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Procs are Good, Actually

  • MissPan3024
    MissPan3024
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    Hi. I’m wondering if there’s a master list of gear effects in Cyrodiil. I have a small list of gear not affected by the update. But I’m hoping that there’s a list of gear you CAN wear and gear that definitely can’t be used there now.
  • DrSlaughtr
    DrSlaughtr
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    I continue to not understand how running a proc set is easy mode. While I can understand the sentiment for tank brawlers who shouldn't be able to run heavy armor and still murder people left and right, I don't get it for 90% of the disabled sets.

    There are NUMEROUS groups on XB who cheese the system without sets. Warden ball groups, for example, who spam bugs, stun, then mash spin to win over and over until everyone is dead. Is that skill? No.

    What about sorcs who run every pet possible to prevent you from attacking them? Is that skill?

    What about magplars who topple charge then jab you to death. Is that skill?

    What about ganks who desync you to death with snipe?

    I could keep going through every class. No one is doing anything special. The skill comes from using the terrain to your advantage, knowing exactly how to transverse the map, knowing which part of a keep to hit or whether to attack multiple points, knowing when to defend the wall or push out, etc. None of that stuff has anything to do with a proc set.

    Reenable all damage and resource sets because those aren't the issue. The problem is running tank sets for astronomical resistances but using things like Malacath to keep you hitting like a truck. If someone wants to run heavy armor, their damage should be debuffed for each piece.

    Then take a look at sets like crimson which over perform. And while you're at it, stop letting werewolves have infinite defensive skills running that they enabled before shifting. A WW shouldn't also have the benefit of something like beckoning armor for the entire duration of their time as a WW when everyone else has to keep spamming it.
    I drink and I stream things.
  • Joy_Division
    Joy_Division
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    Since the Op put a lot of thought into this, I'll give a detailed reply why I think most of what is written sounds a lot like either inexperience or just not understanding how better players are able to accomplish the things that they do.

    Frist of all, I agree that ESO is generally not good at communicating to players the mechanics of the game. If you don;t run a combat recap of some sort, there isn't an easy way to discern the mechanical information in a fight. Console players have it worse here, although those who record their fights and have damage/healing numbers turned on can still access this crucial information.

    That being said, I would not be "pissed" if a player wore an outfit disguising themselves as a meek wizard when in fact that are a heavy armor brute. Mostly because I am accustomed to playing fantasy RGPS in which the vast majority of the time I have zero knowledge of what the capabilities of my opponent are in the first place. But aside from that, within two seconds of combat, I will pretty much know the resistances, damage, and rough build that my opponent has. There is no way to disguise how much I am getting hit for and how much I am hitting them. The OP seems to be really frustrated at this aspect of PVP since it is written in length, but it's not at all that hard to determine rather quickly in a fight, which is why I see this as a lack of experience. I know within 2 seconds if they have 40K resistance or 15K. If they have 5K weapon damage or 1.5K.

    I am also going to disagree strongly that somehow procs better communicate to me the combat information. I took a break from this game from six months when the Thews of the Harbinger set was released. The first time I lined up a sorc combo on a player wearing this set, my health pretty much instantly vanished. After seeing the death recap full of this set, I actually had to Google this set to see how it functions. I had no clue and the only information the game provided me was a vague flash (in the midst of a lot of other combat animations) and a rapid lose of health. I never had to do that with eso abilities in the game. Reflective Scales, Crystal Fragments, Blazing Shield, etc., all of these are rather conspicuous and plus since they are so common and easily accessible with an alt, learning what they do and how is very quick. To give another example, what prompted me to take a 6 month break from the game is I fought a player who wore these 4 proc sets: Sellistrix, Blackrose Bow, Venomous Smite, and Azure Blight. All of these effects all simultaneously drain health via innocuous light attacks or double Dot Poisons. It is very rare I take a detailed look at my combat logs to try and find out what the heck happened, but this instance I did because I went form 30K health to 1K health in about 3-4 seconds after being hit by a single light attack. I also had no idea why I was glowing blue throughout the fight, except that I kept getting hit with explosions that did more than an ultimate every 10 seconds despite being a Templar who cleansed multiple times that fight. I think the contention that procs communicate the information better is only taking into account selective examples and thus not accurate.
    What armor are there wearing? I don't know.
    What sets are they using? I don't know.
    Well what stats did they have? I don't know.
    What weapon did they have on? Vaguely? Any two handed weapon. Other than that I don't know.
    Did you do damage? Normally? Yes. Here? No.
    Did they do damage? Yes.
    What went wrong? They did a billion and I didn't.
    So what can we do better?

