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PTS Update 30 - Feedback Thread for New Item Sets

  • remosito
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    Is there any reason why Bahsei's Mania only applies to PvE mobs?

    It has a very difficult proc condition to leverage and it already has a line of Minor Slayer so it's not as if the set would ever be considered overpowered in PvP.

    This would be a very disturbing trend to see trial sets artificially exempted from PvP application and it would give PvP players even less of a reason to purchase the upcoming Chapters.

    On the contrary. Proc effect separation into pvp and pve is what is really needed imo.

    Whether for this specific set it is done well or even makes sense is an entirely different question of course.

    ShutYerTrap (selectively mute NPC dialogues (stuga, companions); displayleads (antiquity leads location); UndauntedPledgeQueuer (small daily undaunted dungeon queuer window)
  • gariondavey
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    remosito wrote: »
    seeing there is no feedback thread for the proc set changes. I will just post here.

    Both undaunted infiltrator and unweaver don't scale with wpd/spd.. or mag/sta/health.

    Would be neat if they did
    PC NA @gariondavey, BG, IC & Cyrodiil Focused Since October 2017 Stamplar (main), Magplar, Magsorc, Stamsorc, StamDK, MagDK, Stamblade, Magblade, Magden, Stamden
  • jrgray93
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    Healing sets do not need magicka recovery as frequently as they often have it. Healers have a much easier time working a heavy attack into their rotation as it is. Stone-Talker’s Oath effectively has two wasted bonuses. It already has heavy sustain from the 5-piece proc and it forces you to use a heavy attack every ten seconds. It does not need magicka recovery at all, let alone twice.
    EP: Slania Isara : Harambe Was an Inside Job
  • Ratzkifal
    Ratzkifal
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    Firstmep wrote: »
    Ratzkifal wrote: »
    The ultimate crafting crate needs to be updated!
    My tests of the Heartland's Conqueror set are severely hindered by the fact that, for starters we don't have access to already pre-crafted set like we do for all the others, but we do not get any rank 10 materials on our PTS max level presets either and are limited to only 200 ingots of void steel.
    I ended up going to the imperial city to buy rank 10 materials there with Telvars but then ran into the issue that upgrade materials are also limited. Yes, 200 Tempering alloys are nice, but there is no jewelry upgrade materials at all! I can live with not having golden crafted jewerly because who is going to make those on the live servers anyway, but I don't even have purple upgrade mats for jewelry either nor do I have the jewelry trait materials! Guess I will have to craft stuff and then transmute it first... /rant

    I don't know what you're on about, I got all rank 10 mats and all upgrade mats from the crafting crate no problem.

    @Firstmep What? Where? How? I looked in every box I got from the template and couldn't find any... It only went up to voidsteel for me and upgrade mats included nothing for jewelry crafting. So even if those materials are there somewhere, it's strange they are not packed together with the rest of the crafting materials.
    This Bosmer was tortured to death. There is nothing left to be done.
  • remosito
    remosito
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    Ratzkifal wrote: »
    Firstmep wrote: »
    Ratzkifal wrote: »
    The ultimate crafting crate needs to be updated!
    My tests of the Heartland's Conqueror set are severely hindered by the fact that, for starters we don't have access to already pre-crafted set like we do for all the others, but we do not get any rank 10 materials on our PTS max level presets either and are limited to only 200 ingots of void steel.
    I ended up going to the imperial city to buy rank 10 materials there with Telvars but then ran into the issue that upgrade materials are also limited. Yes, 200 Tempering alloys are nice, but there is no jewelry upgrade materials at all! I can live with not having golden crafted jewerly because who is going to make those on the live servers anyway, but I don't even have purple upgrade mats for jewelry either nor do I have the jewelry trait materials! Guess I will have to craft stuff and then transmute it first... /rant

    I don't know what you're on about, I got all rank 10 mats and all upgrade mats from the crafting crate no problem.

