 Spell Damage
    3 – Adds 833 Spell Critical
    4 – Adds 1096 Maximum Magicka
    5 – Whenever you deal damage, you restore 63 Magicka. This effect can occur once every 0.25 seconds.
    Trial

    Another nice idea, but zero value in PvP as-is. If you remove the cap and the limit on the occurrence, even spamming Inevitable dets you won't get too much back. The only potential scenario for abuse would be using an AoE ult (banner/destro) where you can keep hitting people - and even then it's not too powerful.

    Roaring Opportunist – Magicka DPS
    2 – Adds 1487 Spell Penetration
    3 – Gain Minor Slayer at all times, increasing your damage done to Dungeon, Trial, and Arena Monsters by 5%.
    4 – Adds 129 Spell Damage
    5 (Perfected) – Adds 1096 Max Magicka
    5 – Dealing damage with a Fully-Charged Heavy Attack to an enemy that’s been set Off-Balance grants you and up to 11 group members Major Slayer, increasing your damage done to Dungeon, Trial, and Arena Monsters by 15% for 10 seconds. Roaring Opportunist can only affect a target every 22 seconds.

    PvE.

    Yandir’s Might – Stamina DPS
    2 – Adds 129 Weapon Damage
    3 – Gain Minor Slayer at all times, increasing your damage done to Dungeon, Trial and Arena Monsters by 5%.
    4 – Adds 129 Stamina Recovery
    5 (Perfected) – Adds 1487 Physical Penetration
    5 – Dealing Critical Damage grants you a stack of Giant’s Endurance, up to one a second. Each stack of Giant’s Endurance adds 100 Stamina Recovery, up to 5 stacks. Dealing damage with a Fully Charged Heavy Attack removes Giant’s Endurance and grants you Giant’s Might for 10 seconds, increasing your Weapon Damage by 158 per stack removed. You cannot have Giant’s Endurance and Might active at the same time.

    PvE.

    Kyne’s Wind – Healing
    2 – Adds 129 Magicka Recovery
    3 – Gain Minor Aegis at all times, reducing your damage taken from Dungeon, Trial, and Arena Monsters by 5%
    4 – Adds 4% Healing Done
    5 (Perfected) – Adds 129 Magicka Recovery
    5 – Casting an ability or drinking a potion that applies a Major Buff on yourself or an ally creates a pool of Kyne’s Blessing for 4 seconds. You and allies standing in Kyne’s Blessing restore 508 Stamina and Magicka every 1 second. This effect can occur once every 10 seconds.

    May be nice on a PvP healer to help the max-damage DPS with no sustain. PvP is too mobile to get more than a tick or two, so probably not going to be of value (to be confirmed in testing).

    Vrol’s Command – Tanking
    2 – Adds 1096 Maximum Stamina
    3 – Gain Minor Aegis at all times, reducing your damage taken from Dungeon, Trial, and Arena Monsters by 5%.
    4 – Adds 1206 Maximum Health
    5 (Perfected) – Adds 4% Healing Taken
    5 – After dealing damage with a Fully-Charged Heavy Attack, apply Major Aegis to you and up to 5 nearby group members for 10 seconds, reducing damage taken from Dungeon, Trial, and Arena enemies by 15%. This effect can occur once every 28 seconds.

    PvE.

    Bloodlord’s Embrace – Heavy Chest
    1 – Dealing damage with a Bash attack places a persistent, un-cleansable Blood Curse on an enemy. You can only have one Blood Cursed enemy at a time and dealing additional Bash damage moves the Blood Curse. Blocking an attack from a Blood Cursed enemy restores 685 Magicka to you. This effect can occur every 1 second.

    This is going to be hilarious for bridge trolls. I love it!

    Thrassian Stranglers – Light Hands
    1 – Killing an enemy grants you a persistent stack of Sload’s Call, up to a maximum of 20 stacks. Each stack increases your Spell Damage by 150, but also increases your damage taken by 2%. Removing Thrassian Stranglers, crouching, or going invisible removes all stacks of Sload’s Call.

