Most players take advantage of proc sets now, just because they are too strong. Allow me to provide my thoughts on the subject and propose a solution for balance.
THE ISSUE WITH PROC SETS
Programmed random occurence sets are an unnatural damage source. They do not require you to press a button or consume resources, contrary to a skill. Most proc sets can also not be dodged. Victims of proc sets are dealt unexpected burst damage. Another big issue with proc sets is how they can be synergized, especially those with a low cooldown and a high to guaranteed chance to proc. A few examples: Viper's Sting, Velidreth and Tremorscale.
A SOLUTION
A high to guaranteed chance to proc unnatural burst damage is a problem. All proc sets should be about risk and reward. If you use one, it should not be a reliable damage source, but rather a pleasant surprise. Therefore, all proc sets should have a low to medium chance to proc, the maximum being twenty percent, just like poisons. Synergizing proc sets should not be possible as it is now; a global cooldown should be introduced. The cooldown should be ten seconds, again, just like poisons. If this were to be added, you would in a way be punished for using several proc sets.
Knootewoot wrote: »Knootewoot wrote: »They should add a risk for wearing proc sets. Not to harsh though. something like:
Velidreth Set
LEVEL 50 CHAMPION 160
(1 items) Adds 129 Weapon Damage
(2 items) When you deal damage, you have a 20% chance to spawn 3 disease spores in front of you that deal 10320 Disease Damage to the first enemy hit. Thie effect can occur once every 9 seconds. If you die, both pieces drops as free loot in the world.
That way the Risk vs. reward is better balanced. It should be on the last piece of any proc-set.
nice, after 200+ key got finally what you wanted armor type with divines an shoulder, farmed helm with divines, doing a dung with randoms because you have no anyone from friends who can/want also, they see your procing set in dung, they decided to wipe you, trying to lure boss attacks on only you and no healing, gold tempers and months farming keys for perfect set items are going *** because those radoms was working together against you.
on pvp you dying regular bcause of zerglings, ok, no more proc sets then but if you have only 1 then why cant you use it?
annyoing is when someone have 2 or more proc sets at once.
on pvp you will get zerged and after all tbagged and robbed by your gold set and again tbagged by zerg, now zerg have additional person with procing set upgraded to gold because you wanted to go on cyro while nothing to do at this moment in pve for you
Never played games like Darkfall Online eh?
The fun part when you loose all your items on death which can be looted by anyone is that 80% of the players don't give a crap anymore about loot and start having fun. 19 %stash their precious loot in a bank vault. The last 1% are very good players who don't die because they are good and have good armor.
But keep calm. I was just joking. Instead of having it for free loot upon death I want them to nerf them into the ground or disable the last bonus in PvP.
danielpatrickkeaneub17_ESO wrote: »I'll save you the 8 pages of replies ...
- 10 people will agree
- 5 will say how they have quit
- all will rejoice in hating the devs
- 1 person will come with a reasonable counter argument
- that person will get shouted down and called a scrub by people who have never played with them
- the next 3 pages will be an argument about skill
- the thread will fade away when someone comes along with the same idea in 20 minutes
Credit due for at least making a coherent post. Generally they start with a much larger block of text and 14 swear words.
Anyway, yes they are annoying and will eventually get nerfed into tickle range like most things people complain about.
Isellskooma wrote: »*** proc builds, *** PvP, let's all just Become roleplayers!
[SNIP]
[Edited for Spamming]
Isellskooma wrote: »*** proc builds, *** PvP, let's all just Become roleplayers!
[SNIP]
[Edited for Spamming]
Most players take advantage of proc sets now, just because they are too strong. Allow me to provide my thoughts on the subject and propose a solution for balance.
THE ISSUE WITH PROC SETS
Programmed random occurence sets are an unnatural damage source. They do not require you to press a button or consume resources, contrary to a skill. Most proc sets can also not be dodged. Victims of proc sets are dealt unexpected burst damage. Another big issue with proc sets is how they can be synergized, especially those with a low cooldown and a high to guaranteed chance to proc. A few examples: Viper's Sting, Velidreth and Tremorscale.