    @Firstmep What? Where? How? I looked in every box I got from the template and couldn't find any... It only went up to voidsteel for me and upgrade mats included nothing for jewelry crafting. So even if those materials are there somewhere, it's strange they are not packed together with the rest of the crafting materials.

    there is a limit how many things in a container get displayed. crafting mats one contains many many more... including itself..

    just extract all.
    ShutYerTrap (selectively mute NPC dialogues (stuga, companions); displayleads (antiquity leads location); UndauntedPledgeQueuer (small daily undaunted dungeon queuer window)
  • Ratzkifal
    Ratzkifal
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    remosito wrote: »
    Ratzkifal wrote: »
    Firstmep wrote: »
    Ratzkifal wrote: »
    The ultimate crafting crate needs to be updated!
    My tests of the Heartland's Conqueror set are severely hindered by the fact that, for starters we don't have access to already pre-crafted set like we do for all the others, but we do not get any rank 10 materials on our PTS max level presets either and are limited to only 200 ingots of void steel.
    I ended up going to the imperial city to buy rank 10 materials there with Telvars but then ran into the issue that upgrade materials are also limited. Yes, 200 Tempering alloys are nice, but there is no jewelry upgrade materials at all! I can live with not having golden crafted jewerly because who is going to make those on the live servers anyway, but I don't even have purple upgrade mats for jewelry either nor do I have the jewelry trait materials! Guess I will have to craft stuff and then transmute it first... /rant

    I don't know what you're on about, I got all rank 10 mats and all upgrade mats from the crafting crate no problem.

    @Firstmep What? Where? How? I looked in every box I got from the template and couldn't find any... It only went up to voidsteel for me and upgrade mats included nothing for jewelry crafting. So even if those materials are there somewhere, it's strange they are not packed together with the rest of the crafting materials.

    there is a limit how many things in a container get displayed. crafting mats one contains many many more... including itself..

    just extract all.

    Oh okay. That's very strange, but good to know.
    This Bosmer was tortured to death. There is nothing left to be done.
  • YandereGirlfriend
    YandereGirlfriend
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    remosito wrote: »
    Is there any reason why Bahsei's Mania only applies to PvE mobs?

    It has a very difficult proc condition to leverage and it already has a line of Minor Slayer so it's not as if the set would ever be considered overpowered in PvP.

    This would be a very disturbing trend to see trial sets artificially exempted from PvP application and it would give PvP players even less of a reason to purchase the upcoming Chapters.

    On the contrary. Proc effect separation into pvp and pve is what is really needed imo.

    Whether for this specific set it is done well or even makes sense is an entirely different question of course.

    Hard disagree.

    This set effect isn't even remotely comparable to proc damage sets that are causing all of the consternation in PvP.

    This is simply an implementation of a conditional stat set like Scathing Mage or Stuhn's that is different in form (percentage scaling) but not in function (increased damage done - and not by the set itself).

    I agree with placing a Battle Spirit debuff on proc damage sets but you're simply advocating to extend the current ban on all but 19 sets, a format that has been ruinous for build diversity and creativity.
  • dhoward5b14_ESO
    dhoward5b14_ESO
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    7.0.2 Saxheels went from great to trash heap. Too bad since I was looking forward to the set.

    7.0.0 was roughly 4.66% damage increase in group but you need to not overlap first 10s of warhorn. 7.0.2 damage makes the damage increase roughly 1.95% if you can pop a 200 cost ultimate (13.3 seconds of major force) every 45 seconds, and you still need to time it to not overlap first 10s of horn. Just not worth the pain to use it.
  • actosh
    actosh
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    7.0.2 Saxheels went from great to trash heap. Too bad since I was looking forward to the set.

    7.0.0 was roughly 4.66% damage increase in group but you need to not overlap first 10s of warhorn. 7.0.2 damage makes the damage increase roughly 1.95% if you can pop a 200 cost ultimate (13.3 seconds of major force) every 45 seconds, and you still need to time it to not overlap first 10s of horn. Just not worth the pain to use it.