    This is going to be godly for bombers, better for bomb launchers (VD / Balorgh / Thrassian / either 3 Willpower or 2 Willpower and a specialty staff).

    Snow Treaders – Medium Feet
    1 – You are immune to Snares and Immobilizations that can be cleansed. While in combat, you cannot Sprint.

    Not going to be usable in PvP. If you can't sprint, you're left behind the group. If you can't sprint while solo/small you'll get run over by a zerg.

    Ring of the Wild Hunt – Ring
    1 – Increases your movement speed by 15% while in combat. Increases your movement speed by 45% while out of combat.

    This is going to be a staple of PvP. Build around it, because the lack of mobility right now is horrible.

    Malacath’s Band of Brutality – Ring
    1 – Increases your damage done by 25%. You cannot deal critical damage.

    It's a nice idea, but critical damage accounts for a LOT more than 25%. We'll see when they fix the base crit resist and what the numbers work out to. If you're wondering if this is worth it, look at https://goo.gl/84hnar and see what your effective crit damage will be in a given build and if 25% consistent damage is more than what the math says you'll do based on your crit and opponents' crit resist.

    Torc of Tonal Constancy – Necklace
    1 – While your Stamina is less than 50%, increases your Magicka Recovery by 450. While your Magicka is less than 50%, increases your Stamina Recovery by 450.

    Another nice idea for hybrid builds, but again no value in PvP. Could be a nice troll-escape build option for Sorcs whereby they streak until out of Magicka, then sprint until out of Stamina.

    One last thought for now:

    We heard speak of a change to how damage and healing would work in future, whereby:
    • Damage would scale with spell damage and weapon damage
    • Damage would not scale at all with max stat (magicka/stamina)
    • Healing would scale with max stat
    • Healing would not scale at all with spell damage and weapon damage.
    The above change would split roles and responsibilities better in PvP, and eliminate a lot of the OPness of certain builds where one has amazing damage and amazing healing - making them significantly more powerful than others.
    Edited by Crown on April 21, 2020 12:13PM
    Crown | AD NB | First AD/NA Grand Overlord (2015/12/26)
    PvP Guides @ DarkElves.com
  • Valenor
    Valenor
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    Another set that could use some extra tweaking is Symphony of Blades. Making the cooldown per target is a great addition. Making it proc on the user would be a logical extra step to take.
  • ilprecursore
    ilprecursore
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    What about Titanic Cleave:
    Increased the stacking damage bonus of this set to 1550, up from 1500.
    Increased the target cap to 24, up from 6.
    With cleave morph you will be able to get a very huge shield dealing with big group like Barrier ultimate
    1550*24*50% = 18k more than the sums of the sorcer and light shield
    it seems to be really OP,isn’t it?
  • Dingodhole
    Dingodhole
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    Concentrated Force:
    The perfected version of this set no longer has a unique value, and instead grants up to 103 Spell Damage.


    As many people before me have concluded, this change makes asylum destro staff underwhelming. I'd rather keep the inferno staff at its current state as it's on live.
  • Cellentel
    Cellentel
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    The nerf to Ilambris seems too strong.. It does a bit more than half the dps as other comparable monster sets. Furthermore, removing the ability to proc both fire and shock removes one of the cool “flavor” aspects of the set. It’s always been one of the coolest sets visual, and it feels lackluster now. If you don’t want both proccing at the same time, then at least make it possible for one element to proc immediately after the previous is finished.
  • tamerbey
    tamerbey
    Soul Shriven
    can i farm a specific mytic item or there's a path i must follow it?
  • Thal
    Thal
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    Maybe the Grundwulf change is purely tied to PVP, but wow did I not expect a nerf on that set. The proc is already weak on live compared to base stam/mag recovery. I was honestly expecting that set to get a minor DPS and/or Recovery buff to bring it up a bit. Cool concept, now it's even more terrible. Was hoping to make it viable where the sustain balance brought it in line with the DPS proc sets for PVE.

