U50 Feedback Thread for New Item Sets

  • YandereGirlfriend
    YandereGirlfriend
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    The point was made in SkinnyCheeks' stream that it would be a good idea to also change the underwhelming 2-4 piece bonuses for common trial support DD sets so that wearing them feels like less of a personal penalty/being "in jail".

    A quick list would include:

    Martial Knowledge -> change 2-piece bonus of Max Mag (to Weapon Damage?)

    Elemental Catalyst -> change 2- and 4-piece bonuses of Max Mag (to Crit Chance?)

    Z'ens -> change 2-piece bonus of Mag Regen and 4-piece bonus of Max Mag (to Weapon Damage?)

    As an aside, the trend of going back and changing the bonuses on old sets is SUCH a huge W for the game and its positive momentum. It is one of those relatively small things that really makes it feel as though the current team "gets it" and is attentively listening to pain points and responding.
  • HMG_Spaun
    HMG_Spaun
    Hi! Necro main here. Reposting a forum from February. https://forums.elderscrollsonline.com/en/discussion/689090/corpseburster#latest

    Since there are being tweaks done to class sets from IA, figured this would be a good time to bring this up again. Maybe we can show Necro’s a PINCH of love?
    Kthxbye
  • Drackolus
    Drackolus
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    Prowler's Talisman seems cool at first, but the only part of it that's actually worth using is the pickpocket bonus. Invisibility is not hard to get, especially since everyone can subclass into Shadow and get a much more reliable one, on top of easily accessed potions. The other two abilities are very lackluster combat abilities.
    The current best stealth set is;
    5 pieces Night Mother's Embrace
    4 pieces Vesture of Darloc Brae
    3 pieces Night Terror

    On a khajiit, with all the other available stealth boosts, you are functionally invisible to any creature that doesn't have an increased stealth radius (like dogs). All those sets together are 12 pieces, so you can't fit a mythic in there. These are also all overland sets, and you don't need them to be any special quality to get the full effect, so you can get this with pocket change. Shadow Queen's Cowel is not really useful because witnesses can't detect you anyway, and pickpocketing a guard is more likely to fail than whatever you were planning to do anyway.

    As it stands, if it doesn't offer a 2 meter stealth boost, I'm only going to use an addon to swap it on when I'm pickpocketing, and never use it otherwise. That's a pretty big disappointment for the concept.

    EDIT; the combat boosts are also really bland and generic, and don't fit the theme at all. Boosts that tie to stealth, invisibility, or even flanking would fit a lot better. Things like Stygian, Archer's Mind, or Shadow Dancer would synergize with the base ability and fit more in the theme.
    Edited by Drackolus on April 24, 2026 10:40PM
  • Thal
    Thal
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    Can we PLEASE get an update to Aetheric Lancer to remove the “go locate the circle and deal damage” aspect? It has always been unplayable to use for a number of reasons.

    Would truly love if this would just fire like Null Arca (or something else creative). The other IA sets are getting tremendous updates. Would really love to be able to go full Templar and have a reason to wear the sets we grinded for months.

  • Elendildur
    Elendildur
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    Thal wrote: »
    Can we PLEASE get an update to Aetheric Lancer to remove the “go locate the circle and deal damage” aspect? It has always been unplayable to use for a number of reasons.

    Would truly love if this would just fire like Null Arca (or something else creative). The other IA sets are getting tremendous updates. Would really love to be able to go full Templar and have a reason to wear the sets we grinded for months.

    Yes please! I'm fine with the damage from the proc being weaker than Null Arca, since it includes the 300 WSD, but the circle is annoying to play around
  • Firstmep
    Firstmep
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    Elendildur wrote: »
    Thal wrote: »
    Can we PLEASE get an update to Aetheric Lancer to remove the “go locate the circle and deal damage” aspect? It has always been unplayable to use for a number of reasons.

    Would truly love if this would just fire like Null Arca (or something else creative). The other IA sets are getting tremendous updates. Would really love to be able to go full Templar and have a reason to wear the sets we grinded for months.

    Yes please! I'm fine with the damage from the proc being weaker than Null Arca, since it includes the 300 WSD, but the circle is annoying to play around

    This, 100%. This has been the main feedback about this set since it's release, please just give is what people want.