    Agree.
  • AgentUriel
    AgentUriel
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    I get adjusting the gaze of sithis but I would take more armor over more health recovery at this point. The only place I see this being used it pvp with the block mitigation but health recovery is getting slashed. Higher health and armor would be perfect to me instead of 4k armor. Just my opinion and what I'd want for a mythic to rival malacath or ring of the wild hunt. The stats now don't really impress me to change from a monster helm atm.
  • WrathOfInnos
    WrathOfInnos
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    The changes to Harpooner’s Wading Kilt today seem a little harsh. Previously it would ramp up to 10 stacks over 10 seconds (minimum) and give max 5.4% crit chance and 20% crit damage, while taking a direct damage tick would remove 1 stack. Now it caps out at 5.7% crit chance and 10% crit damage, while a tick of direct damage removes 5 stacks.

    1. The risk-reward change. The removal of 5 stacks instead of 1 has some interesting effects, and really reinforces the idea that you don’t want to stand in red while wearing this set. Even mechanics that don’t hit hard, or are blockable, should now be dodged. This gives the set a unique feel, and is a good thing IMO. It also makes the set situational, with mechanics like Yolnahkriin’s focus fire completely wiping stacks, which isn’t necessarily a bad thing. However this does have serious implications for PVP or solo PVE builds, if there’s not a tank eating all the enemy attacks then you won’t be able to build any stacks here. You’ll likely hover around 0-1 stacks making the set completely useless. Is this intended?

    2. The max power change. With perfect 100% uptime on 10 stacks before, this Mythic set bonus was giving 1-3% more DPS than other stacking crit set final bonuses, such as:
    - 5pc Tzogvins (8.1% crit chance and 10% crit damage)
    - 5pc Advancing Yokeda (11% crit chance)
    - 5pc Dragonguard Elite (12.5% crit chance)
    After the change today it’s now weaker than any of these examples, while also being harder to maintain stacks and obtain the item. Is it intended for a mythic item with a significant drawback (losing stacks if you take direct damage, and prevents use of other mythics) to underperform compared to similar sets, even when used perfectly (or on a dummy with no risk of incoming damage)?

    Another comparison would be to the 5pc bonus on Medusa, and while HWK does offer slightly more DPS (less than 1%) than Medusa’s 4% crit chance and 10% crit damage, Medusa also has far fewer downsides. Medusa instantly gives the max effect (no ramp up), doesn’t have any DPS loss from taking a damage tick, can be used on jewelry/weapons to allow freedom of armor weight (7 light is often better than 1 medium on Magicka builds). Medusa is also a base game dungeon set, shouldn’t the fancy new DLC mythic-tier item be a little better?

    IMO either one of these changes would be ok (I’d prefer 1 and leave the peak power alone), but the combination of both is too much. It’s now a high risk, low reward item.

    I do like the shift toward more crit chance and less crit damage on this item, but adding 0.3% crit chance to lose 10% crit damage is a large net negative. Maybe drop the crit damage entirely and allow it to stack up to 12-16% crit chance at 10 stacks.

    Edit: To justify those numbers a little. If it were to become pure crit chance, and using the conversion from Thief/Shadow that 1333 crit (or 6.1%) = 11% crit damage. The original form in 7.0.0 would be equal to 5.4% + (20% x 6.1% / 11%) = 16.5% crit chance. The new values in 7.0.2 (which are too low IMO) would be equivalent to 5.7% + (10% x 6.1% / 11%) = 11.2%.
    Edited by WrathOfInnos on May 4, 2021 5:25PM
  • ESO_Nightingale
    ESO_Nightingale
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    Unfortunately, Frostbite still remains at the same level as last incremental, being overall worse than julianos.

    we still don't have much actual frost damage skill support to take advantage of the set, and the set could still use at least another 4% added on top of the existing frost damage bonus.
    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • Aquatorch
    Aquatorch
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    This is the official feedback thread for the new item sets, Mythic items and Monster Masks. Specific feedback that the team is looking for includes the following:
    • Were there any sets you felt were over or under powered compared to current offerings in the live game?
    • What are your thoughts on being able to mix perfected and non-perfected sets?
    • Do you have any other general feedback?

