Well it was a nice thought :(

  • merpins
    merpins
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    jaws343 wrote: »
    J18696 wrote: »
    I think a lot of people aren't grasping the intended purpose or demographic for this mythic. There was a thread a while back asking about the possibility of a mythic that boosted one bar builds. Not for the purpose of creating a new meta or even a new niche, but for those poor souls who "can't" bar swap. We've all seen the comments in various thread with reasons cited as disabilities, or age, or high ping or whatever else, idk. If I'm being perfectly honest it's all always sounded like excuses to me, but I'm not here to argue the validity of such complaints, only to point out that this mythic was never intended for me or you to theory craft over it's juicy stats. It was intended for people who aren't bar swapping, aren't drinking potions on cool down, and aren't maintaining buffs, because buttons. I think it hits the mark as well as could be expected.

    https://forums.elderscrollsonline.com/en/discussion/593799/do-you-want-a-mythic-for-one-bar-builds

    you have a point but as the mythic is now after this change anyone who can only run one bar and wants this mythic to bring them up alittle to compete with these higher end pve for example using this mythic and going into a more competitive pve grp you would just be double stacking the same buffs you would already be getting leaving you with maybe major courage and the max stats as the only things this ring would give you kinda not worth it over other mythics

    Why should one bar builds be competitive?

    Really think about it. A player hitting 100k DPS is nearly doing perfect 7-8 skill rotations, with great potion uptime and great ultimate use and light attack weaving.

    Why should a player slotting 5 skills and using like 2 or 3 and then just heavy attacking do comparable damage?

    Regardless of accessibility concerns, it makes no sense. These builds should not be able to compete with builds using a full gamut of skills. 3 skills should not do the same DPS as a perfect rotation of 7 or 8.

    The ring opens up possibilities for builds by removing the need to have must have slottables and providing more options to slot skills that can provide different flavor or even better offensive or defensive options to a build, without it being shoehorned into the same 5 skills play rs have to run at the moment.

    And when someone gets hurt at work due to a shelf falling on them, why should the work have to pay for the work's mistake? The employee should have to pay for it out of pocket and then also get fired for not being able to come to work while they were hurt.

    Your arguments are basically just complaining that people should be rewarded for working hard. There's a ton of complex builds that do 50k damage out there, and a ton of simple builds that do 140k+ dps out there. This just opens the door to more options. More gameplay options aren't a bad thing, and this ring, for people that physically or mentally cannot do what you can do, it makes it so they can do at least 80% of what you can do which is enough to be competent in end-game content.
    Edited by merpins on May 3, 2022 1:46AM
  • jaws343
    jaws343
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    I'll even go as far to say that this ring is still fairly viable for a PVP setup as well.

    Let's take a pet sorc for PVP for example. A normal 2 bar setup may look like:

    FB: pet, pet, inner light, ele weapon, frag
    BB: pet, pet, boundless, curse, streak

    Well the ring provides crit, so you can drop inner light. It provides major resistance, so there goes the need for boundless. You can drop ele and run frags as a spammable. Move streak to front bar. Now you have a single bar build with great heals from matriarch and major courage, as well as max stats, persistent recoveries. And no worry at all about bar swap lag issues or needing to get to your back bar at inopportune times to reset buffs or movement.

    The same can translate across a lot of classes for PVP if built right.
  • Vylaera
    Vylaera
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    jaws343 wrote: »
    jaws343 wrote: »
    I think a lot of people aren't grasping the intended purpose or demographic for this mythic. There was a thread a while back asking about the possibility of a mythic that boosted one bar builds. Not for the purpose of creating a new meta or even a new niche, but for those poor souls who "can't" bar swap. We've all seen the comments in various thread with reasons cited as disabilities, or age, or high ping or whatever else, idk. If I'm being perfectly honest it's all always sounded like excuses to me, but I'm not here to argue the validity of such complaints, only to point out that this mythic was never intended for me or you to theory craft over it's juicy stats. It was intended for people who aren't bar swapping, aren't drinking potions on cool down, and aren't maintaining buffs, because buttons. I think it hits the mark as well as could be expected.

    https://forums.elderscrollsonline.com/en/discussion/593799/do-you-want-a-mythic-for-one-bar-builds

    True. But most one-bar builds made are for DPS, and most people that have an inability to bar swap want their bar as simple as possible; Almost every build slots either Camouflage Hunter or Inner Light to reduce the skills needed to press down to 4 or 5 with an ultimate, or 2/3 with other skills like Bird of Prey and Bear from Warden or with pets from Sorc. The main problem with this whole skill change is the nerf to crit rate. It allowed this particular bar set-up, and allowed DPS builds using the ring with these set-ups to deal fairly top-end-like damage. I was no 120k, but 80-100k damage would allow people with such inability to play the game as intended to compete and play in the meta, allow them to do those veteran trials with other top-end players without falling behind. The change not only makes it so slotting the abilities that made 1-bar setups less viable for these players that are trying to make builds as simple as possible, but actually punishes you when you slot them since they're now dead skills. That's the problem.

