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PTS Update 27 - Feedback Thread for New Item Sets

  • WrathOfInnos
    WrathOfInnos
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    @Marina I’m not sure I fully understand the results you’re seeing, but it’s probably related to the limitation that sets cannot proc other sets. So Wild Impulse damage may not activate any of the 3 weaknesses on EC. Your EC uptime could be coming from Ele Ring, status effects, light attacks, and enchants (not sure what all your elemental damage sources were)?

    Even if the Wild Impulse could proc EC, I don’t think it would be a good choice. The 3 ticks are spread out (2s, 5s, and 8s IIRC), and if you cast Ele Ring more than once it resets the timer and you may never see even the first tick, much less all 3. You’d also be waiting a full 8s for the 3rd damage type and its Elemental Weakness. Much better to use a different set and just stick with Force Pulse to instantly proc all 3 elements of EC.
    Edited by WrathOfInnos on July 19, 2020 4:57PM
  • Marina
    Marina
    Soul Shriven
    @WrathOfInnos
    looks like this it's the cause
    Thanks
  • ESO_Nightingale
    ESO_Nightingale
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    The talfyg's treachery set is only useable in pve groups where healers can easily mitigate the damage. but looking to use this set for solo pvp, the kiss curse price is far too high. 10% fire and fighter's guild damage taken is just huge for 501 spell damage 4% crit and 1096 max magicka. i would personally lower the kiss curse aspect to 5 or 6% to make it feel like an option for pvp.
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • Jodynn
    Jodynn
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    The talfyg's treachery set is underwhelming and likely to not see hardly any use buff to around 450 like you should do for new moon acolyte, scathing without proc, and burning spellweave with a cooldown of 8 seconds.

    This would give them the same 5pc damage but with different reasons to use them.
    Jodynn PC NA
    PvE and PvP MagDK
    The lack of communication from ZOS to player speaks volumes.
  • RatchetKaar
    RatchetKaar
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    Arkasis’s Genius is beyond broken.

    It doesn't have a universal cooldown so ppl can stack up on ultimate in a group.

    It doesn't have a range limit, it can be triggered from across the cyrodiil.

    For example:
    -I have a group of 20 ppl in cyrodiil, I am sitting on spawn with 20 other friends next to me

    -all the other 20 friends standing have arkasis equipped.

    -I invite one they proc akasis i kick him, and invite other one and repeat it infinitely

    -My 20 ppl group in cyrodiil fighting for a keep will get infinite ultimate regeneration.

    So please make is so its range is a reasonable amount like 28m, and it has a global cooldown so a group of 4 ppl can't use it to get 44 * 4 ultimate every 30 seconds. We should just need 1 Arkasis in a group of 4 not.
  • MrZeDark
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    Would like to see better intuition behind Elemental Catalyst.

    The 3 second time change is good. However would like to see it stay 5% max, but modify the 'debuff/buff' so that it is in fact a weakness to that element. So it's a 5% crit bonus to fire, electricity, frost - per debuff title.

    That way it's not just a +15% crit bonus for all players, but is only applying this crit bonus based specifically on the element. Creating variation throughout the groups/trials.

    This would also empower the user of the item set, to maintain up times of all the dmg types. Maybe also mitigating through force pulse - that only 1 type may be applied at a time. So people can't just spam force pulse to get all three on up time. Forcing people to have to use an ability of each type - to really maintain up time to its fullest. Implying that even if someone spammed Force pulse - by the time the third cast occurred, the 1st debuff would be done. Making it impossible to weave the debuff only using that.

    The strength here is it will take an active player to keep it up, each debuff will not benefit every player, and the crit bonus received will incline some players to modify their skills to incorporate more elements to utilize (and apply) this debuff.

    Edit**

    This ends up being 5% per, to 3%x3 for 9% > Could even modify so it's 3 seconds per - but each can stack 3x per 1 second for max of 3 at 3% each for 9% per element -- That way we continue to encourage activity by players - to hit 3 per 3 GCD of each stack. Creating a nice up/down scale of crit bonus... Keeping only 9% for 1 second, then returning to 3-6-9, etc.