    Great changes to Valkyn Skoria/Neri. Long overdue.

    Maelstrom Stave one piece is a bit out of touch with playstyle (at least we don't need to farm perfected now?). Now if that spell penetration was applied to everything WITHIN the Wall of Elements even after you switched bars, we'd have a reason for players in non-optimized groups to farm it. You're on that bar for as short of a period as possible so the spell penetration is a moot point.

    Cruel Flurry buff is more on the nose - big fan of this change to bring it back into viability. What's with the bizarre 103 weapon damage choice on all of these?
  • Nerhesi
    Nerhesi
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    Crown wrote: »

    We heard speak of a change to how damage and healing would work in future, whereby:
    • Damage would scale with spell damage and weapon damage
    • Damage would not scale at all with max stat (magicka/stamina)
    • Healing would scale with max stat
    • Healing would not scale at all with spell damage and weapon damage.
    The above change would split roles and responsibilities better in PvP, and eliminate a lot of the OPness of certain builds where one has amazing damage and amazing healing - making them significantly more powerful than others.

    Big fan of this. Gotta split the roles more to avoid every viable pvp build being the same great sustain/heal/burst/cc/mobility bs

  • SidraWillowsky
    SidraWillowsky
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    Anhedonie wrote: »
    I think you went a bit too far with your sledgehammer approach on Asylum Staff. Both should proc with every 2nd cast.
    Not a fan of Bloodspawn and Grundwulf changes either.

    Really liking Nerien'eth, Skoria and Maw of the Infernal changes though.

    The changes to Nerien'eth are great- assuming they go live, I'm definitely using that as my new main monster set. Skoria's really nice too. I don't wear that set because I don't need the health as much as I need spell crit, more mag, or more mag recovery from my monster sets. Nerien'eth is still much better, IMO.

    For Gina:

    Item Sets
    Were there any sets you felt were under powered compared to current offerings in the live game?
    The new mag/stam DD trial sets are extremely underwhelming. The mag in particular yet again forces mag DDs into more of a support role in which they sacrifice their own DPS in order to maybe help group DPS- and that's a maybe. An enemy can only be affected by the mag DD's major slayer every 22 seconds, which doesn't seem worth it.

    Would you qualify any sets from this patch as "game breaking"? If so, why?
    Not OP in actual gameplay given its drawbacks, but the Thrassian Strangler set is hilarious on a target dummy. Kill 20 Precursors then go to town with your never-ending 3000 extra spell damage. I'd never wear it in an actual trial, but I've now got 68k 3/6 mil CMX parses saved.

    Are you considering pairing any of the sets from this patch with existing sets? If so, which ones?
    I have not yet been able to try the new crafted sets (cannot be arsed to travel to the set stations), so I can't speak for those, but no, what I tested was seriously underwhelming. I do, however, really like the changes to existing sets, particularly Nerien'eth and Skoria. It was a great idea to re-work sets to be traited in a manner that's more friendly to their intended role.

    Mythic Items
    What is your highest level/CP character on Live?
    I think I'm at about 1030 at this point

    What roles do you typically play on Live?
    Magicka Damage Dealer

    Which activities do you most enjoy in ESO?
    Trials/Arenas/Dungeons, some story content, Material Farming/Trading/Selling, Socializing/Guilds/Housing. Not on the list, but Imperial City is one of my favorite areas as well.


    Which of the Mythic Items did you use, what was your build/playstyle, and what content did you run?
    I tried the ring and the gloves on some dummy parses.

    What was your favorite Mythic Item you used and why?
    The gloves are fun to parse on and I was able to pull astronomically high numbers. Cheesy parses are fun sometimes :) I don't see myself ever using it in actual gameplay though; a 40% increase in damage taken is massive, and I feel like efforts to properly mitigate it would nullify the bonus.

