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U51 Feedback Thread for Item Sets

ZOS_Kevin
ZOS_Kevin
Community Manager
This is the official feedback thread for the item sets adjusted this update. Specific feedback that the team is looking for includes the following:
  • On any of the items seeing an adjustment in Update 51, are there any that felt over or under powered compared to current offerings in the live game?
  • Are there any Item Set fixes or adjustments you believe were spot on?
  • Are there any Item Sets getting adjusted that missed the mark?
  • Do you have any other general feedback?
Edited by ZOS_Kevin on August 3, 2026 6:24PM
Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
Staff Post
  • Kickimanjaro
    Kickimanjaro
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    No feedback specifically for the item sets that where changed, but I do have feedback on two sets which were not changed which I think should be...

    Spellshredder and Mora Scribe's Thesis

    The combination of the Battle Spirit HoT debuff from U49, and now the companion debuff to Shields coming in U51, has meant that Spellshredder is not going to be as effective in the areas it seems designed for since organized groups already run less HoTs and will now likely further optimize their shields. Sets shouldn't be the counterplay for everything, but it feels wrong to see this set die. I don't really have good arguments beyond this, I just like this set and think it's neat and would like to see some sort of buff.

    Similarly, Mora Scribe's Thesis buffs the player based on the number of unique Major or Minor buffs active. Since the power and crit buffs are being combined, this reduces the ceiling of this set. It's a trials set, people spent time to get it, etc., I think it should be more powerful because of this and should get a buff. Otherwise, it remains pretty darn close in power to the craftable Order's Wrath set.
    good thoughts, good words, good actions
  • Firstmep
    Firstmep
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    Draugrkins grip: this set now deals less damage in pvp than Dragons Appetite, a set with built in self healing, while also still reducing healing.
  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
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    No feedback specifically for the item sets that where changed, but I do have feedback on two sets which were not changed which I think should be...

    Spellshredder and Mora Scribe's Thesis

    The combination of the Battle Spirit HoT debuff from U49, and now the companion debuff to Shields coming in U51, has meant that Spellshredder is not going to be as effective in the areas it seems designed for since organized groups already run less HoTs and will now likely further optimize their shields. Sets shouldn't be the counterplay for everything, but it feels wrong to see this set die. I don't really have good arguments beyond this, I just like this set and think it's neat and would like to see some sort of buff.

    Similarly, Mora Scribe's Thesis buffs the player based on the number of unique Major or Minor buffs active. Since the power and crit buffs are being combined, this reduces the ceiling of this set. It's a trials set, people spent time to get it, etc., I think it should be more powerful because of this and should get a buff. Otherwise, it remains pretty darn close in power to the craftable Order's Wrath set.

    Oakfather's Retribution is also impacted by this I assume

    Gain 449 Offensive Penetration against enemies for each Major Buff they have active. Gain 20 Weapon and Spell Damage against enemies for each Minor Buff they have active.
    @Solar_Breeze
    NA ~ Izanerys: Dracarys (Videos | Dracast)
    EU ~ Izanagi: Banana Squad (AOE Rats/ Zerg Squad / Roleplay Circle)
  • DoofusMax
    DoofusMax
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    A bit of a head-scratcher for this one (could also be fleas as Khajiit has been living a bit rough lately), but still an interesting puzzle.

    Minor spoiler to set the stage:
    I picked up the Gem of Deception while doing a Rumor and had the Talisman Expert upgrade the Prowler's Talisman.

    The Story: the character who upgraded the Talisman has barely started the Daggerfall Thieves Guild story. Edwane, Seline, and Abrasia are all right there waiting for the start of "Three Thieves of Daggerfall," so that was the first Talisman upgrade they have done. This also means that the Gem of Stealth from the Nowhere Vault is still six or seven story quests down the line and has not been acquired by that character. However, a different character finished the whole story a few days ago and upgraded the Talisman. I also know that character has not done any Glenumbra Dynamic Events, so the Gem of Agility is out of the picture. The Gem of Cunning requires Nowhere Keys and can't be done until someone sets foot into the upcoming Vault (haven't even tried that content yet), so all potential upgrades have been identified and accounted for.

    The Puzzle: the Talisman shows that it has two upgrades.

    The possible solutions: (1) the in-game count is wrong because only one has been done, (2) any character upgrading the Talisman counts for all characters who have the Talisman, or (3) I'm overlooking something so obvious that a drunk guar would spot it in a heartbeat.