    On another note, I like the fact that many pvp sets had their 2-4 piece bonuses adjusted to more appropriate ones, but most of these sets have weak 5pc bonuses as well.
    One set that comes to mind is Fury, which has a stack requirement that has to be built up, but the 5pc fully stacked bonus is just too low in today's meta.
  • MacRibs
    MacRibs
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    Since we are talking about tweaks to old and new sets I'm going to jump in and suggest what I've been posting for the last 5 years either here in the forum or via PTS submissions.

    Melee range

    There are set's whose original proc condition idea is to have the player close to the target/s making them have to go up close and taking risks to use them and not to proc them from a safe distance, others are so that they only proc when enemies are nearby or on contact with the player which result in multiple outdated proc conditions which should all be the same, they should all have the proc conditions changed to "in melee range" which is about 7m and is a proc condition already in the game used in the Savage Werewolf set, making them more intuitive, easier understand and manage to all players.

    These are the conditions and sets that exist and should be updated in the game:

    "When you take damage from a Martial melee attack" - Alessia's Bulwark

    "When you take damage from a melee attack" - Dragon's Defilement

    "When you take Physical Damage" - Thunderbug's Carapace

    "When you take damage from a nearby enemy" - Thurvokun

    "When you deal Martial melee damage" - Ashen Grip, Berserking Warrior, Knightmare, Selene, Ward of Cyrodiil

    "When you deal damage with a melee Light Attack" - Blood Moon

    Furthermore we need to standardise all sets which with offensive effects(damage/stun) and are cast on/around or from melee distance of the player with radius/range less than 7m to 7m to reflect the game “melee range” otherwise there will be situations where players can’t trigger effects/procs/abilities on enemies while still being vulnerable to enemy abilities with melee range.

    4 meters- Draugr's Heritage, Dreamer's Mantle, Hand of Mephala
    5 meters- Fasalla's Guile, Iceheart, Thunderbug's Carapace, Trinimac's Valor
    6 meters- Frozen Watcher

    All outranged by an enemy using abilities such as Death Scythe, Lava Whip, Power Bash, Puncturing Strikes, Twin Slashes, Uppercut, Veiled Strike only to name a few in most cases by 2m.

    The same applies to skills such as Arctic Blast, Braided Tether, Lightning Form, Shocking Syphon

    Scaling off the higher of Physical or Spell Resistance

    Sets that currently have bonus scaling off the higher of Physical or Spell Resistance simply do not scale properly as in the scaling is very low, scaling with resistances its not practical in any sense, even with 40k in any Resistance, which is more than anyone needs to have, they are very weak and never worth the very high investment.

    In PVE 33k already provides around the max 50% mitigation so no one will be using more than that making these sets unusable and for PVP its even worse since the player has to invest a lot in resistances to get above 33K but will be constantly getting debuffed with Major and/or Minor Breach which weakens the sets bonus, its not worth it in any way using these sets in either PVE or PVP.

    They need to be updated by have them scale of Max health or a combination of both resistances, it does not make much sense having them scale of something that can be so easily debuffed as resistances and it would be easier and require less calculations to just increase the scaling slightly and having them scale of Max health which is a condition already present in the game.

    Affected sets: Embershield, Explosive Rebuke, Hand of Mephala, Hide of Morihaus and Tremorscale

    Please lets standardize and simplify things and just not pump new sets out, these should be easy fixes and help reduce confusion with multiple different ranges and proc conditions that people need to take into consideration, as it stands there are an immense and growing number of sets that are just clutter and are unusable, I loved what the team did with some older pvp sets, lets not stop there.
    Edited by MacRibs on April 27, 2026 2:59PM
  • Erickson9610
    Erickson9610
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    I really like the changes to Savage Werewolf and Hide of the Werewolf to have additional affects while in Werewolf form. However, I think other Werewolf-themed sets should be given Werewolf-exclusive effects, such as Kraglen's Howl and Vykosa/Balorgh. I think it would be really cool to see packs of werewolves running Kraglen's Howl.

    I also think existing Werewolf sets like Salvation and Shapeshifter's Chain should be looked at, as their use case has changed. Salvation is now meant for solo Werewolf Berserkers, but the 2-4 piece bonuses (as well as the WD/SD when in Werewolf form) are lacking. I like the idea of Werewolf-themed sets being BiS for Werewolf — it's refreshing to have a different meta for this playstyle and a thematic one at that.

