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Thrassian should not change at all.

Sheuib
Sheuib
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I am saying this from a PVP perspective.

The tank meta is still very much alive in PVP. The current live version of the gloves can create a build that can kill any tank build in PVP. However, that character is the true glass cannon and requires protection from someone built like the very thing these are meant to kill. Any changes to this will basically make them useless in PVP.

I am against them adding weapon damage because stam builds already overpower magicka builds in PVP as it is. The band of brutality draw back is basically a joke in PVP. And, no it really isn't useful for a light armor build since you would basically negate one of the light armor passives.

A stack cooldown you would think would be an obvious set killer but they put it in. Many people have already stated the problems getting 20 kills in PVE but just to be clear keeping max stacks in PVP will be impossible. You would be lucky to get more than 5 stacks.

The 150 spell damage needs to not change because tanks exist. No matter what ZOS does the majority of high level PVP players in Cyrodiil build tanks. The ball groups are mostly tanks. The tower humpers are tanks. The rock jumpers are tanks. And, the obvious guy in the middle of the battlefield not dieing is a tank. You can kill any one of these guys with a high penetration thrassian build. But, like I said at the beginning he can't do it alone. It creates team play requirements.

I think the risk reward trade offs are fine just the way they are. You can't die or hide or you lose all your power. The other side quickly learns that you are the damage and an easy kill so they start looking for you.

I know my post alone isn't going to stop this. Everyone needs to stop asking for nerfs to this set. Stop saying they are overpowered. Heck this is the only thing that has truly made my character more powerful in 2 years. We haven't had character progression in so long I don't even remember the last time my character got more powerful.

Please leave the gloves as is.
  • Mister_DMC
    Mister_DMC
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    The gloves were the most poorly thought out, worst addition to the game yet. It made PvE even more trivial and PvP it rewarded you for playing a Magicka ranged class at the back of a zerg. 3k spell damage permanently!? Who thought that was balanced, it was there solely to sell copies of greymoor.
  • Sheuib
    Sheuib
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    Mister_DMC wrote: »
    The gloves were the most poorly thought out, worst addition to the game yet. It made PvE even more trivial and PvP it rewarded you for playing a Magicka ranged class at the back of a zerg. 3k spell damage permanently!? Who thought that was balanced, it was there solely to sell copies of greymoor.

    It is balanced because you also take 40% more damage with 40% less healing. Anyone using this set is an easy kill. Yes they are going to be positioned behind people which means you have to push through those front line fighters and kill them first. And, once you kill them they are a normal person again. They have to build up stacks again which means you have time to finish the fight.

    However, nobody is going to be face tanking a group of people if a player with this set is in the crowd. This is the cure to the tank meta that everyone has been asking for and now that it is here everyone complains.

    THIS SET KILLS TANKS!

    Yes I had to emphasize that because it is important. People have been complaining about the tank meta for years now. This is the cure.

    If it was a truly overpower set a person with it should be able to win any 1v1. And, here is the thing no one with a full stack is going to win a 1v1 unless they are fighting someone that is really bad. That is why it is balanced.

    You can't take a group of players all with this set and full stacks and defeat an equal size group. They all die to easy. That is why it is balanced.

    I have played with this set a lot in Cyrodiil and it makes a difference on the battlefield. If the enemy doesn't engage me directly I will eventually kill them all. However if they recognize that I am the problem I die immediately. In other words good groups can counter this set, bad groups just die.

    I have only won one 1v1 with a full stack. I just die way to easy to kill any competent player by myself. That is why it is balanced.
  • Soundinfinite
    Soundinfinite
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    @Sheuib

    I'm sorry but @Mister_DMC is correct, perhaps not in the sour "to sell copies" comment. But everything else. Thrassian was broken from the get go...so broken that last PTS CYCLE it was complained and warned about...they added shield nerfing to it and reworked it a bit but basically said this is what we are going with.

    Thrassian currently gives 150 per stack of power...that is MORE than a trait of a set.
    Two stacks and you are at the same raw power as Julianos 5th Trait (5th TRAIT!!!)
    3 stacks and you have beat out ALL 5 piece sets in the game and ALL Monster Set Damage save for Siroria, New Moon Acolyte, and Melog Kena.
    4 Stacks you are equal to these sets
    5 stacks or more and you have beaten EVERY SINGLE SET IN THE GAME in raw power for Magicka by equipping 1 piece of armor.

    And you still have 15 more stacks to go.

    Having 3000 spell damage from 1-peice of Armor is absolutely awful balancing no matter what the drawback may be.

    And at 5 stacks, or even 6, (Numbers that AGAIN beat every 5-piece set in the game) you are only taking 10%-12% more damage which is basically mitigated by slotting Minor Protection (Temporal Guard Psijic Skill Ultimate). Meaning you are not taking NEARLY the loss you are claiming balances it.

    It is not just the full 20 stacks and its 40% damage taken that is the problem.....t

    It is having stacks in the low end and how much power you gain and how you can mitigate its damage off-set.