    What was your least favorite Mythic Item you used and why?
    The ring is very, very clearly not meant to be used in PvE, so I saw a pretty dramatic decrease in DPS. I could see it being extremely useful in PvP, however.

    Do you have any other general feedback?
    The change to the vMA staff in particular is somewhat lackluster and feels a little bit backwards. First, can you confirm that the penetration bonus only applies when you're on your back bar?

    The change is *meant* to be an extra stat bonus rewarded by completing vMA. However, the rework is much more likely to help the more casual/solo players who are not running vet Sunspire HM with an organized end-game raid guild. In such cases, the extra pen from the staff isn't going to help at all because mag players are already hitting max pen as things stand on live.

    The players who would benefit the most from the perfected vMA staff are those who don't run with coordinated groups and may not be hitting pen cap without the perf staff, solo players (I don't know if I'll spend the time farming vMA, but I enjoy doing the Craglorn quests solo and the penetration bonus would be AWESOME in that context), and players who may struggle to LA weave or have less efficient rotations that are keeping them on their back bar for a longer duration. The additional pen will help mitigate the DPS loss from breaking a set and can also help "absorb" the hit to DPS optimization caused by not getting as many LAs in as the "elites". NONE OF THIS IS A BAD THING, but endgame score-pushers are going to see zero benefit by going to perfected from imperfect, whereas the more casual players would see the MOST benefit.

    I am not opposed whatsoever to everyone having access to vMA weapons, but the perfected bonus is going to be entirely lost on the part of the player base that it's intended for. I think it would make a lot more sense to move the pen bonus to the imperfect set and decrease the LA damage or leave it the same. The perfected version could increase the LA damage by quite a bit. The imperfect version will result in less of a "penalty" from imperfect LA weaving, and the perfected version will result in a "reward" for better LA weaving. Dunno, just a thought.

    I also tested the vBRP desto staff and was incredibly underwhelmed. What sort of skill is Impulse meant to be, anyway? It's expensive and doesn't seem to deal enough damage to be worth the mag cost. The purpose of the skill has always eluded me.

    Edit: solo Craglorn QUESTS, not solo Craglorn TRIALS, lol
    Edited by SidraWillowsky on April 21, 2020 7:21PM
  • Wuuffyy
    Wuuffyy
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    One of the new mythic items, increase all DMG by 25% in exchange for crit damage.

    This should NOT work for proc sets. This is a PVP only set, of course. With the newly decreased tank sets, the sweeping lower heals, and the fact that crit damage isn’t near as valuable in PVP, and THE INCREASED DAMAGE on PROC SETS... Following our new standards, this, again, shouldn’t be able to work on Proc sets (plus crit doesn’t even buff these and they are still strong)
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • psychotic13
    psychotic13
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    Master Destro needs toning down, 100 damage, then 600 damage when you use clench/reach, before buffs.

    Return of the MagSorcs
  • Sleep724
    Sleep724
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    What about Titanic Cleave:
    Increased the stacking damage bonus of this set to 1550, up from 1500.
    Increased the target cap to 24, up from 6.
    With cleave morph you will be able to get a very huge shield dealing with big group like Barrier ultimate
    1550*24*50% = 18k more than the sums of the sorcer and light shield
    it seems to be really OP,isn’t it?

    Tone down the shield maybe but keep the damage. Ball groups could be hit hard with this and maybe even help with the server load.
  • Internet_Mask
    Internet_Mask
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    This is the official feedback thread for the new item sets and Mythic Items. Specific feedback that the team is looking for includes the following:
    • Do you have any other general feedback?

    Mythic items such as the Bloodlord's Embrace should come with a style page when found. The item itself might not be useful to my Stam Sorc but I like the appearance.
  • ungama
    ungama
    Hello, I play every class on the live server, so I test a lot on the live servers as well as on the PTS servers.
    I am mostly a DD in PVE, but I also play healer and tank. And occasionally some PVP. My CP are already over the maximum.