    If it's the first, then I've found a minor bug which probably should be looked at.

    If it's the second and any character installing a Talisman upgrade affects all characters with the Talisman, then including that information somewhere with the item description would be helpful.

    If it's the last, then there's no hope for the perpetually addled, but Khajiit will visit a bath just to eliminate the other possible cause of the head-scratching.

    EDIT to add: tested with a different account where no character had picked up any upgrade gems and it seems the second condition is the correct one: any upgrade to the Talisman applies to all characters who possess the Talisman. I'm not sure what that means in terms of new characters completing "The Codex Caper" and initially getting the Talisman, but it's something which can be tested reasonably easily since I have Talismans with known upgrade counts. This does not mean that I am not among the perpetually addled, but it also does not mean that Khajiit can rule out fleas as the cause of the head-scratching, so there is that.
    Edited by DoofusMax on August 4, 2026 4:57PM
    I'm fresh out of outrage, but I could muster up some amused annoyance if required.
  • evLRise
    evLRise
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    If by "Sets" you mean the ONE set getting changed - The patch notes for Draugrkin might as well say "Removed from game" for simplicity.
    There's Dunmers and there's N'wahs
  • Erickson9610
    Erickson9610
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    Overall, I love the Mylenne Moon-Caller set! I will definitely be using this on my Werewolf characters.

    I wish the Tarcyr set had more to do with teleporting, as that's Tarcyr's signature move. As it stands, the fear theme doesn't really make sense for the character, and since it can't be used with Battle Spirit enabled, I doubt it will find use anywhere.
    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).
  • Zallion
    Zallion
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    Draugrkin nerf is very very heavy handed. Quite frankly unnecessary. It’s been in its current state for ages and is good, but not broken or unbalanced. Its use comes at a decent cost.

    Please consider reverting it or altering the change, as this set will be made obsolete otherwise.

    Perhaps instead make the healing debuff slightly more and keep the prior damage bonus, or remove it, or make the 2-4pc more valuable at the very least.

    Just please don’t turn another thing into useless junk.
    Edited by Zallion on August 4, 2026 12:31AM
  • IncultaWolf
    IncultaWolf
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    Mylenne Moon-Caller werewolf bonuses feel a bit underwhelming. Increasing the fury gain to 50 would make it a lot more enticing.

    Love seeing the addition of unique werewolf stipulations though!
  • Pinktraining
    Pinktraining
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    Although not directly related to sets balance, many sets have been reclassified as pet damage in this set rework: Icy Conjurer, Aegis Caller, Scavenging Demise, Honor's Call, Mad Tinkerer, and Cinders of Anthelmir.

    @ZOS_Kevin @ZOS_JessicaFolsom , are these changes to pet damage sets, Major/Minor Slayer, and Aegis as part of the preparatory work for the Warden/Sorc/Necromancer rework? Is the delay in the Warden rework precisely because pet-related calculations consumed too much memory and resources?
  • Vaqual
    Vaqual
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    Does Draugrkin really need to die, just so that Static Reverberation can live?

    This is going to be less damage than you can get with Earthen Heart buffs...I mean...less than Magma Fist alone...for a juicy healing debuff.
    Dragon's Appetite aside.

    Excuse my wording, but really, cringeworthy change. Try to be fair.
  • Ratzkifal
    Ratzkifal
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    Chiming in on the Draugrkin changes. This is another prime example of ZOS' approach to balancing. It seems like the devs meet and brainstorm solutions to a problem and then instead of deciding on one, they implement all of them, resulting in a massive overcorrection. The sledgehammer approach to balancing where a chisel was needed.

    Shattered Path's damage was disabled in PvP, Elemental Susceptibility now has a cost (to the dismay of all PvE tanks, once again making PvPers out as the bad guys that get everything in PvE nerfed) and as if that wasn't more than enough already you also decide to nerf Draugrkin??
    The issue isn't and never has been Draugrkin. The issue was always status effect base damage and how cheap they were to apply through Elemental Susceptibility. Draugrkin was just the cherry on top and not the actual issue. You can nerf Draugrkin, you can nerf Dragon's Appetite (don't!) but then people are just going to wear other sets and still run status effect builds because status effects themselves are the issue here. These effects providing flat damage increases just happen to be the ones that synergize with them the best.
    This Bosmer was tortured to death. There is nothing left to be done.
  • SonOfAsura
    SonOfAsura
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    Morag Tong exists for Poison and Disease Damage, so why isn't there an equivalent set for Magic Damage?