    Gaze of Sithis was over powered before, but now it's underpowered...

    REASONS:
    - PVE Bosses: Special attacks from most bosses can 1-shot without blocking. With the 10k resist Gaze, that was survivable, but with With the new Gaze, 4k resistances probably aren't enough. I think it should be brought up more into the 6k range.
    - Unlike other Mythic items, with Gaze, you cannot use a monster set anymore. So as of now because of the nerfs, it's just better to use something like Bloodspawn and a different mythic and be able to block versus using Gaze and just dying.
    - PvP is a whole other beast... 4k resists and not being able to block a Dizzying Swing / DB combo = death
  • Tommy_The_Gun
    Tommy_The_Gun
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    I think that Gaze of Sithis may have been nerfed too much.... :o

    With those stats it wont be worth it to use that mythic over the others. This set still has huge drawbacks. It removes your block mitigation and does not allow to use other very strong sets - monster sets (since it is a helmet).

    I can not see myself (or anyone) using this over other mythic + monster set. Not with those stats.


    Current armour bonus (4000) is more or less 4 - 5 % dmg reduction (For comparison Potentates weapon gives 3%).
    Also, block mitigation (that is reduced to 0% by this set) is something like 60%...

    ^ I don't think you can even call that a trade-off. It is more like hurting yourself on purpose by wearing this set...


    - In order for this set to be good and worth using, it will either have to provide more armour (7 or 8K at least).
    or:
    - Block mitigation penalty would have to be reduced / reworked into something different. Maybe simply reduce the amount of dmg you can block to something other than 0% - so you still could block, but way less effective ?
    or:
    - Since giving flat amount of armour was too strong (but now it is too weak) what if this set was simply boosting your armour by x% ? (40 - 50%) So if you are wearing light or medium, you will get less, but if you are wearing heavy and you are around 20K it would still provide 10K armour ?

    Also, health recovery bonus is kinda pointless. It is weak stat (even if it is 1K). In combat it is reduced and also in PvP it is reduced even more, so it does not contribute to anything and is more of a "dead weight" that occupies this set power budget.

    If this set would provide more max health and armour instead of health regeneration, that would be a welcome change.

    The whole idea behind this mythic item was that you are trading block mitigation for more passive mitigation, but you can not block dmg. Current PTS values (v7.0.2) kinda make this whole set pointless as the trade-off is way too big. (like I have said, it is not even a fair trade-off at this point, it is more like you are getting robbed by wearing this).
    Edited by Tommy_The_Gun on May 4, 2021 12:44AM
  • Aquatorch
    Aquatorch
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    This is the official feedback thread for the new item sets, Mythic items and Monster Masks. Specific feedback that the team is looking for includes the following:
    • Were there any sets you felt were over or under powered compared to current offerings in the live game?
    • What are your thoughts on being able to mix perfected and non-perfected sets?
    • Do you have any other general feedback?

    Going from the exact same build from Live to PTS, I am taking the following nerfs:
    Unleashed damage = 76% nerf
    Maelstrom 2H damage = 50% nerf
    Chokethorn healing = 23% nerf
    Max health, magicka, and stamina are getting nerfed...

    I understand these sets were over powered, but nerfing them to this extend is absolute insanity. I think you did this primarily because some people could max a specific stat to make one set super over powered, but the solution to that is to put a hard cap on the dmg each set can do, not nerf them by 50% or more...

    rlo1jbkln6cl.png
  • Aquatorch
    Aquatorch
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    ^^ Also, why don't sets like Sword Singer buff things like the Maelstrom 2H weapon damage?
  • jaws343
    jaws343
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    Aquatorch wrote: »
    This is the official feedback thread for the new item sets, Mythic items and Monster Masks. Specific feedback that the team is looking for includes the following:
    • Were there any sets you felt were over or under powered compared to current offerings in the live game?
    • What are your thoughts on being able to mix perfected and non-perfected sets?
    • Do you have any other general feedback?