    Regarding arena weapons and sets, some of them have very useful effects, others have totally senseless or incomprehensible effects.

    E.g. the grinding power destruction rod, what are the magic penetration on it, worth considering in the frost rod in the PVP, but not really usable in the PVE.
    The same with the Asylum healing stick, the magikca regeneration was very nice, but what does a simple Magikca Boost do if it is not available on the front bar.
    Likewise the Maelstrom arc, assuming you are on the backbar for 3 seconds and only the hail of arrows needs 1 second to be put down, then max 2 skills on the backbar do damage, which have 666 more crit chance.
    In my opinion, no meaningful survey.
    Stamina Reg would be much more pleasant.
    (Maybe a vampire won't be there so bad)
    Etc. you should definitely look over there.

    Otherwise the mythical objects look quite interesting, especially the ring with which you can run faster, which would be a nice extra in one situation or another.
  • AMeanOne
    AMeanOne
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    Crown wrote: »
    We heard speak of a change to how damage and healing would work in future, whereby:
    • Damage would scale with spell damage and weapon damage
    • Damage would not scale at all with max stat (magicka/stamina)
    • Healing would scale with max stat
    • Healing would not scale at all with spell damage and weapon damage.
    The above change would split roles and responsibilities better in PvP, and eliminate a lot of the OPness of certain builds where one has amazing damage and amazing healing - making them significantly more powerful than others.

    Where did I miss this at?
  • Tannus15
    Tannus15
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    I mostly run a mag sorc dps in end game trial content. I'm well over CP cap.

    There are no good magicka PvE damage sets in this update.

    Roaring Opportunist – Magicka DPS
    2 – Adds 1487 Spell Penetration
    3 – Gain Minor Slayer at all times, increasing your damage done to Dungeon, Trial, and Arena Monsters by 5%.
    4 – Adds 129 Spell Damage
    5 (Perfected) – Adds 1096 Max Magicka
    5 – Dealing damage with a Fully-Charged Heavy Attack to an enemy that’s been set Off-Balance grants you and up to 11 group members Major Slayer, increasing your damage done to Dungeon, Trial, and Arena Monsters by 15% for 10 seconds. Roaring Opportunist can only affect a target every 22 seconds.

    This is a bad set.
    It's a PvE only set, because major slayer only applies to PvE and in PvE it's a terrible set.
    Firstly, spell pen. No one in PvE needs more spell pen. Please stop doing this.
    Secondly, it's based around hitting heavy attacks, which aren't good for dps.
    Thirdly it's a group wide buff with a cool down.
    Point 2 and 3 combined mean that it's going to be relegated to a support set on a healer.
    This is not a Magicka DPS set.

    Even after you eventually buff heavy attacks this will still be a bad set that only 1 person in the trial can use.

    Malacath’s Band of Brutality – Ring
    1 – Increases your damage done by 25%. You cannot deal critical damage.
    3mil parses because major force on the 21m makes this item look even worse.
    4pc moondancer front bar & necropotence.
    unknown.png

    exactly the same build except 5pc moondancer (no synergies)
    unknown.png

    This is the worst in PvE.
    Even if you use gear with no crit bonuses and take all your CP out of crit damage etc, it's still just terrible. Don't use it.

    Ilambris:
    Increased the damage done from each meteor shower to 2015, up from 1170. You can no longer layer each meteor shower.
    Increased the proc chance to 33%.
    Fixed an issue where this set was triggering other proc sets.
    Fixed an issue where this set’s Fire Damage was not extended by Elf Bane.
    Nice buff. Dps is the same, but the uptime is much higher.

    Nerien'eth:
    Increased the damage of this set to 9393, up from 8890.
    Increased the proc chance to 15%, up from 10%.
    The 1 piece bonus now grants 129 Spell Damage, rather than Max Health.
    Awesome changes. Love this set now. Running it with force pulse is fantastic.