    Xanmeer Spellweaver would be a perfect fit.

    Suggested 5-piece bonus:

    (5 items) When you deal direct damage with a Light Attack, you cause the enemy to take 10% more damage from Magic Damage attacks for 10 seconds.

    Morag Tong mainly benefits Nightblade and Necromancer. A Magic Damage version would give other classes, especially Dragonknight, a similar support option and add more variety to group compositions.
    since u can't see any dragonknight in raids cuz low dmg
  • Jabbs_Giggity
    Jabbs_Giggity
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    With the changes to battle spirit via shield stacking (awesome by the way), this needs to apply to proc sets. Give proc sets the same condition as RC where the more in your group the less effective they are.
    Sets like vicious death are meant for solo/small-scale users to take out tough groups, not the other way around.
    These sets being used by full groups and properly comped Ball Groups is what is killing PVP population.
  • umagon
    umagon
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    Seeing ZOS is changing and adding new alchemical poisons it might be a good time to look at improving the assassin’s guile crafted set. For the 5th bonus consider changing it to:

    (5 items)
    Alchemical poisons are applied 100% of the time.
    Increase the potency of alchemical poisons by 20%.
    Increases the duration of your alchemical poisons by 4 seconds.
    Multi hit Light Attacks, Heavy Attacks, or Weapon Abilities applies equipped alchemical poison to all targets hit.

    Alchemical poisons require a large crafting investment and using a 5 item set to increase the performance of those poisons should feel impactful. A 4 second duration is not worth 5 item slots. The alchemical poisons are already limited by a cooldown so I don’t see any reason why assassin’s guile should not apply them 100% of the time on light, heavy attacks, and weapon abilities.
  • Ratzkifal
    Ratzkifal
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    SonOfAsura wrote: »
    Morag Tong exists for Poison and Disease Damage, so why isn't there an equivalent set for Magic Damage?

    Xanmeer Spellweaver would be a perfect fit.

    Suggested 5-piece bonus:

    (5 items) When you deal direct damage with a Light Attack, you cause the enemy to take 10% more damage from Magic Damage attacks for 10 seconds.

    Morag Tong mainly benefits Nightblade and Necromancer. A Magic Damage version would give other classes, especially Dragonknight, a similar support option and add more variety to group compositions.
    since u can't see any dragonknight in raids cuz low dmg

    @SonOfAsura That's such a weird take. Dragonknights deal great damage. Maybe not as much as Nightblades since U50, but since their rework my magDK is finally good enough for me to take on the hardest veteran trials without making me feel like I'm dragging the group down (which was always my skill issue and not a balance issue). Put on Velothi Ur-Mage mythic, Deadly Strikes (or Tide-Born if you don't have Deadly), a trial set of your choosing and Maelstrom twohander on the backbar, use three stacks of Molten Whip before Stampede and fire breathe away! Big damage!

    So with that in mind, your suggestion for Xanmeer Spellweaver is strange. DKs don't light attack while breathing fire. Magic damage is its own thing, so unless you meant magical damage (as opposed to martial) DKs wouldn't benefit from that at all. But even if you mean magical damage, then that set is still supporting Nightblades and Arcanists just the same as DKs so the issue that you wanted to solve doesn't actually get solved by this.
    This Bosmer was tortured to death. There is nothing left to be done.
  • SonOfAsura
    SonOfAsura
    ✭✭
    Ratzkifal wrote: »
    SonOfAsura wrote: »
    Morag Tong exists for Poison and Disease Damage, so why isn't there an equivalent set for Magic Damage?

    Xanmeer Spellweaver would be a perfect fit.

    Suggested 5-piece bonus:

    (5 items) When you deal direct damage with a Light Attack, you cause the enemy to take 10% more damage from Magic Damage attacks for 10 seconds.

