Its not op stop calling for nerfs on everything do you not understand you are ruining the game? These guys only build for dmg and after that inital burst i laugh and taket them down quite quickly. Just because you do not know how to counter certain builds does not make it op.
Wreuntzylla wrote: »Its not op stop calling for nerfs on everything do you not understand you are ruining the game? These guys only build for dmg and after that inital burst i laugh and taket them down quite quickly. Just because you do not know how to counter certain builds does not make it op.
I'm all ears. What's your counter for Veli + Viper out of stealth? Aside from 35k health.
I would say wear heavy armor and hold block, but as I've found out all this Stamina damage doesn't give a flying *** about armor.Waffennacht wrote: »Wreuntzylla wrote: »Its not op stop calling for nerfs on everything do you not understand you are ruining the game? These guys only build for dmg and after that inital burst i laugh and taket them down quite quickly. Just because you do not know how to counter certain builds does not make it op.
I'm all ears. What's your counter for Veli + Viper out of stealth? Aside from 35k health.
Shuffle + Dodge Roll lmao
Wreuntzylla wrote: »Its not op stop calling for nerfs on everything do you not understand you are ruining the game? These guys only build for dmg and after that inital burst i laugh and taket them down quite quickly. Just because you do not know how to counter certain builds does not make it op.
I'm all ears. What's your counter for Veli + Viper out of stealth? Aside from 35k health.
WillhelmBlack wrote: »Why play when you can proc?
WillhelmBlack wrote: »Why play when you can proc?
It's like pressing caps lock AND NOT WORRYING ABOUT HAVING TO HOLD DOWN YOUR SHIFT KEY WHEN YOU PRESS A BUNCH OF KEYS
Anyone who has visited Cyrodiil latelly must have experienced the beauty of proc sets. Yesterday i was in Azura (no CP) i wear 5 heavy impen pieces and got opened by a nb with a heavy atack (4.3k dmg) that p`roced Velidreth (6.4k dmg) and red mountain (4.2k dmg) fora total of 15k instant dmg. In my opinion thats a problem, making everyone run instakill proc builds or cancer builds (reactive, malubeth, permablocking blackrose).
We are at 1.6 again, this time because wrong itemiation decisions, so, are proc sets out of control?
Anyone who has visited Cyrodiil latelly must have experienced the beauty of proc sets. Yesterday i was in Azura (no CP) i wear 5 heavy impen pieces and got opened by a nb with a heavy atack (4.3k dmg) that p`roced Velidreth (6.4k dmg) and red mountain (4.2k dmg) fora total of 15k instant dmg. In my opinion thats a problem, making everyone run instakill proc builds or cancer builds (reactive, malubeth, permablocking blackrose).
We are at 1.6 again, this time because wrong itemiation decisions, so, are proc sets out of control?
Everyone running a bunch of impen/heavy zerg tanking builds is just as cancer...if not more so than gank builds.
Its not op stop calling for nerfs on everything do you not understand you are ruining the game? These guys only build for dmg and after that inital burst i laugh and taket them down quite quickly. Just because you do not know how to counter certain builds does not make it op.
They actually build for sustain and rely on their procs for dmg.
Wreuntzylla wrote: »Its not op stop calling for nerfs on everything do you not understand you are ruining the game? These guys only build for dmg and after that inital burst i laugh and taket them down quite quickly. Just because you do not know how to counter certain builds does not make it op.
I'm all ears. What's your counter for Veli + Viper out of stealth? Aside from 35k health.
All impenetrable and heavy armor works just fine but you dont even have to go that far. IF you run 7 l divines dont cry bc you get one shotted.
You just described Wrobalance.CapuchinSeven wrote: »So every one should either be in heavy armour, with impenetrable, holding block and killing nothing, OR running around killing their targets before they've even rendered from stealth.
This is too difficult for the people who Wrobel design the proc trash for.Lucius_Aelius wrote: »I have a problem with them as they are, but I like the idea of someone above to have it be something that happens more often for less damage, especially if RNG is taken out of consideration and these sets work more like Molag Kena with a fixed proc function. One proc set isn't a problem but multiple being used together is, the issue becomes that if you get really lucky they can all proc in a very short time, perhaps all at once, and that just from someone light-attacking or some such.