    There are other skills that can be slotted that provide passives. And just because a skill is slotted doesn't mean it has to be used. So you replace inner light with some other skill and then just don't use that skill. But now you get the buff from inner light via the ring and the added buff from slotting the new skill.

    The problem is the buffs the ring applies now are redundant with other group buffs, meaning you're still going to be just as disadvantaged as you were before but with more time invested in it and more money invested in it.

    It is not a good solution for 1 bar builds.

    A good solution would be to revert back to the way it was before but add a condition that nerfs it only while you're transformed as a werewolf or vampire scion.
    "While transformed, the bonuses granted are reduced by 50%"
    And everyone wins. Werewolves aren't OP, one bar PvE is doing great, and niche non-werewolf PvP builds can run it for fun as well and still compete with the standard 2 bar builds.

    The nerf makes it to where no one wins, werewolf doesn't get a good buff from this, it's useless in PvE, and no one else in PvP will touch it because it's markedly worse than a stadard 2 bar build.

    So what if they are redundant?

    Any proper group for trials or dungeons that are optimizing are likely not going to bring along one bar builds ever.

    And if they do, then they can literally adjust their optimization to account for that.

    Because like what MovesLikeJaguar said, the ring pre-nerf wasn't redundant and trial itemization was slanted towards 1 bar builds because you'd effortlessly hit 130k with this ring on a 1bar build on dummy parses. Now you'd be lucky to get anywhere near 80k or even 60k

    For PvE, what the ring has to do is
    1. Replace Infused Weapon Damage Maelstrom Backbar
    2. Replace additional AOEs/DOTs you would stick on your backbar

    So you NEED the unique weapon damage buff to replace the backbar enchant. A redundant buff you will be getting from your supports does not cut it.
    You also need your abilities on your frontbar to hit hard enough to compensate for not having the extra damage from stuff on your backbar.
    You also need to be able to pop a potion to get the related buffs, such as spell power or heroism. The recovery buffs and crit chance buffs are redundant with effects you'd get from potions, further devaluing the worth of this ring.

    This nerf makes the mythic useless for any serious content. At that point, why is it a mythic and not just a 5pc set bonus on some trash overland set if the point is for overland casual players to use it because bar swapping is hard? Casuals don't need stats this heavy for casual content anyway, so why make a mythic that they don't even need and that misses the mark for actually serious content? It's counterintuitive and renders it utterly useless. This is the worst possible route ZOS could have taken it.
    Vy • lae • ra | Fan of all things Vampiric | PC NA | Accurate World Map artist | Immaculate Reshade author
  • merpins
    merpins
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    jaws343 wrote: »
    I'll even go as far to say that this ring is still fairly viable for a PVP setup as well.

    Let's take a pet sorc for PVP for example. A normal 2 bar setup may look like:

    FB: pet, pet, inner light, ele weapon, frag
    BB: pet, pet, boundless, curse, streak

    Well the ring provides crit, so you can drop inner light. It provides major resistance, so there goes the need for boundless. You can drop ele and run frags as a spammable. Move streak to front bar. Now you have a single bar build with great heals from matriarch and major courage, as well as max stats, persistent recoveries. And no worry at all about bar swap lag issues or needing to get to your back bar at inopportune times to reset buffs or movement.

    The same can translate across a lot of classes for PVP if built right.

    Okay fair, it's still decent for those one-bar pvp players. But is was viable for both pvp and pve before the change. And it's still probably fine in normal group content. But the moment you step into veteran content and trials, it becomes bad again. That's the problem people have with this change, and even if it's "fine," it's still not as good as other options. If it does go live like this, I suspect it'll be disregarded and never touched by anyone outside of pvp.
    Edited by merpins on May 3, 2022 1:50AM
  • jaws343
    jaws343
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    jaws343 wrote: »
    jaws343 wrote: »
    I think a lot of people aren't grasping the intended purpose or demographic for this mythic. There was a thread a while back asking about the possibility of a mythic that boosted one bar builds. Not for the purpose of creating a new meta or even a new niche, but for those poor souls who "can't" bar swap. We've all seen the comments in various thread with reasons cited as disabilities, or age, or high ping or whatever else, idk. If I'm being perfectly honest it's all always sounded like excuses to me, but I'm not here to argue the validity of such complaints, only to point out that this mythic was never intended for me or you to theory craft over it's juicy stats. It was intended for people who aren't bar swapping, aren't drinking potions on cool down, and aren't maintaining buffs, because buttons. I think it hits the mark as well as could be expected.

    https://forums.elderscrollsonline.com/en/discussion/593799/do-you-want-a-mythic-for-one-bar-builds

    True. But most one-bar builds made are for DPS, and most people that have an inability to bar swap want their bar as simple as possible; Almost every build slots either Camouflage Hunter or Inner Light to reduce the skills needed to press down to 4 or 5 with an ultimate, or 2/3 with other skills like Bird of Prey and Bear from Warden or with pets from Sorc. The main problem with this whole skill change is the nerf to crit rate. It allowed this particular bar set-up, and allowed DPS builds using the ring with these set-ups to deal fairly top-end-like damage. I was no 120k, but 80-100k damage would allow people with such inability to play the game as intended to compete and play in the meta, allow them to do those veteran trials with other top-end players without falling behind. The change not only makes it so slotting the abilities that made 1-bar setups less viable for these players that are trying to make builds as simple as possible, but actually punishes you when you slot them since they're now dead skills. That's the problem.

