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PROC SETS

  • Haquor
    Haquor
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    Smepic wrote: »
    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.

    Didnt notice you mention how any magicka proc sets (valkyn, grothdar, nirien) were a problem.... so lets not blanket all sets with "should not be a reliable damage source" statement please.

    And ill happily take a low to medium 20% chance to proc on all of them.
    Edited by Haquor on 4 November 2016 11:26
  • Mojmir
    Mojmir
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    Knootewoot wrote: »
    Edziu 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.

    A good part of UO pvp was looting corpses,then they came out with insurance and bless deeds
  • Doctordarkspawn
    Doctordarkspawn
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    Nerfing proc sets for a game mode that will never be ballanced is silly.
  • olsborg
    olsborg
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    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:
    1. All proccsets are nerfed hard in dmg and in % chance to procc
    2. All proccsets share a global cooldown of X seconds so you cant have 2 or 3 sets procc within the same second(s)
    3. 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.
    4. All of the above.

    PC EU
    PvP only
  • AnviOfVai
    AnviOfVai
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    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.

    Dramatic-Clapping-Crying-Meme-Face-Of-Citizen-Kane.gif
    "I appear at my lord's behest, or perhaps I was always here, and you merely lacked the ability to see me."

    PS4 - EU

    AD - Pet Sorcerer - Damage Dealer - 160
    DC - Warden - Werewolf - in - progress - 160
    DC - Templar - Tank - 160
    DC - Sorcerer - Damage Dealer - in - progress
    EP - Dragon Knight -Fire Tank - 160
    EP - Nightblade - Damage Dealer - 160

  • Isellskooma
    Isellskooma
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    **** proc builds, **** PvP, let's all just Become roleplayers!
    [SNIP]

    [Edited for Spamming]
    Edited by ZOS_JohanaB on 4 November 2016 15:38
  • AnviOfVai
    AnviOfVai
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    *** proc builds, *** PvP, let's all just Become roleplayers!

    [SNIP]

    [Edited for Spamming]

    I used to roleplay but then i got an arrow to the knee in pvp, and my life changed.
    Edited by ZOS_JohanaB on 4 November 2016 15:38
    "I appear at my lord's behest, or perhaps I was always here, and you merely lacked the ability to see me."

    PS4 - EU

    AD - Pet Sorcerer - Damage Dealer - 160
    DC - Warden - Werewolf - in - progress - 160
    DC - Templar - Tank - 160
    DC - Sorcerer - Damage Dealer - in - progress
    EP - Dragon Knight -Fire Tank - 160
    EP - Nightblade - Damage Dealer - 160

  • Skitttles
    Skitttles
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    Just proc me baby my body is ready
    Skittles | DC Stem Sok and sumtimes Nertbled
  • Alucardo
    Alucardo
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    *** proc builds, *** PvP, let's all just Become roleplayers!

    [SNIP]

    [Edited for Spamming]

    Better yet, join my PVE guild for PVP refugees -
    https://forums.elderscrollsonline.com/en-GB/discussion/301258/pc-eu-dungeon-fisters-the-pve-guild-for-pvp-refugees
    Edited by Alucardo on 4 November 2016 15:55
  • Seido_Tensei_
    Seido_Tensei_
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    Gargath wrote: »
    Another thread about balance/nerf of some really good stuff.
    I don't pvp and need proc sets for high damage in pve.
    You can call me a scrub, I don't care :p .

    404363f1e1bef63d5244fc715ee0f430a27527e64ea37b827eba643bb6c12910.jpg




    @Gargath this mentality is what is wrong with the game
  • Paraflex
    Paraflex
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    Proc sets are garbage the fact you can stack 3 proc sets together and it can all fire at once is not healthy for PvP. It's quite unbalanced to see a heavy sword and board tank put out 20-25k damage in once swing. You see tons of people wear these sets that sucked before the patch and now all of a sudden they can handle their own.
    Hollykills CP 630 Templar Healer - Ad PS4 Warlord Rank

    Max Stam/Mag Dk
    Max Stam Sorc
    Max Stam/Mag NB

    Don't care to dps much so I heal.


