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PTS Update 30 - Feedback Thread for New Item Sets

  • DreadDaedroth
    DreadDaedroth
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    Maarselok still prova on heavy attack and not bash, please revert this unneeded change.
  • Tommy_The_Gun
    Tommy_The_Gun
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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?

    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
    Yep. The whole idea behind this mythic is to trade block mitigation for passive mitigation, without the ability to block damage.

    Before the nerf, the block mitigation was around 15%. Now it is around 5%. Trading 60% block mitigation to 5% is just... A "very bad" trade-off, even for builds that do not block much. Even on those builds it is way better to use other mythics (also with possibility to use monster set).

    Additional health bonus does not cut it and does not makes the trade-off any better. Same with health recovery. It is a "meh" stat in PvE and next patch irrelevant stat for PvP.

    The mitigation should be at least somewhere around 10% (7 - 8K) to be worth losing block mitigation and monster set slot.
    Health recovery might as well be removed from this set, since it almost does not contribute to anything relevant. It kinda feels like it is a "dead weight" that only increases this set power budget and holds it back.

    Max Health bonus is nice, but with this value it is nothing amazing, considering drawbacks of this set. It is not something that will make people use it over other mythics.

    Also a bonus ideas:

    Since 10k armour was too strong and 4k is obviously too weak, what if:
    - It would be a % bonus to armour, so builds that wear heavy Armour and have decent resistance would have more benefit vs "squishy" dps builds. For example: you have 20K Armour, you get additional 10k ; you have 10K you get less - like 5K etc.

    - Other idea: what if this set would somehow convert your block mitigation to Armour ? For example, the amount of dmg you can block, would be removed and converted to flat armour bonus (not 1:1 of course, it will be some %) ? So you would still have to specialize in blocking (for example use sturdy trait) to have higher armour value).
    Edited by Tommy_The_Gun on May 6, 2021 5:11PM
  • Colecovision
    Colecovision
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    I tested the new Gaze of Sithis in a couple of dungeons with my wife and it is over nerffed. We need more mitigation or the ability to block. The amount of resistance needed for the pve content that would be hard enough to utilize a helmet like this would break pvp. It's that simple. So please just give us different values for the helmet. At the moment it's nice that you added an item that a handful of pvpers will use. It would be better if that was expanded upon.
  • Milli_Rabbit
    Milli_Rabbit
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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?

    I want to focus on Stone-Talker's Oath. This set seems very overpowered. Just by doing a heavy attack, you get the equivalent of 448 mag AND stam recovery. It is also super easy to get the maximum requiring only 44k total damage. The AoE is also massive at 16 meters. This makes the set outperform pretty much every other sustain set easily. Worm's and Hircine's only provide 175 mag OR stam recovery. Their main advantage is the massive range of their effects making them consistent in poorly organized groups. Kyne's Wind is better at roughly 336 mag AND stam recovery but still 112 short of Stone-Talker's Oath. What's worse is Kyne's Wind is far harder to use for less recovery. You need to apply a Major Buff every 10 seconds and the AoE is smaller and it could potentially land on a player who is far from the group such as an off-tank or the main tank depending on the content.

    What would I like changed?
    For one, maybe tune down the power of the new set either by increasing the damage requirement or decreasing the return.
    Two, make Kyne's Wind more useful. So, Stone-Talker's will benefit a group staying near the boss. Worm's and Hircine's will benefit an unorganized or spread out group more. Why not make Kyne's Wind always drop on the user or even follow the user for interesting play. Additionally, make Kyne's Blessing pop just by making contact with the AoE. For example, if I step into the AoE, it gives me Kyne's Blessing for 4 seconds regardless of whether I stay in the AoE, similar to Olorime. Finally, if you aren't nerfing the sustain from the new set, buff Kyne's Wind.

    Thank you!
    Edited by Milli_Rabbit on May 10, 2021 7:11PM
  • YandereGirlfriend
    YandereGirlfriend
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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?