    If you plan on refreshing Vampire in the future, I hope you'll do the same thing for them. Sets like Vampire Cloak and Talfyg's Treachery should have Vampire-exclusive effects to encourage their use.
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak Prowling added in Update 50!
    Please give us Werewolf Skill Styles (for customizing our fur color) Added in Update 50!, Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • YandereGirlfriend
    YandereGirlfriend
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    Absolutely LOVE changing the damage type of Corpseburster to Disease Damage! And the auto-proc of Diseased. Such a dub!

    The team continues to COOK with these targeted set tweaks.

    For the class sets, I would continue to pound the table for Wrathsun and Beacon of Oblivion, though. There are a lot of good suggestions for jazzing-up Wrathsun. Mine is to allow for self-synergy of the dropped Nova and for that Nova to respect your actual in-game morph choice of Nova. But there are other good ideas as well.

    Beacon... just needs more power (if a complete re-work is off the table). 15% is the same magnitude as newbie Crafted sets like Tide-Born and it has bad 2- and 4-piece bonuses for damage. As has been said before, the set is also a big self-nerf for Pet Sorcs despite it being the Summoning set, which feels quite bad. Honestly, I would suggest to drop the current Pet "bonus" condition and change it to an additional 5-10% Damage Done to monsters, so that Pet builds are actually powered-up for using their summons as opposed to powered-down.
  • Yudo
    Yudo
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    Monolith losing 100 spell damage per proc is now made this a not so great set in general, besides sitting on a static dummy parse abusing concussion procs with new mythic. Yes you have reduced the roof, but made it so much worse for everything else.

    This set was already very hard to proc and very situational. Now with a max +300 spell damage increase, this one goes back to the closet for me. Will review again after class rework in case sorcs get a spammable that can proc this.
  • acanca
    acanca
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    Shattered Paths Signet mythic

    This mythic feels ok in pvp but as a purely offensive mythic with no defensive traits that essantially locks you out of using ultimate, the damage can be raised incrementally. Currently it increases your damage done with status effects by 1% for every 1 Ultimate up to 170% in pve and up to 85% in pvp. Please consider raising the damage done with status effects in pvp to 100%, up from 85%

    This is a slight buff that shouldnt make it too strong while still leaving it as a niche option for some builds.
  • YandereGirlfriend
    YandereGirlfriend
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    Reminder that the Mythic Rakkhat was also nerfed with the Damage Done changes but has not seen any compensation whatsoever for those changes, unlike Ansuul, Tide-Born, etc.

    Now that Empower has been rightly buffed back up it is only natural that Rakkat should be buffed in a similar fashion.
  • coop500
    coop500
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    Coming here as well to plead to the devs to exclude Werewolf from Signet Path mythic ring (like how Warden bear is excluded). It has an extremely unhealthy interaction with werewolf specifically, giving it a 100% uptime and is why we keep seeing so many outrageous parses for both PvP and PvE.

    - Signed, a werewolf player who doesn't want to get nerfed again in Week 5 because of a mythic ring that I won't even use.
    Edited by coop500 on May 4, 2026 5:25PM
    Hoping for more playable races.

    I just want werewolf to be viable in endgame PvE T.T (which not allowed according to PTS update 50)
  • Erickson9610
    Erickson9610
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    Reminder that the Mythic Rakkhat was also nerfed with the Damage Done changes but has not seen any compensation whatsoever for those changes, unlike Ansuul, Tide-Born, etc.

    Now that Empower has been rightly buffed back up it is only natural that Rakkat should be buffed in a similar fashion.

    Rakkhat's Voidmantle should also be made to work with Werewolf. It was changed to "non-Ultimate" Light/Heavy Attacks because of the interaction with Overload, which (unintentionally) targeted Werewolf as well.

    However, now that Werewolf lost the faster Heavy Attacks from Ferocious Roar and the splash damage from Werewolf Berserker, there's no reason to still exclude Werewolf from using Rakkhat's Voidmantle.
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak Prowling added in Update 50!
    Please give us Werewolf Skill Styles (for customizing our fur color) Added in Update 50!, Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Dalinar4
    Dalinar4
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    TLDR: Templar IA sets just aren't worth using.

    I think this is the right place to put this. I doubt many people will see this, but, as this is something I feel strongly about, I hope it at least will be read. Full discloser, I love Templar, so of-course I want to see it stronger.