A SOLUTION
A high to guaranteed chance to proc unnatural burst damage is a problem. All proc sets should be about risk and reward. If you use one, it should not be a reliable damage source, but rather a pleasant surprise. Therefore, all proc sets should have a low to medium chance to proc, the maximum being twenty percent, just like poisons. Synergizing proc sets should not be possible as it is now; a global cooldown should be introduced. The cooldown should be ten seconds, again, just like poisons. If this were to be added, you would in a way be punished for using several proc sets.
Ive basicly had enough with the proccset meta in cyrodiil atm, I never tought id actually quit because of a direction the game took, because ive endured some pretty *** meta so far. But now, pvp is just trash. You get RNGed around every corner by proccs here and proccs there.
Ill keep an eye on the next major patch notes and see if there is still hope, but imo what needs to happen is something in the lines of:
- All proccsets are nerfed hard in dmg and in % chance to procc
- All proccsets share a global cooldown of X seconds so you cant have 2 or 3 sets procc within the same second(s)
- Give ppl a new monster mask (earned in pvp or from pvp vendor) that makes all proccsets useless vs you and instead give you something like ultimate or resources if "hit" by one.
- All of the above.
Doctordarkspawn wrote: »Nerfing proc sets for a game mode that will never be ballanced is silly.
Most players take advantage of proc sets now, just because they are too strong. Allow me to provide my thoughts on the subject and propose a solution for balance.
THE ISSUE WITH PROC SETS
Programmed random occurence sets are an unnatural damage source. They do not require you to press a button or consume resources, contrary to a skill. Most proc sets can also not be dodged. Victims of proc sets are dealt unexpected burst damage. Another big issue with proc sets is how they can be synergized, especially those with a low cooldown and a high to guaranteed chance to proc. A few examples: Viper's Sting, Velidreth and Tremorscale.
EXAMPLES
Now, I will provide two examples to demonstrate. The screenshots were taken on the non-cp campaign Azura's Star. The images are death recaps after being ganked, though the point is to show the damage being dealt.
The total damage done is 21,089. The damage done solely by proc sets is 10,216. This damage is unnatural burst damage. The damage done by skills, including ultimate, is 10,873. As for percentages, the procs did 48,4% of the damage done, whereas the skills did 51,6% of the damage done.
Here I had less health. Yet, after only using one skill, the player is able to do 13,232 damage. The damage done solely by proc sets is 10,245. The Ambush only did 2,987. The procs did 77,4% of the damage done, and the skill did 22,6% of the damage done.
Damage per second is not relevant in pvp, as players are able to roll dodge, crowd control, buff, debuff, heal, dodge with Evasion, block and get out of line of sight. After you proc the sets, there is a cooldown, but you can heal, apply buffs or roll dodge during the downtime. Burst damage is very important in pvp, which is exactly what proc sets provide you with.
A SOLUTION
A high to guaranteed chance to proc unnatural burst damage is a problem. All proc sets should be about risk and reward. If you use one, it should not be a reliable damage source, but rather a pleasant surprise. Therefore, all proc sets should have a low to medium chance to proc, the maximum being twenty percent, just like poisons. Synergizing proc sets should not be possible as it is now; a global cooldown should be introduced. The cooldown should be ten seconds, again, just like poisons. If this were to be added, you would in a way be punished for using several proc sets.
Most players take advantage of proc sets now, just because they are too strong. Allow me to provide my thoughts on the subject and propose a solution for balance.
THE ISSUE WITH PROC SETS
Programmed random occurence sets are an unnatural damage source. They do not require you to press a button or consume resources, contrary to a skill. Most proc sets can also not be dodged. Victims of proc sets are dealt unexpected burst damage. Another big issue with proc sets is how they can be synergized, especially those with a low cooldown and a high to guaranteed chance to proc. A few examples: Viper's Sting, Velidreth and Tremorscale.
EXAMPLES
Now, I will provide two examples to demonstrate. The screenshots were taken on the non-cp campaign Azura's Star. The images are death recaps after being ganked, though the point is to show the damage being dealt.
