the1andonlyskwex wrote: »Why should skills be the main source of damage in the game? You assert it as fact, but I don't understand why it should be the case.
Why is it better to have damage come directly from clicking a button instead of having it come from an effect that is indirectly triggered by clicking a button? What if you just think of procs as additional skills that are triggered indirectly?
Equipping a proc set is just a choice to sacrifice making your existing skills more powerful in exchange for the proc instead.
the1andonlyskwex wrote: »Why is it better to have damage come directly from clicking a button instead of having it come from an effect that is indirectly triggered by clicking a button? What if you just think of procs as additional skills that are triggered indirectly?
the1andonlyskwex wrote: »Equipping a proc set is just a choice to sacrifice making your existing skills more powerful in exchange for the proc instead.
the1andonlyskwex wrote: »Why should skills be the main source of damage in the game? You assert it as fact, but I don't understand why it should be the case.
Why is it better to have damage come directly from clicking a button instead of having it come from an effect that is indirectly triggered by clicking a button? What if you just think of procs as additional skills that are triggered indirectly?
Equipping a proc set is just a choice to sacrifice making your existing skills more powerful in exchange for the proc instead.
ChaoticWings3 wrote: »I agree with you on this. The skills should do more dmg in general. Not only would it help newer players get into tougher content but when they fail to do something, they won't be so focused on that one set in a build they saw that would be nerfed several months later and feel disheartened to continue playing after grinding the sets for weeks. Instead they would realize that they approached said tough content badly and try a different approach which makes them better at the game. Its either this or buffing 3 sets out of the 750+ sets in the game for every nerf set. Increase the choices instead of creating a single cookie butter build for everyone that changes every 3 months.
moderatelyfatman wrote: »My argument isn't against proc sets in general, I'm against it when they are so overpowered that even endgame players feel obliged to use them in order to keep up with everyone else. I'm not pushing an elitist line (I'm barely endgame in PvE and only middling at best in PvP) but I feel that player ability should be the most important factor in damage output.
moderatelyfatman wrote: »the1andonlyskwex wrote: »Why should skills be the main source of damage in the game? You assert it as fact, but I don't understand why it should be the case.
Why is it better to have damage come directly from clicking a button instead of having it come from an effect that is indirectly triggered by clicking a button? What if you just think of procs as additional skills that are triggered indirectly?
Equipping a proc set is just a choice to sacrifice making your existing skills more powerful in exchange for the proc instead.
Good question. The issue is skill (pun intended).
When damage comes mostly off skills, then errors such as missed or double skill casts during rotations in PvE or mistimed combos in PvP become a significant factor is your damage output. This naturally favours players who can keep up their rotations or combos under in game conditions such as monster mechs or managed being attacked by other players. It also encourages players to continue to improve to a much higher standard.
If damage procs off sets and the conditions are fairly easy to get (e.g. DoT effects) then it becomes less of an issue of skill as pretty much everyone can do the same amount of damage. A classic example of this happened in PvP with Caluurions where a massive burst of damage from the crit allowed low skill nightblades to one shot people without having to do the skill combos that higher skill players could do with other sets to get the same result. At one stage, the PvP game became a gankfest because the reward to effort ratio was so high that there wasn't much point in playing anything else if you just wanted rewards. There was a massive backlash when Caluurions got nerfed much like the one we are seeing right now.
My argument isn't against proc sets in general, I'm against it when they are so overpowered that even endgame players feel obliged to use them in order to keep up with everyone else. I'm not pushing an elitist line (I'm barely endgame in PvE and only middling at best in PvP) but I feel that player ability should be the most important factor in damage output.
James-Wayne wrote: »Not just skill issue. Proc sets are great for high ping players further from the server because with proc it's the server activating damage vs a mouse click 20k KMs away having to relay back to server before it activates. Server is always faster.
I do agree something needs to be fixed but I would prefer the performance be fixed first because lag degrades lots of content not just combat.
EDIT: I will add if high ping players relied on damage from class skills in PvP we would have no chance in being competitive. We're dead before being able to react.
So interesting thing - so far in logs azure post nerf is outperforming azure pre nerf.
moderatelyfatman wrote: »So interesting thing - so far in logs azure post nerf is outperforming azure pre nerf.
Yeah, this is a bug as the patch did not take. Here is the comment from Charles:
https://www.youtube.com/watch?v=QEJwQxOiGrY
Has there been any response to Azureblight being completely broken at the moment? The damage it is doing currently quite game breaking.
Has there been any response to Azureblight being completely broken at the moment? The damage it is doing currently quite game breaking.
After further testing it doesn't appear to be broken. There appears to be an undocumented bug fix. That changes the damage multiplier a bit.
The explosions appear to be behaving exactly as they did before the patch if you dig into logs. The cooldown for the explosion is per caster, not per target, and this holds true before and after.
Scaling based on number of targets is also correct.
Having done 5 clears of Rockgrove HM last night it doesn't feel bad either. First part of Bahsei is faster, end part when there's fewer targets feels slower. Kill times for a pug were slightly faster than pre patch but I'd say that's more due to banner being weird atm.
Has there been any response to Azureblight being completely broken at the moment? The damage it is doing currently quite game breaking.
After further testing it doesn't appear to be broken. There appears to be an undocumented bug fix. That changes the damage multiplier a bit.
The explosions appear to be behaving exactly as they did before the patch if you dig into logs. The cooldown for the explosion is per caster, not per target, and this holds true before and after.
Scaling based on number of targets is also correct.