    I. Don't. Know.

    ESO now has a tool that can tell you all this information in ESO logs. Moreover it was possible to figure all most of this even without them. There is a video by a popular and experienced PvP player on youtube right now that details how he is able to figure out the builds his opponents or streamers run without using ESO logs. https://www.youtube.com/watch?v=SfCUQWYj8tI&t=226s

    It is possible, but again it requires knowledge and experience with the game.

    In short, You. Can. Know.

    When I speak of a "Golden Age" of PvP, I can assure you it's not because of "the desire to establish an older form of PvP Hierarchy." There are always going to be experienced and skilled players who do well (such as those who can tell their opponents regardless of their costume) and those "potatoes" - to use a word the OP constantly uses - who lack the experience or knowledge of the game to understand what their opponent(s) are doing and how. So such a goal would be pointless since it's going to be there regardless.

    And it's not 1950seque US nostalgia. I can load up a video, present evidence of actual game changes, and do forum searches from 2015 to demonstrate that the game then is fundamentally different than it is now. So I'm not chasing an imaginary past that never existed. Rather it's the desire to revisit older game mechanics that I found more enjoyable and more interesting gameplay. Now, people can disagree as to whether or not those game mechanics are indeed better, but without question they were different and not rooted in my imagination.

    I also disagree with this assessment that the sort of "unstoppable" builds were overly prevalent in stat based ESO as compared to proc based If anything, these sorts of builds that did everything is exactly what we just had to play through for the past year or so. The proc sets the OP wants back into the game allow for these very sorts of unstoppable builds in the first place. With procs, I can have a combination of max resistances, strong resource regeneration, and good damage that simply can not be approached without using them. Proc sets don;t care about the nuts and bolts of a build. If anything, they make the very sorts of disguises the OP dislikes that much more possible. If I hit a player and do little damage, the game's design and intent is that this is a max resistance build that should not hit hard. Imagine my surprise when I've got multiple high damage procs hitting me.

    And as far as this goes
    things that actually probably should never have happened to begin with. Sure, kiting 40 players around until 30 get tired, separating 5 from that and mercing them with an Ult probably feels good to the player doing it - but it probably feels like trash for the 40 guys that can't seem to actually hit the guy, or are watching 40 players worth of incoming damage mitigated down to enough that a Vigor can keep up with it and the player infinitely sprints, rolls, class heals, and LoSs away.

    We all start as one of the 40. Some of us eventually learn, evolve, experiment, etc., and cease being a "potato." If the game feels like trash for the 40, they have it in their own power and agency to stop playing in such a way that gets them put in the dirt as you say. This is another thing neither the OP nor ZOS can save poor players from. In spite of the legion of nerfs, the many attempts to "raise the floor," the introduction of so many powerful procs, poor and inexperienced players still chase after 1vXers and die in the same manner. You're not going to be able to stop this because good players beat bad players not via exploitations, but because they are simply better.
    Could you imagine if a modern game had a character that could 30v1 and come out ahead? Or a character that just literally can't die? A character that could take incoming fire from 20 people for ages, KILL SOME OF THAT 20, and then just turn and leave? Players would be screaming for blood. But here, that's just "the good ole days when you were allowed to be good and all these potatoes couldn't [bunch of whatever essentially meaning Do the Things We Do]. Because, of course, it's not fun when you have to deal with it, right? It's obnoxious. You *liked* 30v1ing, you *liked* feeling powerful in a potatofield. You *liked* being the one that could break the system rather than play within it. It felt GOOD, and you remember it making you FEEL GOOD.