    2 things were Clearly Broken at the end of the last PTS cycle and everyone new it, Blood 4 Blood, and Thrassians...ZOS was told by the community and they pushed both to live as is and it created a very UNBALANCED game with an EXTREME power buff greater than any patch in the 4 years Ive been in the game, and completely shut out stamina from PVE (which was already only a cracked door to begin with.) And now they are nerfing both things hard this patch.

    Sorry...it has to go...the change is MORE than needed...

    And to your TANK comment...in PVP TANKs are not supposed to be taken down by 1 player alone...there would be no point in creating a tank for PVP if that is the case. And anything that makes a single player strong enough on their own to take down a fully designed PVP tank with a player who knows how to run it, is broken as all get out. The real problem is when tanks that can survive 5+ players can also demolish and kill those players...that is broken...

    And Zos has actually been trying to fix that problem.
    Edited by Soundinfinite on July 15, 2020 7:46AM
  • ThePedge
    ThePedge
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    Hiding behind another 20 people, no counter play whatsoever.

    kgoueld4z4zp.png

    They aren't in danger of dying, ever. And are oppressively strong.

    In PvE content is a joke. Magicka already top dog and has better self-heals, but now you've got the damage of at least an extra person. 3dd groups feel like 5dds.
    Just look at esologs
    Edited by ThePedge on July 15, 2020 8:57AM
  • Kadoin
    Kadoin
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    "Tank killer," yet it oppresses everyone but tank builds.

    It needs a nerf and you know it. Stop playing around and pretending it was balanced. The reduction in shielding and healing doesn't even matter to anyone that knows how to roll and block, cloak , or use an invis pot.

    In fact, the real downside for its power on live should be a reduction to healing, damage shields, and a cost increase to skills to balance it out. ZOS decided to go after it's uptime and strength instead of adding more negatives, and you still are complaining?
  • Sheuib
    Sheuib
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    Kadoin wrote: »
    "Tank killer," yet it oppresses everyone but tank builds.

    It needs a nerf and you know it. Stop playing around and pretending it was balanced. The reduction in shielding and healing doesn't even matter to anyone that knows how to roll and block, cloak , or use an invis pot.

    In fact, the real downside for its power on live should be a reduction to healing, damage shields, and a cost increase to skills to balance it out. ZOS decided to go after it's uptime and strength instead of adding more negatives, and you still are complaining?

    Ok, you obviously have never played with the set. You can't cloak or invis pot because you loose your stacks. You are forced to fight to the death which comes easily.
  • Sheuib
    Sheuib
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    @Sheuib

    I'm sorry but @Mister_DMC is correct, perhaps not in the sour "to sell copies" comment. But everything else. Thrassian was broken from the get go...so broken that last PTS CYCLE it was complained and warned about...they added shield nerfing to it and reworked it a bit but basically said this is what we are going with.

    Thrassian currently gives 150 per stack of power...that is MORE than a trait of a set.
    Two stacks and you are at the same raw power as Julianos 5th Trait (5th TRAIT!!!)
    3 stacks and you have beat out ALL 5 piece sets in the game and ALL Monster Set Damage save for Siroria, New Moon Acolyte, and Melog Kena.
    4 Stacks you are equal to these sets
    5 stacks or more and you have beaten EVERY SINGLE SET IN THE GAME in raw power for Magicka by equipping 1 piece of armor.

    And you still have 15 more stacks to go.

    Having 3000 spell damage from 1-peice of Armor is absolutely awful balancing no matter what the drawback may be.

    And at 5 stacks, or even 6, (Numbers that AGAIN beat every 5-piece set in the game) you are only taking 10%-12% more damage which is basically mitigated by slotting Minor Protection (Temporal Guard Psijic Skill Ultimate). Meaning you are not taking NEARLY the loss you are claiming balances it.

    It is not just the full 20 stacks and its 40% damage taken that is the problem.....t

    It is having stacks in the low end and how much power you gain and how you can mitigate its damage off-set.

    2 things were Clearly Broken at the end of the last PTS cycle and everyone new it, Blood 4 Blood, and Thrassians...ZOS was told by the community and they pushed both to live as is and it created a very UNBALANCED game with an EXTREME power buff greater than any patch in the 4 years Ive been in the game, and completely shut out stamina from PVE (which was already only a cracked door to begin with.) And now they are nerfing both things hard this patch.

    Sorry...it has to go...the change is MORE than needed...

    And to your TANK comment...in PVP TANKs are not supposed to be taken down by 1 player alone...there would be no point in creating a tank for PVP if that is the case. And anything that makes a single player strong enough on their own to take down a fully designed PVP tank with a player who knows how to run it, is broken as all get out. The real problem is when tanks that can survive 5+ players can also demolish and kill those players...that is broken...

    And Zos has actually been trying to fix that problem.

    Have you played in PVP using the set. I can't solo kill a tank with full stacks. They will very much kill me before I kill them. And, yes there are still plenty of players out there tanking 5+ people.