    Morag Tong mainly benefits Nightblade and Necromancer. A Magic Damage version would give other classes, especially Dragonknight, a similar support option and add more variety to group compositions.
    since u can't see any dragonknight in raids cuz low dmg

    @SonOfAsura That's such a weird take. Dragonknights deal great damage. Maybe not as much as Nightblades since U50, but since their rework my magDK is finally good enough for me to take on the hardest veteran trials without making me feel like I'm dragging the group down (which was always my skill issue and not a balance issue). Put on Velothi Ur-Mage mythic, Deadly Strikes (or Tide-Born if you don't have Deadly), a trial set of your choosing and Maelstrom twohander on the backbar, use three stacks of Molten Whip before Stampede and fire breathe away! Big damage!

    So with that in mind, your suggestion for Xanmeer Spellweaver is strange. DKs don't light attack while breathing fire. Magic damage is its own thing, so unless you meant magical damage (as opposed to martial) DKs wouldn't benefit from that at all. But even if you mean magical damage, then that set is still supporting Nightblades and Arcanists just the same as DKs so the issue that you wanted to solve doesn't actually get solved by this.

    You're right about one thing: I meant **magical damage**, not **Magic Damage**. That was my mistake.

    That said, I think you're missing the point of the suggestion.

    The goal isn't to make Dragonknights wear Xanmeer Spellweaver. The goal is to create a magical damage equivalent to Morag Tong. Morag Tong supports Poison and Disease Damage, but there isn't a comparable support set for magical damage.

    As for Dragonknight's performance, I don't think "I can clear veteran trials with my build" is a meaningful benchmark for class balance. Plenty of off-meta builds can clear veteran content in the hands of good players.

    If you want to evaluate how a class is actually performing, look at optimized raid groups, HM clears, score runs, and recent trial logs. That's where class balance really shows.

    The build you mentioned isn't even considered optimal. Breath builds are already behind the current Molten Whip/Stagger setup, and even the stronger Molten Whip/Stagger build still falls well behind Nightblade and Necromancer in today's optimized PvE meta. The logs make that pretty clear.

    That's why I suggested a magical damage counterpart to Morag Tong. The point isn't to make Dragonknights wear the set—it's to provide magical damage builds with an equivalent support option and add more variety to group compositions.
  • epic-buttkkr
    epic-buttkkr
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    In regards to Draugrkin, I think the "Adjustment" to it as a set is unfair. Please note that this is a PvP perspective and from the guy that pushed pulse ganking into the mainstream.

    On any of the items seeing an adjustment in Update 51, are there any that felt over or under powered compared to current offerings in the live game? - Yes, Draugrkin. Correct me if I am wrong, but Draugrkin in update 50 is already halved by battlespirit, just because of how battlespirit works. This means currently that Draugrkin in pvp adds 181 flat damage to all damage sources, instead of 330 as proposed on the tooltip. With this most recent change, you have effectively quartered the damage that dragurkin deals to 91 flat damage, per tick of damage delt, while also retaining the 10% healing reduction that you get while it is equipped. This is a 50% nerf in response to "of We’re adjusting this set to be slightly stronger in PvE situations, while also toning down how powerful it can become in PvP with builds that stack many individual hits (particularly status effect builds)" The issue here is not draugrkin as a set. You have found that the issue is ease of access to status effects and ability to rapidly apply them under certain conditions, So I am not exactly sure why draugrkin got such a heavy nerf, even a nerf at all, when it seems that status effects and how they can be applied are the underlying issue. You can make a case for the pulse ganker, but the pulse ganker in and of itself got more than enough adjustments to push people off of that playstyle when first, you removed signets damage bonus from pvp, and secondly, you made it so overload and crystal weapon, while active, prevent you from using stealth. That - plus removing tome-bearers inspirations ability to proc with any class skills, turns any lingering pulse gankers into floor mats, if they are not hiding up on keep walls, or standing behind their zerg for protection. And sadly, even nerfing draugrkin will not get rid of this playstyle, because the core issue is still stackable damage instances combined massive dsync when using certain ranged skills.(Crushing Shock) You have effectively drug a carpet over a hole in the floor hoping it will go away. Bad news - There is still a hole in the floor. Please get the team to revert this change and look into projectile travel times. I think those need a refresh.