    I want to focus on Stone-Talker's Oath. This set seems very overpowered. Just by doing a light attack, you get the equivalent of 448 mag AND stam recovery. It is also super easy to get the maximum requiring only 44k total damage. The AoE is also massive at 16 meters. This makes the set outperform pretty much every other sustain set easily. Worm's and Hircine's only provide 175 mag OR stam recovery. Their main advantage is the massive range of their effects making them consistent in poorly organized groups. Kyne's Wind is better at roughly 336 mag AND stam recovery but still 112 short of Stone-Talker's Oath. What's worse is Kyne's Wind is far harder to use for less recovery. You need to apply a Major Buff every 10 seconds and the AoE is smaller and it could potentially land on a player who is far from the group such as an off-tank or the main tank depending on the content.

    What would I like changed?
    For one, maybe tune down the power of the new set either by increasing the damage requirement or decreasing the return.
    Two, make Kyne's Wind more useful. So, Stone-Talker's will benefit a group staying near the boss. Worm's and Hircine's will benefit an unorganized or spread out group more. Why not make Kyne's Wind always drop on the user or even follow the user for interesting play. Additionally, make Kyne's Blessing pop just by making contact with the AoE. For example, if I step into the AoE, it gives me Kyne's Blessing for 4 seconds regardless of whether I stay in the AoE, similar to Olorime. Finally, if you aren't nerfing the sustain from the new set, buff Kyne's Wind.

    Thank you!

    I think that you make a strong case for why Kyne's Wind should be buffed.

    I personally really like the idea of making the buff sticky like that of the Master's Restoration Staff. An increase in the values restored would also be welcome.
  • WrathOfInnos
    WrathOfInnos
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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?

    I want to focus on Stone-Talker's Oath. This set seems very overpowered. Just by doing a heavy attack, you get the equivalent of 448 mag AND stam recovery. It is also super easy to get the maximum requiring only 44k total damage. The AoE is also massive at 16 meters. This makes the set outperform pretty much every other sustain set easily. Worm's and Hircine's only provide 175 mag OR stam recovery. Their main advantage is the massive range of their effects making them consistent in poorly organized groups. Kyne's Wind is better at roughly 336 mag AND stam recovery but still 112 short of Stone-Talker's Oath. What's worse is Kyne's Wind is far harder to use for less recovery. You need to apply a Major Buff every 10 seconds and the AoE is smaller and it could potentially land on a player who is far from the group such as an off-tank or the main tank depending on the content.

    What would I like changed?
    For one, maybe tune down the power of the new set either by increasing the damage requirement or decreasing the return.
    Two, make Kyne's Wind more useful. So, Stone-Talker's will benefit a group staying near the boss. Worm's and Hircine's will benefit an unorganized or spread out group more. Why not make Kyne's Wind always drop on the user or even follow the user for interesting play. Additionally, make Kyne's Blessing pop just by making contact with the AoE. For example, if I step into the AoE, it gives me Kyne's Blessing for 4 seconds regardless of whether I stay in the AoE, similar to Olorime. Finally, if you aren't nerfing the sustain from the new set, buff Kyne's Wind.

    Thank you!

    I agree that Kyne's Wind could use some help, and I'm sad that Hollowfang had to take a bullet for the new set to shine. I don't think Stone-Talker is quite as good as stated though. I mean, we'll use it because other options aren't looking very good, but it's not game-changing. Unlike Worm/Hircine, it gets no multipliers from Major and Minor Intellect/Endurance, class passives, etc. The fact that it restores resources as a burst, instead of a steady flow, will make it harder to use well with DPS in Bahsei's (giving resources at the wrong time will be a damage loss). I'd also say that a heavy attack every 10s is a large downside to STO, since that eats up 10-20% of skill GCD's (buff uptimes will suffer), and can't be done safely during a lot of blockable mechanics. It has no secondary effect, like Hollowfang's Minor Vitality. And the fact that it restores Mag and Stam doesn't have any significant benefit to most damage builds (nice for the tank maybe), but it does help mixed-composition groups, which are rare and could use a dual-sustain support set.
  • Septimus_Magna
    Septimus_Magna
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    Bahsei's Mania
    2 items: Adds 129 Spell Damage
    3 items: Gain Minor Slayer at all times, increasing your damage done to Dungeon, Trial, and Arena Monsters by 5%.
    4 items: Adds 657 Spell Critical
    5 items: Adds 129 Spell Damage, Increases your damage done to non-player enemies by up to 15% based on your missing Magicka.

