WabanakiWarrior wrote: »Well, I'm one of the guys who only pvp's but dragged my ass through the vet arenas to get the necessary stuff. But I'd have really rather not.
Just because I forced myself to grind vet vate 30 times doesn't mean I'm proud of my stupid vate staff and want to keep using it. I hate that it felt like I had to in order to compete in this meta.
relentless_turnip wrote: »Kudos for perhaps a controversial opinion and your stance makes sense, but perhaps not in the context of why no one else wants them. That is to say they reduce the competitive nature of PvP down to who has the highest health, the most broken sets and who can use the fewest offensive skills and be successful.
I didn't grind for any proc sets as I refuse to use them. I played the entire patch in 5 medium, 2 damage sets. That said I have grinded countless sets that have essentially been made useless by meta shifts or direct nerfs.
I am excited to play without proc sets. I hope surviving this meta and essentially going against the grain has made me a better player 😬. I hope this test does improve performance and stat buffing proc sets are reworked to be more efficient.
Free damage and free healing can be banished from PvP as far as I'm concerned. It can even be buffed to make it more useful in other content.
I don't think many people will be bothered that they spent time grinding them. It happens in every mmo that you have to grind for the newest or most popular gear. Perhaps if they receive a buff people can use it to cheese vateshan hollows 😂👍
Augusten15 wrote: »I understand that letting proc sets do most of the work for a player in PvP is frustrating. My issue with folks hoping that they will be stripped from the game is simple though. Dungeon sets and solo arena drops are extremely difficult to obtain for specific builds and can takes weeks of grinding and/or preparation if not more. I'm aware it's not like this for every proc set but if you've ever had to farm a dungeon for multiple weapons and a jewelry set, you know what I'm talking about. As a PvPer, I had to "learn" PvE by researching builds I never imagined using just to solo and grind Vate. Mythic jewelry takes time and grinding to complete which is usually a big part of any MMO should you want to be a top tier player. In my opinion, a large amount of the people complaining about these sets and pieces are unwilling to put in the work to reap the benefit and would rather s*** on them in the forums hoping the game will conform to their desires.
If PvP is stripped down to maxing stats, the custom builds people create, research, and hunt for are essentially wiped out and PvP combat is left with who has the higher quality gear and can make the most of their 12 hotkeys. Every class will have a BiS build that uses the same skills and gear. We will be left will screams for class and ability nerfs that can't be countered by strategic gearing.
So I hope this can resolve the desync issue in Cyro but I'd caution to be careful what you wish for if you're hoping it becomes permanent. Gearing in this game is a huge draw as you can customize your PvP experience given you're willing to put in the work.
I think a nice middle ground solution would be to make the most popular proc sets harder to obtain. Reduce drop rates in dungeons, increase difficulties in arenas, make more solo content (group arenas you can buy runs for are simply pay-to-win if the highest difficulty can be beat with 3 people), maybe add a trait or two so crafted gear isn't so accessible and more rewarding.
Anyways, that's my 2 cents. Flame away if it improves the quality of your day.
Trying to justify the strength of proc sets because of having to do a few hours of grinding a set (most of which can be done on normal anyway) to have almost the same if not more killing potential and exponentially more survivability than someone who has grinded for literal years learning to play PvP in stat based gear is just ludicrous. The reason most proc sets and DLC classes are so strong is because they need to sell new content plus ZOS hates small scalers beating large groups, so they give the the lesser skilled large group players an easy ‘pay to win’ option which proc sets and DLC classes are.
All the ability to manage resources, kite and line up a burst means donut when you have multiple 40k health players procs ticking away on you for more than you heal for. For the opposite playstyle the inability to properly resource manage and heal you can choose to be carried by running high health regen, 40k health or crimson and a health based heal critting for 13k a pop.
SshadowSscale wrote: »I do not mind proc sets that give you stats at all since that is still dependant on the player to use the stats he gets to kill his enemy but the free damage sets are stupid and then zos decided it would be smart to nerf statbased sets and buff procs..... most idiotic change ever.... for real damage and healing procs should be deleted because they add nothing to the game except a toxic meta
Goregrinder wrote: »SshadowSscale wrote: »I do not mind proc sets that give you stats at all since that is still dependant on the player to use the stats he gets to kill his enemy but the free damage sets are stupid and then zos decided it would be smart to nerf statbased sets and buff procs..... most idiotic change ever.... for real damage and healing procs should be deleted because they add nothing to the game except a toxic meta
Yup. If the damage only happens when the player manually casts certain spells and abilities in a specific order, then we're all good regardless of how their stats were padded. The player still has to land their burst combo correctly and connect with enough damage to kill someone.