    Going from the exact same build from Live to PTS, I am taking the following nerfs:
    Unleashed damage = 76% nerf
    Maelstrom 2H damage = 50% nerf
    Chokethorn healing = 23% nerf
    Max health, magicka, and stamina are getting nerfed...

    I understand these sets were over powered, but nerfing them to this extend is absolute insanity. I think you did this primarily because some people could max a specific stat to make one set super over powered, but the solution to that is to put a hard cap on the dmg each set can do, not nerf them by 50% or more...

    rlo1jbkln6cl.png

    I think it is more important to know the underlying stats for those damage numbers. On Live, you could literally stack only defense and health and recovery and the proc damage would always be the same. On PTS, you actually need to adjust your build and do more to get that damage than health stacking.
  • master_vanargand
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    Gaze of Sithis is well balanced.
    good job.
  • Tannus15
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    Gaze of Sithis nerf breaks the tradition of releasing OP sets into the wild and then nerfing them, undermining the PTW conspiracy theories on the forums.
    Clearly this hasn't been thought through.
  • Tommy_The_Gun
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    Gaze of Sithis is well balanced.
    good job.
    Not really... unless you are being sarcastic :D:joy:
    They kinda over-nerfed it lol
  • dave_harter_ESO
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    Gaze of Sithis has been nerfed into oblivion funny enough. The new values are trash since Gaze of Sithis competes with Monster sets. The vast majority of people will not even bother to go get the mythic anymore. ZOS as usual goes overboard when they nerf mythic sets.
  • YandereGirlfriend
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    While the minor buff is welcome, the Frostbite set absolutely requires a further increase in its power if it is to avoid the ignominious fate of so many prior sets - unused, unloved, forgotten about... forever.

    There are simply not enough viable sources of Frost Damage in the game to ever justify using this set over more mainstream damage options, options that also increase your healing as well as the entirety of your damaging attacks.

    As has been related before, a niche set that is less powerful than a mediocre crafted set from six years ago (Julianos) is not the proper tuning for a set of this nature.

    Why would you bother to create a new set while knowing up-front that it will never be utilized? ZOS, your players are giving you the answers to the quiz - this set needs to be +12% Frost Damage in order to achieve viability.
    Edited by YandereGirlfriend on May 4, 2021 4:06AM
  • Ryuvain
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    Sithis: I feel like the armor was the major reason for considering this. Health is just ok while health recovery is close to useless in pvp. With this nerf i would just Chudan + any other mythic. It needed a nerf but not in this way?

    Shapeshifters: nice tiny buff, doesn't seem as underwhelming like before.

    Crimson: finally. At least I don't have to worry about crimson meta being back.
    That one khajiit obsessed with werewolf behemoth and vampire lord. Lady Thorn is bae, dont @ me.
    Werewolf behemoth=vampire lord>blood scion>werewolf>vampire.
  • Sarousse
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    ZoS, you need to CAP the damage proc sets.

    Gankers will still be able to stack up to 10k+ weapon damage and just get you down from 100% to 0% with proc sets without any defense possible.

    Is it the game that you want ? Really ?
  • ESO_Nightingale
    ESO_Nightingale
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    While the minor buff is welcome, the Frostbite set absolutely requires a further increase in its power if it is to avoid the ignominious fate of so many prior sets - unused, unloved, forgotten about... forever.

    There are simply not enough viable sources of Frost Damage in the game to ever justify using this set over more mainstream damage options, options that also increase your healing as well as the entirety of your damaging attacks.

    As has been related before, a niche set that is less powerful than a mediocre crafted set from six years ago (Julianos) is not the proper tuning for a set of this nature.

    Why would you bother to create a new set while knowing up-front that it will never be utilized? ZOS, your players are giving you the answers to the quiz - this set needs to be +12% Frost Damage in order to achieve viability.