    I was really excited to finally see a potential useful new magicka DD set. The 2, 3 and 4 piece bonus are good but the 5pc bonus is contradictory in PVE.

    The amount of magicka you have is not something you can easily regulate as DD. Healers and tanks are often using group sustain sets which would lower dps if the DDs use this set which is counter-productive. There are also multiple racial, class and weapon passives that restore magicka for example. Assuming you're performing your dps rotation without deviating, the only thing you can do is not activate synergies, run immovable pots with spell crit (when using Degeneration) or run buff food without magicka regen. The synergies are easy to control but it really depends on the group how your sustain will be.

    This leaves me with mixed feelings, on the one hand its probably a buff because a 5-10% buff in practice will be pretty strong as 5pc bonus. On the other hand its encouraging bad sustain and ignoring synergies.
    PC - EU (AD)
    Septimus Mezar - Altmer Sorcerer
    Septimus Rulanir - Orsimer Templar
    Septimus Desmoru - Khajiit Necromancer
    Septimus Iroh - Dunmer Dragon Knight
    Septimus Thragar - Dunmer Nightblade
    Septimus Jah'zar - Khajiit Nightblade
    Septimus Nerox - Redguard Warden
    Septimus Ozurk - Orsimer Sorcerer
  • YandereGirlfriend
    YandereGirlfriend
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    Bahsei's Mania
    2 items: Adds 129 Spell Damage
    3 items: Gain Minor Slayer at all times, increasing your damage done to Dungeon, Trial, and Arena Monsters by 5%.
    4 items: Adds 657 Spell Critical
    5 items: Adds 129 Spell Damage, Increases your damage done to non-player enemies by up to 15% based on your missing Magicka.

    I was really excited to finally see a potential useful new magicka DD set. The 2, 3 and 4 piece bonus are good but the 5pc bonus is contradictory in PVE.

    The amount of magicka you have is not something you can easily regulate as DD. Healers and tanks are often using group sustain sets which would lower dps if the DDs use this set which is counter-productive. There are also multiple racial, class and weapon passives that restore magicka for example. Assuming you're performing your dps rotation without deviating, the only thing you can do is not activate synergies, run immovable pots with spell crit (when using Degeneration) or run buff food without magicka regen. The synergies are easy to control but it really depends on the group how your sustain will be.

    This leaves me with mixed feelings, on the one hand its probably a buff because a 5-10% buff in practice will be pretty strong as 5pc bonus. On the other hand its encouraging bad sustain and ignoring synergies.

    I think to use this set you're actually going to want to have very high Magicka Recovery so that you are able to achieve equilibrium at the lowest possible Magicka pool threshold. You're also going to want to have a large overall Magicka pool to make the various percentage bands as wide as possible.

    And you are going to want support sets that restore a consistent amount of resources (e.g. Worm) and not sets that provide chunk sustain like Hollowfang or the new healer set.

    Depending upon your class, you might also have to stack a sustain race on top of the above.

    Overall, the set is growing on me precisely because you'll have to explicitly build for it in order for it to be effective. I just wish that the set would drop the unnecessary PvE-only proviso.
  • master_vanargand
    master_vanargand
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    Need creators to pay attention to old Sets rather than new Sets.
    Most craft sets in particular are not worth using.
    Please add status bonus of "657 Weapon Critical" to the 5 items of "Night Mother's Gaze" in the craft set.
  • Septimus_Magna
    Septimus_Magna
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    Bahsei's Mania
    2 items: Adds 129 Spell Damage
    3 items: Gain Minor Slayer at all times, increasing your damage done to Dungeon, Trial, and Arena Monsters by 5%.
    4 items: Adds 657 Spell Critical
    5 items: Adds 129 Spell Damage, Increases your damage done to non-player enemies by up to 15% based on your missing Magicka.