But sets that say "hey man you relax, kick your feet up...take a break, I'll do some damage for you....go bake a cake or read a book, I got you!" are the sets that raise the skill floor too close to the skill ceiling, and are no good. They're essentially training wheels for people who don't know how to land burst combos. Like aim assist for console shooters. It's the game literally assisting the player in doing damage without the player having to provide any input.
Now the problem isn't the proc sets themselves, because I am a firm believer of having as many playstyle choice available to players, proc sets being one of them. The problem is that there are no direct counters to proc sets available right now, so people try to counter proc sets with other proc sets and it becomes a game of players moving their characters in position, so the game can deal damage for them.
If you get dotted, you can either out heal the damage and wait for them to wear off, OR you can purge them. Or you die. Purging them requires you to slot a purge ability on one of your bars or run a set that can purge for you (proc purge). So purge is a direct counter to negative effects. Defile is a direct counter to health recovery. Then you have counters to movement speed, stat recoveries, even reduction in health abilities, etc. But there needs to be an ability or potion or poison or something that can counter proc sets, so players who choose to run non-proc sets can run a proc-set counter.
Something that gives immunity to proc set damage or effects for like 4 seconds or something that disables a players proc set activation for like 8 seconds or something.
UntouchableHunter wrote: »Goregrinder wrote: »SshadowSscale wrote: »I do not mind proc sets that give you stats at all since that is still dependant on the player to use the stats he gets to kill his enemy but the free damage sets are stupid and then zos decided it would be smart to nerf statbased sets and buff procs..... most idiotic change ever.... for real damage and healing procs should be deleted because they add nothing to the game except a toxic meta
Yup. If the damage only happens when the player manually casts certain spells and abilities in a specific order, then we're all good regardless of how their stats were padded. The player still has to land their burst combo correctly and connect with enough damage to kill someone.
But sets that say "hey man you relax, kick your feet up...take a break, I'll do some damage for you....go bake a cake or read a book, I got you!" are the sets that raise the skill floor too close to the skill ceiling, and are no good. They're essentially training wheels for people who don't know how to land burst combos. Like aim assist for console shooters. It's the game literally assisting the player in doing damage without the player having to provide any input.
Now the problem isn't the proc sets themselves, because I am a firm believer of having as many playstyle choice available to players, proc sets being one of them. The problem is that there are no direct counters to proc sets available right now, so people try to counter proc sets with other proc sets and it becomes a game of players moving their characters in position, so the game can deal damage for them.
If you get dotted, you can either out heal the damage and wait for them to wear off, OR you can purge them. Or you die. Purging them requires you to slot a purge ability on one of your bars or run a set that can purge for you (proc purge). So purge is a direct counter to negative effects. Defile is a direct counter to health recovery. Then you have counters to movement speed, stat recoveries, even reduction in health abilities, etc. But there needs to be an ability or potion or poison or something that can counter proc sets, so players who choose to run non-proc sets can run a proc-set counter.
Something that gives immunity to proc set damage or effects for like 4 seconds or something that disables a players proc set activation for like 8 seconds or something.
Some proc already have their own counters.
For exemplo
1- grodthar
- 5 sec proc - 5 sec disable
- area effect 8 meters - does not affect you when you are outside the area
2 - zaan
- 6 sec proc - 15 sec disable if I remember
- must proc by light attack 33% chance
- tether effect 8 meters
3- Crimson
- proc after 2 sec - 10 sec disable
- area effect 8 meters
- delay damage everybody can see and is really easy to avoid
All this procs are really easy to avoid and they are the procs that most people are complaining about.
If you are dying for this type of proc sets the problem are not the procs the problem is you wana to stay immovable in front of something so easy to avoid.
UntouchableHunter wrote: »Goregrinder wrote: »SshadowSscale wrote: »I do not mind proc sets that give you stats at all since that is still dependant on the player to use the stats he gets to kill his enemy but the free damage sets are stupid and then zos decided it would be smart to nerf statbased sets and buff procs..... most idiotic change ever.... for real damage and healing procs should be deleted because they add nothing to the game except a toxic meta
Yup. If the damage only happens when the player manually casts certain spells and abilities in a specific order, then we're all good regardless of how their stats were padded. The player still has to land their burst combo correctly and connect with enough damage to kill someone.
But sets that say "hey man you relax, kick your feet up...take a break, I'll do some damage for you....go bake a cake or read a book, I got you!" are the sets that raise the skill floor too close to the skill ceiling, and are no good. They're essentially training wheels for people who don't know how to land burst combos. Like aim assist for console shooters. It's the game literally assisting the player in doing damage without the player having to provide any input.
