Izanagi.Xiiib16_ESO wrote: »Honestly it would be interesting to have Icereach as a no-cp, no gear campaign. effectively everyone would have Torc of the Last Ayleid King stats and then mag/stam/hp set by attributes and enchants.
But, for those of us who really hate playing against broken sets that carry players, can we expect any safe haven anytime soon? To be honest, I didn’t realize how much I hated procs till they were removed, and now, having enjoyed the no-proc, no-unkillable-ballgroups and much-less-salty zone chat environment, the idea of going back to this proc-hell is simply unbearable. For me this rollback equals RIP PvP, and therefore RIP ESO, since the no-proc PvP became my only real focus in this game. And I’m far from being an isolated case.
Necrotech_Master wrote: »how is disallowing procs promoting build diversity when you remove a ton of options? lol
and i think most ppl in ravenwatch dont care about cp or no-cp, they want no-proc.
Raven is the most balanced cyro eso has to offer. classes and factions. yes sorcs rule at the moment and Dc always wins...but besides that it is the most balanced cyro
It's not "procs" in general it's a few specific broken proc sets and interactions, like Tarnished Nightmare ranged burst proc stacking, or the pull sets still not having a proper telegraph. Nobody is raging for a ban on Mad Tinkerer or Karth's Legacy, and it's not like stat sets can't break the meta either, like pre-nerf Oakensoul or current stat build MagSorcs.But, for those of us who really hate playing against broken sets that carry players
xylena_lazarow wrote: »It's not "procs" in general it's a few specific broken proc sets and interactions, like Tarnished Nightmare ranged burst proc stacking, or the pull sets still not having a proper telegraph. Nobody is raging for a ban on Mad Tinkerer or Karth's Legacy, and it's not like stat sets can't break the meta either, like pre-nerf Oakensoul or current stat build MagSorcs.But, for those of us who really hate playing against broken sets that carry players
WaywardArgonian wrote: »I don't think we need another campaign with a convoluted, poorly communicated ruleset that is incomprehensible to the average player.
The issue with no-proc Ravenwatch was that its rules were inconsistent and communication on it has been minimal since its inception. Unless that communication/clarity will drastically improve, it would just result in another dead campaign.
Since the beginning of the year the population in Ravenwatch has dropped quite a bit and those who have been following it probably know why.
Necrotech_Master wrote: »how is disallowing procs promoting build diversity when you remove a ton of options? lol
It appears that my initial post is somewhat unclear; let me propose you some definitions:
No-proc = Flat- stat effects => “Gain X at all times”, e.g. Beekeeper’s Gear, Spriggans Thorn, Gaze of Sithis.
Semi-proc = Process effects without cooldown => “Gain X anytime when Y”, e.g. Ring of The Wild Hunt, Sanctuary, Vicious Death.
Proc = Process effects with cooldown => Effect can occur every X second(s) / Stack can occur/be applied every X second(s), e.g. Dark Convergence, Plaguebreak, Rush of Agony.
Currently there are 584 sets in the game (more, if we distinguish between perfected and unperfected, but it would be irrelevant in this context as the perfected bonus is always flat-stat). By applying these definitions we can try to regroup those sets, and as a result we obtain ~99 no procs, ~193 semi-procs and ~292 procs. A no-CP, semi-proc campaign would therefore have access to almost 300 sets – no-procs and semi-procs – around 190 more than what is available now in RW. These are set items that already exist in the game, and they would allow for more build diversity. Such ruleset offers more diverse gameplay (no gear, bombers, ballgroups, but less OP), and might be easier to navigate for new players.
Volendrung doesn’t fit in any of those categories but should be included as well.
Necrotech_Master wrote: »the problem with that is likely their implementation
it would likely suffer the same effects as no proc right now, where there is no notification in game that a set does or does not work, and likely also be some random cases that should/should not work but dont follow the rule
Necrotech_Master wrote: »and personally, removing any sets is limiting build diversity, it doesnt matter how you spin it, removing options is removing build diversity
Necrotech_Master wrote: »that being said, i think it would be OK to still have a campaign where say all gear sets are disabled, so only base stats work, i would never play there personally, but there would be no question if something did or did not work like it is for the no proc campaign
Ive played noprocc/nocp ravenwatch exclusively for 3 years now, Im not going back to the proccy, laggy cp-carried hell that is GH or Blackreach. Once the patch hits live, Im done with eso. Proccs create a sortof chaotic and laggy pvp that I really dont enjoy, at all. Proccs carry heals, carry damage, carry sustain...game becomes way too dumb.