    People need to try this out before they complain about it. You die the moment anyone starts to attack you. Sure you can survive a couple of hits if you roll dodge and get a heal in or if you are fighting someone that is really bad. But, there is no way you are defeating any competent player one on one.
  • Sheuib
    Sheuib
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    ThePedge wrote: »
    Hiding behind another 20 people, no counter play whatsoever.

    kgoueld4z4zp.png

    They aren't in danger of dying, ever. And are oppressively strong.

    In PvE content is a joke. Magicka already top dog and has better self-heals, but now you've got the damage of at least an extra person. 3dd groups feel like 5dds.
    Just look at esologs

    There has always been snipers, healers, high dps characters behind a wall of players. You should always be trying to get through the front line players and attacking those characters anyways. It is easy to do just gap close your way to them. I do it all the time with my melee characters. I purposely focus those players standing in the back.

    I know snipers love it when I am out there with full stacks. They kill me with one or two snips and a poinson injection.
  • ItsJustHashtag
    ItsJustHashtag
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    ThePedge wrote: »
    Hiding behind another 20 people, no counter play whatsoever.

    kgoueld4z4zp.png

    They aren't in danger of dying, ever. And are oppressively strong.

    In PvE content is a joke. Magicka already top dog and has better self-heals, but now you've got the damage of at least an extra person. 3dd groups feel like 5dds.
    Just look at esologs

    This is actually on the low side. I am going to guess that persons build isn’t perfected.


    I have a friend who was hitting 18-20k consistently on his Magsorc
  • susmitds
    susmitds
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    This set has exclusively three use-cases in PvP and all three are unbalanced.
    1. It is used by magsorcs/magblades hiding behind the zerg in PvP. Quite often, same magsorcs are using multiple pets+pet procs for LOS (even though spell damage didn't do anything for pet damage before this PTS). 40% less healing is fully nullified by the huge increase in heal tooltips thanks to the extra spell damage (For example on my magNB, on full stacks my rapid regen tooltip is increased by 54%). 40% more damage taken is meaningless when your target has a zerg and pet zoo to hide behind. Also in case of MagSorc, they almost always have Ball of Lightning for this build, so they are totally immune to ranged attacks and mostly are even more cowards than the snipers, who cloak away the moment you see them. Any time, you reach them, they will run away for half of Cyrodiil.
    2. It is used by MagDK/Magcro/Magplar/Magden builds with 50k+ HP. Essentially before they have stacks, they are full tanks. In fact, Thrassian allows them to act as DD at the same time. 40% extra damage taken is meaningless when you have 50k+ HP. Ever fought someone with 62k HP and 7k spell damage at the same time? I did and I will tell you it is ridiculously broken. Also the moment, they feel like they are in danger, they will crouch once to get rid of the stacks and they are back to full tank mode.
    3. Nextly it is used with Imperial Physique and Pariah in IC by almost all mag classes. High HP, high magicka and stamina, high resists, high sustain and high spell damage without giving anything up. It is very easy to get full stacks in IC. Imperial Physiquex4 builds are already broken to fight and Thrassian is the icing on the cake. They can dish out oneshots left and right and if pressured will immediately crouch to drop stacks. Literally risk without rewards, when you can kill 20 mobs in less than a minute to get all the stacks(Not that it takes effort to get stacks in Cyrodiil as long you are smart enough to kill a few wolves/daedra/guards etc).
    Anyone saying it is not broken is cheesing the hell out of it. Don't give the can't Cloak excuse when magsorcs can teleport without dropping stacks, which is much more potent escape tool. The PTS nerf is fully deserved, if they just drop the killing blow requirement.
  • cheifsoap
    cheifsoap
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    Mister_DMC wrote: »
    The gloves were the most poorly thought out, worst addition to the game yet. It made PvE even more trivial and PvP it rewarded you for playing a Magicka ranged class at the back of a zerg. 3k spell damage permanently!? Who thought that was balanced, it was there solely to sell copies of greymoor.

    I absolutely disagree. It's been one of the more fun items ever added to any MMO I've played. It gives it's wearer high reward for the risk they place themselves under. I assume you've cleared all vet and HM PVE content, yes? It's unlikely.
  • CleymenZero
    CleymenZero
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    Sheuib wrote: »
    I am saying this from a PVP perspective.

    The tank meta is still very much alive in PVP. The current live version of the gloves can create a build that can kill any tank build in PVP. However, that character is the true glass cannon and requires protection from someone built like the very thing these are meant to kill. Any changes to this will basically make them useless in PVP.

    I am against them adding weapon damage because stam builds already overpower magicka builds in PVP as it is. The band of brutality draw back is basically a joke in PVP. And, no it really isn't useful for a light armor build since you would basically negate one of the light armor passives.

    A stack cooldown you would think would be an obvious set killer but they put it in. Many people have already stated the problems getting 20 kills in PVE but just to be clear keeping max stacks in PVP will be impossible. You would be lucky to get more than 5 stacks.

    The 150 spell damage needs to not change because tanks exist. No matter what ZOS does the majority of high level PVP players in Cyrodiil build tanks. The ball groups are mostly tanks. The tower humpers are tanks. The rock jumpers are tanks. And, the obvious guy in the middle of the battlefield not dieing is a tank. You can kill any one of these guys with a high penetration thrassian build. But, like I said at the beginning he can't do it alone. It creates team play requirements.