Now the problem isn't the proc sets themselves, because I am a firm believer of having as many playstyle choice available to players, proc sets being one of them. The problem is that there are no direct counters to proc sets available right now, so people try to counter proc sets with other proc sets and it becomes a game of players moving their characters in position, so the game can deal damage for them.
If you get dotted, you can either out heal the damage and wait for them to wear off, OR you can purge them. Or you die. Purging them requires you to slot a purge ability on one of your bars or run a set that can purge for you (proc purge). So purge is a direct counter to negative effects. Defile is a direct counter to health recovery. Then you have counters to movement speed, stat recoveries, even reduction in health abilities, etc. But there needs to be an ability or potion or poison or something that can counter proc sets, so players who choose to run non-proc sets can run a proc-set counter.
Something that gives immunity to proc set damage or effects for like 4 seconds or something that disables a players proc set activation for like 8 seconds or something.
Some proc already have their own counters.
For exemplo
1- grodthar
- 5 sec proc - 5 sec disable
- area effect 8 meters - does not affect you when you are outside the area
2 - zaan
- 6 sec proc - 15 sec disable if I remember
- must proc by light attack 33% chance
- tether effect 8 meters
3- Crimson
- proc after 2 sec - 10 sec disable
- area effect 8 meters
- delay damage everybody can see and is really easy to avoid
All this procs are really easy to avoid and they are the procs that most people are complaining about.
If you are dying for this type of proc sets the problem are not the procs the problem is you wana to stay immovable in front of something so easy to avoid.
SgtNuttzmeg wrote: »UntouchableHunter wrote: »Goregrinder wrote: »SshadowSscale wrote: »I do not mind proc sets that give you stats at all since that is still dependant on the player to use the stats he gets to kill his enemy but the free damage sets are stupid and then zos decided it would be smart to nerf statbased sets and buff procs..... most idiotic change ever.... for real damage and healing procs should be deleted because they add nothing to the game except a toxic meta
Yup. If the damage only happens when the player manually casts certain spells and abilities in a specific order, then we're all good regardless of how their stats were padded. The player still has to land their burst combo correctly and connect with enough damage to kill someone.
But sets that say "hey man you relax, kick your feet up...take a break, I'll do some damage for you....go bake a cake or read a book, I got you!" are the sets that raise the skill floor too close to the skill ceiling, and are no good. They're essentially training wheels for people who don't know how to land burst combos. Like aim assist for console shooters. It's the game literally assisting the player in doing damage without the player having to provide any input.
Now the problem isn't the proc sets themselves, because I am a firm believer of having as many playstyle choice available to players, proc sets being one of them. The problem is that there are no direct counters to proc sets available right now, so people try to counter proc sets with other proc sets and it becomes a game of players moving their characters in position, so the game can deal damage for them.
If you get dotted, you can either out heal the damage and wait for them to wear off, OR you can purge them. Or you die. Purging them requires you to slot a purge ability on one of your bars or run a set that can purge for you (proc purge). So purge is a direct counter to negative effects. Defile is a direct counter to health recovery. Then you have counters to movement speed, stat recoveries, even reduction in health abilities, etc. But there needs to be an ability or potion or poison or something that can counter proc sets, so players who choose to run non-proc sets can run a proc-set counter.
Something that gives immunity to proc set damage or effects for like 4 seconds or something that disables a players proc set activation for like 8 seconds or something.
Some proc already have their own counters.
For exemplo
1- grodthar
- 5 sec proc - 5 sec disable
- area effect 8 meters - does not affect you when you are outside the area
2 - zaan
- 6 sec proc - 15 sec disable if I remember
- must proc by light attack 33% chance
- tether effect 8 meters
3- Crimson
- proc after 2 sec - 10 sec disable
- area effect 8 meters
- delay damage everybody can see and is really easy to avoid
All this procs are really easy to avoid and they are the procs that most people are complaining about.
If you are dying for this type of proc sets the problem are not the procs the problem is you wana to stay immovable in front of something so easy to avoid.
Two of the sets you mention are very overtuned right now. The only thing holding Za'an back from being the meta at the moment is the required crit to proc. In a non Malacath meta this set would be insanely strong. Downtime on a set is also not nessicarily a counter. There are a ton of strong sets with long downtimes that are really strong. Mechanical Acuity, Balrogh's and Clever Alchemist are all really good examples.
Crimison is also not very easy to avoid. Especially in a large scale pvp environment which is where it is mainly used. Hitting 4-6 people is enough to heal you to full without and often times you can just run into a zerg and it doesn't matter who blocks or not. This set also isn't stopped by a negate and defile doesn't really take it's toll since it can technically scale infinitely. All you need to do is to stand there and block. You can line of sight and hit people with it, while they can't damage you.