    Do you have any other general feedback?
    Yes, Draugrkin is used in so many other builds, not just status effect builds. The nerf to this set cascades down to other builds that dont deserve to get nerfed, Primarily DOT builds and builds using Templar Jabs. For example, My Dad play this game and he loves his templar jabs. 3 weeks ago, He spent around 4 separate evenings, around 3 hours each sitting in queue with me for unhallowed grave trying to farm draugrkin to use with his templar build. I joined him in queue to make the queues a bit faster,(I already had Dragurkin fully farmed). He wanted to collect the whole set so he could reconstruct it as cheaply as possible because he does not have alot of transmute gems. He finally got all the pieces he wanted and golded them out for his build. Yesterday he sat in on my livestream and saw the change to dragurkin and told me he is considering quitting because he feels like ESO is not respecting his time. I dont want one bad apple (Crushing shock) to ruin other builds that do not deserve it. That just seems unfair. Especially considering weeks prior to this, signet was more or less removed from pvp.


  • Ratzkifal
    Ratzkifal
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    SonOfAsura wrote: »
    Ratzkifal wrote: »
    SonOfAsura wrote: »
    Morag Tong exists for Poison and Disease Damage, so why isn't there an equivalent set for Magic Damage?

    Xanmeer Spellweaver would be a perfect fit.

    Suggested 5-piece bonus:

    (5 items) When you deal direct damage with a Light Attack, you cause the enemy to take 10% more damage from Magic Damage attacks for 10 seconds.

    Morag Tong mainly benefits Nightblade and Necromancer. A Magic Damage version would give other classes, especially Dragonknight, a similar support option and add more variety to group compositions.
    since u can't see any dragonknight in raids cuz low dmg

    @SonOfAsura That's such a weird take. Dragonknights deal great damage. Maybe not as much as Nightblades since U50, but since their rework my magDK is finally good enough for me to take on the hardest veteran trials without making me feel like I'm dragging the group down (which was always my skill issue and not a balance issue). Put on Velothi Ur-Mage mythic, Deadly Strikes (or Tide-Born if you don't have Deadly), a trial set of your choosing and Maelstrom twohander on the backbar, use three stacks of Molten Whip before Stampede and fire breathe away! Big damage!

    So with that in mind, your suggestion for Xanmeer Spellweaver is strange. DKs don't light attack while breathing fire. Magic damage is its own thing, so unless you meant magical damage (as opposed to martial) DKs wouldn't benefit from that at all. But even if you mean magical damage, then that set is still supporting Nightblades and Arcanists just the same as DKs so the issue that you wanted to solve doesn't actually get solved by this.

    You're right about one thing: I meant **magical damage**, not **Magic Damage**. That was my mistake.

    That said, I think you're missing the point of the suggestion.

    The goal isn't to make Dragonknights wear Xanmeer Spellweaver. The goal is to create a magical damage equivalent to Morag Tong. Morag Tong supports Poison and Disease Damage, but there isn't a comparable support set for magical damage.

    As for Dragonknight's performance, I don't think "I can clear veteran trials with my build" is a meaningful benchmark for class balance. Plenty of off-meta builds can clear veteran content in the hands of good players.

    If you want to evaluate how a class is actually performing, look at optimized raid groups, HM clears, score runs, and recent trial logs. That's where class balance really shows.

    The build you mentioned isn't even considered optimal. Breath builds are already behind the current Molten Whip/Stagger setup, and even the stronger Molten Whip/Stagger build still falls well behind Nightblade and Necromancer in today's optimized PvE meta. The logs make that pretty clear.

    That's why I suggested a magical damage counterpart to Morag Tong. The point isn't to make Dragonknights wear the set—it's to provide magical damage builds with an equivalent support option and add more variety to group compositions.

    But therein lies the issue. Nightblades benefit from your suggestion too. You are not going to get more variety to group compositions with a set like that, so it'd have to be "fire". If anything, I would consider Morag Tong to be a problematic set design. Back when Dragonknights had a unique flame damage increase baked into their fire breath, fire was the best element to deal damage even though lightning was already equal in every other aspect. We don't really want to go back to that, so this feels like a move in the wrong direction. The solution to this couldn't be "make a set like this for each and every element", but that's where we'd be headed. After your suggestion goes through, the next in line will be physical and bleed damage focused builds asking for their version of the set too. With set design like that we'd be headed for segregated raids, where, in order to maximize damage boni, the scorepushers will pick a single class as their damage dealers and then pick all the specialized support sets that benefit this class the most. Even if on paper all classes are equal, if the class you wish to play is less popular, getting a group together will end up being more tricky and we'd end up in the exact same situation that you are trying to avoid - with certain classes not being invited to raids because building around them wouldn't be considered optimal.
    No, I'd much rather have mixed groups be optimal, and I feel like the design philosophy of sets like Morag Tong are counter to that.
    This Bosmer was tortured to death. There is nothing left to be done.
  • ceruulean
    ceruulean
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    +1 on revert Draugrkin changes. The set was never the problem and is one of the few sets that can combat permablocking infinite sustain builds.
  • Jabbs_Giggity
    Jabbs_Giggity
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    In regards to Draugrkin, I think the "Adjustment" to it as a set is unfair. Please note that this is a PvP perspective and from the guy that pushed pulse ganking into the mainstream.