It's one thing for something like Kena to proc like that, it does no damage of its own and just buffs your other attacks (with a balancing trade-off), but these proc sets have massive damage with no real trade-offs besides that you can get unlucky and not have them proc all at once, which isn't much of a trade-off since they still do lots of damage and most players will still be using other damaging skills. Bursting is the easiest way to kill someone, but sustained damage can get the job done too, and multiple proc sets do sustained damage no matter what and, if the user gets lucky, massive burst damage too if they go all at once.
RNG should not be the determining factor in a fight, and I think all sets and even perhaps all abilities with RNG procs should have RNG removed and replaced with a fixed proc function that is consistent and doesn't allow multiple high-damaging attacks to proc at the same time.
Lucius_Aelius wrote: »I have a problem with them as they are, but I like the idea of someone above to have it be something that happens more often for less damage, especially if RNG is taken out of consideration and these sets work more like Molag Kena with a fixed proc function. One proc set isn't a problem but multiple being used together is, the issue becomes that if you get really lucky they can all proc in a very short time, perhaps all at once, and that just from someone light-attacking or some such.
It's one thing for something like Kena to proc like that, it does no damage of its own and just buffs your other attacks (with a balancing trade-off), but these proc sets have massive damage with no real trade-offs besides that you can get unlucky and not have them proc all at once, which isn't much of a trade-off since they still do lots of damage and most players will still be using other damaging skills. Bursting is the easiest way to kill someone, but sustained damage can get the job done too, and multiple proc sets do sustained damage no matter what and, if the user gets lucky, massive burst damage too if they go all at once.
RNG should not be the determining factor in a fight, and I think all sets and even perhaps all abilities with RNG procs should have RNG removed and replaced with a fixed proc function that is consistent and doesn't allow multiple high-damaging attacks to proc at the same time.
I concur. The consistency with which Viper procs make up nearly half of my death recaps is alarming to say the least.Lucius_Aelius wrote: »I have a problem with them as they are, but I like the idea of someone above to have it be something that happens more often for less damage, especially if RNG is taken out of consideration and these sets work more like Molag Kena with a fixed proc function. One proc set isn't a problem but multiple being used together is, the issue becomes that if you get really lucky they can all proc in a very short time, perhaps all at once, and that just from someone light-attacking or some such.
It's one thing for something like Kena to proc like that, it does no damage of its own and just buffs your other attacks (with a balancing trade-off), but these proc sets have massive damage with no real trade-offs besides that you can get unlucky and not have them proc all at once, which isn't much of a trade-off since they still do lots of damage and most players will still be using other damaging skills. Bursting is the easiest way to kill someone, but sustained damage can get the job done too, and multiple proc sets do sustained damage no matter what and, if the user gets lucky, massive burst damage too if they go all at once.
RNG should not be the determining factor in a fight, and I think all sets and even perhaps all abilities with RNG procs should have RNG removed and replaced with a fixed proc function that is consistent and doesn't allow multiple high-damaging attacks to proc at the same time.
I'll emphasize the less damage part again. Viper is just as much, if not even more so a problem than other proc sets exactly because it does not rely on RNG but still deals considerable damage and can not be countered other than simply having high hp pool/resistances/shield values. It is very easy to combine with skills, in fact you don't have to do anything for it and it has a very short cooldown as well.
In my opinion, proc sets should only provide utility and resource management - think of sets like Warlock, Death's Wind, or Vampire's Kiss. If there is damage, it should be a small side effect and preferebly run on a long cooldown to not be a deciding factor.
Lucius_Aelius wrote: »I have a problem with them as they are, but I like the idea of someone above to have it be something that happens more often for less damage, especially if RNG is taken out of consideration and these sets work more like Molag Kena with a fixed proc function. One proc set isn't a problem but multiple being used together is, the issue becomes that if you get really lucky they can all proc in a very short time, perhaps all at once, and that just from someone light-attacking or some such.
It's one thing for something like Kena to proc like that, it does no damage of its own and just buffs your other attacks (with a balancing trade-off), but these proc sets have massive damage with no real trade-offs besides that you can get unlucky and not have them proc all at once, which isn't much of a trade-off since they still do lots of damage and most players will still be using other damaging skills. Bursting is the easiest way to kill someone, but sustained damage can get the job done too, and multiple proc sets do sustained damage no matter what and, if the user gets lucky, massive burst damage too if they go all at once.