    I think the risk reward trade offs are fine just the way they are. You can't die or hide or you lose all your power. The other side quickly learns that you are the damage and an easy kill so they start looking for you.

    I know my post alone isn't going to stop this. Everyone needs to stop asking for nerfs to this set. Stop saying they are overpowered. Heck this is the only thing that has truly made my character more powerful in 2 years. We haven't had character progression in so long I don't even remember the last time my character got more powerful.

    Please leave the gloves as is.

    Well... Here is a bit of context:

    First, it greatly disadvantaged stamina PvE and somewhat PvP (you'd have to make a bow build, stay the heck away and never stealth if it already did add the weapon damage...). With B4B being a thing which made magicka hit as hard as stamina in a lot of cases, Thrassian was just a nail in the coffin.

    Second, it's hard to weigh in on 40% more damage intake, less healing and less shields for 3k weapon damage before buffs (easily gets to 3.9k if you are or are near a magplar) VS 10% more damage from fire (fire damage is omnipresent in PvE) and fighters guild abilities (few enemies use these types of abilities but it's still used in PvP in spite of the cast time) for 372 spell damage before buffs.

    Based on that mindset, what if you scaled the new set (Talfyg's Treachury) to current Thrassian to get an idea of how messed up it could be? I can think of 2 ways to do that. You either scale the new set based on the total spell damage with its con or scale it based on the supplemental spell damage it provides VS another set that doesn't have the con.

    An example for current sets is: do you weight NMA's 481 spell damage vs the 5% cost increase or do you weight its value based on the additional 181 spell damage it provides VS Ancient Dragon guard or Julianos that doesn't have that cost increase?

    The better way to scale would be based on the additional spell damage provided vs other options.

    Look at BSW which provides an average of 326 spell damage vs Talfyg's : is the extra 46 spell damage worth the extra 10% fire damage intake? ESPECIALLY when you consider that you can make the most out of BSW by waiting for next proc before dropping next ulti at which point your ulti would basically benefit from a full 490 spell damage BSW proc!

    So in essence, Talfyg is a 5 piece set with a mediocre spell damage bonus for a considerable damage intake increase in trials. Not worth it. If you put Thrassian under the same standard, you decide to kill a 5-piece or a monster set for an additional 2674 spell damage vs BSW. That's a hell of a deal honestly. The 40% damage intake is definitely not a deal breaker.

    The real breaker on the changes to Thrassian's is not the reduction in power, but the addition of a mechanism where you lose your stacks which make the item completely obsolete. With this, they could probably increase Thrassian power and still run into fringe situations where it'll be obscenely OP. For the most part, Thrassian will only be something to laugh at with the changes.

    Edited by CleymenZero on July 15, 2020 3:48PM
  • Sheuib
    Sheuib
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    Sheuib wrote: »
    I am saying this from a PVP perspective.

    The tank meta is still very much alive in PVP. The current live version of the gloves can create a build that can kill any tank build in PVP. However, that character is the true glass cannon and requires protection from someone built like the very thing these are meant to kill. Any changes to this will basically make them useless in PVP.

    I am against them adding weapon damage because stam builds already overpower magicka builds in PVP as it is. The band of brutality draw back is basically a joke in PVP. And, no it really isn't useful for a light armor build since you would basically negate one of the light armor passives.

    A stack cooldown you would think would be an obvious set killer but they put it in. Many people have already stated the problems getting 20 kills in PVE but just to be clear keeping max stacks in PVP will be impossible. You would be lucky to get more than 5 stacks.

    The 150 spell damage needs to not change because tanks exist. No matter what ZOS does the majority of high level PVP players in Cyrodiil build tanks. The ball groups are mostly tanks. The tower humpers are tanks. The rock jumpers are tanks. And, the obvious guy in the middle of the battlefield not dieing is a tank. You can kill any one of these guys with a high penetration thrassian build. But, like I said at the beginning he can't do it alone. It creates team play requirements.

    I think the risk reward trade offs are fine just the way they are. You can't die or hide or you lose all your power. The other side quickly learns that you are the damage and an easy kill so they start looking for you.

    I know my post alone isn't going to stop this. Everyone needs to stop asking for nerfs to this set. Stop saying they are overpowered. Heck this is the only thing that has truly made my character more powerful in 2 years. We haven't had character progression in so long I don't even remember the last time my character got more powerful.

    Please leave the gloves as is.

    Well... Here is a bit of context:

    First, it greatly disadvantaged stamina PvE and somewhat PvP (you'd have to make a bow build, stay the heck away and never stealth if it already did add the weapon damage...). With B4B being a thing which made magicka hit as hard as stamina in a lot of cases, Thrassian was just a nail in the coffin.

    Second, it's hard to weigh in on 40% more damage intake, less healing and less shields for 3k weapon damage before buffs (easily gets to 3.9k if you are or are near a magplar) VS 10% more damage from fire (fire damage is omnipresent in PvE) and fighters guild abilities (few enemies use these types of abilities but it's still used in PvP in spite of the cast time) for 372 spell damage before buffs.