    And comments like this I think boil down to the OP's main issue with PvP is that they don't like that is possible for one player to be able to beat multiple lesser skilled players.

    Favoring a "skill gap" is not obnoxious. It's emblematic of real life and actual history. I have no idea where some people get this idea that the feats "1vXers" pull off are fantasy and would never happen in reality, but it's clear to me these people do not understand the nature of military combat or history. I'll provide one example. Private John R. McKinney of the US 33d Infantry Division was asleep (!) when roughly 100 Japanese soldiers broke through the perimeter. Upon being slashed by a glancing sword thrust to the head, he proceeded to overpower the attacker and then, single-handily, killed and fought off the entire Japanese attacking force on his own, often resorting to hand-to-hand combat. That's 1v100 without the use of any fantasy magics! So not only would I imagine a modern game to allow for "1vXing," I'd expect it because it is commensurate with reality.

    This is just the reality of competition and combat and fighting. Some people are just demonstrably better than others. Do you know that over half of all planes that were shot down in WW2 were done so by only 5% of all pilots? Every day in which air combat occurred, potato pilots were getting 1vXed in droves, not because of poor game mechanics or exploiting arcane combinations, but because some people are just flat out better than others. When people call attention to the "skill gap" and proc sets, they aren;t making things up and aren;t wrong.

    The OP asks if is it good for the game that the mechanics would allow for players of high skill to have a clear separation of power between those who don't. Yes. Emphatically. When I played chess against my dad, the ZOS developers did not remove my dad's queen or grant my rook a laser proc that could just simply vaporize enemy pieces. If I aspired to get better at the game, I had to learn from my mistakes and learn chess strategy. And I was far better off in the long run because learning how to play chess taught me skills that were valuable in other aspects I came across in life, to put aside the very real consideration that I got a lot of personal fulfillment when I won my first game against my dad when he was legit trying to beat me.

    There isn't anything in the game preventing those 40 players mindlessly chasing an outnumbered few and dying because they erroneously assume it's simply not possible for them to lose; precisely the same mindset those 100 Japanese soldiers had. Complacency, unfounded assumptions, the lack of proper intelligence gathering, etc., are what makes those players lose. That's a willing choice they make. I do not think those negative playing traits ought to be artificially encouraged/rewarded to the detriment of those players who practice, learn, and consider their actions carefully.
    Edited by Joy_Division on 19 March 2021 20:16
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Goregrinder
    Goregrinder
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    Since the Op put a lot of thought into this, I'll give a detailed reply why I think most of what is written sounds a lot like either inexperience or just not understanding how better players are able to accomplish the things that they do.

    Frist of all, I agree that ESO is generally not good at communicating to players the mechanics of the game. If you don;t run a combat recap of some sort, there isn't an easy way to discern the mechanical information in a fight. Console players have it worse here, although those who record their fights and have damage/healing numbers turned on can still access this crucial information.

    That being said, I would not be "pissed" if a player wore an outfit disguising themselves as a meek wizard when in fact that are a heavy armor brute. Mostly because I am accustomed to playing fantasy RGPS in which the vast majority of the time I have zero knowledge of what the capabilities of my opponent are in the first place. But aside from that, within two seconds of combat, I will pretty much know the resistances, damage, and rough build that my opponent has. There is no way to disguise how much I am getting hit for and how much I am hitting them. The OP seems to be really frustrated at this aspect of PVP since it is written in length, but it's not at all that hard to determine rather quickly in a fight, which is why I see this as a lack of experience. I know within 2 seconds if they have 40K resistance or 15K. If they have 5K weapon damage or 1.5K.