RNG should not be the determining factor in a fight, and I think all sets and even perhaps all abilities with RNG procs should have RNG removed and replaced with a fixed proc function that is consistent and doesn't allow multiple high-damaging attacks to proc at the same time.
I'll emphasize the less damage part again. Viper is just as much, if not even more so a problem than other proc sets exactly because it does not rely on RNG but still deals considerable damage and can not be countered other than simply having high hp pool/resistances/shield values. It is very easy to combine with skills, in fact you don't have to do anything for it and it has a very short cooldown as well.
In my opinion, proc sets should only provide utility and resource management - think of sets like Warlock, Death's Wind, or Vampire's Kiss. If there is damage, it should be a small side effect and preferebly run on a long cooldown to not be a deciding factor.
Lucius_Aelius wrote: »Lucius_Aelius wrote: »I have a problem with them as they are, but I like the idea of someone above to have it be something that happens more often for less damage, especially if RNG is taken out of consideration and these sets work more like Molag Kena with a fixed proc function. One proc set isn't a problem but multiple being used together is, the issue becomes that if you get really lucky they can all proc in a very short time, perhaps all at once, and that just from someone light-attacking or some such.
It's one thing for something like Kena to proc like that, it does no damage of its own and just buffs your other attacks (with a balancing trade-off), but these proc sets have massive damage with no real trade-offs besides that you can get unlucky and not have them proc all at once, which isn't much of a trade-off since they still do lots of damage and most players will still be using other damaging skills. Bursting is the easiest way to kill someone, but sustained damage can get the job done too, and multiple proc sets do sustained damage no matter what and, if the user gets lucky, massive burst damage too if they go all at once.
RNG should not be the determining factor in a fight, and I think all sets and even perhaps all abilities with RNG procs should have RNG removed and replaced with a fixed proc function that is consistent and doesn't allow multiple high-damaging attacks to proc at the same time.
I'll emphasize the less damage part again. Viper is just as much, if not even more so a problem than other proc sets exactly because it does not rely on RNG but still deals considerable damage and can not be countered other than simply having high hp pool/resistances/shield values. It is very easy to combine with skills, in fact you don't have to do anything for it and it has a very short cooldown as well.
In my opinion, proc sets should only provide utility and resource management - think of sets like Warlock, Death's Wind, or Vampire's Kiss. If there is damage, it should be a small side effect and preferebly run on a long cooldown to not be a deciding factor.
I did say less damage more often right at the start, the other bit was just carrying the idea forward since RNG does determine a lot of procs and I don't think it should, but none of the rest of what I said was meant to detract from that first point.
Lucius_Aelius wrote: »Lucius_Aelius wrote: »I have a problem with them as they are, but I like the idea of someone above to have it be something that happens more often for less damage, especially if RNG is taken out of consideration and these sets work more like Molag Kena with a fixed proc function. One proc set isn't a problem but multiple being used together is, the issue becomes that if you get really lucky they can all proc in a very short time, perhaps all at once, and that just from someone light-attacking or some such.
It's one thing for something like Kena to proc like that, it does no damage of its own and just buffs your other attacks (with a balancing trade-off), but these proc sets have massive damage with no real trade-offs besides that you can get unlucky and not have them proc all at once, which isn't much of a trade-off since they still do lots of damage and most players will still be using other damaging skills. Bursting is the easiest way to kill someone, but sustained damage can get the job done too, and multiple proc sets do sustained damage no matter what and, if the user gets lucky, massive burst damage too if they go all at once.
RNG should not be the determining factor in a fight, and I think all sets and even perhaps all abilities with RNG procs should have RNG removed and replaced with a fixed proc function that is consistent and doesn't allow multiple high-damaging attacks to proc at the same time.
I'll emphasize the less damage part again. Viper is just as much, if not even more so a problem than other proc sets exactly because it does not rely on RNG but still deals considerable damage and can not be countered other than simply having high hp pool/resistances/shield values. It is very easy to combine with skills, in fact you don't have to do anything for it and it has a very short cooldown as well.
In my opinion, proc sets should only provide utility and resource management - think of sets like Warlock, Death's Wind, or Vampire's Kiss. If there is damage, it should be a small side effect and preferebly run on a long cooldown to not be a deciding factor.
I did say less damage more often right at the start, the other bit was just carrying the idea forward since RNG does determine a lot of procs and I don't think it should, but none of the rest of what I said was meant to detract from that first point.
Uhm, yeah? That's why I said I'd emphasize that part.