    I was really excited to finally see a potential useful new magicka DD set. The 2, 3 and 4 piece bonus are good but the 5pc bonus is contradictory in PVE.

    The amount of magicka you have is not something you can easily regulate as DD. Healers and tanks are often using group sustain sets which would lower dps if the DDs use this set which is counter-productive. There are also multiple racial, class and weapon passives that restore magicka for example. Assuming you're performing your dps rotation without deviating, the only thing you can do is not activate synergies, run immovable pots with spell crit (when using Degeneration) or run buff food without magicka regen. The synergies are easy to control but it really depends on the group how your sustain will be.

    This leaves me with mixed feelings, on the one hand its probably a buff because a 5-10% buff in practice will be pretty strong as 5pc bonus. On the other hand its encouraging bad sustain and ignoring synergies.

    I think to use this set you're actually going to want to have very high Magicka Recovery so that you are able to achieve equilibrium at the lowest possible Magicka pool threshold. You're also going to want to have a large overall Magicka pool to make the various percentage bands as wide as possible.

    And you are going to want support sets that restore a consistent amount of resources (e.g. Worm) and not sets that provide chunk sustain like Hollowfang or the new healer set.

    Depending upon your class, you might also have to stack a sustain race on top of the above.

    Overall, the set is growing on me precisely because you'll have to explicitly build for it in order for it to be effective. I just wish that the set would drop the unnecessary PvE-only proviso.

    I dont really understand why mag regen would help with this set, can you explain?
    The 5pc bonus increases dmg while you're low on magicka, high mag regen would prevent that.

    My idea is that you need just enough regen to sustain your rotation but not too much because if you fill up with magicka you lose dmg. So things that can give magicka when you need it (like synergies, pots or heavy attacks) are useful because they allow you to stay at low magicka but when you almost cannot cast spells anymore you can use a synergy to keep the rotation going. A large magicka pool seems useful because being low on magicka percentage-wise is less an issue if the remaining amount is plenty.

    Its an interesting design idea, I will definitely try it out once the update goes live. If you look at the numbers, being at roughly 50% magicka it should result in a pretty nice dmg boost compared to other 5pc bonuses.
    PC - EU (AD)
    Septimus Mezar - Altmer Sorcerer
    Septimus Rulanir - Orsimer Templar
    Septimus Desmoru - Khajiit Necromancer
    Septimus Iroh - Dunmer Dragon Knight
    Septimus Thragar - Dunmer Nightblade
    Septimus Jah'zar - Khajiit Nightblade
    Septimus Nerox - Redguard Warden
    Septimus Ozurk - Orsimer Sorcerer
  • deathbytiki
    deathbytiki
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    Gaze of Sithis is too strong.
    At least "Adds 10760 Armor" should be removed.
    Still this will be strong.

    So you though werewolves were strong before this patch?!?!?! BUCKLE UP! Gaze of Sithis will basically break the game... with armor equivalent to a 16% damage reduction, a bunch of health on top of that!?!?!?! Yeah... I'm just not going play PVP once that horrible set idea makes into the world. #NoThanksESO
  • deathbytiki
    deathbytiki
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    On the topic of perfected sets... it would be cool to find a way of working towards perfected. I mean, I lovvvvvve grinding veteran dungeons for perfected weapons as much as the next guy (gross) but leaving everything up to chance and my horrible luck... I just get burnt out with solo arenas and wish there was literally ANY other way of researching, combing, deconstructing, or buying a way to perfected 🙂
  • Tannus15
    Tannus15
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    Bahsei's Mania
    2 items: Adds 129 Spell Damage
    3 items: Gain Minor Slayer at all times, increasing your damage done to Dungeon, Trial, and Arena Monsters by 5%.
    4 items: Adds 657 Spell Critical
    5 items: Adds 129 Spell Damage, Increases your damage done to non-player enemies by up to 15% based on your missing Magicka.

    I was really excited to finally see a potential useful new magicka DD set. The 2, 3 and 4 piece bonus are good but the 5pc bonus is contradictory in PVE.