    I am also going to disagree strongly that somehow procs better communicate to me the combat information. I took a break from this game from six months when the Thews of the Harbinger set was released. The first time I lined up a sorc combo on a player wearing this set, my health pretty much instantly vanished. After seeing the death recap full of this set, I actually had to Google this set to see how it functions. I had no clue and the only information the game provided me was a vague flash (in the midst of a lot of other combat animations) and a rapid lose of health. I never had to do that with eso abilities in the game. Reflective Scales, Crystal Fragments, Blazing Shield, etc., all of these are rather conspicuous and plus since they are so common and easily accessible with an alt, learning what they do and how is very quick. To give another example, what prompted me to take a 6 month break from the game is I fought a player who wore these 4 proc sets: Sellistrix, Blackrose Bow, Venomous Smite, and Azure Blight. All of these effects all simultaneously drain health via innocuous light attacks or double Dot Poisons. It is very rare I take a detailed look at my combat logs to try and find out what the heck happened, but this instance I did because I went form 30K health to 1K health in about 3-4 seconds after being hit by a single light attack. I also had no idea why I was glowing blue throughout the fight, except that I kept getting hit with explosions that did more than an ultimate every 10 seconds despite being a Templar who cleansed multiple times that fight. I think the contention that procs communicate the information better is only taking into account selective examples and thus not accurate.
    What armor are there wearing? I don't know.
    What sets are they using? I don't know.
    Well what stats did they have? I don't know.
    What weapon did they have on? Vaguely? Any two handed weapon. Other than that I don't know.
    Did you do damage? Normally? Yes. Here? No.
    Did they do damage? Yes.
    What went wrong? They did a billion and I didn't.
    So what can we do better?

    I. Don't. Know.

    ESO now has a tool that can tell you all this information in ESO logs. Moreover it was possible to figure all most of this even without them. There is a video by a popular and experienced PvP player on youtube right now that details how he is able to figure out the builds his opponents or streamers run without using ESO logs. https://www.youtube.com/watch?v=SfCUQWYj8tI&t=226s

    It is possible, but again it requires knowledge and experience with the game.

    In short, You. Can. Know.

    When I speak of a "Golden Age" of PvP, I can assure you it's not because of "the desire to establish an older form of PvP Hierarchy." There are always going to be experienced and skilled players who do well (such as those who can tell their opponents regardless of their costume) and those "potatoes" - to use a word the OP constantly uses - who lack the experience or knowledge of the game to understand what their opponent(s) are doing and how. So such a goal would be pointless since it's going to be there regardless.

    And it's not 1950seque US nostalgia. I can load up a video, present evidence of actual game changes, and do forum searches from 2015 to demonstrate that the game then is fundamentally different than it is now. So I'm not chasing an imaginary past that never existed. Rather it's the desire to revisit older game mechanics that I found more enjoyable and more interesting gameplay. Now, people can disagree as to whether or not those game mechanics are indeed better, but without question they were different and not rooted in my imagination.

    I also disagree with this assessment that the sort of "unstoppable" builds were overly prevalent in stat based ESO as compared to proc based If anything, these sorts of builds that did everything is exactly what we just had to play through for the past year or so. The proc sets the OP wants back into the game allow for these very sorts of unstoppable builds in the first place. With procs, I can have a combination of max resistances, strong resource regeneration, and good damage that simply can not be approached without using them. Proc sets don;t care about the nuts and bolts of a build. If anything, they make the very sorts of disguises the OP dislikes that much more possible. If I hit a player and do little damage, the game's design and intent is that this is a max resistance build that should not hit hard. Imagine my surprise when I've got multiple high damage procs hitting me.