    Aetheric Lancer Set: Two current pain points.
    1. The area you need to stand in to fire the proc is very small. In PvE or parsing this isn't really an issue (outside of boss ground effects), but in the high movement of PvP it becomes a serious obstacle. Please consider increasing the size of the zone, or removing it completely.
    2. For how difficult it is to farm + the mini game of finding the area to fire from, it ends up being just a far weaker version of Null Arc. Please consider increasing the damage done, or adding a buff/debuff that makes this set attractive. Something like a unique armor breach would be the direction I would go. Lances were armor piercing weapon irl, so maybe the proc can ignore all resistances or something.

    Wrathsun Set: Two current pain points (This one is in a much worse state that Aetheric Lancer)
    1. Difficulty of use. As I know you are already aware from the changes you announced previously, building and managing stacks is very difficult. Currently the only way to quickly build stacks is the Reflective Light skill, as each tick of the dps done over time counts toward building stacks. Please consider allowing this to build off of all Templar Skills. You could also play into the RP side of the set, and say it also builds stacks when you take damage. (A WRATHFUL Nova. ie building stacks of wrath)
    2. Lack of effect. I really like this set, and have tried to make it work, but no matter what build I run it on it is always profoundly lack-luster in it's performance. As much as I enjoy seeing Novas drop on top of an oil shelf while fighting below, that's about all it has going for it. It's effects are almost completely psychological in nature. It doesn't move the needle. If the goal is to spread major defile the Dark Flare skill already applies it in an AoE. If the goal is to provide a high burst damage window then why can't we self synergize with said Nova? The only thing it brings to the table is Major Defile, and a weak AoE ground based DoT that in PvP players can easily move out of. The only way I have found to make this set work in PvE or PvP is in PvP to be running with another person who is actively looking for the Nova Synergy. (Paired with Dark Convergence, to create a pull, and the second person hits with their combo + synergy, and you Templar execute beam into them)
    2.1 For PvP: please consider making the Nova Synergy takeable by the caster, and/or respect the player's chosen Morph. (Or third unique morph: ie. the Wrathful Morph)
    2.2 For PvE: increasing the duration of the bonus dps and applying to all Templar skills would be a good start. Another idea would be adding a unique debuff. Something like increases all damage taken by monsters hit from fire dps for 20 seconds or something.

    Conclusion: I really like these sets and really wanted to make them work, but the current state they're in makes choosing them a serious nerf over almost anything else.
  • Pinktraining
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    Yudo wrote: »
    Monolith losing 100 spell damage per proc is now made this a not so great set in general, besides sitting on a static dummy parse abusing concussion procs with new mythic. Yes you have reduced the roof, but made it so much worse for everything else.

    This set was already very hard to proc and very situational. Now with a max +300 spell damage increase, this one goes back to the closet for me. Will review again after class rework in case sorcs get a spammable that can proc this.

    Why advocate buffing a set that already has strong area-of-effect damage? Sorc only needs to use Streak twice to deal considerable area-of-effect damage with Monolith, which is completely unreasonable, and yet you still want to buff this set?
  • acanca
    acanca
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    Yudo wrote: »
    Monolith losing 100 spell damage per proc is now made this a not so great set in general, besides sitting on a static dummy parse abusing concussion procs with new mythic. Yes you have reduced the roof, but made it so much worse for everything else.

    This set was already very hard to proc and very situational. Now with a max +300 spell damage increase, this one goes back to the closet for me. Will review again after class rework in case sorcs get a spammable that can proc this.

    Why advocate buffing a set that already has strong area-of-effect damage? Sorc only needs to use Streak twice to deal considerable area-of-effect damage with Monolith, which is completely unreasonable, and yet you still want to buff this set?

    They dont even need to use streak tbh, people act like this set is hard to use but they knowingly dont mention that it procs with overload. Sorc was overpowered with the 600 weapon damage on it, no set should be that stat dense, sorc mains kinda obviously want it back but sorc mains want a lot of unreasonable stuff so yeah, no surprises.
    Edited by acanca on May 5, 2026 5:20AM
  • acanca
    acanca
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    Shattered Paths Signet

    This mythic still deals half damage when Feral Guardian pet is active.