    Absolutely. The frost damage bonus should be at least +12% frost damage done (and the wording should definitely be updated to reflect that, because currently it incorrectly states that it only gives the bonus to frost damage abilities as opposed to in general like it is now.)

    I think that even at the values of 12% frost damage, +4% damage done to chilled enemies and +2% damage done to enemies afflicted with minor brittle, the set would still not be amazing compared to other sets at the moment due to the sheer and overwhelming lack of frost damage ability support (it should be slightly better than julianos though)
    But, it would truely see the spotlight at this new value if we were to get frost damage Deep Fissure and Screaming Cliff Racer/Animal Companions in the future.
    Edited by ESO_Nightingale on May 4, 2021 5:28AM
    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • Firstmep
    Firstmep
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    Aquatorch wrote: »
    This is the official feedback thread for the new item sets, Mythic items and Monster Masks. Specific feedback that the team is looking for includes the following:
    • Were there any sets you felt were over or under powered compared to current offerings in the live game?
    • What are your thoughts on being able to mix perfected and non-perfected sets?
    • Do you have any other general feedback?

    Going from the exact same build from Live to PTS, I am taking the following nerfs:
    Unleashed damage = 76% nerf
    Maelstrom 2H damage = 50% nerf
    Chokethorn healing = 23% nerf
    Max health, magicka, and stamina are getting nerfed...

    I understand these sets were over powered, but nerfing them to this extend is absolute insanity. I think you did this primarily because some people could max a specific stat to make one set super over powered, but the solution to that is to put a hard cap on the dmg each set can do, not nerf them by 50% or more...

    rlo1jbkln6cl.png

    With unleashed you have take the bleed status effect into account as well.
    Vma 2h was super broken for a long time, due to how high the uptime on it was, this is a well deserved nerf.
    Anyway this is starting to look more like what it should be for procsets forcing you to invest heavily into stats and wear max 1 or maybe 2 at best.
  • NagualV
    NagualV
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    The changes to Harpooner’s Wading Kilt today seem a little harsh. Previously it would ramp up to 10 stacks over 10 seconds (minimum) and give max 5.4% crit chance and 20% crit damage, while taking a direct damage tick would remove 1 stack. Now it caps out at 5.7% crit chance and 10% crit damage, while a tick of direct damage removes 5 stacks.

    1. The risk-reward change. The removal of 5 stacks instead of 1 has some interesting effects, and really reinforces the idea that you don’t want to stand in red while wearing this set. Even mechanics that don’t hit hard, or are blockable, should now be dodged. This gives the set a unique feel, and is a good thing IMO. It also makes the set situational, with mechanics like Yolnahkriin’s focus fire completely wiping stacks, which isn’t necessarily a bad thing. However this does have serious implications for PVP or solo PVE builds, if there’s not a tank eating all the enemy attacks then you won’t be able to build any stacks here. You’ll likely hover around 0-1 stacks making the set completely useless. Is this intended?

    2. The max power change. With perfect 100% uptime on 10 stacks before, this Mythic set bonus was giving 1-3% more DPS than other stacking crit set final bonuses, such as:
    - 5pc Tzogvins (8.1% crit chance and 10% crit damage)
    - 5pc Advancing Yokeda (11% crit chance)
    - 5pc Dragonguard Elite (12.5% crit chance)
    After the change today it’s now weaker than any of these examples, while also being harder to maintain stacks and obtain the item. Is it intended for a mythic item with a significant drawback (losing stacks if you take direct damage, and prevents use of other mythics) to underperform compared to similar sets, even when used perfectly (or on a dummy with no risk of incoming damage)?

    Another comparison would be to the 5pc bonus on Medusa, and while HWK does offer slightly more DPS (less than 1%) than Medusa’s 4% crit chance and 10% crit damage, it also has far fewer downsides. Medusa instantly gives the max effect (no ramp up), doesn’t have any DPS loss from taking a damage tick, can be used on jewelry/weapons to allow freedom of armor weight (7 light is often better than 1 medium on Magicka builds). Medusa is also a bad game dungeon set, shouldn’t the fancy new DLC mythic-tier item be a little better?