    And as far as this goes
    things that actually probably should never have happened to begin with. Sure, kiting 40 players around until 30 get tired, separating 5 from that and mercing them with an Ult probably feels good to the player doing it - but it probably feels like trash for the 40 guys that can't seem to actually hit the guy, or are watching 40 players worth of incoming damage mitigated down to enough that a Vigor can keep up with it and the player infinitely sprints, rolls, class heals, and LoSs away.

    We all start as one of the 40. Some of us eventually learn, evolve, experiment, etc., and cease being a "potato." If the game feels like trash for the 40, they have it in their own power and agency to stop playing in such a way that gets them put in the dirt as you say. This is another thing neither the OP nor ZOS can save poor players from. In spite of the legion of nerfs, the many attempts to "raise the floor," the introduction of so many powerful procs, poor and inexperienced players still chase after 1vXers and die in the same manner. You're not going to be able to stop this because good players beat bad players not via exploitations, but because they are simply better.
    Could you imagine if a modern game had a character that could 30v1 and come out ahead? Or a character that just literally can't die? A character that could take incoming fire from 20 people for ages, KILL SOME OF THAT 20, and then just turn and leave? Players would be screaming for blood. But here, that's just "the good ole days when you were allowed to be good and all these potatoes couldn't [bunch of whatever essentially meaning Do the Things We Do]. Because, of course, it's not fun when you have to deal with it, right? It's obnoxious. You *liked* 30v1ing, you *liked* feeling powerful in a potatofield. You *liked* being the one that could break the system rather than play within it. It felt GOOD, and you remember it making you FEEL GOOD.

    And comments like this I think boil down to the OP's main issue with PvP is that they don't like that is possible for one player to be able to beat multiple lesser skilled players.

    Favoring a "skill gap" is not obnoxious. It's emblematic of real life and actual history. I have no idea where some people get this idea that the feats "1vXers" pull off are fantasy and would never happen in reality, but it's clear to me these people do not understand the nature of military combat or history. I'll provide one example. Private John R. McKinney of the US 33d Infantry Division was asleep (!) when roughly 100 Japanese soldiers broke through the perimeter. Upon being slashed by a glancing sword thrust to the head, he proceeded to overpower the attacker and then, single-handily, killed and fought off the entire Japanese attacking force on his own, often resorting to hand-to-hand combat. That's 1v100 without the use of any fantasy magics! So not only would I imagine a modern game to allow for "1vXing," I'd expect it because it is commensurate with reality.

    This is just the reality of competition and combat and fighting. Some people are just demonstrably better than others. Do you know that over half of all planes that were shot down in WW2 were done so by only 5% of all pilots? Every day in which air combat occurred, potato pilots were getting 1vXed in droves, not because of poor game mechanics or exploiting arcane combinations, but because some people are just flat out better than others. When people call attention to the "skill gap" and proc sets, they aren;t making things up and aren;t wrong.

    The OP asks if is it good for the game that the mechanics would allow for players of high skill to have a clear separation of power between those who don't. Yes. Emphatically. When I played chess against my dad, the ZOS developers did not remove my dad's queen or grant my rook a laser proc that could just simply vaporize enemy pieces. If I aspired to get better at the game, I had to learn from my mistakes and learn chess strategy. And I was far better off in the long run because learning how to play chess taught me skills that were valuable in other aspects I came across in life, to put aside the very real consideration that I got a lot of personal fulfillment when I won my first game against my dad when he was legit trying to beat me.

    There isn't anything in the game preventing those 40 players mindlessly chasing an outnumbered few and dying because they erroneously assume it's simply not possible for them to lose; precisely the same mindset those 100 Japanese soldiers had. Complacency, unfounded assumptions, the lack of proper intelligence gathering, etc., are what makes those players lose. That's a willing choice they make. I do not think those negative playing traits ought to be artificially encouraged/rewarded to the detriment of those players who practice, learn, and consider their actions carefully.