    The amount of magicka you have is not something you can easily regulate as DD. Healers and tanks are often using group sustain sets which would lower dps if the DDs use this set which is counter-productive. There are also multiple racial, class and weapon passives that restore magicka for example. Assuming you're performing your dps rotation without deviating, the only thing you can do is not activate synergies, run immovable pots with spell crit (when using Degeneration) or run buff food without magicka regen. The synergies are easy to control but it really depends on the group how your sustain will be.

    This leaves me with mixed feelings, on the one hand its probably a buff because a 5-10% buff in practice will be pretty strong as 5pc bonus. On the other hand its encouraging bad sustain and ignoring synergies.

    I think to use this set you're actually going to want to have very high Magicka Recovery so that you are able to achieve equilibrium at the lowest possible Magicka pool threshold. You're also going to want to have a large overall Magicka pool to make the various percentage bands as wide as possible.

    And you are going to want support sets that restore a consistent amount of resources (e.g. Worm) and not sets that provide chunk sustain like Hollowfang or the new healer set.

    Depending upon your class, you might also have to stack a sustain race on top of the above.

    Overall, the set is growing on me precisely because you'll have to explicitly build for it in order for it to be effective. I just wish that the set would drop the unnecessary PvE-only proviso.

    I dont really understand why mag regen would help with this set, can you explain?
    The 5pc bonus increases dmg while you're low on magicka, high mag regen would prevent that.

    My idea is that you need just enough regen to sustain your rotation but not too much because if you fill up with magicka you lose dmg. So things that can give magicka when you need it (like synergies, pots or heavy attacks) are useful because they allow you to stay at low magicka but when you almost cannot cast spells anymore you can use a synergy to keep the rotation going. A large magicka pool seems useful because being low on magicka percentage-wise is less an issue if the remaining amount is plenty.

    Its an interesting design idea, I will definitely try it out once the update goes live. If you look at the numbers, being at roughly 50% magicka it should result in a pretty nice dmg boost compared to other 5pc bonuses.

    it's ok, but it's no siroria and it's terrible for any sort of burst situation. imo you don't want high mag regen, you want to under sustain and then optionally top up a bit with heavies or a sustain skill like dark conversion.
    funnily enough this would have been a good set a while ago before the max health buff where we were all running false god and 2 stat food. Now with regen food being viable once more you're better off just running pure damage sets.
  • YandereGirlfriend
    YandereGirlfriend
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    ✭✭✭✭✭
    Bahsei's Mania
    2 items: Adds 129 Spell Damage
    3 items: Gain Minor Slayer at all times, increasing your damage done to Dungeon, Trial, and Arena Monsters by 5%.
    4 items: Adds 657 Spell Critical
    5 items: Adds 129 Spell Damage, Increases your damage done to non-player enemies by up to 15% based on your missing Magicka.

    I was really excited to finally see a potential useful new magicka DD set. The 2, 3 and 4 piece bonus are good but the 5pc bonus is contradictory in PVE.

    The amount of magicka you have is not something you can easily regulate as DD. Healers and tanks are often using group sustain sets which would lower dps if the DDs use this set which is counter-productive. There are also multiple racial, class and weapon passives that restore magicka for example. Assuming you're performing your dps rotation without deviating, the only thing you can do is not activate synergies, run immovable pots with spell crit (when using Degeneration) or run buff food without magicka regen. The synergies are easy to control but it really depends on the group how your sustain will be.

    This leaves me with mixed feelings, on the one hand its probably a buff because a 5-10% buff in practice will be pretty strong as 5pc bonus. On the other hand its encouraging bad sustain and ignoring synergies.

    I think to use this set you're actually going to want to have very high Magicka Recovery so that you are able to achieve equilibrium at the lowest possible Magicka pool threshold. You're also going to want to have a large overall Magicka pool to make the various percentage bands as wide as possible.

    And you are going to want support sets that restore a consistent amount of resources (e.g. Worm) and not sets that provide chunk sustain like Hollowfang or the new healer set.

