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Proccs are not "fixed" with no crit, they are asenine, just critless-asenine. (pic)

  • olsborg
    olsborg
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    Domander wrote: »
    3 attacks with 2 procs on timers and one with only a 15% chance, not so sure it's a problem. 25k health would have survived it and both of those procs would be on cooldown.

    Good thing the cooldown is a whopping .....4 seconds....

    PC EU
    PvP only
  • Narvuntien
    Narvuntien
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    I have been bursted so often in PVP that I consider it normal, I have no played long enough to know anything else...
    Ignore things like skill and the effort invovled in optaining the gear.

    This about game design and healthy game play patterns. As noted by many people PVE gameplay and PVP gameplay is very different about what is healthy game play design.. a monster doesn't care if it gets cheesed to death.

    Ganking is a playstyle that it is important that it is viable, it is part of a health game play. Its the same as camping in shooters, its annoying but legitamate. To deal with camping game designers put in soultions.. grenades, flashbangs etc. In this game we have inpenetrable and magelight. I personally have an issue with DPS forced to use heavy armor, that seems inherently wrong from the game design point of view. heavily armored shouldn't be doing DPS.

    If I was to ask what a healthy gank is how would you answer? I would say the inititial burst needs to be strong enough to get you into execute range then you have time to dodge and react to that attempt to perform the execute. For heavily armored, or the more defensively minded DPS, perhaps it will take two rounds of burst to get you into that range of the kill. Then they should be exhausted, force to run or die. Being CCed the whole duration not having any way to stop the damage once it has started having no time to react is all bad.

    In compedative games RNG is mostly bad, but still important, otherwise everything is chess and it gets boring fast. It is important that we be forced to think on our feet to change plans when RNG is bad to us, to struggle. But unpredicability is an issue for both sides of the ganker and gankee. the ganker wants to know they can get the kill. so when the procs don't fire and they die its just as bad for them. If there is too much of a gap between the best case and the worst case there is an issue.

    There is an issue here is that everyone is doing different things and has different tools at thier disposal although still plenty in common. Armor traits, buffed vs unbuffed. A new player stumbles into PVP gets 1 shot over and over...doesn't realise they need food or a particular build... never returns. That is kind of terrible. Not everyone is on the forums or the wiki or even wants to ask. (I asked about my build once and got told I was completely useless without a proc set)

    If i was to design proc sets I would not want them to be a set value, that doesn't give me enough levers to pull to balance them. I would want them to scale with the target, so that they would try to keep as close to the ideal ganking case as possible... or If it scales with the users build (does it scale with the user? I am pretty sure it doesn't, red mountain apperently does I don't know??), then you have to make the item much more niche. Requiring much more knowleadge to get the best out of. Which I am not sure is the best, see above, but it does avoid the no skill accusations.

    Tl;Dr They didn't give themselves enough levels to pull to balance the sets.
  • Domander
    Domander
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    Domander wrote: »
    3 attacks with 2 procs on timers and one with only a 15% chance, not so sure it's a problem. 25k health would have survived it and both of those procs would be on cooldown.

    Nice troll.


    But what were people expecting? Crit or not you have sets like selene with 17k tooltips... which you can buff with incap for tooltips greater that most ult's.

    #Balanced.

    Not a troll, just the truth.

    Players running sets like this are giving up something that would boost overall damage or be a defensive option. If viper was too good all around players would be running it for dps...

    Players stack damage instead of health/defense and then complain when this happens.
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