    All great points. Another example would be if you were to play football or rugby against a team of 1st graders. Who would win? I mean how many 1st graders would it take to stop you from scoring a touchdown? And how many of them could outrun you if they had the ball? You could essentially 1v20 or 1v30 them before it became difficult. Obviously having a size and weight advantage helps but the point here is the gap between an adult playing football and a 1st grader playing football is often similar when it comes to ESO. From the potatoes POV they are doing everything they think they should and some guy is unkillable. But from the 1vX god's POV, their opponents are making all kinds of mistakes, not doing any damage, not really providing a challenge to them at all.

    Skill gaps always have and always will exist inside and outside of ESO. The sooner people understand this the sooner they can start focusing on improving.
  • DrSlaughtr
    DrSlaughtr
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    You guys acting like you are really out there on the battlefield using your backyard obstacle course training is putting you over the top.

    Everyone is running the same sets. Everyone is copying the same CP and using the same bars. So by some people's logic that means all combat is about skill.

    All we've done it's substituted variety and balance for little to no choice because it makes some players feel superior. Truth is your latency has more to do with winning a 1vx than any so called skill.

    I get it. If you get killed by icy conjurer you might be sore about it. But that player is hell of a lot easier to kill if you have "skill" just like anyone else. Now we have a system heavily weighted in favor of a handful of classes/setups. You either have to get on board or enjoy your preferred class under performing.
    I drink and I stream things.
  • HalensShade
    HalensShade
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    Insightful, but definitely misguiding in some areas.

    Procs are not the answer for learning the game's mechanics; PvE was created for that. PvP is typically end-game content in the majority of MMOs and is never used to teach the player what the base mechanics are. If you haven't learned the core mechanics of the game by the time you decide to test your mettle against veterans who have developed themselves for years, that is your fault and yours alone for deciding to rush into punishing content.

    If anything, relying on procs (in any way: heals/damage/stuns/etc.) incorrectly teaches you that these are mechanics you don't have to worry about casting, because... the game will just do it for you. What that does is heavily skews the players' perception of themselves, and when the game does something that removes that as an option (like the patch we have at the moment) they might as well be logging in for the first time ever since they never took the time to learn anything. They looked for the easiest route that would deliver results; this patch sheds light on every player who crutched on these shortcuts.

    I'm honestly exhausted watching people discuss/argue over this. Endgame players who oppose procs for the correct reasons aren't in their positions because they were just put there. They worked, studied, practiced, took many an L, watched videos, read articles, kept up with patch changes, etc. To diminish the hard work of the people who are passionate about this game's PvP with one-button builds is insulting, and I've never felt differently about this subject in any meta.
    Platform: Xbox Series X
    GT: Danny Van Halen
    Class: Melee Magblade
    5* earned from pure solo gameplay and zero AP events.
  • UntouchableHunter
    UntouchableHunter
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    artal wrote: »
    Procs are not issue in this patch with all the healing. When you can have 25k rapid regen or vigor tooltip in nocp procs become just part of the game and not real problem as they were.
    To be honest except azure setup which is still strong in group settings I would rather go for stat builds in almost all situations.
    Procs right now are not better just different.
    I do think vate weapons are bit to good but on other hand so is 17 dizzy and 20+dbos tooltip in nocp

    The procs tooltip is really lower right now.
    And all the other skill are higher.
    The new CP system also benefits your skills more then your procs.

    Procs aren't broken anymore, they are just one more option as you said.

    You are right, the damage of procs is less of a problem than last patch. The issue is with stacking procs and being able to activate them all in one global cooldown. If you proc two sets with one skill on an enemy, he will use 3 GCDs for applying same damage if using stat sets. Meaning procs allow more usage of spamables and longer offensive windows. Therefore You still have advantages over stat builds.

    I really like the idea to play with any set I want.
    But I would accept do a test with ZOS limiting to use only one 5 pieces proc set. For example if you use Alessian you automatically disable the 5 pieces bonus of another proc set.