    On any of the items seeing an adjustment in Update 51, are there any that felt over or under powered compared to current offerings in the live game? - Yes, Draugrkin. Correct me if I am wrong, but Draugrkin in update 50 is already halved by battlespirit, just because of how battlespirit works. This means currently that Draugrkin in pvp adds 181 flat damage to all damage sources, instead of 330 as proposed on the tooltip. With this most recent change, you have effectively quartered the damage that dragurkin deals to 91 flat damage, per tick of damage delt, while also retaining the 10% healing reduction that you get while it is equipped. This is a 50% nerf in response to "of We’re adjusting this set to be slightly stronger in PvE situations, while also toning down how powerful it can become in PvP with builds that stack many individual hits (particularly status effect builds)" The issue here is not draugrkin as a set. You have found that the issue is ease of access to status effects and ability to rapidly apply them under certain conditions, So I am not exactly sure why draugrkin got such a heavy nerf, even a nerf at all, when it seems that status effects and how they can be applied are the underlying issue. You can make a case for the pulse ganker, but the pulse ganker in and of itself got more than enough adjustments to push people off of that playstyle when first, you removed signets damage bonus from pvp, and secondly, you made it so overload and crystal weapon, while active, prevent you from using stealth. That - plus removing tome-bearers inspirations ability to proc with any class skills, turns any lingering pulse gankers into floor mats, if they are not hiding up on keep walls, or standing behind their zerg for protection. And sadly, even nerfing draugrkin will not get rid of this playstyle, because the core issue is still stackable damage instances combined massive dsync when using certain ranged skills.(Crushing Shock) You have effectively drug a carpet over a hole in the floor hoping it will go away. Bad news - There is still a hole in the floor. Please get the team to revert this change and look into projectile travel times. I think those need a refresh.


    Do you have any other general feedback?
    Yes, Draugrkin is used in so many other builds, not just status effect builds. The nerf to this set cascades down to other builds that dont deserve to get nerfed, Primarily DOT builds and builds using Templar Jabs. For example, My Dad play this game and he loves his templar jabs. 3 weeks ago, He spent around 4 separate evenings, around 3 hours each sitting in queue with me for unhallowed grave trying to farm draugrkin to use with his templar build. I joined him in queue to make the queues a bit faster,(I already had Dragurkin fully farmed). He wanted to collect the whole set so he could reconstruct it as cheaply as possible because he does not have alot of transmute gems. He finally got all the pieces he wanted and golded them out for his build. Yesterday he sat in on my livestream and saw the change to dragurkin and told me he is considering quitting because he feels like ESO is not respecting his time. I dont want one bad apple (Crushing shock) to ruin other builds that do not deserve it. That just seems unfair. Especially considering weeks prior to this, signet was more or less removed from pvp.


    To the latter, I think many (newer and old players) who loved Templar jabs builds have moved away from ESO. The continuous further nerfing to Templar DPS and lack of in general Templar passes and reworks should be in question on Dev leadership as a whole.
  • SonOfAsura
    SonOfAsura
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    Ratzkifal wrote: »
    SonOfAsura wrote: »
    Ratzkifal wrote: »
    SonOfAsura wrote: »
    Morag Tong exists for Poison and Disease Damage, so why isn't there an equivalent set for Magic Damage?

    Xanmeer Spellweaver would be a perfect fit.

    Suggested 5-piece bonus:

    (5 items) When you deal direct damage with a Light Attack, you cause the enemy to take 10% more damage from Magic Damage attacks for 10 seconds.