    Based on that mindset, what if you scaled the new set (Talfyg's Treachury) to current Thrassian to get an idea of how messed up it could be? I can think of 2 ways to do that. You either scale the new set based on the total spell damage with its con or scale it based on the supplemental spell damage it provides VS another set that doesn't have the con.

    An example for current sets is: do you weight NMA's 481 spell damage vs the 5% cost increase or do you weight its value based on the additional 181 spell damage it provides VS Ancient Dragon guard or Julianos that doesn't have that cost increase?

    The better way to scale would be based on the additional spell damage provided vs other options.

    Look at BSW which provides an average of 326 spell damage vs Talfyg's : is the extra 46 spell damage worth the extra 10% fire damage intake? ESPECIALLY when you consider that you can make the most out of BSW by waiting for next proc before dropping next ulti at which point your ulti would basically benefit from a full 490 spell damage BSW proc!

    So in essence, Talfyg is a 5 piece set with a mediocre spell damage bonus for a considerable damage intake increase in trials. Not worth it. If you put Thrassian under the same standard, you decide to kill a 5-piece or a monster set for an additional 2674 spell damage vs BSW. That's a hell of a deal honestly. The 40% damage intake is definitely not a deal breaker.

    The real breaker on the changes to Thrassian's is not the reduction in power, but the addition of a mechanism where you lose your stacks which make the item completely obsolete. With this, they could probably increase Thrassian power and still run into fringe situations where it'll be obscenely OP. For the most part, Thrassian will only be something to laugh at with the changes.

    It is a mythic item. It is supposed to be better than regular set item 5 piece bonuses. Let's compare it to Malacath's band of brutality. 25% increase to damage but can't crit. I mean come on that is basically the same dps as a full set of stacks in a pvp setting where everyone has crazy high crit resistance now. But, no extra damage taken. However, because it doesn't crit people don't see the crazy high numbers but they still die just as fast. Oh, and I almost forgot 100% up time.

    And, yes if this change goes live as is I am switching to heavy and Malacath's band of brutality. And, I'm adding all proc sets on top of it because you know why not. I will ride that "broken" mechanic until it gets nerfed.
    Edited by Sheuib on July 15, 2020 6:10PM
  • Sheuib
    Sheuib
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    susmitds wrote: »
    This set has exclusively three use-cases in PvP and all three are unbalanced.
    1. It is used by magsorcs/magblades hiding behind the zerg in PvP. Quite often, same magsorcs are using multiple pets+pet procs for LOS (even though spell damage didn't do anything for pet damage before this PTS). 40% less healing is fully nullified by the huge increase in heal tooltips thanks to the extra spell damage (For example on my magNB, on full stacks my rapid regen tooltip is increased by 54%). 40% more damage taken is meaningless when your target has a zerg and pet zoo to hide behind. Also in case of MagSorc, they almost always have Ball of Lightning for this build, so they are totally immune to ranged attacks and mostly are even more cowards than the snipers, who cloak away the moment you see them. Any time, you reach them, they will run away for half of Cyrodiil.
    2. It is used by MagDK/Magcro/Magplar/Magden builds with 50k+ HP. Essentially before they have stacks, they are full tanks. In fact, Thrassian allows them to act as DD at the same time. 40% extra damage taken is meaningless when you have 50k+ HP. Ever fought someone with 62k HP and 7k spell damage at the same time? I did and I will tell you it is ridiculously broken. Also the moment, they feel like they are in danger, they will crouch once to get rid of the stacks and they are back to full tank mode.
    3. Nextly it is used with Imperial Physique and Pariah in IC by almost all mag classes. High HP, high magicka and stamina, high resists, high sustain and high spell damage without giving anything up. It is very easy to get full stacks in IC. Imperial Physiquex4 builds are already broken to fight and Thrassian is the icing on the cake. They can dish out oneshots left and right and if pressured will immediately crouch to drop stacks. Literally risk without rewards, when you can kill 20 mobs in less than a minute to get all the stacks(Not that it takes effort to get stacks in Cyrodiil as long you are smart enough to kill a few wolves/daedra/guards etc).
    Anyone saying it is not broken is cheesing the hell out of it. Don't give the can't Cloak excuse when magsorcs can teleport without dropping stacks, which is much more potent escape tool. The PTS nerf is fully deserved, if they just drop the killing blow requirement.

    Ok show me the build that has 62k HP and 7K spell damage. Thrassians only gives 3k spell damage. You're saying there are builds out there that are minus a 5 piece or monster, have 4k spell damage, and 62k HP? Maybe just maybe if you totally sacrifice penetration, regen, and magicka but let's face it you would still not be able to kill anyone. And, honestly anyone that did that would do it just to show numbers on a picture. They would quickly learn it is useless in PVP. You would get about 4 shots off before you are out of magicka and those shots would be mostly mitigated against a tank build.
  • CleymenZero
    CleymenZero
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    Sheuib wrote: »
    Sheuib wrote: »
    I am saying this from a PVP perspective.

