Yeah they've done set balance passes before, and should really do one again. Despite the massive amount of junk sets, and a need for new sets that push DLC and fill queues, a remarkable number of old sets are still adequate/viable or even powerful/meta, like Rallying Cry in PvP.rockDokRock wrote: »Are sets buffed from time to time? Filling out the sticker book is fun but most of this stuff you will *never* reconstruct or use which is kind of sad.
El_Borracho wrote: »Of those 90% that are junk, I'd say at least 1/3 of them were junk the day they were introduced. Subclassing has rendered even more of the once-strong sets totally irrelevant.
Occasionally, and older set will become viable. Normally this is in PVP because of the constant nerf hammer pounding away. A prime example was Way of Fire, a 10 year old set everyone deconned until the PVP nerfs resurrected it, only to send it back to the scrap heap when the perpetually aggrieved complained about the set showing up in their death recaps
rockDokRock wrote: »El_Borracho wrote: »Of those 90% that are junk, I'd say at least 1/3 of them were junk the day they were introduced. Subclassing has rendered even more of the once-strong sets totally irrelevant.
Occasionally, and older set will become viable. Normally this is in PVP because of the constant nerf hammer pounding away. A prime example was Way of Fire, a 10 year old set everyone deconned until the PVP nerfs resurrected it, only to send it back to the scrap heap when the perpetually aggrieved complained about the set showing up in their death recaps
Ugh, I won't touch PvP. I tried Battlegrounds - I get a team just as green as me and it's a 500-0 loss. Go on sell it to me.
It's also super toxic. Teabagging, abuse messages/voice. I'll leave you guys to it. Not interested. Enjoy ****ing each other over, I want not part of it.
I have no desire to grind more gear.
Regarding Gear, that's a very subjective thing regarding what's viable or not as every set has a place in ESO depending if you like trials, pvp, or just roaming around gathering for crafting. Some sets may not be seen as optimal for some content vs. others, but again, that's a subjective viewpoint tied to activity engagement. Are there some sets that are better for PVP vs. Trials? Absolutely. That's not to say we won't look at itemization and how to make it exciting going forward, but going back and simply 'buffing under utilized sets' is simply going to create an arms race or increase vertical power beyond what works within balance limits. Now if we alter those balance limits for content, we could revisit all item sets, or work on other methods of giving people power to compensate for the higher needs to complete that content. For now however, that is not in the plans.
This is not new, everyone knows most of the sets in the game suck.
I'm honestly sick of posting the same thing over and over pointing out how sets like mothers sorrow are just straight up weaker than crafted sets like highland sentinel with 0 stacks.
I'm also sick of ZoS gaslighting us on this issue.
This is from their head of combat, Brian Wheeler
linkRegarding Gear, that's a very subjective thing regarding what's viable or not as every set has a place in ESO depending if you like trials, pvp, or just roaming around gathering for crafting. Some sets may not be seen as optimal for some content vs. others, but again, that's a subjective viewpoint tied to activity engagement. Are there some sets that are better for PVP vs. Trials? Absolutely. That's not to say we won't look at itemization and how to make it exciting going forward, but going back and simply 'buffing under utilized sets' is simply going to create an arms race or increase vertical power beyond what works within balance limits. Now if we alter those balance limits for content, we could revisit all item sets, or work on other methods of giving people power to compensate for the higher needs to complete that content. For now however, that is not in the plans.
So yes, lots of sets suck. No, ZoS don't want to address the issue and they are straight up lying about it being subjective. Most sets that suck, suck because of math.
it's not subjective, it's just counting.
This is not new, everyone knows most of the sets in the game suck.
I'm honestly sick of posting the same thing over and over pointing out how sets like mothers sorrow are just straight up weaker than crafted sets like highland sentinel with 0 stacks.
I'm also sick of ZoS gaslighting us on this issue.
This is from their head of combat, Brian Wheeler
linkRegarding Gear, that's a very subjective thing regarding what's viable or not as every set has a place in ESO depending if you like trials, pvp, or just roaming around gathering for crafting. Some sets may not be seen as optimal for some content vs. others, but again, that's a subjective viewpoint tied to activity engagement. Are there some sets that are better for PVP vs. Trials? Absolutely. That's not to say we won't look at itemization and how to make it exciting going forward, but going back and simply 'buffing under utilized sets' is simply going to create an arms race or increase vertical power beyond what works within balance limits. Now if we alter those balance limits for content, we could revisit all item sets, or work on other methods of giving people power to compensate for the higher needs to complete that content. For now however, that is not in the plans.
So yes, lots of sets suck. No, ZoS don't want to address the issue and they are straight up lying about it being subjective. Most sets that suck, suck because of math.
it's not subjective, it's just counting.
A lot of the issue could be addressed by looking at the most favored items in the game. Spell power cure is still one of the most popular support sets. Why? Most likely because it is easy to trigger with overhealing and major courage is available on a handful of new sets but the uptimes of those sets are not great and they are for dps (and kind of a waste because of the overlap and cooldown times).
I'm a person that likes to try different off meta setups, but many are just a effectiveness loss. I agree about the dev response, I remember thinking to myself that they all DO have a place... in the dumpster or sitting unused. These people I assume, can get the data to see how often items are used. They should know better than anyone the successes and failures of their itemization.
what worries me is that people ARE using these dead sets because they don't know any better.
The idea that there are progression sets, falls apart when you take into consideration that…
Power ≠ Sourcing.
Every set should be unique, and uniquely good at a specific thing, and they should all follow the same power distribution.
what worries me is that people ARE using these dead sets because they don't know any better.
Maybe that explains how I'm tanking/healing hybrid setup and still doing 40-60% of the dps sometimes.I think it is more of people not knowing how to setup proper builds, or using old outdated information. Sometimes the players are not really even that new, like 1000-1500 cp, I am confused for real at times.
The thing I'm curious about is, how much development time is spent on sets that people won't and shouldn't use? Each set that the community deems not worth the time it takes to grind it is time spent paying developers for no benefit for the players and no benefit for the game. I wonder what better ways that dev time could be spent if Zenimax decided the strategic move was to release fewer sets overall and spent more time making sure they actually advanced some aspect of gameplay. Do dungeons always need at least three armour sets? Might one suffice? Do dungeon armour sets always need to be 5-piece set bonus affairs, or might we see 3-piece sets in dungeons? The dungeon status quo deserves to be shaken up as much as any other part of the game, and Zenimax has claimed part of their goal for the new development model is just that. I wonder what other rewards could motivate dungeon-focused players to grind dungeons. I feel like they've experimented with the question to some extent with the public dungeon collectibles DLCs and expansions, but I also feel like those examples aren't entirely successful. That would be a separate post with a separate topic, though.
The idea that there are progression sets, falls apart when you take into consideration that…
Power ≠ Sourcing.
Every set should be unique, and uniquely good at a specific thing, and they should all follow the same power distribution.
There are exceptions but overall the pattern holds.
Overland - Easiest sets to get. Little to no group utility. Very niche uses
Crafting - Harder to get due to trait research. Some group utility and more varied stats. Niche uses
Dungeon - Harder to farm due to time and transmutes. Significant group utility. More role specific stats. Many uses
Trial - Hardest to farm. Huge group utility. Specialized stats along with uses in niche fights.
Base Game - Tends to have the weakest sets, along with narrower uses
DLC - Stronger sets that have much wider uses that expands the further down the release timeline you go