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Procs are Good, Actually

Zski
Zski
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Hi! If you're here just to rant about skillgaps and call me cheese or whatever, feel free to leave a comment below. In the event we can skip that, I intend to put forward my thoughts on Procs, what they get *right*, what older stat-based models (and their adherents) get *wrong*, and why the glory days of procless pvp probably aren't as glorious as a lot of posters seem to think. This isn't going to be exhaustive by any means, simply my thoughts and opinions re: proc sets, the current direction of the game with the Q3 timer, and how we think about procs and pvp in this game in general, as a LOT of the material seems to essentially come from one source: high end pvp players, typically in a network, and largely content creators.

- Proc Sets are Good, Actually -

ESO PvP has a litany of problems - difficult to access, cliqueish by nature, rife with Feels Bad moments, performance. But much of this, performance aside, are social problems - not knowing the right people, joining the right guilds, pvping at the right times, etc. One of the most common complaints I hear about PvPers *from* PvPers, however, is -how bad everyone is-. Can't siege this, can't kill that, can't heal this. So bad. Potato potato. This is REALLY common when it comes to direct PvP contact in a lot of creator content - Streamer/Youtuber finds a guy, DIzzy Heavy Done,

"Just another potato"

Similarly, the general skill gap is often commented on in a less than favorable light by a factions own soldiers. See a 632 fighting in a field, an enemy 810 attacking. 632 blocks, misuses an ultimate, drops.

"Just another potato"

Now, *generally*, this divide exists in basically every game - that's the skill gap, after all. I'm bringing it up here because ESO itself, as a game, as a construct, is extremely guilty of perpetuating the skill gap rather than offering players ways to close it. That is, ESO is an *extremely terrible teacher* when it comes to PvP. Not only that, but it fails in several key ways that not only prevent newer or less hardcore players from learning, but in ways that make it difficulty to discern the actual game rules at all. I'll explain.

In modern video games, there's two essential parts we've come to expect and rely on - the game mechanical, and the game interactable. The game mechanical is the hardwired rules of the game: in older board games, this would be "one player takes their turn at a time" or "you can only move as many spaces as the die roll dictates" - the bones of the game, the 0s and 1s of the game Matrix. In video games, this is the functional code. Set health=0, set penetration=3000, pen vs. armor, etc. The nuts and bolts.

Then there's the game interactable - or the game aesthetic if you prefer. What we see and experience that converts the game mechanical into an intelligible, interactable space for our thinking lightning meat to make sense of. You COULD, PROBABLY find some way to play ESO without this - by manipulating code and inputs to some degree - but it would, to very nearly everyone, be an uninteresting mess nearly impossible to understand. We shorthand inputs and game moves in increasingly complex systems by using the game interactable as a liaison between our stupid electric mush lumps and the game code. I click the mouse button, character swings sword or shoots staff magic, game moves code. Easy.

Unfortunately, ESO isn't very *clear* very often on what's happening in the game interactable. This applies extremely superficially - with the fashion station completely obscuring armor, noticeable weapons like Maelstrom that would otherwise be gameplay indicators, weapon type itself, race, the list goes on. In ESO I can be in 7/7 Heavy, a "tanky chonk", with a 2h Maul, but can *appear* in PvP or PvE combat as, say, a wizaened old wizard with a battered 2h Sword. You can't change the weapon Macrotype yet (thankfully), but even then you gain the ability to disguise core gameplay features - to use the Game Interactable to *lie* - and also gain the ability to be *lied to*. Going back, this would be a lot like if in Tic Tac Toe, you had the ability to be X, draw a circle somewhere, only to later reveal it was an X all along as you complete tic tac toe.

The other player would - probably rightfully - be pissed.