The total damage done is 21,089. The damage done solely by proc sets is 10,216. This damage is unnatural burst damage. The damage done by skills, including ultimate, is 10,873. As for percentages, the procs did 48,4% of the damage done, whereas the skills did 51,6% of the damage done.
Here I had less health. Yet, after only using one skill, the player is able to do 13,232 damage. The damage done solely by proc sets is 10,245. The Ambush only did 2,987. The procs did 77,4% of the damage done, and the skill did 22,6% of the damage done.
Damage per second is not relevant in pvp, as players are able to roll dodge, crowd control, buff, debuff, heal, dodge with Evasion, block and get out of line of sight. After you proc the sets, there is a cooldown, but you can heal, apply buffs or roll dodge during the downtime. Burst damage is very important in pvp, which is exactly what proc sets provide you with.
A SOLUTION
A high to guaranteed chance to proc unnatural burst damage is a problem. All proc sets should be about risk and reward. If you use one, it should not be a reliable damage source, but rather a pleasant surprise. Therefore, all proc sets should have a low to medium chance to proc, the maximum being twenty percent, just like poisons. Synergizing proc sets should not be possible as it is now; a global cooldown should be introduced. The cooldown should be ten seconds, again, just like poisons. If this were to be added, you would in a way be punished for using several proc sets.
Just to be clear... if the sets were the mega-crit boost, the mega-pen boost and say one like kena that boosts dmg bigly but for extra cost so that the boosts from sets due to lotsa crits, mitigation killing and the % uptick all showed included in the recap as damage from the skills but it resulted in a 13k burst kill or the slightly lomger larger one you described, that would be fine? Thats "skills" or "skilled play"?
If i block the attack spawning viper sting i am also still blocking the sting dmg or do i have that wrong?Most players take advantage of proc sets now, just because they are too strong. Allow me to provide my thoughts on the subject and propose a solution for balance.
THE ISSUE WITH PROC SETS
Programmed random occurence sets are an unnatural damage source. They do not require you to press a button or consume resources, contrary to a skill. Most proc sets can also not be dodged. Victims of proc sets are dealt unexpected burst damage. Another big issue with proc sets is how they can be synergized, especially those with a low cooldown and a high to guaranteed chance to proc. A few examples: Viper's Sting, Velidreth and Tremorscale.
EXAMPLES
Now, I will provide two examples to demonstrate. The screenshots were taken on the non-cp campaign Azura's Star. The images are death recaps after being ganked, though the point is to show the damage being dealt.
The total damage done is 21,089. The damage done solely by proc sets is 10,216. This damage is unnatural burst damage. The damage done by skills, including ultimate, is 10,873. As for percentages, the procs did 48,4% of the damage done, whereas the skills did 51,6% of the damage done.
Here I had less health. Yet, after only using one skill, the player is able to do 13,232 damage. The damage done solely by proc sets is 10,245. The Ambush only did 2,987. The procs did 77,4% of the damage done, and the skill did 22,6% of the damage done.
Damage per second is not relevant in pvp, as players are able to roll dodge, crowd control, buff, debuff, heal, dodge with Evasion, block and get out of line of sight. After you proc the sets, there is a cooldown, but you can heal, apply buffs or roll dodge during the downtime. Burst damage is very important in pvp, which is exactly what proc sets provide you with.
A SOLUTION
A high to guaranteed chance to proc unnatural burst damage is a problem. All proc sets should be about risk and reward. If you use one, it should not be a reliable damage source, but rather a pleasant surprise. Therefore, all proc sets should have a low to medium chance to proc, the maximum being twenty percent, just like poisons. Synergizing proc sets should not be possible as it is now; a global cooldown should be introduced. The cooldown should be ten seconds, again, just like poisons. If this were to be added, you would in a way be punished for using several proc sets.
Just to be clear... if the sets were the mega-crit boost, the mega-pen boost and say one like kena that boosts dmg bigly but for extra cost so that the boosts from sets due to lotsa crits, mitigation killing and the % uptick all showed included in the recap as damage from the skills but it resulted in a 13k burst kill or the slightly lomger larger one you described, that would be fine? Thats "skills" or "skilled play"?
Yes, it would be fair. Skills have a resource cost. Most skills can be blocked and/or dodged, and most importantly; can be predicted, as they have animations.