That's also not mention the Unfathomable Darkness, the 2h weapon, and the destro from vateshran hollows are all unpurgable dots. All three of these sets quickly became the meta this winter. All three of these sets have no true counter. The 2h requires being within melee range but usually if you are comboing off this sword you are in melee range and this proc is proccing off a medium attack which is ccing the enemy. The destro is supposedly kitable or stops after line of sight is broken but there is an insane number of obstacles that don't break this beam. Especially in BGs. Unfathomable isn't the best in group pvp but is really strong in 1v1s. This is even without the hurricane bug.
You sir are living in a land of delusion if you believe that procs have counterplay. Most of them don't. They are free damage meant to make killing veteran players easier for newer players but in reality all they do is create a meta where veteran players can stack more survivability and sustain and to create PVP characters that are essentially Trial Bosses. It drags out fights because nobody dies and it creates a meta that is actually really hostile for newer or less experienced players as they are forced to ride the meta or die to these god like builds.
From what I have seen the loss of procs has really even the playing field. Only three sets on the list come from dungeons meaning pretty much all of the meta sets are readily accessible for newer players, they are more stat based which makes playing easier as players don't need to invest as much into sustain and a lot of the overtuned sets leveraged by really good players are not available to them. The Major/Minor buffs were brought into check, we don't have everybody and their grandmother running arround with BRP Dual Wield Major Protection Stam builds. Sure some classes are really overtuned atm, some classes really lack a complete kit but this test is probably the single most well balanced Cyrodil we have seen in years.
relentless_turnip wrote: »SgtNuttzmeg wrote: »UntouchableHunter wrote: »Goregrinder wrote: »SshadowSscale wrote: »I do not mind proc sets that give you stats at all since that is still dependant on the player to use the stats he gets to kill his enemy but the free damage sets are stupid and then zos decided it would be smart to nerf statbased sets and buff procs..... most idiotic change ever.... for real damage and healing procs should be deleted because they add nothing to the game except a toxic meta
Yup. If the damage only happens when the player manually casts certain spells and abilities in a specific order, then we're all good regardless of how their stats were padded. The player still has to land their burst combo correctly and connect with enough damage to kill someone.
But sets that say "hey man you relax, kick your feet up...take a break, I'll do some damage for you....go bake a cake or read a book, I got you!" are the sets that raise the skill floor too close to the skill ceiling, and are no good. They're essentially training wheels for people who don't know how to land burst combos. Like aim assist for console shooters. It's the game literally assisting the player in doing damage without the player having to provide any input.
Now the problem isn't the proc sets themselves, because I am a firm believer of having as many playstyle choice available to players, proc sets being one of them. The problem is that there are no direct counters to proc sets available right now, so people try to counter proc sets with other proc sets and it becomes a game of players moving their characters in position, so the game can deal damage for them.
If you get dotted, you can either out heal the damage and wait for them to wear off, OR you can purge them. Or you die. Purging them requires you to slot a purge ability on one of your bars or run a set that can purge for you (proc purge). So purge is a direct counter to negative effects. Defile is a direct counter to health recovery. Then you have counters to movement speed, stat recoveries, even reduction in health abilities, etc. But there needs to be an ability or potion or poison or something that can counter proc sets, so players who choose to run non-proc sets can run a proc-set counter.
Something that gives immunity to proc set damage or effects for like 4 seconds or something that disables a players proc set activation for like 8 seconds or something.
Some proc already have their own counters.
For exemplo
1- grodthar
- 5 sec proc - 5 sec disable
- area effect 8 meters - does not affect you when you are outside the area
2 - zaan
- 6 sec proc - 15 sec disable if I remember
- must proc by light attack 33% chance
- tether effect 8 meters
3- Crimson
- proc after 2 sec - 10 sec disable
- area effect 8 meters
- delay damage everybody can see and is really easy to avoid
All this procs are really easy to avoid and they are the procs that most people are complaining about.
If you are dying for this type of proc sets the problem are not the procs the problem is you wana to stay immovable in front of something so easy to avoid.
Two of the sets you mention are very overtuned right now. The only thing holding Za'an back from being the meta at the moment is the required crit to proc. In a non Malacath meta this set would be insanely strong. Downtime on a set is also not nessicarily a counter. There are a ton of strong sets with long downtimes that are really strong. Mechanical Acuity, Balrogh's and Clever Alchemist are all really good examples.
Crimison is also not very easy to avoid. Especially in a large scale pvp environment which is where it is mainly used. Hitting 4-6 people is enough to heal you to full without and often times you can just run into a zerg and it doesn't matter who blocks or not. This set also isn't stopped by a negate and defile doesn't really take it's toll since it can technically scale infinitely. All you need to do is to stand there and block. You can line of sight and hit people with it, while they can't damage you.