    But in this patch I'm finding players in IC with stats sets, like Sorcs and NB and they are killing everybody in on burst. Alessian can't save you against a sorc or a NB that burst you before the health recovery cooldown
  • UntouchableHunter
    UntouchableHunter
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    Vermintide wrote: »
    Vermintide wrote: »
    Well, now that I've had time to read this post fully, I will just say I agree in general, although this one part stuck out at me.
    Is this even about procs? Or is it that if everyone has even a fraction of the statistical capabilities you have had for years - that if that statistical gap shrinks and demands more of your mechanical gap - you won't be able to flex as much? That if everyone is a little more special, you'll be a little less special? Is that what you're afraid of becoming?

    This really cuts to the bone of the issue. After all, why are we here, playing PVP in this game? Why not in League of Legends, Destiny, or Call of Duty? It comes down to what you view as the very nature of competition. The execution of raw talent, on an equal playing field.

    This game doesn't offer that, and it never has. It doesn't intend to. It has a level of internal balance to stop things getting too out of hand But the ability to build your character for advantage is, it's fair to say, an intended feature in this game.

    Let's look at Guild Wars 2. A very interesting game in my opinion, and the one I cut my teeth on MMO PVP in. There's a reason for that: Your PVP "build" was limited, in the interests of maintaining a fair and level playing field. It was pure mechanical execution. Your condi thief might have provoked rage and ire on the forums because it was OP, but it was exactly the same condi thief everyone else had access to. There was no unfair statistical advantage over other players just because you spent another few weeks grinding for that one OP item set.

    I would suggest you are correct that a lot of the players concerned with issues like this do indeed fear the fact that without their broken builds, they'd simply suck. But at the same time, the ability to build is a fun part of the game. It's what provides a lasting appeal.

    I am much better at games like COD or Battlefield, where the skill is in reaction times and situational awareness. I'd bet most of the high level ESO PVPers absolutely suck at those games and I could kick their asses. But there's a reason I do like playing this game too, even if I'm not as good at it, and the system isn't nearly as fair. I like the depth, progression, and customisation.

    The challenge, is finding a way to balance those elements against each other. Sadly, ZOS don't seem interested in doing that. Many of the proc sets are "fair" in my mind, some of them are a little overtuned, but on the whole they are entirely possible to counter. But you can's say the same of items like Malacath or some of the arena weapons, which essentially just give you a large, free damage boost with zero downside. There's nothing an enemy player can do to counteract your free extra damage, other than go and grind until he has the same thing.

    And therein lies the rub. Are you willing to go and grind until you have the same thing, or is it time to simply cancel your sub and play a game that's more interested in fair competition?

    That is correct, we are here for Player vs Player, not ZOS vs ZOS. As of right now if someone has high resists I can directly counter that by running abilities on my build that remove enemy resists, or I can stack penetration nullifying their resists. I can also run a purge to directly counter DoTs. I can run snares to directly counter movement speed abilities. Interrupts directly counter spell casting, so on and so forth.

    What can I slot on my bars right now, or what gear sets can I wear currently in game that will shut off my enemy's procs for a few moments much like how purge can shut off enemy dots?

    Well like, you can just dodge roll most of them.

    Yes, you can hard counter general damage with dodge roll. But that is only a soft counter to procs. Avoiding the damage from procs is not the same as disabling the proc itself. Dodging also doesn't stop proc heals.

    But you can't stop everything. You can't make procs useless

    I understand some players that wana fight only stat sets but we have players that wana use procs.

    We can't just ban procs or make them useless .