Now deeper than the superficial changes, however, we have the core of why a lot of PvP players don't actually get better: stat based combat - the PvP Holy Grail, apparently - is largely *invisible* in the game interactable, at least to everyone other than yourself. There are no post-death build screens. You can't check an enemy's items like in other games, say, a moba. You can't even, largely, tell when some procs are even active and wildly change those invisible stats (though some are nice and clearly visible,. like 7th Legion). What the enemy is doing, other than the specific moves they might be using, is largely invisible. You look the same if you have 1500 Weapon Damage or 7000. 15k Resists buffed is indistuinguishable from 40k. Aside from enemy health, you have basically nothing to go on.

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.

And here's the stumbling block - this is where a large portion of otherwise would-be PvP players get stuck, get frustrated, and can't - as the community loves telling them to - "get good". "Getting good" is a process: it involves acknowledgment that we could have done better at things within our control , it involves acknowledgement that some things are out of our control, and it involves introspection regarding *WHAT WENT WRONG* and how to move forward and not let that go wrong again. But ESO is actually extremely BAD at letting players *know* what went wrong in PvP. They know they LOST. They know *that*, technically, went wrong - they missed their desired macro result. They didn't win. But other than that, they only know that -

the enemy guy did a billion and didn't take any damage at all
or
the enemy guy stayed a billion miles away spamming pulses and frags and streaks but never seems to actually run out of mana, even if I learned a little and interrupt Dark Deal
or
I died before the game even registered I was under attack
or
so on and so forth (usually the first entry, though)

The game itself doesn't give the player the TOOLS to understand what went wrong and how to improve from there, because we can't ever see what we were up against or why what happened, well...happened. Stat based combat, being largely invisible, is also therefore largely unintelligible. And if I can't even tell what's *happening* in the game, interactable or mechanical, how am I ever supposed to deduce what went wrong?

MEANWHILE, IN PROCTOPIA -

Procs are (typically) clearly telegraphed or showcased. They're flashy, they're big, they're glowy, they are OBVIOUSLY HAPPENING, but also largely interactable and predictable. Most importantly, however, they're *learnable and intelligible*, for all the same reasons PvE mechanics are. They clearly happen, a result occurs, the player links these two things, learns, and develops strategies based on what they've learned.

If I'm not behind the pillar when the bomb goes off, I die.
If we don't break people out of the stone form, I die.
If I stand in the laser, it hurts me.
If I stand in the poison cloud, it hurts me.
If i stand in the red circle when it "pops", it hurts me (and heals them???).

Be behind the pillar when the explosion happens
Break people out of stone form
Don't stand in the laser
Don't stand in the poison cloud
Don't stand in the red circle when it "pops"

Now PvP is intelligible and learnable. It's no longer, "oh well I guess that guy somehow had like 35k-40k resists? and they hit like they had thousands and thousands of weapon damage. And also kind of never ran out of resources? I'm not really sure what to do here, because I'm not really sure what happened.

Now its, "Hit him to make his armor create the circle, and retreat out of the circle. Their autos have summoned Birds. The Birds hurt me, but don't last forever. I should survive until the birds are gone, then make my move before they can summon them again.

Now its, "Their autos come with a laser? it's not the big red laser that hurts a lot, it's a purple one, but it seems to heal them a little? I should make sure to move away when the laser is up to break it, but I can also stay in it a little if i have to. It doesn't hurt nearly as badly as the red one does."

I could go on, but even when it's not nearly as cut and dried for learning patterns (say, Caluurions, Venom, etc), the procs tend to produce a play pattern to maximize them. The play pattern tends to be visible to all involved parties. The play pattern, since it is visible, is extremely learnable with effort. When people learn the patterns and react accordingly, it forces the proc user to change *their* patterns, flee, or try to ramp up aggression to break past the pattern the defender has learned.

I'm not saying all procs are inherently balanced - Vateshran Laser, looking at you here - but all nonstat procs are inherently more intelligible game design, more understandable by all involved parties, and, since we can all generally agree that all involved players at least knowing the rules to the game they're playing is a minimum threshold for competition, more competitive.