    EG if Flame/Lightning/Frost Weakness = 1 stack of bonus -
    3% for 3 seconds
    6% for 2 seconds
    9% for 1 second

    Alternative better suited due to mitigation between skill/enchantment choices on players-
    4% for 3 seconds
    8% for 2 seconds
    12% for 1 second

    This of course all depends on your future plans on how to balance out Crit, so it's not so much the go-to for all dps. I also recognize this becomes discriminatory against Poison and Disease dealers. Though a sister set may be able to be created to align with a similar setup. That or find a means to encourage more sta builds to run Frost, Flame or Shock Enchantments. Possibly even just adding a poison and disease debuff that hits only if all three elements exist in their debuff form.
    Edited by MrZeDark on August 11, 2020 3:48PM
  • Onefrkncrzypope
    Onefrkncrzypope
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    MrZeDark wrote: »
    Would like to see better intuition behind Elemental Catalyst.

    The 3 second time change is good. However would like to see it stay 5% max, but modify the 'debuff/buff' so that it is in fact a weakness to that element. So it's a 5% crit bonus to fire, electricity, frost - per debuff title.

    That way it's not just a +15% crit bonus for all players, but is only applying this crit bonus based specifically on the element. Creating variation throughout the groups/trials.

    This would also empower the user of the item set, to maintain up times of all the dmg types. Maybe also mitigating through force pulse - that only 1 type may be applied at a time. So people can't just spam force pulse to get all three on up time. Forcing people to have to use an ability of each type - to really maintain up time to its fullest. Implying that even if someone spammed Force pulse - by the time the third cast occurred, the 1st debuff would be done. Making it impossible to weave the debuff only using that.

    The strength here is it will take an active player to keep it up, each debuff will not benefit every player, and the crit bonus received will incline some players to modify their skills to incorporate more elements to utilize (and apply) this debuff.

    Edit**

    This ends up being 5% per, to 3%x3 for 9% > Could even modify so it's 3 seconds per - but each can stack 3x per 1 second for max of 3 at 3% each for 9% per element -- That way we continue to encourage activity by players - to hit 3 per 3 GCD of each stack. Creating a nice up/down scale of crit bonus... Keeping only 9% for 1 second, then returning to 3-6-9, etc.

    EG if Flame/Lightning/Frost Weakness = 1 stack of bonus -
    3% for 3 seconds
    6% for 2 seconds
    9% for 1 second

    Alternative better suited due to mitigation between skill/enchantment choices on players-
    4% for 3 seconds
    8% for 2 seconds
    12% for 1 second

    This of course all depends on your future plans on how to balance out Crit, so it's not so much the go-to for all dps. I also recognize this becomes discriminatory against Poison and Disease dealers. Though a sister set may be able to be created to align with a similar setup. That or find a means to encourage more sta builds to run Frost, Flame or Shock Enchantments. Possibly even just adding a poison and disease debuff that hits only if all three elements exist in their debuff form.

    That would exclude way too many builds. All Stam, magblade, plar, warden, sorc for most of skill on their bar. Nope
    -Immortal Redeemer-
    -Extinguisher of Flames-
    -Gryphon Heart-
    -Potato-



    If I edited a post, it was for spelling. It is always because of spelling....
  • YandereGirlfriend
    YandereGirlfriend
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    They could and should change this set to simply increase all damage taken by, say, 2% for 3 seconds for every elemental stack that they have on the target.

    That way we aren't reinforcing the tired Critical Damage meta that ZOS seems to be wanting to get away from and it doesn't innately prioritize elemental damage types or Magicka in general over everyone else.
  • Czekoludek
    Czekoludek
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    MrZeDark wrote: »
    Would like to see better intuition behind Elemental Catalyst.

    The 3 second time change is good. However would like to see it stay 5% max, but modify the 'debuff/buff' so that it is in fact a weakness to that element. So it's a 5% crit bonus to fire, electricity, frost - per debuff title.

    That way it's not just a +15% crit bonus for all players, but is only applying this crit bonus based specifically on the element. Creating variation throughout the groups/trials.