    Morag Tong mainly benefits Nightblade and Necromancer. A Magic Damage version would give other classes, especially Dragonknight, a similar support option and add more variety to group compositions.
    since u can't see any dragonknight in raids cuz low dmg

    @SonOfAsura That's such a weird take. Dragonknights deal great damage. Maybe not as much as Nightblades since U50, but since their rework my magDK is finally good enough for me to take on the hardest veteran trials without making me feel like I'm dragging the group down (which was always my skill issue and not a balance issue). Put on Velothi Ur-Mage mythic, Deadly Strikes (or Tide-Born if you don't have Deadly), a trial set of your choosing and Maelstrom twohander on the backbar, use three stacks of Molten Whip before Stampede and fire breathe away! Big damage!

    So with that in mind, your suggestion for Xanmeer Spellweaver is strange. DKs don't light attack while breathing fire. Magic damage is its own thing, so unless you meant magical damage (as opposed to martial) DKs wouldn't benefit from that at all. But even if you mean magical damage, then that set is still supporting Nightblades and Arcanists just the same as DKs so the issue that you wanted to solve doesn't actually get solved by this.

    You're right about one thing: I meant **magical damage**, not **Magic Damage**. That was my mistake.

    That said, I think you're missing the point of the suggestion.

    The goal isn't to make Dragonknights wear Xanmeer Spellweaver. The goal is to create a magical damage equivalent to Morag Tong. Morag Tong supports Poison and Disease Damage, but there isn't a comparable support set for magical damage.

    As for Dragonknight's performance, I don't think "I can clear veteran trials with my build" is a meaningful benchmark for class balance. Plenty of off-meta builds can clear veteran content in the hands of good players.

    If you want to evaluate how a class is actually performing, look at optimized raid groups, HM clears, score runs, and recent trial logs. That's where class balance really shows.

    The build you mentioned isn't even considered optimal. Breath builds are already behind the current Molten Whip/Stagger setup, and even the stronger Molten Whip/Stagger build still falls well behind Nightblade and Necromancer in today's optimized PvE meta. The logs make that pretty clear.

    That's why I suggested a magical damage counterpart to Morag Tong. The point isn't to make Dragonknights wear the set—it's to provide magical damage builds with an equivalent support option and add more variety to group compositions.

    But therein lies the issue. Nightblades benefit from your suggestion too. You are not going to get more variety to group compositions with a set like that, so it'd have to be "fire". If anything, I would consider Morag Tong to be a problematic set design. Back when Dragonknights had a unique flame damage increase baked into their fire breath, fire was the best element to deal damage even though lightning was already equal in every other aspect. We don't really want to go back to that, so this feels like a move in the wrong direction. The solution to this couldn't be "make a set like this for each and every element", but that's where we'd be headed. After your suggestion goes through, the next in line will be physical and bleed damage focused builds asking for their version of the set too. With set design like that we'd be headed for segregated raids, where, in order to maximize damage boni, the scorepushers will pick a single class as their damage dealers and then pick all the specialized support sets that benefit this class the most. Even if on paper all classes are equal, if the class you wish to play is less popular, getting a group together will end up being more tricky and we'd end up in the exact same situation that you are trying to avoid - with certain classes not being invited to raids because building around them wouldn't be considered optimal.
    No, I'd much rather have mixed groups be optimal, and I feel like the design philosophy of sets like Morag Tong are counter to that.

    I understand your concern, but I don't think that's the direction ESO's design has taken.

    The game already has specialized buffs and sets that favor specific damage types or playstyles. Morag Tong is one example, but it certainly isn't the only one. We also have things like the Warrior Opportunity script for Traveling Knife, which specifically benefits martial damage. ESO has never been designed around every support bonus benefiting every build equally.

    My suggestion isn't introducing a new design philosophy—it's asking for parity within the existing one.

    If the concern is that specialized support sets encourage homogeneous groups, then that argument also applies to the sets and scripts that already exist in the game. Yet ZOS has continued to add them over multiple updates.

    I'm not asking for a separate support set for every individual element. I'm simply pointing out that Poison and Disease already have dedicated support through Morag Tong, while magical damage has no comparable option. To me, that's an inconsistency in the current design rather than a new direction.

    And regarding raid composition, the current meta is already driven by optimization. Groups already choose classes, support sets, and scripts based on what provides the highest overall damage. I don't think adding parity for magical damage suddenly creates a problem that doesn't already exist.
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