    Maw of the Infernal:
    Streamlined the damage of the Daedroth's attacks to always deal 3865 damage over each ability's duration, which is 2 seconds, down from the varying values which averaged at 4257.
    The Daedroth will now follow a pattern to its attack combinations, rather than having a random chance to use them.
    Fixed an issue where the breath attack was proccing Burning significantly more frequently more than intended.
    Increased the proc chance to 33%, up from 10%.
    The Daedroth can no longer be targeted.
    Changed the 1 piece bonus to 1096 Max Magicka, from 1206 Max Health.
    Also great changes. especially the max mag buff, this works really well with a mag sorc zoo build.
    Edited by Tannus15 on April 22, 2020 3:25AM
  • Ozby
    Ozby
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    Item Sets
    Were there any sets you felt were under powered compared to current offerings in the live game? Yes Most monster sets like Symphony of Blades, Grundwalf, sets mostly for healers and Tanks.

    Would you qualify any sets from this patch as "game breaking"? If so, why? No.

    Are you considering pairing any of the sets from this patch with existing sets? If so, which ones? Possibly only Roaring Opportunist on my healer.

    Mythic Items - don't like any of them.

    What is your highest level/CP character on Live? I'm 1400 cp and have 18 lvl 50 characters.
    What roles do you typically play on Live? Healer/Tank


    Which activities do you most enjoy in ESO?
    Trials/Arenas/Dungeons
    World Bosses/Dolmens
    Story Content
    Material Farming/Trading/Selling
    Socializing/Guilds/Housing

    Which of the Mythic Items did you use, what was your build/playstyle, and what content did you run? The run speed one and just explored Western skyrim and blackreach, tried a few rituals as well.

    What was your favorite Mythic Item you used and why? Not really favourite but the run speed one is probably the only one I would ever use.
    What was your least favorite Mythic Item you used and why? Don't like any of the others period.

    Do you have any other general feedback? Stop nerfing things and start buffing other things to compensate.
    PC NA
    Aurora Bravepaw (Healden), Basks in Fire (DKTank), Bran Artlion (Magplar), Brindel Seedthorne (Stamden WW), Brugo Gargak (Stamcro), Casimir Delmar (StamDK), Falco Bastion (Stamsorc), Fus Ro Dah (Stamplar), Gandalff the Gay (Petsorc), Jo-Qinan Betula (Magden), Laveera Hex (Magcro), Raine Whitestag (Stamden), Raised by Bears (Wardentank), Ralak Rotheart (Healcro), Selene Sunshadow MagDK), Shadow Mirage (NBTank), Slythe Rattlebone (Healplar), Ulfnor Dragonslayer (Tankcro).
  • mav1234
    mav1234
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    Do you have any other general feedback?

    Not sure this is really general feedback, but I would really like to see Bloodspawn tweaked in a different way. While the set is strong, perhaps too strong, one way to mitigate this would be to lower the CD (say to 4s) and increase the proc chance (e.g. maybe to 10%?), while leaving the duration of the armor buff. This would meet the goal ZOS has stated in the patch notes of having the set provide a lot of ult gen while fighting multiple opponents, but it would reduce its effectiveness in other situations as intended by the change.

    The armor changes in general seem rather strong and I don't think really get at the heart of the heal-tank meta issues, honestly.
  • goldbond2000
    I am max level CP on live
    I mainly play as magicka or stamina dps as well as WW dps and healer
    I enjoy Cyrodil, Dungeons/areanas/trials, BGs in that order

    Underpowered sets:
    My feeling about not upgrading existing maelstrom weapons to perfected aside, the perfected maelstrom inferno staff has a very underpowered spell pen trait that is just not useful for advanced groups as spell pen is typically near cap in most trials groups and even many 4 person dungeon groups. Spell crit or spell damage is always a more welcome magicka pve trait. That said, the perfected maelstrom bow bonus is good.
    -The nerf to the perfected asylum destruction staff is game-changing and discourages magicka build diversity. If this stands this item will not be used in pve or pvp and vAS will become a ghost trial. I would suggest that both the perfected and imperfect staff apply the status' every 2nd cast giving better access of this great buff to more players including beginners. Keep the change on the time to cast change (now 5 seconds). Make the the perfected bonus either spell damage or spell crit.
    -Perfect Yandir's might feels like a set no one will farm or want to run. It looks novel, but the 2-4 piece bonuses ruin the set. The stam recovery bonus feels like a left-over from the proposed LA/HA changes. The bonus physical pen from the perfected version is great tho. The lack of any crit bonus means it will severely limit build diversity.