    This would also empower the user of the item set, to maintain up times of all the dmg types. Maybe also mitigating through force pulse - that only 1 type may be applied at a time. So people can't just spam force pulse to get all three on up time. Forcing people to have to use an ability of each type - to really maintain up time to its fullest. Implying that even if someone spammed Force pulse - by the time the third cast occurred, the 1st debuff would be done. Making it impossible to weave the debuff only using that.

    The strength here is it will take an active player to keep it up, each debuff will not benefit every player, and the crit bonus received will incline some players to modify their skills to incorporate more elements to utilize (and apply) this debuff.

    Edit**

    This ends up being 5% per, to 3%x3 for 9% > Could even modify so it's 3 seconds per - but each can stack 3x per 1 second for max of 3 at 3% each for 9% per element -- That way we continue to encourage activity by players - to hit 3 per 3 GCD of each stack. Creating a nice up/down scale of crit bonus... Keeping only 9% for 1 second, then returning to 3-6-9, etc.

    EG if Flame/Lightning/Frost Weakness = 1 stack of bonus -
    3% for 3 seconds
    6% for 2 seconds
    9% for 1 second

    Alternative better suited due to mitigation between skill/enchantment choices on players-
    4% for 3 seconds
    8% for 2 seconds
    12% for 1 second

    This of course all depends on your future plans on how to balance out Crit, so it's not so much the go-to for all dps. I also recognize this becomes discriminatory against Poison and Disease dealers. Though a sister set may be able to be created to align with a similar setup. That or find a means to encourage more sta builds to run Frost, Flame or Shock Enchantments. Possibly even just adding a poison and disease debuff that hits only if all three elements exist in their debuff form.

    Proposed changes would make this set another garbage to decon. Pls no
  • Dusk_Coven
    Dusk_Coven
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    .
    Edited by Dusk_Coven on August 14, 2020 4:03AM
  • MrZeDark
    MrZeDark
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    Czekoludek wrote: »
    MrZeDark wrote: »
    Would like to see better intuition behind Elemental Catalyst.

    The 3 second time change is good. However would like to see it stay 5% max, but modify the 'debuff/buff' so that it is in fact a weakness to that element. So it's a 5% crit bonus to fire, electricity, frost - per debuff title.

    That way it's not just a +15% crit bonus for all players, but is only applying this crit bonus based specifically on the element. Creating variation throughout the groups/trials.

    This would also empower the user of the item set, to maintain up times of all the dmg types. Maybe also mitigating through force pulse - that only 1 type may be applied at a time. So people can't just spam force pulse to get all three on up time. Forcing people to have to use an ability of each type - to really maintain up time to its fullest. Implying that even if someone spammed Force pulse - by the time the third cast occurred, the 1st debuff would be done. Making it impossible to weave the debuff only using that.

    The strength here is it will take an active player to keep it up, each debuff will not benefit every player, and the crit bonus received will incline some players to modify their skills to incorporate more elements to utilize (and apply) this debuff.

    Edit**

    This ends up being 5% per, to 3%x3 for 9% > Could even modify so it's 3 seconds per - but each can stack 3x per 1 second for max of 3 at 3% each for 9% per element -- That way we continue to encourage activity by players - to hit 3 per 3 GCD of each stack. Creating a nice up/down scale of crit bonus... Keeping only 9% for 1 second, then returning to 3-6-9, etc.

    EG if Flame/Lightning/Frost Weakness = 1 stack of bonus -
    3% for 3 seconds
    6% for 2 seconds
    9% for 1 second

    Alternative better suited due to mitigation between skill/enchantment choices on players-
    4% for 3 seconds
    8% for 2 seconds
    12% for 1 second

    This of course all depends on your future plans on how to balance out Crit, so it's not so much the go-to for all dps. I also recognize this becomes discriminatory against Poison and Disease dealers. Though a sister set may be able to be created to align with a similar setup. That or find a means to encourage more sta builds to run Frost, Flame or Shock Enchantments. Possibly even just adding a poison and disease debuff that hits only if all three elements exist in their debuff form.

    Proposed changes would make this set another garbage to decon. Pls no

    I spent some time thinking about it - you're right. It ends up being too niche to serve various people. Keeping it at 9% gain for multi-element users is fine. Though I do want them to nerf so that Force Pulse cannot apply all three at one time.
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