    Depending upon your class, you might also have to stack a sustain race on top of the above.

    Overall, the set is growing on me precisely because you'll have to explicitly build for it in order for it to be effective. I just wish that the set would drop the unnecessary PvE-only proviso.

    I dont really understand why mag regen would help with this set, can you explain?
    The 5pc bonus increases dmg while you're low on magicka, high mag regen would prevent that.

    My idea is that you need just enough regen to sustain your rotation but not too much because if you fill up with magicka you lose dmg. So things that can give magicka when you need it (like synergies, pots or heavy attacks) are useful because they allow you to stay at low magicka but when you almost cannot cast spells anymore you can use a synergy to keep the rotation going. A large magicka pool seems useful because being low on magicka percentage-wise is less an issue if the remaining amount is plenty.

    Its an interesting design idea, I will definitely try it out once the update goes live. If you look at the numbers, being at roughly 50% magicka it should result in a pretty nice dmg boost compared to other 5pc bonuses.

    Having high sustain will allow you finer control over what level of overall Magicka that you sit at - it's the same principle as maximizing the utility of Pearls.

    Relying upon pots and synergies will get you into bad situations when at low Magicka (while on cooldown) and will also produce much greater swings in your overall Magicka level, lowering the set's bonus damage.
  • Jameson18
    Jameson18
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    Gaze of Sithis is too strong.
    At least "Adds 10760 Armor" should be removed.
    Still this will be strong.

    So you though werewolves were strong before this patch?!?!?! BUCKLE UP! Gaze of Sithis will basically break the game... with armor equivalent to a 16% damage reduction, a bunch of health on top of that!?!?!?! Yeah... I'm just not going play PVP once that horrible set idea makes into the world. #NoThanksESO

    They nerfed it into the ground already. A bit too much, in fact. We'll see if there's any changes on the live natch potes.
  • eaglexk
    eaglexk
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    Shapeshifter’s Chain – Necklace
    1 – Reduces the cost of your Transformation Ultimate abilities by 15%. While transformed, increase your Maximum Health, Stamina, and Magicka by 1707.
    Really I like the idea of this set but I will never use this one because it is too useless. Vampire Lord set reduces transformation cost for up to 20%. Salvation set reduces transformation cost for 33%. Also there are lot of sets that reduces all ultimates cost for 15% (including 3 piece sets). So why only 15% for transformation? Also the resources increase is not a great condition. To make the set challenging to the existing sets it should reduce transformation cost by 30% and also increase transformation duration for 5 sec. This one may be useful as a mythic item.
    Death Dealer’s Fete – Ring
    1 – Gain a persistent stack of Escalating Fete every 2 seconds you are in combat, up to 10 stacks max. Each stack of Escalating Fete increases your Maximum Stamina, Health, and Magicka by 88. You lose a stack of Escalating Fete every 4 seconds you are out of combat
    Useless set no one will use. 880 of each resource for 1 piece? Domihaus or Swarm Mother will be better as they will give me +1058 of stamina and magica and will not be a mythic item so I still can wear some mythic if I want.
  • eaglexk
    eaglexk
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    What are your thoughts on being able to mix perfected and non-perfected sets?
    The idea is good but the realization isn't You have no benefit wearing perfected and non-perfected sets together as perfected sets works like non-perfected in this case. What would be nice is when you missing some parts of perfected sets and replace them by non-perfected the set still works as perfected but the additional 5-items ability will be reduced by the amount of missing parts (e.g. will give 1/5, 2/5, 3/5, 4/5 of benefit)
  • Tommy_The_Gun
    Tommy_The_Gun
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    Jameson18 wrote: »
    Gaze of Sithis is too strong.
    At least "Adds 10760 Armor" should be removed.
    Still this will be strong.

    So you though werewolves were strong before this patch?!?!?! BUCKLE UP! Gaze of Sithis will basically break the game... with armor equivalent to a 16% damage reduction, a bunch of health on top of that!?!?!?! Yeah... I'm just not going play PVP once that horrible set idea makes into the world. #NoThanksESO

    They nerfed it into the ground already. A bit too much, in fact. We'll see if there's any changes on the live natch potes.