Having done 5 clears of Rockgrove HM last night it doesn't feel bad either. First part of Bahsei is faster, end part when there's fewer targets feels slower. Kill times for a pug were slightly faster than pre patch but I'd say that's more due to banner being weird atm.
So according to your testing are you confirming that there IS an undocumented bug that has to do with damage scaling/multiplier? Or are you saying there was a fix that was already applied? Sorry your first sentence was a bit confusing.
Has there been any response to Azureblight being completely broken at the moment? The damage it is doing currently quite game breaking.
After further testing it doesn't appear to be broken. There appears to be an undocumented bug fix. That changes the damage multiplier a bit.
The explosions appear to be behaving exactly as they did before the patch if you dig into logs. The cooldown for the explosion is per caster, not per target, and this holds true before and after.
Scaling based on number of targets is also correct.
Having done 5 clears of Rockgrove HM last night it doesn't feel bad either. First part of Bahsei is faster, end part when there's fewer targets feels slower. Kill times for a pug were slightly faster than pre patch but I'd say that's more due to banner being weird atm.
Has there been any response to Azureblight being completely broken at the moment? The damage it is doing currently quite game breaking.
After further testing it doesn't appear to be broken. There appears to be an undocumented bug fix. That changes the damage multiplier a bit.
The explosions appear to be behaving exactly as they did before the patch if you dig into logs. The cooldown for the explosion is per caster, not per target, and this holds true before and after.
Scaling based on number of targets is also correct.
Having done 5 clears of Rockgrove HM last night it doesn't feel bad either. First part of Bahsei is faster, end part when there's fewer targets feels slower. Kill times for a pug were slightly faster than pre patch but I'd say that's more due to banner being weird atm.
The fact that Azure is still allowing for multiple simultaneous explosions after several patches (ever since U41) does not mean it isn't bugged. It just means that behavior has persisted. Some bugs in this game have lasted over 9 years. That doesn't mean they're not bugs.
Null Arca also exhibits this behavior with multiple simultaneous explosions both in single-target and in AoE situations. The cooldown doesn't get respected when the triggering crit is accompanied by another crit in the same millisecond.
Developer Comment
Azureblight has been standing ahead of the pack of many item sets since its rework in 2023, dominating areas where there are only a handful of targets stacked up and became increasingly stronger against larger groups. In addition to this, the rework significantly increased its efficiency in larger group counts, where multiple wearers could benefit each other by expediting the stack generation process - creating a lot of problematic cases in PvP particularly, where large groups can roam around and bombard both other groups and the servers with little to no recourse.
As such, we've made some larger adjustments to take the set's oppressive nature out of PvP, since Plaguebreak already fits a similar function for those situations with a much healthier amount of counterplay.
Additionally, we've imposed some number adjustments that will shift Azureblight's power closer to where it was always intended to be - shining against bigger packs of enemies. Previously Azure become the defacto set to run when only hitting 3 targets and increasingly became more powerful up to 6, and had little drop off even against 2 enemies.
The newer values ensure Azure is less powerful against 1 to 2 enemies, slightly weaker against 3, but really starts to shine at 4 or more enemies – so it remains the best set for huge packs, while other sets start to compare better in cleave scenarios.
In addition to this, we're also increasing the cooldown on the explosions in hopes to reduce its effectiveness with multiple wearers, so that other sets can be ran more frequently in organized group play, and less booms shake the servers to their core.
Lastly, we're adjusting the 2-4 piece bonuses to grant stats that actually impact the outcome of the set as well, as the previous stat lines had no impact on helping activate or enhance the set's outcome.
Has there been any response to Azureblight being completely broken at the moment? The damage it is doing currently quite game breaking.
After further testing it doesn't appear to be broken. There appears to be an undocumented bug fix. That changes the damage multiplier a bit.
The explosions appear to be behaving exactly as they did before the patch if you dig into logs. The cooldown for the explosion is per caster, not per target, and this holds true before and after.
Scaling based on number of targets is also correct.
Having done 5 clears of Rockgrove HM last night it doesn't feel bad either. First part of Bahsei is faster, end part when there's fewer targets feels slower. Kill times for a pug were slightly faster than pre patch but I'd say that's more due to banner being weird atm.
The fact that Azure is still allowing for multiple simultaneous explosions after several patches (ever since U41) does not mean it isn't bugged. It just means that behavior has persisted. Some bugs in this game have lasted over 9 years. That doesn't mean they're not bugs.
Null Arca also exhibits this behavior with multiple simultaneous explosions both in single-target and in AoE situations. The cooldown doesn't get respected when the triggering crit is accompanied by another crit in the same millisecond.
It's not bugged though.
Cooldowns per player respect the 1s cooldown. Pre update 44 they respected the 0.5s cooldown. If you look at logs by player, you will see that no player has an explosion credited to them faster than every 1s.
This is an example from yesterday, on a very good DPS so it isn't a matter of skill.
https://www.esologs.com/reports/72KHYMfFR8WbQwL6#fight=31&type=damage-done&target=65&source=10&sourcebuffs=-185842&ability=126633&view=events
I found another log for the same player from U43:
https://www.esologs.com/reports/f3VgR6WTrxHYdJyj#fight=44&type=damage-done&target=76&ability=126633&source=8&view=events
You can see that while the explosion times vary, they are never closer together than 0.5s, though sometimes they are longer.
I think the main issue is the patch notes themselves weren't very clear. I also think that the set is likely working as intended.
Edit: the one from yesterday was a 2 portal Bahsei and the one from U43 is a 1 portal Bahsei so there are some differences in general. Just pulled from same player to rule out any skill differences. The 2 portal group yesterday was skilled enough to clear a 1 portal, but was a pug and not optimized for that.