Necrotech_Master wrote: »the problem with that is likely their implementation
it would likely suffer the same effects as no proc right now, where there is no notification in game that a set does or does not work, and likely also be some random cases that should/should not work but dont follow the rule
You point out the two fundamental reasons of why no-proc implementation is a fail. They are closely related.
1. Sets that should work but don’t and vice versa.
Root cause: inaccurate/incomplete definition
If we stick to the duality of proc/no-proc then items like Ring of the Wild Hunt should not work. The moment we allow this kind of item all hell breaks loose since there are many similar sets that should therefore work as well, and yet they don’t.
Solution: apply a third category of sets (semi-proc, i.e. proc without cooldown)
By considering that there are 3 categories of sets instead of 2 we obtain a clear ruleset that is accurate and easy to apply. Semi-proc identifies sets like Ring of the Wild Hunt, which is not simply a flat stat so it cannot be considered as a no-proc, and it is not a proc either.
2. Lack of notification aka “dunno what works”.
Root cause: inaccurate/incomplete definition
If we lack a clear ruleset or we rely on a definition that reflects the reality inaccurately then it is impossible to establish what should work and what shouldn’t, and therefore it is impossible to notify what works and what does not work.
Solution: apply a third category of sets (semi-proc, i.e. proc without cooldown) and notify through UI
The category of set should be displayed directly on the set, just like the type (light, medium, heavy).
Apply this ruleset consistently and the possibility that semi-proc implementation would suffer the same fate as no-proc changes from ‘likely’ to ‘highly unlikely’.Necrotech_Master wrote: »and personally, removing any sets is limiting build diversity, it doesnt matter how you spin it, removing options is removing build diversity
I disagree with the semantics. Reducing is different from removing. Semi-proc would indeed limit build diversity but by adding semi-proc to no-proc it would be still more abounding than what it is right now (and right now it is far too poor).Necrotech_Master wrote: »that being said, i think it would be OK to still have a campaign where say all gear sets are disabled, so only base stats work, i would never play there personally, but there would be no question if something did or did not work like it is for the no proc campaign
No need for a new campaign, this option already exists and it is called Torc of the Last Ayleid King
Necrotech_Master wrote: »for part 1, about sets that do dont work when they should/should not thats entirely on zos in terms of what they code in
as far as im aware, each set has a flag that allows it to work in the no proc environment, its up to them to set that flag correctly
so for example current issues would be a set like pariah (scaling resist based on health) working in no proc, even though that is clearly a proc according to some similar sets which dont work (titanborn for example, which has scaling buffs depending on HP thresholds), not to mention theres been new sets that come out that dont work but still give flat stats (torc of the ayleid king is one of those)
even going to a new system that blocks procs with a cooldown, its still entirely up to the devs to set those flags right, as well as them adding in some way to show on the UI that the proc doesnt work, which is why i suggested an "all or nothing" type design
Necrotech_Master wrote: »technically speaking you using the ayleid king mythic while it disables all sets for you, it does not apply that rule to everyone else, and if you had a campaign in which only that mythic worked, people would still feel forced to get that to be competitive, so in a "no gear bonus" environment, even the ayleid king mythic would not work as that rule would have to apply to everyone, hence a new campaign with that ruleset
Necrotech_Master wrote: »the last point about semantics, removing sets is removing choice, build diversity is about choice and limiting choice limits diversity, if your only looking at the "meta" yes theres going to be little diversity, but thats going to be the case regardless
it just sounds like you want to play the meta, but also dont like the current meta, so creating a new ruleset to create a new meta, which to me is the wrong reason to remove choice from builds through an unnecessarily complicated new ruleset
I think ZOS lacks a clear definition of what should work in a no-proc campaign and that's why there are issues with sets not working thou they should, like torc or order's wrath. If they had a transparent ruleset then flagging sets would be a smooth process. And pariah is a set exactly like wild hunt, where is the logic in enabling the latter but not the former? Again, lack of a clear ruleset to follow, and there is more to it than just dual proc/no proc.