    I really think ZOS took the wrong direction we didn't have a chance to see the procs in Cyrodill after the patch. Because the procs are not strong like before the patch. I know that we can test in IC but it is a totally different scenario.
    Edited by UntouchableHunter on 20 March 2021 03:08
  • DrSlaughtr
    DrSlaughtr
    ✭✭✭✭✭
    I'm honestly exhausted watching people discuss/argue over this. Endgame players who oppose procs for the correct reasons aren't in their positions because they were just put there. They worked, studied, practiced, took many an L, watched videos, read articles, kept up with patch changes, etc. To diminish the hard work of the people who are passionate about this game's PvP with one-button builds is insulting, and I've never felt differently about this subject in any meta.

    Literally everyone does this, proc or no.

    The proc sets I wore allowed that character to compete against other classes that were stronger based solely on the fact the classes are inherently imbalanced, especially in pvp.

    Now those are gone and with the new cp system people are tankier than ever. There are stamdks running around with 70k health destroying people.

    People now feel pressured to play specific classes with the same cherry picker gear setups so they can all stand in a circle and smack one another. Meanwhile people who just want to play their old class that is now significantly disadvantaged get to be ap farms until they give up and log off.
    I drink and I stream things.
  • UntouchableHunter
    UntouchableHunter
    ✭✭✭✭
    I'm honestly exhausted watching people discuss/argue over this. Endgame players who oppose procs for the correct reasons aren't in their positions because they were just put there. They worked, studied, practiced, took many an L, watched videos, read articles, kept up with patch changes, etc. To diminish the hard work of the people who are passionate about this game's PvP with one-button builds is insulting, and I've never felt differently about this subject in any meta.

    There are stamdks running around with 70k health destroying people.

    Whisper his name to me, we need to talk 😁
    Edited by UntouchableHunter on 20 March 2021 16:51
  • Malprave
    Malprave
    ✭✭✭✭
    Interesting post with a lot of interesting replies.

    I'll try to keep mine as brief as possible and say up front I'm against removing procs.

    First I'd like to dispel a myth that procs are somehow removing the skill gap or allowing potatoes to kill experienced players. These are experienced players killing other experienced players. Potatoes aren't good at farming gear, especially arena gear. Nor are they good at putting together sets with all the right traits and enchants. They aren't good theory crafters, and last but not least they aren't good at pushing buttons.

    Second, the problem is not all proc sets. The problem is with some proc sets. These problem sets were clearly pointed out by players on the PTS who described exactly what was wrong with them at length. Some of these problem sets could be spotted simply by reading patch notes.

    Removing proc sets entirely looks to me like a death blow to theory crafting. For a long time now in the game the developers have seemingly waged a war against theory crafting by nerfing pretty much anything that worked and thereby also ruining build diversity. They've further limited build diversity by frequently not being very creative with new sets and missing the bus on ideas like having more sets that would function on the back bar.

    Removing proc sets is also a blow to minimizing the advantages of high APM (actions per minute) players. This is frequently presented as a L2P issue which is entirely false. Anybody who has played ESO knows that a lot of the time when you push a button or a key in this game nothing happens. Far from being a relatively bulletproof game experience like CoD or Halo, a lot of the time ESO just doesn't run very well.

    Which brings me to my next point, the prior year was supposed to be the year of performance improvements. Not only was there no improvement in performance, performance actually got worse. In my opinion for a business to announce performance improvements without already knowing exactly what they were going to do to improve performance is a horrible business decision.

    So having failed to improve performance it is now decided to try to appease a very vocal portion of the game community by eliminating procs from PVP, thereby supposedly returning to the "good old days". Not only does this go against previously stated goals of addressing APM, skill gap, etc., but it has all the appearance of a "smoke and mirrors" move designed to distract from the failure to improve performance.

    Yes, some will and have applauded this as "the best thing ZOS has done in years". This move will definitely appeal to an element of the competitive community who would rather the game were almost entirely an exercise in button pushing. Don't get me wrong, I like my button mashing as much as the next player and have many thousands of games of Halo and CoD under my belt, but I believe that gear, build diversity, and character building should remain important elements of ESO combat. I think the game will suffer to the extent to which they are removed.
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