That's also not mention the Unfathomable Darkness, the 2h weapon, and the destro from vateshran hollows are all unpurgable dots. All three of these sets quickly became the meta this winter. All three of these sets have no true counter. The 2h requires being within melee range but usually if you are comboing off this sword you are in melee range and this proc is proccing off a medium attack which is ccing the enemy. The destro is supposedly kitable or stops after line of sight is broken but there is an insane number of obstacles that don't break this beam. Especially in BGs. Unfathomable isn't the best in group pvp but is really strong in 1v1s. This is even without the hurricane bug.
You sir are living in a land of delusion if you believe that procs have counterplay. Most of them don't. They are free damage meant to make killing veteran players easier for newer players but in reality all they do is create a meta where veteran players can stack more survivability and sustain and to create PVP characters that are essentially Trial Bosses. It drags out fights because nobody dies and it creates a meta that is actually really hostile for newer or less experienced players as they are forced to ride the meta or die to these god like builds.
From what I have seen the loss of procs has really even the playing field. Only three sets on the list come from dungeons meaning pretty much all of the meta sets are readily accessible for newer players, they are more stat based which makes playing easier as players don't need to invest as much into sustain and a lot of the overtuned sets leveraged by really good players are not available to them. The Major/Minor buffs were brought into check, we don't have everybody and their grandmother running arround with BRP Dual Wield Major Protection Stam builds. Sure some classes are really overtuned atm, some classes really lack a complete kit but this test is probably the single most well balanced Cyrodil we have seen in years.
I agree with what you're saying, but zaan doesn't need a crit. It procs from light attacks.
Augusten15 wrote: »I understand that letting proc sets do most of the work for a player in PvP is frustrating. My issue with folks hoping that they will be stripped from the game is simple though. Dungeon sets and solo arena drops are extremely difficult to obtain for specific builds and can takes weeks of grinding and/or preparation if not more. I'm aware it's not like this for every proc set but if you've ever had to farm a dungeon for multiple weapons and a jewelry set, you know what I'm talking about. As a PvPer, I had to "learn" PvE by researching builds I never imagined using just to solo and grind Vate. Mythic jewelry takes time and grinding to complete which is usually a big part of any MMO should you want to be a top tier player. In my opinion, a large amount of the people complaining about these sets and pieces are unwilling to put in the work to reap the benefit and would rather s*** on them in the forums hoping the game will conform to their desires.
If PvP is stripped down to maxing stats, the custom builds people create, research, and hunt for are essentially wiped out and PvP combat is left with who has the higher quality gear and can make the most of their 12 hotkeys. Every class will have a BiS build that uses the same skills and gear. We will be left will screams for class and ability nerfs that can't be countered by strategic gearing.
So I hope this can resolve the desync issue in Cyro but I'd caution to be careful what you wish for if you're hoping it becomes permanent. Gearing in this game is a huge draw as you can customize your PvP experience given you're willing to put in the work.
I think a nice middle ground solution would be to make the most popular proc sets harder to obtain. Reduce drop rates in dungeons, increase difficulties in arenas, make more solo content (group arenas you can buy runs for are simply pay-to-win if the highest difficulty can be beat with 3 people), maybe add a trait or two so crafted gear isn't so accessible and more rewarding.
Anyways, that's my 2 cents. Flame away if it improves the quality of your day.
SgtNuttzmeg wrote: »UntouchableHunter wrote: »Goregrinder wrote: »SshadowSscale wrote: »I do not mind proc sets that give you stats at all since that is still dependant on the player to use the stats he gets to kill his enemy but the free damage sets are stupid and then zos decided it would be smart to nerf statbased sets and buff procs..... most idiotic change ever.... for real damage and healing procs should be deleted because they add nothing to the game except a toxic meta
Yup. If the damage only happens when the player manually casts certain spells and abilities in a specific order, then we're all good regardless of how their stats were padded. The player still has to land their burst combo correctly and connect with enough damage to kill someone.
But sets that say "hey man you relax, kick your feet up...take a break, I'll do some damage for you....go bake a cake or read a book, I got you!" are the sets that raise the skill floor too close to the skill ceiling, and are no good. They're essentially training wheels for people who don't know how to land burst combos. Like aim assist for console shooters. It's the game literally assisting the player in doing damage without the player having to provide any input.
Now the problem isn't the proc sets themselves, because I am a firm believer of having as many playstyle choice available to players, proc sets being one of them. The problem is that there are no direct counters to proc sets available right now, so people try to counter proc sets with other proc sets and it becomes a game of players moving their characters in position, so the game can deal damage for them.