    The story behind Gaze of Sithis is pretty sad and it is also kinda a proof that there are people out there posting feedback without actually logging in onto PTS and testing stuff. Because if people would actually test it, they would realize that original Gaze of Sithis was not as OP as people said it was.

    Personally I think that this set was supposed to be a mirror image of Malacath's Band of Brutality. That ring increases your dmg done by 16%, but reduces your critical dmg done by 50%

    If Gaze of Sithis had those stats:
    - Reduces damge taken by 15%, but reduces your Block Mitigation to 0.
    - Adds 1k health.
    ^ no one would complain.

    Also, since this is a helmet, that prevents you from using monster helmet, I can see why it could have higher power budget that Brutality ring.
    Current max health bonus and health recovery holds this set back.

    In fact, original Gaze of Sithis actually was the exact opposite of Brutality Ring. It reduced your dmg taken by 15%, but prevented you from blocking dmg (but you could still block status effects, just like with Brutality ring you can still deal critical dmg).

    Devs imho made a mistake by converting 15% dmg mitigation to armour. They probably wanted to prevent stacking it with armour, but as a result player saw one stat being buffed by 10k and then they jump onto nerf Train.

    It is funny how with the PTS nerf to Gaze of Sithis people totally lost interest with that set and stopped looking for leads... and as a result we have only 3 out of 5 leads found. I think this is the 1st time it happened. With previous updates we had all leads found on PTS...
    Edited by Tommy_The_Gun on May 28, 2021 11:28AM
  • relentless_turnip
    relentless_turnip
    ✭✭✭✭✭
    ✭✭✭
    Jameson18 wrote: »
    Gaze of Sithis is too strong.
    At least "Adds 10760 Armor" should be removed.
    Still this will be strong.

    So you though werewolves were strong before this patch?!?!?! BUCKLE UP! Gaze of Sithis will basically break the game... with armor equivalent to a 16% damage reduction, a bunch of health on top of that!?!?!?! Yeah... I'm just not going play PVP once that horrible set idea makes into the world. #NoThanksESO

    They nerfed it into the ground already. A bit too much, in fact. We'll see if there's any changes on the live natch potes.

    The story behind Gaze of Sithis is pretty sad and it is also kinda a proof that there are people out there posting feedback without actually logging in onto PTS and testing stuff. Because if people would actually test it, they would realize that original Gaze of Sithis was not as OP as people said it was.

    Personally I think that this set was supposed to be a mirror image of Malacath's Band of Brutality. That ring increases your dmg done by 16%, but reduces your critical dmg done by 50%

    If Gaze of Sithis had those stats:
    - Reduces damge taken by 15%, but reduces your Block Mitigation to 0.
    - Adds 1k health.
    ^ no one would complain.

    Also, since this is a helmet, that prevents you from using monster helmet, I can see why it could have higher power budget that Brutality ring.
    Current max health bonus and health recovery holds this set back.

    In fact, original Gaze of Sithis actually was the exact opposite of Brutality Ring. It reduced your dmg taken by 15%, but prevented you from blocking dmg (but you could still block status effects, just like with Brutality ring you can still deal critical dmg).

    Devs imho made a mistake by converting 15% dmg mitigation to armour. They probably wanted to prevent stacking it with armour, but as a result player saw one stat being buffed by 10k and then they jump onto nerf Train.

    It is funny how with the PTS nerf to Gaze of Sithis people totally lost interest with that set and stopped looking for leads... and as a result we have only 3 out of 5 leads found. I think this is the 1st time it happened. With previous updates we had all leads found on PTS...

    I tested sithis before its nerf and after. It does feel a lot more balanced now. I would say the armor should be 1-2k higher, but that's it. Before its nerf duelling was stupid and I solo'd a dragon in southern elsweyr with it. Duelling felt more balanced after the nerf and I even struggled to kill a roaming IC sewer boss as I couldn't block. I think it's slightly over nerfed, that said I have a few builds that will make good use of it next patch 👍
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