Alright, so, I've had the discussion about procs about a million times at this point, and I am a bit puzzled at peoples' impression of what a balanced game should look like.
In cyrodiil pvp, there are several key mechanics, that every balanced class should need to play, and be considered when 1v1-ing:
Snare + Immobilize
This is CC type one. It allows putting distance between the player and the adversary, going ranged, escaping or stealthing, or other maneuvers.
Stun/knockdown/knock back/etc
This is CC type two. It is on a global cooldown, and gives the player an extra chance to execute a combination. A standard kill in pvp generally requires timing this stun at the right time, when health is low, and then finishing.
Gap closing
These abilities come in a variety of different flavors, but generally allow putting distance, or closing distance between a player and the adversary. I.e., streak, lotus fan, chains, silver leash, etc.
Heals and damage shieldsDamage mitigationDirect damageDamage over timeMovement speed augmentationNOW, why have I listed these?
I've listed these, because every single class should have to play every single mechanic in this toolset, otherwise it's 'broken'. Everyone says stamdens are broken. Why? They get a bunch of these in some swiss army knife abilities. Sorcs? They get an aoe stun, and gap close in one ability with streak. People complain about things like this all of the time.
Let me repeat, if
ANY BUILD can ignore one of these mechanics, it is strong. Two or more? It is categorically broken, and not balanced in the game.
So lets look at why procs are a problem here, and which types of sets are the actual issue at hand.
Damage Procs
Should be pretty obvious here, people sometimes run with malacath for extra boost. When we have sets like Vicious Death, that can deal
33 THOUSAND damage, what are we even to say? How can there be a proc that is twice as strong as the strongest ultimate in the game? And it just triggers. At least prox det requires some skill.
The key here is that procs are so completely out of line with what active abilities can do in this game. And this game, _should_ be about the class you play, and the buttons you press.
Lets look at some problematic damage sets:
- Vicious Death: 33k, ripples in a chain reaction, makes ball group so far out of the realm of reason that they are universally hated.
- Vateshran desto staff: This proc deals more damage than the most powerful dot a player can cast.
- Syvarra's scales: massive aoe dot, compatible with malacath
- Zaan: deals 2k, 4k, 6k, 8k, 10k, 12k damage, each tick. What ability is this strong without having to aim, or even decide when you want to trigger it? Just root, zaan proc, vateshran, stun, pop an ulti. You get a kill. That's not combat. That's a joke.
And ON and ON and ON. These proc sets are
stronger than nearly any ability a person can cast, and many require virtually no aiming.
Does that sound like balance? I think not.
Now for the pure awfulness that is available to players
Some sets manage to turn many of the key mechanics into things that can be mostly ignored. Crimson deals a massive radius of damage (as strong as an ulti), and then a heal stronger than a heal ulti. From a set.
Snow treaders? Snow treaders disable two of the key mechanics, both snare AND stun, making combat totally broken. Oh, they can't run? They can gap close. This was not thought through enough if balance is the goal here.
Harbinger? You don't even have to attack enemies. Just standing around blocking, and its possible to get dozens of kills, and can take 30+ people to kill a single player _that isn't even attacking or healing_.
Ring of the wild hunt? No need to gap close. No need to root/snare, as when moving that fast, they essentially already are snared.
In conclusion
There is a clear intention for the setup of combat, and the slots that abilities are categorized into. A proper balanced build should have the ability to do all of these things adequately with a set of slotted abilities. If a build, or a collection of sets, allows players to ignore these categories, it is not balanced, and will cause certain classes to overperform to the point of absurdity, and others to be "unplayable".
So, if we want things to be balanced, damage procs, heal procs, Snow Treaders, Ring of the Wild Hunt, and others should not be allowed in pvp. They were a bad idea in the first place.
I know its fun to run around with these OP sets, and feel like a king taking about 30 noobies, because the player knew to farm crimson from castle thorn. But that is toxic to the community, and locks out new players.
I've seen the bad***es out there, 1vXing, no proc. That's legit. That takes skill. That's what makes this a game that's worth playing.
So, if ya like trashing noobs for a high, bring all the procs back, lets rock and roll, tho the pvp platform will continue to shrink.
But, if you want to show skill, and to not gatekeep against noobs joining, the only things to bring back are the stat bonus sets, the weird regen procs (like eternal vigor), the Master destro staff (buffs spell damage as a proc), Bright Throat (chug a potion, get spell damage), all of the things that require
actually casting abilities to fill each of the key mechanics.
That, is a balanced game. Death to one bar face roll builds!
P.S., I look forward to ya'll picking apart my analysis of what the key combat mechs are. Got some damned good players in cyrodiil, and this might give folks a chance to pick your brains