If i block the attack spawning viper sting i am also still blocking the sting dmg or do i have that wrong?Most players take advantage of proc sets now, just because they are too strong. Allow me to provide my thoughts on the subject and propose a solution for balance.
THE ISSUE WITH PROC SETS
Programmed random occurence sets are an unnatural damage source. They do not require you to press a button or consume resources, contrary to a skill. Most proc sets can also not be dodged. Victims of proc sets are dealt unexpected burst damage. Another big issue with proc sets is how they can be synergized, especially those with a low cooldown and a high to guaranteed chance to proc. A few examples: Viper's Sting, Velidreth and Tremorscale.
EXAMPLES
Now, I will provide two examples to demonstrate. The screenshots were taken on the non-cp campaign Azura's Star. The images are death recaps after being ganked, though the point is to show the damage being dealt.
The total damage done is 21,089. The damage done solely by proc sets is 10,216. This damage is unnatural burst damage. The damage done by skills, including ultimate, is 10,873. As for percentages, the procs did 48,4% of the damage done, whereas the skills did 51,6% of the damage done.
Here I had less health. Yet, after only using one skill, the player is able to do 13,232 damage. The damage done solely by proc sets is 10,245. The Ambush only did 2,987. The procs did 77,4% of the damage done, and the skill did 22,6% of the damage done.
Damage per second is not relevant in pvp, as players are able to roll dodge, crowd control, buff, debuff, heal, dodge with Evasion, block and get out of line of sight. After you proc the sets, there is a cooldown, but you can heal, apply buffs or roll dodge during the downtime. Burst damage is very important in pvp, which is exactly what proc sets provide you with.
A SOLUTION
A high to guaranteed chance to proc unnatural burst damage is a problem. All proc sets should be about risk and reward. If you use one, it should not be a reliable damage source, but rather a pleasant surprise. Therefore, all proc sets should have a low to medium chance to proc, the maximum being twenty percent, just like poisons. Synergizing proc sets should not be possible as it is now; a global cooldown should be introduced. The cooldown should be ten seconds, again, just like poisons. If this were to be added, you would in a way be punished for using several proc sets.
Just to be clear... if the sets were the mega-crit boost, the mega-pen boost and say one like kena that boosts dmg bigly but for extra cost so that the boosts from sets due to lotsa crits, mitigation killing and the % uptick all showed included in the recap as damage from the skills but it resulted in a 13k burst kill or the slightly lomger larger one you described, that would be fine? Thats "skills" or "skilled play"?
Yes, it would be fair. Skills have a resource cost. Most skills can be blocked and/or dodged, and most importantly; can be predicted, as they have animations.
If i dodge the viper attack and thus take no damage, do i dodge the sting or does sting damage hit thru a dodged atrack?
Do skills resource cost go up when sets massively increase their crit chance and thus their damage done?
Has animation cancelling been removed from attacks benefitting from set crit-pen bonuses?
Way I am used to killing targets = "synonym for good"
Way other folks now kill targets = "synonym for bad"
Repeat as often as thing change from the way i do it.
To be clear, most proc sets have conditional procs or percent chance procs or both. That means the user typicalky has to make choices to get them to go off frequently... like viper not on ranged attacks or others not on dot.
Things like the big bonuses to spell dmg, pen or crit... they happen anytime, everytime... they just "make better" whatefer you do while proc sets, mostly, limit your options to some degree requiring you to adapt and plan.
Viper set does me no good when big automaton is spinning and i have to stay ouuta red. Spriggan i just dance/pace outside red and throw/bow until red drops. Just do whatever i need and spriggan makes it better.
ZOS_GinaBruno wrote: »Hey guys, just want to let you know that we're exploring some solutions for the current situation with proc sets. When we have the details nailed down, we'll be sure to share them with you.
Doctordarkspawn wrote: »Nerfing proc sets for a game mode that will never be ballanced is silly.
ZOS_GinaBruno wrote: »Hey guys, just want to let you know that we're exploring some solutions for the current situation with proc sets. When we have the details nailed down, we'll be sure to share them with you.