    There are other skills that can be slotted that provide passives. And just because a skill is slotted doesn't mean it has to be used. So you replace inner light with some other skill and then just don't use that skill. But now you get the buff from inner light via the ring and the added buff from slotting the new skill.

    The problem is the buffs the ring applies now are redundant with other group buffs, meaning you're still going to be just as disadvantaged as you were before but with more time invested in it and more money invested in it.

    It is not a good solution for 1 bar builds.

    A good solution would be to revert back to the way it was before but add a condition that nerfs it only while you're transformed as a werewolf or vampire scion.
    "While transformed, the bonuses granted are reduced by 50%"
    And everyone wins. Werewolves aren't OP, one bar PvE is doing great, and niche non-werewolf PvP builds can run it for fun as well and still compete with the standard 2 bar builds.

    The nerf makes it to where no one wins, werewolf doesn't get a good buff from this, it's useless in PvE, and no one else in PvP will touch it because it's markedly worse than a stadard 2 bar build.

    So what if they are redundant?

    Any proper group for trials or dungeons that are optimizing are likely not going to bring along one bar builds ever.

    And if they do, then they can literally adjust their optimization to account for that.

    Because like what MovesLikeJaguar said, the ring pre-nerf wasn't redundant and trial itemization was slanted towards 1 bar builds because you'd effortlessly hit 130k with this ring on a 1bar build on dummy parses. Now you'd be lucky to get anywhere near 80k or even 60k

    For PvE, what the ring has to do is
    1. Replace Infused Weapon Damage Maelstrom Backbar
    2. Replace additional AOEs/DOTs you would stick on your backbar

    So you NEED the unique weapon damage buff to replace the backbar enchant. A redundant buff you will be getting from your supports does not cut it.
    You also need your abilities on your frontbar to hit hard enough to compensate for not having the extra damage from stuff on your backbar.
    You also need to be able to pop a potion to get the related buffs, such as spell power or heroism. The recovery buffs and crit chance buffs are redundant with effects you'd get from potions, further devaluing the worth of this ring.

    This nerf makes the mythic useless for any serious content. At that point, why is it a mythic and not just a 5pc set bonus on some trash overland set if the point is for overland casual players to use it because bar swapping is hard? Casuals don't need stats this heavy for casual content anyway, so why make a mythic that they don't even need and that misses the mark for actually serious content? It's counterintuitive and renders it utterly useless. This is the worst possible route ZOS could have taken it.

    No one should be able to effortlessly hit 130k damage, especially when only using a few skills actively. It's difficult to have a real conversation on this when players are coming from the standpoint that a build using minimal skills should do the same damage as a build using a full set of skills. We are never going to agree and I don't think I will ever find your argument compelling enough to be considered.

    The ring provides a ton of skills, sets, and potions worth of buffs and opens a ton of options for a build. It's a decent mythic without becoming mandatory or over powered.
    Edited by jaws343 on May 3, 2022 1:51AM
  • divnyi
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    @jaws343 max stats is bound aegis (8% max magica) + inner light (7% max magica), leaving only 3 slots after that.
    Skills you must fit: shield, spammable, heal, streak.
  • jaws343
    jaws343
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    divnyi wrote: »
    @jaws343 max stats is bound aegis (8% max magica) + inner light (7% max magica), leaving only 3 slots after that.
    Skills you must fit: shield, spammable, heal, streak.

    I've had some great success on a matriarch sorc without aegis and without shield. Basically just using matriarch as a pseudo shield with the heal. It's interesting, but man you gotta spam that matriarch lol.
  • divnyi
    divnyi
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    jaws343 wrote: »
    divnyi wrote: »
    @jaws343 max stats is bound aegis (8% max magica) + inner light (7% max magica), leaving only 3 slots after that.
    Skills you must fit: shield, spammable, heal, streak.

    I've had some great success on a matriarch sorc without aegis and without shield. Basically just using matriarch as a pseudo shield with the heal. It's interesting, but man you gotta spam that matriarch lol.

    Building max stats and not using shield is counter-productive. Why even building max stats then?
  • jaws343
    jaws343
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    divnyi wrote: »
    jaws343 wrote: »
    divnyi wrote: »
    @jaws343 max stats is bound aegis (8% max magica) + inner light (7% max magica), leaving only 3 slots after that.
    Skills you must fit: shield, spammable, heal, streak.

