Mattymoo92 wrote: »The new mythic set is extremely underpowered compared to other ones, the 8% buff it’s terrible and very weak, would need to be 20%+ to match other mythics, please buff
IncultaWolf wrote: »Mattymoo92 wrote: »The new mythic set is extremely underpowered compared to other ones, the 8% buff it’s terrible and very weak, would need to be 20%+ to match other mythics, please buff
Came here to say this, it feels very weak right now. Gave my feedback in this thread
https://forums.elderscrollsonline.com/en/discussion/683195/feedback-on-huntsmans-warmask-mythic
May i ask why Xanmeer Genesis and Shared Burden seem to have higher values for their 2-4 piece bonuses compared to other sets? is this a patch note error, or is it also reflected ingame?
May i ask why Xanmeer Genesis and Shared Burden seem to have higher values for their 2-4 piece bonuses compared to other sets? is this a patch note error, or is it also reflected ingame?
I came here to ask the same thing. Why are these 2 sets getting higher than usual max resource stats?
This is the official feedback thread for the new item sets. 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?
- Do you have any other general feedback?
ESO_Nightingale wrote: »Is there a reason why we need a new heavy attack set every patch?
@BasP thats because the mythic is bad and shouldn’t be used.
Whoever is doing item sets these days either has no idea what they are doing or just don’t want people to use the new sets.
Honestly I’m done being polite about sets.
What are you doing ZoS? We could see at a glance this wasn’t going to be worth using.
Huntsman's Warmask: Increased the duration of the mark from this set to 60 seconds, up from 20. Increased the damage done to marked target to 20%, up from 8%, while increasing the penalty to damage done to unmarked targets to 50%, up from 4%. This set now also triggers off dealing damage with a Bash, in addition to fully-charged Heavy Attacks.
propertyOfUndefined wrote: »Huntsman's Warmask: Increased the duration of the mark from this set to 60 seconds, up from 20. Increased the damage done to marked target to 20%, up from 8%, while increasing the penalty to damage done to unmarked targets to 50%, up from 4%. This set now also triggers off dealing damage with a Bash, in addition to fully-charged Heavy Attacks.
--
Bravo!
Huntsman's Warmask - good change, but 20% is a bit too much. Compare that to Malacath's 16%, which comes with a major downside reducing its damage output. Warmask's downside is very minor by comparison. Looking at PvP, as it stands, this mythic is now more powerful than Monomyth (+20% damage > +20% crit damage). It's very easy to apply, has a short cooldown and a long duration with the only downside being that it can be cleansed (which is only relevant against builds that have a cleanse in the first place).
As it stands I think Malacath could probably use a buff up to 20% (the reason Malacath was nerfed down to 16% was because proc sets had high damage and couldn't crit anyway. Now many of them deal lower damage but can crit, which made Malacath weaker, so there is room to buff it).
For Warmask, either increase the cooldown or lower the bonus to 15%, which would bring it more in line with Velothi in PvE too.
Huntsman's Warmask - good change, but 20% is a bit too much. Compare that to Malacath's 16%, which comes with a major downside reducing its damage output. Warmask's downside is very minor by comparison. Looking at PvP, as it stands, this mythic is now more powerful than Monomyth (+20% damage > +20% crit damage). It's very easy to apply, has a short cooldown and a long duration with the only downside being that it can be cleansed (which is only relevant against builds that have a cleanse in the first place).
As it stands I think Malacath could probably use a buff up to 20% (the reason Malacath was nerfed down to 16% was because proc sets had high damage and couldn't crit anyway. Now many of them deal lower damage but can crit, which made Malacath weaker, so there is room to buff it).
For Warmask, either increase the cooldown or lower the bonus to 15%, which would bring it more in line with Velothi in PvE too.
YandereGirlfriend wrote: »Huntsman's Warmask - good change, but 20% is a bit too much. Compare that to Malacath's 16%, which comes with a major downside reducing its damage output. Warmask's downside is very minor by comparison. Looking at PvP, as it stands, this mythic is now more powerful than Monomyth (+20% damage > +20% crit damage). It's very easy to apply, has a short cooldown and a long duration with the only downside being that it can be cleansed (which is only relevant against builds that have a cleanse in the first place).
As it stands I think Malacath could probably use a buff up to 20% (the reason Malacath was nerfed down to 16% was because proc sets had high damage and couldn't crit anyway. Now many of them deal lower damage but can crit, which made Malacath weaker, so there is room to buff it).
For Warmask, either increase the cooldown or lower the bonus to 15%, which would bring it more in line with Velothi in PvE too.
The comparison should be to Velothi not Malacath. And Velothi will remain the best in most common fight scenarios.
Malacath is... just a bad Mythic. We don't need things nerfed down to its abysmal level but rather it needs a buff to bring it back up to viability.
We don't want any more decon-fodder slop. We want a situation where sets are legitimately so good that we have to agonize over which is the best in which specific situations.
MashmalloMan wrote: »Huntsman's Warmask - good change, but 20% is a bit too much. Compare that to Malacath's 16%, which comes with a major downside reducing its damage output. Warmask's downside is very minor by comparison. Looking at PvP, as it stands, this mythic is now more powerful than Monomyth (+20% damage > +20% crit damage). It's very easy to apply, has a short cooldown and a long duration with the only downside being that it can be cleansed (which is only relevant against builds that have a cleanse in the first place).
As it stands I think Malacath could probably use a buff up to 20% (the reason Malacath was nerfed down to 16% was because proc sets had high damage and couldn't crit anyway. Now many of them deal lower damage but can crit, which made Malacath weaker, so there is room to buff it).
For Warmask, either increase the cooldown or lower the bonus to 15%, which would bring it more in line with Velothi in PvE too.
Monomyth has no realistic downside and crit damage is addative, not multiplicative, meaning if you were in a scenario where you could crit 100% of the time, 20% Major force would provide a bigger boost than 20% Huntsman. This is ignoring the fact that Huntsman reduces your damage to all other targets by -50% and Monomyth gives Minor Berserk, Major Protection, and Minor Vitality. The "downsides" of the mythic are just as negligble as the -50% depending on your playstyle and perspective. So in this comparison, I'd still say Mono is stronger.
Velothi is not a general multiplier, it's "damage done to monsters" which is an entirely seperate bucket, aka, it doesn't have the same deminishing returns so the 15% you see is actually closer to 20% or above if it was a general all purpose multiplier. It also nerfs your light attack (single target) damage to 1%. This in effect has created 2 mythics with distinct playstyle purposes of 1v1 vs cleave, I hope pve dps parses prove this or else the mythic is useless.
Malacath is just bad, it's been bad and should be buffed as you described a bit. I wouldn't call for nerfs over something that hasn't even been properly tested yet.
Plus, even from pvp perspective, I'd rather die to someone with a +20% single target -50% cleave buff, then someone with a proc set which is what this set directly has to compete with. A Werewolf for instance would have trouble taking this set and a monster set at the same time, would I prefer to die to Selenes or this? This every time.
Frankly, I think in all examples given, the playstyle differences are distinct and interesting, none of them really need nerfs. Malacath needs a minor buff, and Mono needs an added negative for both bars since Minor Vuln and Minor Timity are easy to ignore, the pro's outweigh the con's a bit too much there.