If you get dotted, you can either out heal the damage and wait for them to wear off, OR you can purge them. Or you die. Purging them requires you to slot a purge ability on one of your bars or run a set that can purge for you (proc purge). So purge is a direct counter to negative effects. Defile is a direct counter to health recovery. Then you have counters to movement speed, stat recoveries, even reduction in health abilities, etc. But there needs to be an ability or potion or poison or something that can counter proc sets, so players who choose to run non-proc sets can run a proc-set counter.
Something that gives immunity to proc set damage or effects for like 4 seconds or something that disables a players proc set activation for like 8 seconds or something.
Some proc already have their own counters.
For exemplo
1- grodthar
- 5 sec proc - 5 sec disable
- area effect 8 meters - does not affect you when you are outside the area
2 - zaan
- 6 sec proc - 15 sec disable if I remember
- must proc by light attack 33% chance
- tether effect 8 meters
3- Crimson
- proc after 2 sec - 10 sec disable
- area effect 8 meters
- delay damage everybody can see and is really easy to avoid
All this procs are really easy to avoid and they are the procs that most people are complaining about.
If you are dying for this type of proc sets the problem are not the procs the problem is you wana to stay immovable in front of something so easy to avoid.
Two of the sets you mention are very overtuned right now. The only thing holding Za'an back from being the meta at the moment is the required crit to proc. In a non Malacath meta this set would be insanely strong. Downtime on a set is also not nessicarily a counter. There are a ton of strong sets with long downtimes that are really strong. Mechanical Acuity, Balrogh's and Clever Alchemist are all really good examples.
Crimison is also not very easy to avoid. Especially in a large scale pvp environment which is where it is mainly used. Hitting 4-6 people is enough to heal you to full without and often times you can just run into a zerg and it doesn't matter who blocks or not. This set also isn't stopped by a negate and defile doesn't really take it's toll since it can technically scale infinitely. All you need to do is to stand there and block. You can line of sight and hit people with it, while they can't damage you.
That's also not mention the Unfathomable Darkness, the 2h weapon, and the destro from vateshran hollows are all unpurgable dots. All three of these sets quickly became the meta this winter. All three of these sets have no true counter. The 2h requires being within melee range but usually if you are comboing off this sword you are in melee range and this proc is proccing off a medium attack which is ccing the enemy. The destro is supposedly kitable or stops after line of sight is broken but there is an insane number of obstacles that don't break this beam. Especially in BGs. Unfathomable isn't the best in group pvp but is really strong in 1v1s. This is even without the hurricane bug.
You sir are living in a land of delusion if you believe that procs have counterplay. Most of them don't. They are free damage meant to make killing veteran players easier for newer players but in reality all they do is create a meta where veteran players can stack more survivability and sustain and to create PVP characters that are essentially Trial Bosses. It drags out fights because nobody dies and it creates a meta that is actually really hostile for newer or less experienced players as they are forced to ride the meta or die to these god like builds.
From what I have seen the loss of procs has really even the playing field. Only three sets on the list come from dungeons meaning pretty much all of the meta sets are readily accessible for newer players, they are more stat based which makes playing easier as players don't need to invest as much into sustain and a lot of the overtuned sets leveraged by really good players are not available to them. The Major/Minor buffs were brought into check, we don't have everybody and their grandmother running arround with BRP Dual Wield Major Protection Stam builds. Sure some classes are really overtuned atm, some classes really lack a complete kit but this test is probably the single most well balanced Cyrodil we have seen in years.
Goregrinder wrote: »SgtNuttzmeg wrote: »UntouchableHunter wrote: »Goregrinder wrote: »SshadowSscale wrote: »I do not mind proc sets that give you stats at all since that is still dependant on the player to use the stats he gets to kill his enemy but the free damage sets are stupid and then zos decided it would be smart to nerf statbased sets and buff procs..... most idiotic change ever.... for real damage and healing procs should be deleted because they add nothing to the game except a toxic meta
Yup. If the damage only happens when the player manually casts certain spells and abilities in a specific order, then we're all good regardless of how their stats were padded. The player still has to land their burst combo correctly and connect with enough damage to kill someone.
But sets that say "hey man you relax, kick your feet up...take a break, I'll do some damage for you....go bake a cake or read a book, I got you!" are the sets that raise the skill floor too close to the skill ceiling, and are no good. They're essentially training wheels for people who don't know how to land burst combos. Like aim assist for console shooters. It's the game literally assisting the player in doing damage without the player having to provide any input.