  • Flaminir
    Flaminir
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    I've not been PvP'ing much of late, but gone back in the last couple of days to try a few things & level some skills on a couple of newish characters....

    And now I see what the fuss is about... .no skill involved at all, just when everything procs at once you're just dead & not a damn thing you can do.

    It seemed that there just wasn't a good fight to be had... weaker players in non-pvp builds who were just a breeze to kill, and then people using the proc meta where you were just insta gibbed... no fights involving skill :(
    GM of the Unholy Legacy
    PC/EU/EP
  • Cronopoly
    Cronopoly
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    It's not hard to balance Proc sets. If ZOS wants to do it. And they know how to do it right. It's a matter of whether they will. I'll give my free consulting anyways... :wink:

    Damage & Heal procs need separate Pools and Timers depending on the type of proc.

    Level 1 Procs (High Damage Burst):
    - Velidreth - Viper , Many 1-Tam sets....
    - Only one can fire at any time. Shortest cooldown is used 4 to 6 seconds between proc chances...

    The same could be done for Level 2/3 Damage or Heal Procs as well....

    In Summary: A Level 1, 2, and 3 damage proc could fire at the same time but not (3) Level 1 High Damage Procs. /cookie

    I watched Man of Steel movie and thought of PVP balance here lol...

    ZoD - "We'll sever...the degenerative bloodlines that led us to this state.

    Jor-El- "And who will decide which bloodlines survive, Zod? You?

    Zod - Don't do this, El. The last thing I want is for us to be enemies.

    Jor-El - You have abandoned the principles that bound us together. You've taken up the sword...
    ...against your own people. I will honor the man you once were, Zod... ...not this monster you've become.

    Zod -Take him away.
    :D
    Edited by Cronopoly on 4 November 2016 16:43
  • Tonnopesce
    Tonnopesce
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    Mmm i use the stormfist + Caltrops combo...
    Not every proc set are umbalanced, the one that annoy me the most is the 50% chance to proc 3 meteors when a damage shield is used... 50%
    Edited by Tonnopesce on 4 November 2016 17:00
    Signature


  • SnubbS
    SnubbS
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    I feel like everyone complaining about proc sets should just use the proc sets themselves. If everyone is running the meta against each other, it might be more fun.
    Xbox NA: SnubbS
    GoW eSports player & part time ESO Pug Ball Zerger.
    GB
  • Joy_Division
    Joy_Division
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    Smepic wrote: »
    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.

    10 second cooldown coupled with a low proc chance? Your well meaninged solution just rendered just about every proc set as inefficient and decon fodder. As it is, Viper's on it's own is not an efficient DPS set.

    The solution should not be to turn reward gear into decon fodder. The only issue I have with these sets is the multiple procs that occur simultaneously. I can handle them well enough otherwise. A short global cooldown of say 3 seconds is more than enough time for us to ensure our near infiftie resource builds with heal healing.damage avoidance setups can consistently survive against multiple proc sets.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Sang
    Sang
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    This topic exist in every MMO that makes no changes to procs, ect... that PvE and PvP absolutely should not share. What works for one does not always work the same for the other because of the obvious... other players do not respond and are not geared like a mob (or shouldn't lol).

    Dev's in some games understand this ... others just really do not want to bother with actual balance and would rather concentrate on what they can add to the cash shop.
  • mr_wazzabi
    mr_wazzabi
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    olsborg wrote: »
    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:
    1. All proccsets are nerfed hard in dmg and in % chance to procc
    2. All proccsets share a global cooldown of X seconds so you cant have 2 or 3 sets procc within the same second(s)
    3. 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.
    4. All of the above.