    Here's what I would do with the set to make it unique:
    2 items: Adds 833 weapon critical
    3 items: Gain Minor Slayer at all times, increasing your damage done to Dungeon, Trial, and Arena Monsters by 5%.
    4 items: Adds 129 weapon damage
    5 items: Adds 1487 Physical Penetration, Dealing Critical Damage grants you a stack of Giant’s Might, up to one a second. Each stack of Giant’s Might adds 129 weapon damage, up to 5 stacks. Dealing damage with a Fully Charged Heavy Attack removes Giant’s Might and grants you Giant’s Endurance for 5 seconds, increasing your stamina recovery by 100 per stack removed. You cannot have Giant’s Endurance and Might active at the same time.

    Sets I really like:
    --Perfect roaring opportunist looks like a BiS for pve healers, great job with this set. I would change the 2 item bonus from spell pen to Magicka Recovery or spell crit
    -venomous smite is a sleeper for aoe pve stam damage that is absolutely perfect and pairs really well with lokke, this set will be great because it can be easily purchased from guild traders allowing people to skip the grind. This should be a pve stam set case study with 2 crit bonuses in slots 2 and 3, allowing the set to be front-barred

    Game-breakers:
    Stuhn's favor has the potential to be a game-breaker in pvp if the off-balance debuff would consistently proc the increased penetration-this is a problem on the PTS right now. I'm not sure which problem is worse-every build running the 2h ultimate to give increased penetration or every stam/magicka build running this set. The pen bonus could be reduced a bit, maybe 8--10k?

    General feedback
    Unless there are plans to improve the vMA/vDSA experience, I would find a way to upgrade existing vMA/vDSA as a gesture of goodwill. The player base has been through a lot this year with no less than 3 complete 180 meta switches in the span of 12 months-exhausting. We're all under a lot of stress during the pandemic. This includes financial stress. If existing weapons do not get upgraded I foresee many long term subs cancelling or asking for Greymoor refunds. Many of us are beginning to question whether this game is a good investment of our time and money. Most of us really want to get into the new content, not spend 1-2 months farming these arenas again. If you want people to revisit the old arenas I would suggest adding hardmodes, adding new motifs or even better, improving the existing arena 5-piece gear sets so people want to farm them.
  • Runefang
    Runefang
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    Item Sets
    Were there any sets you felt were under powered compared to current offerings in the live game?
    * Most were underpowered - as a Mag DD there isn't a single one I'd even consider running in PvE.
    * The changes to the Arena weapons is frustrating. Perfected Asylum should have stayed 2 casts and Unperfected change to 2 casts also. I'm all for killing off the MagDK meta but not this weapon. vMA with spell penetration is annoying, I get that casuals generally under pen in PvE and the tank meta in PvP requires high pen but please stop putting penetration on so many sets. Especially PvE sets!
    * Perfected Arena weapons need better bonuses, they should at a bare minimum have minor set piece bonuses
    Would you qualify any sets from this patch as "game breaking"? If so, why?
    * No, from a PvE perspective they're almost all bad.
    Are you considering pairing any of the sets from this patch with existing sets? If so, which ones?
    * No, they're weak and once against the Mag DD meta of PFG and MS won't change.