    I've had some great success on a matriarch sorc without aegis and without shield. Basically just using matriarch as a pseudo shield with the heal. It's interesting, but man you gotta spam that matriarch lol.

    Building max stats and not using shield is counter-productive. Why even building max stats then?

    From a one bar perspective with this ring, you can actually get away with running full infused spell damage jewelry, so you can move towards spell damage stacking without worrying about sustain.

    On live, I really only do it when my BG group needs better heals, so it's less built for it and more a moment of opportunity, but it works really well and would probably work better with a spell damage stack.
  • GetAgrippa
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    And when someone gets hurt at work due to a shelf falling on them, why should the work have to pay for the work's mistake? The employee should have to pay for it out of pocket and then also get fired for not being able to come to work while they were hurt.

    Uhhh... what? This is a video game. Not a job. No one has player's comp insurance.
    Edited by GetAgrippa on May 3, 2022 2:08AM
  • Vylaera
    Vylaera
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    jaws343 wrote: »
    jaws343 wrote: »
    jaws343 wrote: »
    I think a lot of people aren't grasping the intended purpose or demographic for this mythic. There was a thread a while back asking about the possibility of a mythic that boosted one bar builds. Not for the purpose of creating a new meta or even a new niche, but for those poor souls who "can't" bar swap. We've all seen the comments in various thread with reasons cited as disabilities, or age, or high ping or whatever else, idk. If I'm being perfectly honest it's all always sounded like excuses to me, but I'm not here to argue the validity of such complaints, only to point out that this mythic was never intended for me or you to theory craft over it's juicy stats. It was intended for people who aren't bar swapping, aren't drinking potions on cool down, and aren't maintaining buffs, because buttons. I think it hits the mark as well as could be expected.

    https://forums.elderscrollsonline.com/en/discussion/593799/do-you-want-a-mythic-for-one-bar-builds

    True. But most one-bar builds made are for DPS, and most people that have an inability to bar swap want their bar as simple as possible; Almost every build slots either Camouflage Hunter or Inner Light to reduce the skills needed to press down to 4 or 5 with an ultimate, or 2/3 with other skills like Bird of Prey and Bear from Warden or with pets from Sorc. The main problem with this whole skill change is the nerf to crit rate. It allowed this particular bar set-up, and allowed DPS builds using the ring with these set-ups to deal fairly top-end-like damage. I was no 120k, but 80-100k damage would allow people with such inability to play the game as intended to compete and play in the meta, allow them to do those veteran trials with other top-end players without falling behind. The change not only makes it so slotting the abilities that made 1-bar setups less viable for these players that are trying to make builds as simple as possible, but actually punishes you when you slot them since they're now dead skills. That's the problem.

    There are other skills that can be slotted that provide passives. And just because a skill is slotted doesn't mean it has to be used. So you replace inner light with some other skill and then just don't use that skill. But now you get the buff from inner light via the ring and the added buff from slotting the new skill.

    The problem is the buffs the ring applies now are redundant with other group buffs, meaning you're still going to be just as disadvantaged as you were before but with more time invested in it and more money invested in it.

    It is not a good solution for 1 bar builds.

    A good solution would be to revert back to the way it was before but add a condition that nerfs it only while you're transformed as a werewolf or vampire scion.
    "While transformed, the bonuses granted are reduced by 50%"
    And everyone wins. Werewolves aren't OP, one bar PvE is doing great, and niche non-werewolf PvP builds can run it for fun as well and still compete with the standard 2 bar builds.

    The nerf makes it to where no one wins, werewolf doesn't get a good buff from this, it's useless in PvE, and no one else in PvP will touch it because it's markedly worse than a stadard 2 bar build.

    So what if they are redundant?

    Any proper group for trials or dungeons that are optimizing are likely not going to bring along one bar builds ever.

    And if they do, then they can literally adjust their optimization to account for that.

    Because like what MovesLikeJaguar said, the ring pre-nerf wasn't redundant and trial itemization was slanted towards 1 bar builds because you'd effortlessly hit 130k with this ring on a 1bar build on dummy parses. Now you'd be lucky to get anywhere near 80k or even 60k

    For PvE, what the ring has to do is
    1. Replace Infused Weapon Damage Maelstrom Backbar
    2. Replace additional AOEs/DOTs you would stick on your backbar

    So you NEED the unique weapon damage buff to replace the backbar enchant. A redundant buff you will be getting from your supports does not cut it.
    You also need your abilities on your frontbar to hit hard enough to compensate for not having the extra damage from stuff on your backbar.
    You also need to be able to pop a potion to get the related buffs, such as spell power or heroism. The recovery buffs and crit chance buffs are redundant with effects you'd get from potions, further devaluing the worth of this ring.

