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Simple Fixes for Unloved Sets Thread

YandereGirlfriend
YandereGirlfriend
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Tidings everyone, this is a thread for posting simple ideas for improving currently useless unloved sets. Hopefully some suggestions here might catch the passing eye of a dev and perhaps make it into a patch someday!

I'll begin with an easy suggestion intended to help out the currently rather unfortunate Prayer Shawl set:

iyQUsS1.png

SUGGESTION: Give this set the Combat Physician treatment and increase the cooldown to 6 seconds while changing it to apply to the target rather than to the set itself. That way, you'll be able to apply modest shields to your whole dungeon or trial group rather than being capped at a maximum of 3 (and relying entirely upon RNG to determine the set's target, which is aggravating).
  • Gilvoth
    Gilvoth
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    what if some people like and love certain sets as they already are.
    it should be said that anything posted here is the posters opinion alone, and not the eso communities opinion.

    Edited by Gilvoth on April 10, 2021 1:00AM
  • YandereGirlfriend
    YandereGirlfriend
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    Gilvoth wrote: »
    what if some people like and love certain sets as they already are.
    it should be said that anything posted here is the posters opinion alone, and not the eso communities opinion.

    In game design, the good of the many outweighs the good of the few - if a set is consensus useless but one eccentric happens to like it, then sorry, it's still gotta go. Trying to hang onto useless sets is like the old Crystal Blast truthers trying to prevent stamSorcs from having nice things a few patches ago.
  • Firstmep
    Firstmep
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    Gilvoth wrote: »
    what if some people like and love certain sets as they already are.
    it should be said that anything posted here is the posters opinion alone, and not the eso communities opinion.

    Well the OP didn't make any statements towards such, [snip]

    [Edited to remove Rude Comments]
    Edited by ZOS_ConnorG on April 10, 2021 1:32PM
  • YandereGirlfriend
    YandereGirlfriend
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    Here's another amazing candidate for a small-yet-impactful re-work: Eye of Nahviintaas (aka everyone's least favorite Sunspire set).

    98DVaZH.png

    Currently, this set is instant and immediate deconstruction fodder... but it need not be this way. The set suffers from requiring a relatively restrictive proc condition (Orbs are the only universally accessible whole group synergy) that leads to a frankly unusably low uptime. This reality leads the ostensible sustain set to easily lose to literally every other sustain set option in the game. On a personal note, I have never known anyone to have ever equipped this set or to have used it in any type of content.

    To illustrate the set's weakness, even in the highly unrealistic and best-case scenario where a group member is hitting the synergy every 6 seconds, you're left with a 6% skill cost reduction for the wearer (typically the healer, who is usually the last person in a group that needs additional sustain) and about 1.8% skill cost reduction for the rest of your group (MATH: 3 second uptime for an Orbs synergy / 20 seconds Orbs cooldown * 12%). If we take the average skill cost to be roughly ~2500 resources, then this saves a group member: 2500 resources * 0.018 = 45 resources per cast (and 90 single-resource sustain). This is tragically low.

    So then, how to make this set into something worth farming for?
    • Increase the uptime to 15 seconds per synergy activation with no cooldowns (a la Twilight Remedy).
    • Decrease the cost reduction to 6% to balance out the increased uptime.
    • Allow the cost reduction to apply to ultimate abilities.

    And just like that... wham, bam, boom, we have a set that suddenly makes a very compelling case for a gear slot in any type of content.

    The core idea of the set is preserved but now it is more than merely a sustain set (which we already have a bunch of). Yes, it offers sustain, but it also offers something completely unique - group ultimate cost reduction. The set is useful for everyone but it is most useful on a Templar (due their Purge synergy).

    A non-Templar would provide a 0.75 * 6% = 4.5% average ability cost reduction for the group, which would translate into 225 single-resource sustain and about 9 ultimate points saved from a typical 200 cost ultimate ability. With tight synergy use, Templars could provide the full 6% reduction, equating to about 300 single-resource sustain and 12 points of ultimate savings. Additionally, if more whole group synergies are introduced, then the rest of the classes could reach the Templar level of set efficiency as well!

    IMO, this would be a fantastic improvement for the set that would give it a specialized and well-balanced niche.
    Edited by YandereGirlfriend on April 29, 2021 4:42AM
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