    The tank meta is still very much alive in PVP. The current live version of the gloves can create a build that can kill any tank build in PVP. However, that character is the true glass cannon and requires protection from someone built like the very thing these are meant to kill. Any changes to this will basically make them useless in PVP.

    I am against them adding weapon damage because stam builds already overpower magicka builds in PVP as it is. The band of brutality draw back is basically a joke in PVP. And, no it really isn't useful for a light armor build since you would basically negate one of the light armor passives.

    A stack cooldown you would think would be an obvious set killer but they put it in. Many people have already stated the problems getting 20 kills in PVE but just to be clear keeping max stacks in PVP will be impossible. You would be lucky to get more than 5 stacks.

    The 150 spell damage needs to not change because tanks exist. No matter what ZOS does the majority of high level PVP players in Cyrodiil build tanks. The ball groups are mostly tanks. The tower humpers are tanks. The rock jumpers are tanks. And, the obvious guy in the middle of the battlefield not dieing is a tank. You can kill any one of these guys with a high penetration thrassian build. But, like I said at the beginning he can't do it alone. It creates team play requirements.

    I think the risk reward trade offs are fine just the way they are. You can't die or hide or you lose all your power. The other side quickly learns that you are the damage and an easy kill so they start looking for you.

    I know my post alone isn't going to stop this. Everyone needs to stop asking for nerfs to this set. Stop saying they are overpowered. Heck this is the only thing that has truly made my character more powerful in 2 years. We haven't had character progression in so long I don't even remember the last time my character got more powerful.

    Please leave the gloves as is.

    Well... Here is a bit of context:

    First, it greatly disadvantaged stamina PvE and somewhat PvP (you'd have to make a bow build, stay the heck away and never stealth if it already did add the weapon damage...). With B4B being a thing which made magicka hit as hard as stamina in a lot of cases, Thrassian was just a nail in the coffin.

    Second, it's hard to weigh in on 40% more damage intake, less healing and less shields for 3k weapon damage before buffs (easily gets to 3.9k if you are or are near a magplar) VS 10% more damage from fire (fire damage is omnipresent in PvE) and fighters guild abilities (few enemies use these types of abilities but it's still used in PvP in spite of the cast time) for 372 spell damage before buffs.

    Based on that mindset, what if you scaled the new set (Talfyg's Treachury) to current Thrassian to get an idea of how messed up it could be? I can think of 2 ways to do that. You either scale the new set based on the total spell damage with its con or scale it based on the supplemental spell damage it provides VS another set that doesn't have the con.

    An example for current sets is: do you weight NMA's 481 spell damage vs the 5% cost increase or do you weight its value based on the additional 181 spell damage it provides VS Ancient Dragon guard or Julianos that doesn't have that cost increase?

    The better way to scale would be based on the additional spell damage provided vs other options.

    Look at BSW which provides an average of 326 spell damage vs Talfyg's : is the extra 46 spell damage worth the extra 10% fire damage intake? ESPECIALLY when you consider that you can make the most out of BSW by waiting for next proc before dropping next ulti at which point your ulti would basically benefit from a full 490 spell damage BSW proc!

    So in essence, Talfyg is a 5 piece set with a mediocre spell damage bonus for a considerable damage intake increase in trials. Not worth it. If you put Thrassian under the same standard, you decide to kill a 5-piece or a monster set for an additional 2674 spell damage vs BSW. That's a hell of a deal honestly. The 40% damage intake is definitely not a deal breaker.

    The real breaker on the changes to Thrassian's is not the reduction in power, but the addition of a mechanism where you lose your stacks which make the item completely obsolete. With this, they could probably increase Thrassian power and still run into fringe situations where it'll be obscenely OP. For the most part, Thrassian will only be something to laugh at with the changes.

    It is a mythic item. It is supposed to be better than regular set item 5 piece bonuses. Let's compare it to Malacath's band of brutality. 25% increase to damage but can't crit. I mean come on that is basically the same dps as a full set of stacks in a pvp setting where everyone has crazy high crit resistance now. But, no extra damage taken. However, because it doesn't crit people don't see the crazy high numbers but they still die just as fast. Oh, and I almost forgot 100% up time.

    And, yes if this change goes live as is I am switching to heavy and Malacath's band of brutality. And, I'm adding all proc sets on top of it because you know why not. I will ride that "broken" mechanic until it gets nerfed.

    Mythic =/= absolutely insanely superior to a 5-piece. It's very subjective the way they wanted the Mythic items to "feel" but they are meant to make it worth sacrificing a monster set or a 5 piece. All mythics have draw-backs, Malacath not being able to crit is affecting you on 2 fronts. Since you build for the least crit possible to maximize base damage, your crit heals become that much less possible so not only can you not crit damage, you can barely crit heal (crit is usually around 19% in no-CP and around 29% in CP if you're lucky). Snow Treaders = can't get rooted but can't sprint in combat. That's negating a huge defensive move right there as kiting when fighting multiple targets is essential.

    In terms of power vs Malacath: average spell damage in PvP is lesser than it would be for stam because you tend to stack more ressources because of they way abilities and bonuses scale.