    This nerf makes the mythic useless for any serious content. At that point, why is it a mythic and not just a 5pc set bonus on some trash overland set if the point is for overland casual players to use it because bar swapping is hard? Casuals don't need stats this heavy for casual content anyway, so why make a mythic that they don't even need and that misses the mark for actually serious content? It's counterintuitive and renders it utterly useless. This is the worst possible route ZOS could have taken it.

    No one should be able to effortlessly hit 130k damage, especially when only using a few skills actively. It's difficult to have a real conversation on this when players are coming from the standpoint that a build using minimal skills should do the same damage as a build using a full set of skills. We are never going to agree and I don't think I will ever find your argument compelling enough to be considered.

    The ring provides a ton of skills, sets, and potions worth of buffs and opens a ton of options for a build. It's a decent mythic without becoming mandatory or over powered.

    "I should have to do a ton of extra work to do good damage, no I don't want it to be easier"
    Not trying to strawman you, this is a summary of what you're saying.

    Also I'll reiterate before I continue that the mythic isn't useful for anyone now post-nerf because it's too potent for casuals and too underpowered for endgamers. It's in mythic purgatory along with Snow Treaders, Bloodlord's Embrace, Perals of Ehlnofey, and Thrassian Stranglers. What's even the point if all the mythics suck for the majority of content except for 2?

    Anyway, Why is it bad that endgame content becomes more accessible? There's a lot of fun to be had in Trials and the difficulty comes from mechanics and the skill required to organize a group of 12 people to do it flawlessly, not focusing on making sure you're mashing all 12 buttons at the exact moment you need to, which can easily be botched because of lag or latency or ping. I do all of this proficiently so it's not a skill issue for me, it's simply a matter of raising the floor because I know a lot of people would get enjoyment out of doing the endgame who can't currently for whatever reason.

    Also, I'm sorry to say but people are hitting 150k on MagDK right now on Live so "no one should be able to effortlessly hit 130k" is an outdated sentiment. Roll the clock back 5 or 6 years ago and people didn't think 80k dps was possible, and now that's bare minimum requirement rookie numbers.


    Also, just as an aside, I've been kinda hoping for a while that ZOS axed the backbar anyway and replaced bar buffers with something more useful because pushing extra DPS was never the intention of the backbar when the game launched 8 years ago, it was only meant to provide an alternate weapon choice for regular content without having to swap things around. It only later became essential to use both bars as harder content started being theorycrafted for. But idk that would probably not be a popular decision so idc if they do or don't.
    Vy • lae • ra | Fan of all things Vampiric | PC NA | Accurate World Map artist | Immaculate Reshade author
  • merpins
    merpins
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    jaws343 wrote: »
    jaws343 wrote: »
    jaws343 wrote: »
    I think a lot of people aren't grasping the intended purpose or demographic for this mythic. There was a thread a while back asking about the possibility of a mythic that boosted one bar builds. Not for the purpose of creating a new meta or even a new niche, but for those poor souls who "can't" bar swap. We've all seen the comments in various thread with reasons cited as disabilities, or age, or high ping or whatever else, idk. If I'm being perfectly honest it's all always sounded like excuses to me, but I'm not here to argue the validity of such complaints, only to point out that this mythic was never intended for me or you to theory craft over it's juicy stats. It was intended for people who aren't bar swapping, aren't drinking potions on cool down, and aren't maintaining buffs, because buttons. I think it hits the mark as well as could be expected.

    https://forums.elderscrollsonline.com/en/discussion/593799/do-you-want-a-mythic-for-one-bar-builds

    True. But most one-bar builds made are for DPS, and most people that have an inability to bar swap want their bar as simple as possible; Almost every build slots either Camouflage Hunter or Inner Light to reduce the skills needed to press down to 4 or 5 with an ultimate, or 2/3 with other skills like Bird of Prey and Bear from Warden or with pets from Sorc. The main problem with this whole skill change is the nerf to crit rate. It allowed this particular bar set-up, and allowed DPS builds using the ring with these set-ups to deal fairly top-end-like damage. I was no 120k, but 80-100k damage would allow people with such inability to play the game as intended to compete and play in the meta, allow them to do those veteran trials with other top-end players without falling behind. The change not only makes it so slotting the abilities that made 1-bar setups less viable for these players that are trying to make builds as simple as possible, but actually punishes you when you slot them since they're now dead skills. That's the problem.

    There are other skills that can be slotted that provide passives. And just because a skill is slotted doesn't mean it has to be used. So you replace inner light with some other skill and then just don't use that skill. But now you get the buff from inner light via the ring and the added buff from slotting the new skill.

    The problem is the buffs the ring applies now are redundant with other group buffs, meaning you're still going to be just as disadvantaged as you were before but with more time invested in it and more money invested in it.

    It is not a good solution for 1 bar builds.

    A good solution would be to revert back to the way it was before but add a condition that nerfs it only while you're transformed as a werewolf or vampire scion.
    "While transformed, the bonuses granted are reduced by 50%"
    And everyone wins. Werewolves aren't OP, one bar PvE is doing great, and niche non-werewolf PvP builds can run it for fun as well and still compete with the standard 2 bar builds.