    We now know that Warden was not an outlier when it comes to using signet nor was it getting those numbers due to a broken interaction with the pet. In fact ww last week was parsing 201k, sorc 195k with signet.

    The pet nerf also doesnt exist on live servers currently with signet released and the game is in a healthy state. No broken interactions, warden is not oppressive or even meta in pve or pvp with signet. Both warden and the game is in a healthy state on live servers currently.

    Which is why i believe the pet nerf currently in pts should not go to live. Please consider reverting it
    Edited by acanca on May 5, 2026 5:30AM
  • Aydh
    Aydh
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    Soulcleaver - please put damage and healing on the new damage line. It is a nerf to direct healing with every heal ability in the siphoning tree other than funnel health just to get + damage done.
  • xylena
    xylena
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    Shattered Path Signet breaks many different pressure tools in PvP. Rather than gutting the entire playstyle (again), how about we further reduce this mythic's damage done to players? Like make it do 30-40% of its PvE damage instead of 50% or something.
    PC/NA || Cyro/BGs || solo/smallscale || retired until Dagon brings a new dawn of PvP
  • Firstmep
    Firstmep
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    acanca wrote: »
    Shattered Paths Signet mythic

    This mythic feels ok in pvp but as a purely offensive mythic with no defensive traits that essantially locks you out of using ultimate, the damage can be raised incrementally. Currently it increases your damage done with status effects by 1% for every 1 Ultimate up to 170% in pve and up to 85% in pvp. Please consider raising the damage done with status effects in pvp to 100%, up from 85%

    This is a slight buff that shouldnt make it too strong while still leaving it as a niche option for some builds.

    You can use overload with it for example.
    acanca wrote: »
    Shattered Paths Signet

    This mythic still deals half damage when Feral Guardian pet is active.

    We now know that Warden was not an outlier when it comes to using signet nor was it getting those numbers due to a broken interaction with the pet. In fact ww last week was parsing 201k, sorc 195k with signet.

    The pet nerf also doesnt exist on live servers currently with signet released and the game is in a healthy state. No broken interactions, warden is not oppressive or even meta in pve or pvp with signet. Both warden and the game is in a healthy state on live servers currently.

    Which is why i believe the pet nerf currently in pts should not go to live. Please consider reverting it

    There are plenty of broken interactions with Signet in pvp and warden is hands down the best class to use it due to the flat damage added to chilled procs.
    That being said I don't think the bear should have this wierd penalty to the Signet, rather the item itself needs to be reworked.
  • acanca
    acanca
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    [/quote]

    There are plenty of broken interactions with Signet in pvp and warden is hands down the best class to use it due to the flat damage added to chilled procs.
    That being said I don't think the bear should have this wierd penalty to the Signet, rather the item itself needs to be reworked.[/quote]

    From what i tested chill isnt actually that broken on warden, probably because its hard to reach high weapon damage with a staff in pvp. I was getting similar damage numbers on burning and chill with only 2 ardent flame skills on my warden. I think best class to take advantage of signet atm is sorc but i also do like it on warden yeah.
    Edited by acanca on May 6, 2026 12:02PM
  • Tannus15
    Tannus15
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    Just going to throw this one into the mix for consideration

    sorc, null arca and tide-born (15% direct damage)

    8ivp4xa9so74.png
    wc5nwdi2e717.png

    beacon of oblivion, no pet

    0ml17mkptvp2.png
    nbvh4osw6ltw.png

    I mean, it's well established that the pet version of oblivion is total garbage that no one should use for anything. you can't even one bar it, one bar for defence and one for attack or something, because pets require both bars.

    no pet is actually pretty decent, i mean it's competetive with one of the better craftable sets. I don't know if that's the bar we want to have for class sets, but whatever.

    but i thought i'd ask since we're here, why can't we have the 15% damage done on pet sorcs since we can obviously have it from tide-born?
  • Savagejack
    Savagejack
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    It'd be nice if Beacon of Oblivion was updated to damage stats. The 5 piece shouldn't be limited or drastically altered because of pet conditions.
  • YandereGirlfriend
    YandereGirlfriend
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    Savagejack wrote: »
    It'd be nice if Beacon of Oblivion was updated to damage stats. The 5 piece shouldn't be limited or drastically altered because of pet conditions.

    Indeed.

    The pet proc should be on top of the no-pet bonus.

    And then the 2-4 bonuses should be updated to damage stats.
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