    All proc sets, even magicka ones that are only useful in pve? Nerieneth, skoria, grothdar? Think before you bash
    Bosmer Stamina NB
    Altmer Magicka TEMP
    Dunmer DK both stam/mag (depends what I feel like)
    Altmer Magicka NB
    Breton Magicka Sorc
    Redguard Stam Sorc
    Max CP
  • SanderBuraas
    SanderBuraas
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    Nerfing proc sets for a game mode that will never be ballanced is silly.

    Pvp can be more balanced than it is now. It used to be a lot better, with the exception of god Dragonknights etc.

    I have now updated the original thread to include examples.
  • Knootewoot
    Knootewoot
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    Wahaha i just did PvP. I thought i was about to engage in a fair fight. I slice and dice with concealed weapon and had my enemy stunned. But he got up BAM dead. Recap: VIPER and RED MOUNTAIN and some random attack.

    Thank you ZOS, i turned into a PvE'er. Your PvP sucks and i can't wait for Bannerlord.



    ٩(͡๏̯͡๏)۶
    "I am a nightblade. Blending the disciplines of the stealthy agent and subtle wizard, I move unseen and undetected, foil locks and traps, and teleport to safety when threatened, or strike like a viper from ambush. The College of Illusion hides me and fuddles or pacifies my opponents. The College of Mysticism detects my object, reflects and dispels enemy spells, and makes good my escape. The key to a nightblade's success is avoidance, by spell or by stealth; with these skills, all things are possible."
  • Paraflex
    Paraflex
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    Nice write up I think everyone agrees viper and proc sets are garbage for PvP
    Hollykills CP 630 Templar Healer - Ad PS4 Warlord Rank

    Max Stam/Mag Dk
    Max Stam Sorc
    Max Stam/Mag NB

    Don't care to dps much so I heal.


  • Paraflex
    Paraflex
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    Nice write up I think everyone agrees viper and proc sets are garbage for PvP
    Hollykills CP 630 Templar Healer - Ad PS4 Warlord Rank

    Max Stam/Mag Dk
    Max Stam Sorc
    Max Stam/Mag NB

    Don't care to dps much so I heal.


  • SanderBuraas
    SanderBuraas
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    Paraflex wrote: »
    Nice write up I think everyone agrees viper and proc sets are garbage for PvP

    Thank you. It is important to speak up about issues in the game.
  • STEVIL
    STEVIL
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    Smepic wrote: »
    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.

    hhHfF6j.jpg

    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.

    HRf85UZ.jpg

    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"?

    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • SanderBuraas
    SanderBuraas
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    STEVIL wrote: »
    Smepic wrote: »
    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.

    hhHfF6j.jpg

    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.

    HRf85UZ.jpg

    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.
  • STEVIL
    STEVIL
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    Smepic wrote: »
    STEVIL wrote: »
    Smepic wrote: »
    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.

    hhHfF6j.jpg

    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.

    HRf85UZ.jpg

    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?
    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.







    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • SanderBuraas
    SanderBuraas
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    STEVIL wrote: »
    Smepic wrote: »
    STEVIL wrote: »
    Smepic wrote: »
    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.

    hhHfF6j.jpg

    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.

    HRf85UZ.jpg

    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?
    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.







    I can barely understand what you are trying to convey. Proc sets are obviously a problem in pvp. Do you even pvp? Did you even pvp before proc sets were used as they are now? Viper was not a problem before because you could not obtain it for veteran rank fourteen.
  • ZOS_GinaBruno
    ZOS_GinaBruno
    Community Manager
    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.
    Gina Bruno
    Senior Creator Engagement Manager
    Dev Tracker | Service Alerts | ESO Twitter | My Twitter
    Staff Post
  • Mojmir
    Mojmir
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    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.

    Don't let it affect pve
  • arkansas_ESO
    arkansas_ESO
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    Nerfing proc sets for a game mode that will never be ballanced is silly.

    Literally no part of ESO, or any game for that matter, will ever be balanced, so does that mean ZOS should stop trying altogether?
    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.

    <3



    Grand Overlord 25/8/17
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