    The nerf makes it to where no one wins, werewolf doesn't get a good buff from this, it's useless in PvE, and no one else in PvP will touch it because it's markedly worse than a stadard 2 bar build.

    So what if they are redundant?

    Any proper group for trials or dungeons that are optimizing are likely not going to bring along one bar builds ever.

    And if they do, then they can literally adjust their optimization to account for that.

    Because like what MovesLikeJaguar said, the ring pre-nerf wasn't redundant and trial itemization was slanted towards 1 bar builds because you'd effortlessly hit 130k with this ring on a 1bar build on dummy parses. Now you'd be lucky to get anywhere near 80k or even 60k

    For PvE, what the ring has to do is
    1. Replace Infused Weapon Damage Maelstrom Backbar
    2. Replace additional AOEs/DOTs you would stick on your backbar

    So you NEED the unique weapon damage buff to replace the backbar enchant. A redundant buff you will be getting from your supports does not cut it.
    You also need your abilities on your frontbar to hit hard enough to compensate for not having the extra damage from stuff on your backbar.
    You also need to be able to pop a potion to get the related buffs, such as spell power or heroism. The recovery buffs and crit chance buffs are redundant with effects you'd get from potions, further devaluing the worth of this ring.

    This nerf makes the mythic useless for any serious content. At that point, why is it a mythic and not just a 5pc set bonus on some trash overland set if the point is for overland casual players to use it because bar swapping is hard? Casuals don't need stats this heavy for casual content anyway, so why make a mythic that they don't even need and that misses the mark for actually serious content? It's counterintuitive and renders it utterly useless. This is the worst possible route ZOS could have taken it.

    No one should be able to effortlessly hit 130k damage, especially when only using a few skills actively. It's difficult to have a real conversation on this when players are coming from the standpoint that a build using minimal skills should do the same damage as a build using a full set of skills. We are never going to agree and I don't think I will ever find your argument compelling enough to be considered.

    The ring provides a ton of skills, sets, and potions worth of buffs and opens a ton of options for a build. It's a decent mythic without becoming mandatory or over powered.

    "I should have to do a ton of extra work to do good damage, no I don't want it to be easier"
    Not trying to strawman you, this is a summary of what you're saying.

    Also I'll reiterate before I continue that the mythic isn't useful for anyone now post-nerf because it's too potent for casuals and too underpowered for endgamers. It's in mythic purgatory along with Snow Treaders, Bloodlord's Embrace, Perals of Ehlnofey, and Thrassian Stranglers. What's even the point if all the mythics suck for the majority of content except for 2?

    Anyway, Why is it bad that endgame content becomes more accessible? There's a lot of fun to be had in Trials and the difficulty comes from mechanics and the skill required to organize a group of 12 people to do it flawlessly, not focusing on making sure you're mashing all 12 buttons at the exact moment you need to, which can easily be botched because of lag or latency or ping. I do all of this proficiently so it's not a skill issue for me, it's simply a matter of raising the floor because I know a lot of people would get enjoyment out of doing the endgame who can't currently for whatever reason.

    Also, I'm sorry to say but people are hitting 150k on MagDK right now on Live so "no one should be able to effortlessly hit 130k" is an outdated sentiment. Roll the clock back 5 or 6 years ago and people didn't think 80k dps was possible, and now that's bare minimum requirement rookie numbers.


    Also, just as an aside, I've been kinda hoping for a while that ZOS axed the backbar anyway and replaced bar buffers with something more useful because pushing extra DPS was never the intention of the backbar when the game launched 8 years ago, it was only meant to provide an alternate weapon choice for regular content without having to swap things around. It only later became essential to use both bars as harder content started being theorycrafted for. But idk that would probably not be a popular decision so idc if they do or don't.

    There was a video of someone using a broken mechanic to hit 610k dps in vet maelstrom arena in the PTS on a templar, and he was not using Oakensoul. If anything is broken, it's whatever that guy was doing lol.
    Edited by merpins on May 3, 2022 2:24AM
  • Vylaera
    Vylaera
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    jaws343 wrote: »
    I'll even go as far to say that this ring is still fairly viable for a PVP setup as well.

    Let's take a pet sorc for PVP for example. A normal 2 bar setup may look like:

    FB: pet, pet, inner light, ele weapon, frag
    BB: pet, pet, boundless, curse, streak

    Well the ring provides crit, so you can drop inner light. It provides major resistance, so there goes the need for boundless. You can drop ele and run frags as a spammable. Move streak to front bar. Now you have a single bar build with great heals from matriarch and major courage, as well as max stats, persistent recoveries. And no worry at all about bar swap lag issues or needing to get to your back bar at inopportune times to reset buffs or movement.

    The same can translate across a lot of classes for PVP if built right.