Now the problem isn't the proc sets themselves, because I am a firm believer of having as many playstyle choice available to players, proc sets being one of them. The problem is that there are no direct counters to proc sets available right now, so people try to counter proc sets with other proc sets and it becomes a game of players moving their characters in position, so the game can deal damage for them.
If you get dotted, you can either out heal the damage and wait for them to wear off, OR you can purge them. Or you die. Purging them requires you to slot a purge ability on one of your bars or run a set that can purge for you (proc purge). So purge is a direct counter to negative effects. Defile is a direct counter to health recovery. Then you have counters to movement speed, stat recoveries, even reduction in health abilities, etc. But there needs to be an ability or potion or poison or something that can counter proc sets, so players who choose to run non-proc sets can run a proc-set counter.
Something that gives immunity to proc set damage or effects for like 4 seconds or something that disables a players proc set activation for like 8 seconds or something.
Some proc already have their own counters.
For exemplo
1- grodthar
- 5 sec proc - 5 sec disable
- area effect 8 meters - does not affect you when you are outside the area
2 - zaan
- 6 sec proc - 15 sec disable if I remember
- must proc by light attack 33% chance
- tether effect 8 meters
3- Crimson
- proc after 2 sec - 10 sec disable
- area effect 8 meters
- delay damage everybody can see and is really easy to avoid
All this procs are really easy to avoid and they are the procs that most people are complaining about.
If you are dying for this type of proc sets the problem are not the procs the problem is you wana to stay immovable in front of something so easy to avoid.
Two of the sets you mention are very overtuned right now. The only thing holding Za'an back from being the meta at the moment is the required crit to proc. In a non Malacath meta this set would be insanely strong. Downtime on a set is also not nessicarily a counter. There are a ton of strong sets with long downtimes that are really strong. Mechanical Acuity, Balrogh's and Clever Alchemist are all really good examples.
Crimison is also not very easy to avoid. Especially in a large scale pvp environment which is where it is mainly used. Hitting 4-6 people is enough to heal you to full without and often times you can just run into a zerg and it doesn't matter who blocks or not. This set also isn't stopped by a negate and defile doesn't really take it's toll since it can technically scale infinitely. All you need to do is to stand there and block. You can line of sight and hit people with it, while they can't damage you.
That's also not mention the Unfathomable Darkness, the 2h weapon, and the destro from vateshran hollows are all unpurgable dots. All three of these sets quickly became the meta this winter. All three of these sets have no true counter. The 2h requires being within melee range but usually if you are comboing off this sword you are in melee range and this proc is proccing off a medium attack which is ccing the enemy. The destro is supposedly kitable or stops after line of sight is broken but there is an insane number of obstacles that don't break this beam. Especially in BGs. Unfathomable isn't the best in group pvp but is really strong in 1v1s. This is even without the hurricane bug.
You sir are living in a land of delusion if you believe that procs have counterplay. Most of them don't. They are free damage meant to make killing veteran players easier for newer players but in reality all they do is create a meta where veteran players can stack more survivability and sustain and to create PVP characters that are essentially Trial Bosses. It drags out fights because nobody dies and it creates a meta that is actually really hostile for newer or less experienced players as they are forced to ride the meta or die to these god like builds.
From what I have seen the loss of procs has really even the playing field. Only three sets on the list come from dungeons meaning pretty much all of the meta sets are readily accessible for newer players, they are more stat based which makes playing easier as players don't need to invest as much into sustain and a lot of the overtuned sets leveraged by really good players are not available to them. The Major/Minor buffs were brought into check, we don't have everybody and their grandmother running arround with BRP Dual Wield Major Protection Stam builds. Sure some classes are really overtuned atm, some classes really lack a complete kit but this test is probably the single most well balanced Cyrodil we have seen in years.
Yep, there is no direct hard counter to procs other than "well...just roll doge out of Grothdarr man!..." which is not a direct counter. A direct counter would be a way to stop a proc from happening or reduce it's effectiveness, neither of which currently exist in ESO, and that is the real problem. And I'm also surprised he did not mention Unfathaomable, that set is hitting like a truck right now without the player needing to do anything at all...ZOS takes the wheel for you and say "alright bud, go take a 5 minute break I got you!".
Goregrinder wrote: »SgtNuttzmeg wrote: »UntouchableHunter wrote: »Goregrinder wrote: »SshadowSscale wrote: »I do not mind proc sets that give you stats at all since that is still dependant on the player to use the stats he gets to kill his enemy but the free damage sets are stupid and then zos decided it would be smart to nerf statbased sets and buff procs..... most idiotic change ever.... for real damage and healing procs should be deleted because they add nothing to the game except a toxic meta
Yup. If the damage only happens when the player manually casts certain spells and abilities in a specific order, then we're all good regardless of how their stats were padded. The player still has to land their burst combo correctly and connect with enough damage to kill someone.