    That being said, Thrassian was increasing your damage by MUCH MORE than 25%. I'm talking can't scratch a kid hovering inside an organized ball group vs "I melted this kid in that ball group and I was only Thrassian with Buffer of the Swift, 2 piece potentates and psijic ult frontbar to make me less squishy" level of increase. I was barely getting attacked so if I would've specced for damage in that situation, it would've been absolutely insane.

    Even in PvE, where you are entirely specced for damage, your DPS increased by at least 40-60%. That is impressive because you already build for damage so you get proportionately reduced returns on your 3-4k spell damage i.e. you're already at 4k spell damage, adding another 4k is a 100% increase vs in PvP, hovering at around 2-2.5k spell damage and still being able to do a lot of damage and increasing it by 4k making it a 200% increase. It's important to note here that the increase is in terms spell damage not in pure damage which is what, 100% increase in damage (the way abilities scale is not entirely on spell damage and not entirely hald of the damage component)?

    You get what I'm saying? Thrassian was another level of power and used very conservatively, was magnitudes more powerful than Malacath on a sorc for example.
  • xXMeowMeowXx
    xXMeowMeowXx
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    I never asked for a nerf ever in these forums and I won’t start now.

    I play with what the devs give me and never make excuses. The performance and bugs really are the main detriment to players having fun.

    I can just say it is going to get nerfed no matter what. If it is that important to you, test and give feedback to lessen the nerf.

    Insults and excuses are not feedback. Sad to see some community members resorting to that....owo
  • Kadoin
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    Sheuib wrote: »
    Kadoin wrote: »
    "Tank killer," yet it oppresses everyone but tank builds.

    It needs a nerf and you know it. Stop playing around and pretending it was balanced. The reduction in shielding and healing doesn't even matter to anyone that knows how to roll and block, cloak , or use an invis pot.

    In fact, the real downside for its power on live should be a reduction to healing, damage shields, and a cost increase to skills to balance it out. ZOS decided to go after it's uptime and strength instead of adding more negatives, and you still are complaining?

    Ok, you obviously have never played with the set. You can't cloak or invis pot because you loose your stacks. You are forced to fight to the death which comes easily.

    :D

    Oh you're right it says so on the set's description! That means there's another bug with the set on live. Oops.
  • kylermacdb16_ESO
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    The way these Mythic items were pitched was that they were powerful but there was a tradeoff when using them.

    The penalty was fine in PVP and solo play, but in a group with a tank, the drawback of these items doesn’t mean anything. Now you have a situation where wearing these are almost a requirement as a DPS. When the happens something isn’t working right.

    These items did need a change but I think ZOS could have done a better job than what is being proposed.
    Edited by kylermacdb16_ESO on July 15, 2020 9:26PM
  • Juhasow
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    Sheuib wrote: »
    susmitds wrote: »
    This set has exclusively three use-cases in PvP and all three are unbalanced.
    1. It is used by magsorcs/magblades hiding behind the zerg in PvP. Quite often, same magsorcs are using multiple pets+pet procs for LOS (even though spell damage didn't do anything for pet damage before this PTS). 40% less healing is fully nullified by the huge increase in heal tooltips thanks to the extra spell damage (For example on my magNB, on full stacks my rapid regen tooltip is increased by 54%). 40% more damage taken is meaningless when your target has a zerg and pet zoo to hide behind. Also in case of MagSorc, they almost always have Ball of Lightning for this build, so they are totally immune to ranged attacks and mostly are even more cowards than the snipers, who cloak away the moment you see them. Any time, you reach them, they will run away for half of Cyrodiil.
    2. It is used by MagDK/Magcro/Magplar/Magden builds with 50k+ HP. Essentially before they have stacks, they are full tanks. In fact, Thrassian allows them to act as DD at the same time. 40% extra damage taken is meaningless when you have 50k+ HP. Ever fought someone with 62k HP and 7k spell damage at the same time? I did and I will tell you it is ridiculously broken. Also the moment, they feel like they are in danger, they will crouch once to get rid of the stacks and they are back to full tank mode.
    3. Nextly it is used with Imperial Physique and Pariah in IC by almost all mag classes. High HP, high magicka and stamina, high resists, high sustain and high spell damage without giving anything up. It is very easy to get full stacks in IC. Imperial Physiquex4 builds are already broken to fight and Thrassian is the icing on the cake. They can dish out oneshots left and right and if pressured will immediately crouch to drop stacks. Literally risk without rewards, when you can kill 20 mobs in less than a minute to get all the stacks(Not that it takes effort to get stacks in Cyrodiil as long you are smart enough to kill a few wolves/daedra/guards etc).
    Anyone saying it is not broken is cheesing the hell out of it. Don't give the can't Cloak excuse when magsorcs can teleport without dropping stacks, which is much more potent escape tool. The PTS nerf is fully deserved, if they just drop the killing blow requirement.