    MagSorc sheet with Oakensoul using a potion of speed + heroism + vitality
    eso64_2022-05-02_23-17-22.jpg

    MagSorc sheet using a standard double bar build with spell power pots and Markyn Ring of Majesty instead of oakensoul
    eso64_2022-05-02_23-19-39.jpg

    Both of these are using 5pc necropotencce and 5pc bright throat's boast with 1pc Mighty Chudan for armor.
    It's not even close. Oakensoul can't compete with this nerf.

    2bar build has 5k more armor, 100 more mag recovery, 400 more spell damage. Same penentration and critical chance. Oakensoul 1bar has more max stats and more stam recovery. That's it. And this isn't even a perfectly optimized magsorc, this is just a translation of using 2bars vs only 1 with the same stuff and it's unquestionably better.

    And just for fun here's the 2bar build with better optimization and the only thing oaken has over 2bars is slightly more max stats and stam recovery to an almost unnoticeable degree. Every other stat is markedly better with 2 bars.
    eso64_2022-05-02_23-36-18.jpg

    So anyway this ring needs buffed bad.

    EDIT:
    AHAHAAH so I totally forgot I wasn't using a pet on the 2bar build and wasn't even getting a 5pc bonus from necroptence and the 2bar build was STILL better LMAO
    ZOS please fix this garbage mythic before it goes live.
    Edited by Vylaera on May 3, 2022 5:02AM
    Vy • lae • ra | Fan of all things Vampiric | PC NA | Accurate World Map artist | Immaculate Reshade author
  • Mr_Stach
    Mr_Stach
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    jaws343 wrote: »
    These builds should not be able to compete with builds using a full gamut of skills. 3 skills should not do the same DPS as a perfect rotation of 7 or 8.

    Nothing to add, just interesting you used Gamut in this context.

    Altoholic, Frost Warden Sympathizer and Main

    Glacial Guardian - Main - Frost Warden Zealot
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  • Qrähe
    Qrähe
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    Nerfed oaken can still hit 100k dps, why everyone so doom and gloom?
  • TechMaybeHic
    TechMaybeHic
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    I actually think they went the right way with this to be an accessibility item rather than a meta item. All those major buffs players tend to have to keep up, no longer need to be worried about and freezing bar space. A player who might struggle with all those and weapon swapping for any reason can just focus on heal, attack, defend. They can still tweak it to make it more or less powerful as needed.
  • taugrim
    taugrim
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    jaws343 wrote: »
    How is it useless? It now provides a bunch of major buffs, that allow you to free up bar space even more and slot different skills that will help the build more.

    ^ This.

    The prior version of Oakensoul Ring was not remotely balanced. The PTS videos were simply insane.

    Really love the changes, it's a Mythic that serves a clear purpose without creating imbalance.
    PC | NA | CP 2.4k
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  • taugrim
    taugrim
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    The "Power Spike" with werewolves wouldn't have even brought it within par of the other classes.

    I don't know what MMR you play at, but this item would have been horridly imbalanced in high MMR BGs for WWs.

    It's really sad how much people want their build / class to be faceroll. We already have that with MagDK and Magplar. No need to extend the imbalance.
    PC | NA | CP 2.4k
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  • taugrim
    taugrim
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    I think that this was a very well-considered change.

    Ordinary players never needed (and never will need...) 100k+ DPS to do any content in the game - full stop. So being upset that this Mythic is no longer the Konami Code for huge DPS is sort of missing the point.

    This Mythic was never created so that one-bar builds could do Godslayer runs, it was created primarily as a boost to the very large number of solo players who did not ordinarily receive a bunch of trial buffs during their normal gameplay. With that use case in mind, this change absolutely hits the ball out of the park.

    For a solo player without trial buffs, Major Courage by itself is a huge bonus - and then you stack on top of that the tons of saved bar slots from no longer having to slot utility and buff skills AND the giant bonuses to all of your max stat pools. As someone above me mentioned, it's now the Gaze of Sithis and Death-Dealer's Fete (and Shapeshifter's Chain) users who should be somewhat perturbed at this still quite wide gap in stat density.

    I get nobody likes nerfs but this Mythic was out-of-hand in both PvP and PvE contexts. It now has a clearly defined use case that will still benefit a whole lot of players without upstaging double-bar rotations or throwing PvP into power-creep chaos.

    ^ This is the most balanced and objective take on the Oakensoul Ring changes.
    PC | NA | CP 2.4k
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  • taugrim
    taugrim
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    FluffyBird wrote: »
    I hate PVP with a burning passion exactly because of those nerfs, turning fun powerful stuff into bland stuff. And then PVPers have the audacity to complain that everyone runs the same build. Well, there were many opportunities for diversity, but you systematically kill them.)

    Please.

    The pre-nerf version of this set was wildly imbalanced.