But sets that say "hey man you relax, kick your feet up...take a break, I'll do some damage for you....go bake a cake or read a book, I got you!" are the sets that raise the skill floor too close to the skill ceiling, and are no good. They're essentially training wheels for people who don't know how to land burst combos. Like aim assist for console shooters. It's the game literally assisting the player in doing damage without the player having to provide any input.
Now the problem isn't the proc sets themselves, because I am a firm believer of having as many playstyle choice available to players, proc sets being one of them. The problem is that there are no direct counters to proc sets available right now, so people try to counter proc sets with other proc sets and it becomes a game of players moving their characters in position, so the game can deal damage for them.
If you get dotted, you can either out heal the damage and wait for them to wear off, OR you can purge them. Or you die. Purging them requires you to slot a purge ability on one of your bars or run a set that can purge for you (proc purge). So purge is a direct counter to negative effects. Defile is a direct counter to health recovery. Then you have counters to movement speed, stat recoveries, even reduction in health abilities, etc. But there needs to be an ability or potion or poison or something that can counter proc sets, so players who choose to run non-proc sets can run a proc-set counter.
Something that gives immunity to proc set damage or effects for like 4 seconds or something that disables a players proc set activation for like 8 seconds or something.
Some proc already have their own counters.
For exemplo
1- grodthar
- 5 sec proc - 5 sec disable
- area effect 8 meters - does not affect you when you are outside the area
2 - zaan
- 6 sec proc - 15 sec disable if I remember
- must proc by light attack 33% chance
- tether effect 8 meters
3- Crimson
- proc after 2 sec - 10 sec disable
- area effect 8 meters
- delay damage everybody can see and is really easy to avoid
All this procs are really easy to avoid and they are the procs that most people are complaining about.
If you are dying for this type of proc sets the problem are not the procs the problem is you wana to stay immovable in front of something so easy to avoid.
Two of the sets you mention are very overtuned right now. The only thing holding Za'an back from being the meta at the moment is the required crit to proc. In a non Malacath meta this set would be insanely strong. Downtime on a set is also not nessicarily a counter. There are a ton of strong sets with long downtimes that are really strong. Mechanical Acuity, Balrogh's and Clever Alchemist are all really good examples.
Crimison is also not very easy to avoid. Especially in a large scale pvp environment which is where it is mainly used. Hitting 4-6 people is enough to heal you to full without and often times you can just run into a zerg and it doesn't matter who blocks or not. This set also isn't stopped by a negate and defile doesn't really take it's toll since it can technically scale infinitely. All you need to do is to stand there and block. You can line of sight and hit people with it, while they can't damage you.
That's also not mention the Unfathomable Darkness, the 2h weapon, and the destro from vateshran hollows are all unpurgable dots. All three of these sets quickly became the meta this winter. All three of these sets have no true counter. The 2h requires being within melee range but usually if you are comboing off this sword you are in melee range and this proc is proccing off a medium attack which is ccing the enemy. The destro is supposedly kitable or stops after line of sight is broken but there is an insane number of obstacles that don't break this beam. Especially in BGs. Unfathomable isn't the best in group pvp but is really strong in 1v1s. This is even without the hurricane bug.
You sir are living in a land of delusion if you believe that procs have counterplay. Most of them don't. They are free damage meant to make killing veteran players easier for newer players but in reality all they do is create a meta where veteran players can stack more survivability and sustain and to create PVP characters that are essentially Trial Bosses. It drags out fights because nobody dies and it creates a meta that is actually really hostile for newer or less experienced players as they are forced to ride the meta or die to these god like builds.
From what I have seen the loss of procs has really even the playing field. Only three sets on the list come from dungeons meaning pretty much all of the meta sets are readily accessible for newer players, they are more stat based which makes playing easier as players don't need to invest as much into sustain and a lot of the overtuned sets leveraged by really good players are not available to them. The Major/Minor buffs were brought into check, we don't have everybody and their grandmother running arround with BRP Dual Wield Major Protection Stam builds. Sure some classes are really overtuned atm, some classes really lack a complete kit but this test is probably the single most well balanced Cyrodil we have seen in years.
Yep, there is no direct hard counter to procs other than "well...just roll doge out of Grothdarr man!..." which is not a direct counter. A direct counter would be a way to stop a proc from happening or reduce it's effectiveness, neither of which currently exist in ESO, and that is the real problem. And I'm also surprised he did not mention Unfathaomable, that set is hitting like a truck right now without the player needing to do anything at all...ZOS takes the wheel for you and say "alright bud, go take a 5 minute break I got you loop!".