    Ok show me the build that has 62k HP and 7K spell damage. Thrassians only gives 3k spell damage. You're saying there are builds out there that are minus a 5 piece or monster, have 4k spell damage, and 62k HP? Maybe just maybe if you totally sacrifice penetration, regen, and magicka but let's face it you would still not be able to kill anyone. And, honestly anyone that did that would do it just to show numbers on a picture. They would quickly learn it is useless in PVP. You would get about 4 shots off before you are out of magicka and those shots would be mostly mitigated against a tank build.

    You do realise that this 3k spell dmg is later on buffed by percentage multipliers like major and minor sorcery or continous attack passive ? That puts thrassian already around 4k spell purely from the set. it's not that hard to build up next 3k. Just slot some nirnhoned weapon on front bar (You can even use greatsword and play with Onslaught burst combo) then on back bar infused weapon with berserker enchant and add like one spell dmg enchant to Your jewelery on top of that. This plus thrassian increased by 20-40% from multipliers will put You at 7k spell dmg. And You still have all Your item slots , most of enchantments slots etc free to put there whatever You want so it's pretty easy to build for tankiness now.
    Edited by Juhasow on July 15, 2020 10:00PM
  • walidd24nrb18_ESO
    walidd24nrb18_ESO
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    Sheuib wrote: »
    I am saying this from a PVP perspective.

    The tank meta is still very much alive in PVP. The current live version of the gloves can create a build that can kill any tank build in PVP. However, that character is the true glass cannon and requires protection from someone built like the very thing these are meant to kill. Any changes to this will basically make them useless in PVP.

    I am against them adding weapon damage because stam builds already overpower magicka builds in PVP as it is. The band of brutality draw back is basically a joke in PVP. And, no it really isn't useful for a light armor build since you would basically negate one of the light armor passives.

    A stack cooldown you would think would be an obvious set killer but they put it in. Many people have already stated the problems getting 20 kills in PVE but just to be clear keeping max stacks in PVP will be impossible. You would be lucky to get more than 5 stacks.

    The 150 spell damage needs to not change because tanks exist. No matter what ZOS does the majority of high level PVP players in Cyrodiil build tanks. The ball groups are mostly tanks. The tower humpers are tanks. The rock jumpers are tanks. And, the obvious guy in the middle of the battlefield not dieing is a tank. You can kill any one of these guys with a high penetration thrassian build. But, like I said at the beginning he can't do it alone. It creates team play requirements.

    I think the risk reward trade offs are fine just the way they are. You can't die or hide or you lose all your power. The other side quickly learns that you are the damage and an easy kill so they start looking for you.

    I know my post alone isn't going to stop this. Everyone needs to stop asking for nerfs to this set. Stop saying they are overpowered. Heck this is the only thing that has truly made my character more powerful in 2 years. We haven't had character progression in so long I don't even remember the last time my character got more powerful.

    Please leave the gloves as is.

    If you think the gloves are even close to balanced you're completely delusional and simply not in touch with reality. People are breaking scores in trials and it is simply not working as intended which is the reasoning for the big nerf which IMO it deserves. It's arguably also a pathetic selling point so people could buy Greymoor, and then nerfing it after greymoor even tho most people bought it for that single reason. People were literally abusing thrassians everywhere they could which is understandable because it is so overpowered, the bonus dmg it gives higly outweighs the risk that comes with it and with a few adjustments you can literally use it in almost any content.
  • WrathOfInnos
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    They were overpowered for sure, and an adjustment to something more reasonable is welcome. I don’t like the added timer that just makes them impossible to use in trials, it’s not a damage nerf, more like a set deletion.

    On the topic of balancing them with other sets, I don’t think that’s necessary at all. It’s the first DPS mythic item and should be used by just about everyone until we get new DPS mythics. Thinking back on early monster helms, there was a time that every DPS, Mag or Stam, used Valkyn Skoria because there weren’t many options in that category, and it was the best. Build diversity comes as new pieces are introduced within the same tier of item, and mythics are supposed to be the best right now.
  • walidd24nrb18_ESO
    walidd24nrb18_ESO
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    They were overpowered for sure, and an adjustment to something more reasonable is welcome. I don’t like the added timer that just makes them impossible to use in trials, it’s not a damage nerf, more like a set deletion.

    On the topic of balancing them with other sets, I don’t think that’s necessary at all. It’s the first DPS mythic item and should be used by just about everyone until we get new DPS mythics. Thinking back on early monster helms, there was a time that every DPS, Mag or Stam, used Valkyn Skoria because there weren’t many options in that category, and it was the best. Build diversity comes as new pieces are introduced within the same tier of item, and mythics are supposed to be the best right now.

    I agree with you, it defently needed a nerf, but the timer they put on it mostly just killed the set. Why put out a set if nobody is going to use it anyway? Like for example RO, it only applies to half the raid group now, even tho it's considered a trial set, many of these changes doesn't make sense to me
  • ccfeeling
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    Can someone post the new Thrassian description in game photo for me? Thanks

    Im dont understand what Zos talking about
  • Lerozain
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    I would be perfectly happy with a middle ground. Rather than 150 spell damage per stack, scale them back to 100 per stack or 80 per stack. The new changes to dropping stacks over time makes it garbage.
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