    IMO either one of these changes would be ok (I’d prefer 1 and leave the peak power alone), but the combination of both is too much. It’s now a high risk, low reward item.

    I do like the shift toward more crit chance and less crit damage on this item, but adding 0.3% crit chance to lose 10% crit damage is a large net negative. Maybe drop the crit damage entirely and allow it to stack up to 12-16% crit chance at 10 stacks.

    Edit: To justify those numbers a little. If it were to become pure crit chance, and using the conversion from Thief/Shadow that 1333 crit (or 6.1%) = 11% crit damage. The original form in 7.0.0 would be equal to 5.4% + (20% x 6.1% / 11%) = 16.5% crit chance. The new values in 7.0.2 (which are too low IMO) would be equivalent to 5.7% + (10% x 6.1% / 11%) = 11.2%.

    I kinda agree here. From a pvp perspective, with the risk of losing 5 stacks in one hit(the cooldown is helpful, thanks for that), I would like crit damage to stay on how it is now, and maybe bump the crit chance up. I think a little more crit chance makes it more appealing and mythical.

    With that said, I realize my opinion is probably biased because I want to try/run the set on a build lol
  • dave_harter_ESO
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    The current iteration of item sets on PTR feel pretty underwhelming. I really like the idea of a mythic for transformations but the current version of Shapeshifters chain needs something more. I like the idea of increasing duration of transformations by 5 seconds or so would be nice. On Gaze of Sithis, the current iteration might as well be deleted from the patch notes and give the devs some time to think on a solution. The real problem is if item sets are this underwhelming what does that say about the rest of the chapter.
  • YandereGirlfriend
    YandereGirlfriend
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    The current iteration of item sets on PTR feel pretty underwhelming. I really like the idea of a mythic for transformations but the current version of Shapeshifters chain needs something more. I like the idea of increasing duration of transformations by 5 seconds or so would be nice. On Gaze of Sithis, the current iteration might as well be deleted from the patch notes and give the devs some time to think on a solution. The real problem is if item sets are this underwhelming what does that say about the rest of the chapter.

    Completely agree.

    And it was like this last Chapter release as well, recall the trial sets in particular and how their mediocrity lead to Kyne's being easily the least-run trial in ESO history.

    This time around you have magDPS and stamDPS sets that nobody cares about because they're wonky and completely outclassed by existing sets as well as a tank set that initially looked interesting but that has now been nerfed into Oblivion. There's also a healer set that is admittedly pretty good but it's a sustain set and that will never entice the masses to line up in Craglorn to run the new trial.

    Then the Mythics are... okay... but that's about all that can be said about them. There's no new mechanic or gameplay style that is introduced they're just more dense stat sticks that certainly do not feel 'mythic.'

    We have some new monster sets, which I was supremely excited for, but they're basically all 1vX'er sets and that's probably the last thing that the game needed more of, let alone all 3/3 of the new helms. I had been hoping for a nice healer or damage set but... nope, it's all for tanks.

    And then the new Overland sets are supremely 'meh.' Frostbite had great potential but it's dead on arrival at its uselessly low tuning and the others are similarly mediocre sets intended for PvP... or something.

    The best set out of the entire Chapter is without a doubt Heartland Conqueror but that's one good set out of, what, 20? That's not a very good hit:miss ratio for the designers. They can and should and, frankly, need to do better.
  • ESO_Nightingale
    ESO_Nightingale
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    And then the new Overland sets are supremely 'meh.' Frostbite had great potential but it's dead on arrival at its uselessly low tuning and the others are similarly mediocre sets intended for PvP... or something.

    I think frostbite has potential even with it's current values. but definitely not next patch, not until it's indirectly buffed by getting more frost damage skills that are viable. I don't know if zos is going to buff the set again before release but if so, it might be viable next patch.
    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
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