    If you want faceroll gameplay, well, that's up to you. I prefer more balanced, personally. It's healthier for the game.
    PC | NA | CP 2.4k
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  • jcasini222ub17_ESO
    jcasini222ub17_ESO
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    Meh always very hard pressed to give up 2 bars for PvP. Any WW even pre nerf version must deal with being locked down and the costs of break free coupled with healing. People really are underselling that sacrifice in PVP. The regen is what I miss most about this from a WW perspective. It’s something that could have been enhanced by pots. Bringing regen values back to more past levels allowing for a more active gameplay.

    As of today without hyper focus of your WW build any competent player should be able to lock you down without issue.

    Meanwhile I’m both excited and dreading the dotmaggedon headed our way. Templar (usually Stam but have played both). If I go mag I now should be able to place cleave or rending without having a massive drop in damage with this new hybridization. And if I go stam it opens up the possibility of adding mag dots.

    Why on earth would I ever give up a second bar only to gimp into a WW who I know I’d ghost if I ran into him.
  • merpins
    merpins
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    jaws343 wrote: »
    I'll even go as far to say that this ring is still fairly viable for a PVP setup as well.

    Let's take a pet sorc for PVP for example. A normal 2 bar setup may look like:

    FB: pet, pet, inner light, ele weapon, frag
    BB: pet, pet, boundless, curse, streak

    Well the ring provides crit, so you can drop inner light. It provides major resistance, so there goes the need for boundless. You can drop ele and run frags as a spammable. Move streak to front bar. Now you have a single bar build with great heals from matriarch and major courage, as well as max stats, persistent recoveries. And no worry at all about bar swap lag issues or needing to get to your back bar at inopportune times to reset buffs or movement.

    The same can translate across a lot of classes for PVP if built right.

    For PVP, sure this ring probably works fine. And I'm sure people that have problems running 2-bar builds that also like doing PVP will still use and enjoy this ring. But that's half the game, and thus at least half the players or more that need something like this will want to use it, but be disappointed in that it doesn't actually help them do end-game content in PVE. Pre-nerf it let you do both, but was overtuned by 10-20% and was OP for PVP ww. It needed a small/medium nerf and a ww specific heavy nerf, but not a "oh this overperforms for ww, nuke it" approach.
    Edited by merpins on May 3, 2022 8:20PM
  • Ishtarknows
    Ishtarknows
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    Lalothen wrote: »
    I expected this item to get nerfed, but honestly, I expected them to make Oakensoul how it was on the intitial "preview" that was on internal server, that some content creators could participate in:
    8MDmLmQ.jpeg
    Anyway, too bad imho that they decided to convert stats to buffs (as it is not the same and way weaker), but... who cares. It is just pixels anyway.

    Those stats look pretty spot-on really.... it makes me wonder why they didn't just set the stats to those for this patch iteration, instead reworking it into major buffs over the completely unfounded fear of WWs suddenly pulling PvP godliness out of their furry-tailed backsides.

  • w002exp
    w002exp
    ✭✭✭
    taugrim wrote: »
    I think that this was a very well-considered change.

    Ordinary players never needed (and never will need...) 100k+ DPS to do any content in the game - full stop. So being upset that this Mythic is no longer the Konami Code for huge DPS is sort of missing the point.

    This Mythic was never created so that one-bar builds could do Godslayer runs, it was created primarily as a boost to the very large number of solo players who did not ordinarily receive a bunch of trial buffs during their normal gameplay. With that use case in mind, this change absolutely hits the ball out of the park.

    For a solo player without trial buffs, Major Courage by itself is a huge bonus - and then you stack on top of that the tons of saved bar slots from no longer having to slot utility and buff skills AND the giant bonuses to all of your max stat pools. As someone above me mentioned, it's now the Gaze of Sithis and Death-Dealer's Fete (and Shapeshifter's Chain) users who should be somewhat perturbed at this still quite wide gap in stat density.

    I get nobody likes nerfs but this Mythic was out-of-hand in both PvP and PvE contexts. It now has a clearly defined use case that will still benefit a whole lot of players without upstaging double-bar rotations or throwing PvP into power-creep chaos.

    ^ This is the most balanced and objective take on the Oakensoul Ring changes.

    Disagree... As a solo player I'm going to get way more benefit from a monster helm and a back bar or Pale Order and a back bard, than I will from this ring.

    One thing about solo play is you are the tank, healer and DPS. You need more skills because you need more utility. The tools to already solo all content in the game up through vet DLC dungeons was already there. This ring is not the massive leap to solo a trial (and shouldn't be). So I can't find a point to it. I can never see myself picking this ring over any existing tools for a solo vet dungeon run.

    Like I honestly can't just see the niche. Intended solo play, like overland, definitely doesn't require an item like this. If you are attempting group content solo, this ring is too handicapping. I don't see it as a solo player item. I see it as an item to raise lower skilled players into harder content without being a team liability.
  • Mr_Stach
    Mr_Stach
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    w002exp wrote: »
    One thing about solo play is you are the tank, healer and DPS. You need more skills because you need more utility.

    Unless you're a Templar. You literally just need Sweeps. it will carry you through all content.
    Altoholic, Frost Warden Sympathizer and Main

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