    Mythic Items
    What is your highest level/CP character on Live?
    1100 odd
    What roles do you typically play on Live?
    Magicka Damage Dealer

    Which activities do you most enjoy in ESO?
    Trials/Arenas/Dungeons

    Which of the Mythic Items did you use, what was your build/playstyle, and what content did you run?
    Malacath's Ring - Mag DD - trial dummy parse which obviously ruined my damage given 70-85% of PvE damage is crit damage and a flat 25% increase will do nothing to replace that
    Torc of Tonal Consistency - Mag DD - trial dummy parse. weak bonus thats hard to achieve. With bash weaving nerfed to hell getting and staying under 50% is simply not worth it to give up an item spot.
    Thrassian Strangler - Mag DD - trial dummy parse. Naturally this is stupidly overpowered at the moment for various content. We're going to see optimised group use this to its full advantage in any trial that provides enough adds to get people up to the 20 stacks. Just watch the vCR groups send down the best dpsers to portals to kill adds and crystals and come up with max stacks lol with stacked rotating major prot ultis and major aegis providing sets it'll be super powerful.

    What was your favorite Mythic Item you used and why?
    Torc of Tonal Consistency - I like the idea, but in reality its weak. Resource return in PvE is unneeded and the way to achieve it is no longer worth the effort due to bash damage nerf.

    What was your least favorite Mythic Item you used and why?
    Thrassian Strangler - please don't make this item a thing. It can work in such insane ways that will hurt the game badly.

    Do you have any other general feedback?
    Roaring Opportunist - For the love of god and all that is unholy please stop making the magicka DPS sets usable by support roles. The PFG and MS meta is not going to change in the current state. We've had to live with Zen, Martial Knowledge and IA getting worn by healers. They wear lightning staves to proc off-balance. We've had to use a BASE GAME set for the longest time now. We have to share new dungeon sets with the healer role and so get half the opportunity for new sets. Please provide us with a new set to liven up the Mag DD role. I get that the Mag DD / Stam DD balance is a bit off at the moment so you're trying to avoid upsetting it further but I have to say its currently so dull.

    A sense of progression in an MMO is vital, we have to feel like we're getting better all the time. In the past two years its been a lot of nerfing and standardisation with the few odd patches that I felt progress only to be nerfed again. I know my own patience is wearing thin with the current approach.
  • Davadin
    Davadin
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    yo. whats with that speed-boosting ring?

    where can I get one?

    damn thing will be a must have in Cyrodiil.

    and whats with Stuhn's??
    August Palatine Davadin Bloodstrake - Nord Dragon Knight - PC NA - Gray Host
    Greymoor 6.0.7 PvP : Medium 2H/SnB The Destroyer
    Dragonhold 5.2.11 PvE : Medium DW/2H The Blood Furnace
    March 2021 (too lazy to add CP) PvP: Medium DW/Bow The Stabber
  • relentless_turnip
    relentless_turnip
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    Totally understand why Bloodspawn needed adjusting, but any chance we could increase the proc chance?
    maybe to 10 - 15%?
    You won't be as tanky, but will get better up time and the ulti return has already been reduced, I think that would still put it somewhere in the region of other monster sets.
  • cheifsoap
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    Vrol’s Command – Tanking
    2 – Adds 1096 Maximum Stamina
    3 – Gain Minor Aegis at all times, reducing your damage taken from Dungeon, Trial, and Arena Monsters by 5%.
    4 – Adds 1206 Maximum Health
    5 (Perfected) – Adds 4% Healing Taken
    5 – After dealing damage with a Fully-Charged Heavy Attack, apply Major Aegis to you and up to 5 nearby group members for 10 seconds, reducing damage taken from Dungeon, Trial, and Arena enemies by 15%. This effect can occur once every 28 seconds.

    I feel that sets that you get in 12 man content should always apply to at least 12 people. Other examples include Master Architect and War Machine. I understand that some of these buffs are very strong but they are also very under-utilized.

    As for the set, I don't see this ever being used over Alkosh or maybe even the newly buffed Galenwe. Perhaps maybe on a healer? But its also very unlikely. This set feels very lackluster.
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