- The Golden Ages of PvP -

Now, I'm not totally oblivious to the idea that a lot of stat-based combat is part of a larger cluster of properties that people tend to remember fondly as being "better PvP', largely because it had a much wider "skill gap". And to some extent, I do empathize with this and find some small parts true - but I also find that the majority is very "American 1950s" Nuclear-Retro - that is, remembered fondly as a golden age by some, but in reality extremely awful for a much larger section of the affected population. Much of it comes from the desire to establish an older form of PvP Hierarchy that used to exist due to "skill" - that is, Master Players at the top, a few middlemen, and the majority of the playerbase at the bottom "where they belong".

Because, y'know. Potatoes belong in the dirt, right?

Something interesting about a LOT of these recollections though, when you listen to them, is that a good portion of them involve *the game breaking*, or at the bare minimum, situations that not only wouldn't be celebrated in other game systems, but probably wouldn't have even been *allowed*.

"Back when you could be good, you used to be able to kite 30 players around forever. See I had this build..."
"I had a build that would bomb whole groups with one Dawnbreaker. See I had this build..."
"I was permablock. I remember this one time I had like, 20 guys on me, and they couldn't get it. See I had this build..."

Usually around there they'll go into some amalgamation of arcane CP and gear combinations with stat allotments that allowed the fundamental rules of the game to change:

Resources were essentially unlimited, or block was basically free, or damage was far beyond typically available means, or - and this is the root of the most common stories - the build just (did everything*. Had too much damage, too much sustain, too much resist, too much mobility.

"I was unstoppable".

The problem here, of course, being that these are also incredible examples of

1 - not necessarily player mechanical skill, but deep-seeded building arcana exploiting weaknesses in the game mechanical, or
2 - 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.*

*Adding a bynote here, but stuff like this - "Youtubing" or endlessly LoSing/Rolling/Block Healing/exploiting the games ability to mitigate and escape - is often cited as a skil mechanical in nature, instead of the rather simple series of steps supported by the build and usually CP. That doesn't make the people doing it bad players by any stretch of the imagination, I'm just making a personal note that "in the tower / up the stairs / circle / circle / dawnbreaker / back in / up the stairs / heal / heal / block / drop down a level / circle / circle / dawnbreaker" probably doesn't require the Galaxy Brain people make it out to require. Once you've done it or seen it a few times it goes from "riveting excitement packed with raw talent" to "completely obnoxious use of mechanics and LoS meant to make people get bored of chasing you and picking off the stragglers". Back to our story, though.

In other words, the "Glory Days" were pretty glorious for a handful of people thanks to their skill in exploiting flaws in the game - and the fact that almost every other game in existence would regard these as mistakes to be fixed rather than choices to be celebrated firmly suggests they are flaws - and pretty obnoxious for the people that didn't have the build knowledge to deal with it or just didn't have the patience to wait until the YTers got tired of dodge rolling around in a circle.

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.

Meanwhile, plenty of us just remember how obnoxious it was watching you infinitely roll or mist or whatever away despite 30 people running you down. In another game we could all have sticks and you would be dead, because THERE ARE THIRTY OF US AND ONE OF YOU.
"You're all so bad" At what? Am I not clicking the Uppercut button hard enough? Should I Fossilize you THROUGH cc immunity? What's the play here?

TL;DR the glory days definitely, unquestioningly involved skill - it's just the skill of making the game break rather than the skill of mechanical execution.

What, exactly, were you doing better than everyone? Did you hit the Uppercut button harder? Lean into your keyboard when LoSing for the 17th time because latency won't register hits in time to catch you? Craftily timing your Vigor in phase with the moon so it healed for more?

The reality is you weren't. Now sure, a lot of you have time in duels and probably ARE mechanically superior to most players. In combat you know when to block, when to roll, when to turtle, when to push. And I have no intention of taking that away from you. Plenty of people pining for this time WERE or ARE exceptional players of the game - but that's not enabling this nearly as much as it seems.


- The Mismatch -

Ultimately though, the majority of the proc arguments come down to that "skill gap" - or rather, it comes down to the fact that the things that you *want back for yourself* are widely available to anyone with an internet connection - and why that's bad. Surface we all want to feel like we're good at the things we do - and many of us are - so much of the pushback against the equalization of playfield attempts to assuage our egos: the procs are too good, and that's why I can't do the things I used to do. Any idiot can deal a billion damage now.

Except, of course, if you are so much more mechanically skilled or gifted - shouldn't you still be doing better? Or was more of that skill in building the car than racing it? Is the thing you want - to go back to that clear power separation between you and hordes of others - good for the game? Or just good for you? When you tell me procs are "ruining the game", do you actually mean "the game", or "my power fantasy being fulfilled within the game"?

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?



Just another potato?




In any event, thank you all for reading. These are some of my thoughts and views on the Proc/less discourse currently going around the ESO-o-sphere, and while I certainly haven't touched on everything I would have liked to (hidden information vs. known information mostly), I think this is more than enough to make at least most of my thoughts abundantly clear.

ZOS, not all of us hate procs. Some of us do like finally being able to see what's going on in the game, instead of just endlessly having to guess if the wizard with a broadsword in front of me is going to chew through my 35k resists and blocking in 2 seconds flat before teabagging me and riding away on a guar. Personally some procs need to be tuned way, way down, but ultimately proc based gameplay is a lot more intuitive, learnable, and good for the community at large than bashing our heads into the invisible wall of stat combat. It still has a place and should be viable and good, but the Procs Are Bad mentality is NOT universal among the playerbase. In fact,

Procs are Good, Actually.


...
...
...
...
...CP PvP isn't, though.
Dead account. Y'all deserve each other.

GLHF.
  • confettibae
    confettibae
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    First post, so glad it could be on this unpopular onion! From the perspective of a newer player who doesn't have the history of "oh it used to be like this years ago" and just the last couple of months of what it's been like now- I think procs are great. I'm (barely) still under cp300, and got into PvP a few days into the game. I run an unconventional mag dps build. Half my skill points are dedicated to crafts, and scrying, and other various non combat lines because as a new player on my main account I want to be able to play the game in those ways too.

    I died a lot, over and over, while experimenting with different sets and changing my build repeatedly so I didn't get 2 shotted. Figuring out how to not get 2 shotted and deal decent damage was another ball of wax. Of course it was frustrating, but it was a lot of fun too. I'm still figuring it out, but I've made a lot of progress. I fully expect, where I'm at, to kind of suck. But truthfully procs or no procs I don't suck the most- it's not like everyone else can't get these sets the way I grinded to get mine, and I'm not running meta gear. It's another tool in the toolbox. And ya, some of us need more tools lol. I really hope I can continue to enjoy PvP as much as I have lately without these sets.

    I noticed a few weeks ago during a couple rounds of BG our team was *heavily* outmatched. I still had fun, but not everyone felt that way. "procs are ruining PvP' was said over and over and over. The fact was we were all under 600 against two teams of end game level players. Life isn't fair. No procs wouldn't have saved us, and sorry, but it really would not have saved the person who kept saying it especially. There just seems to be a lot of hate toward something that anyone has the option to use or work around. Like if I can work around being face rolled, literally anyone can.

  • FirmamentOfStars
    FirmamentOfStars
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    I am sorry to say it this way, but the things you said do not make proc sets good. You basically say the game is so bad at teaching, that procs are an excuse for it. That doesnt necessarely make procs good, it just states how bad the game is at teaching.

    Now for your reasoning why procs can help teaching the game, since they are flashy and stuff. This may be true, but at the same time they can cause this feeling if being helpless and useless or overwhelmed, because you know you have those procs on you and you cant do much about it. Many procs lost their proc conditions and are unavoidable. See? I can just turn the argument around.

    Basically what you said is that players learn the game by learning how to react to procs. Do you not see anything wrong with this statement? It pretty much says, that procs play the game, not class or skill. If this is the way of learning the game by learning how to handle which proc, then procs definitely or overperforming.

    Maybe use your analogy on classes and skills and you land where learning the game really should be: at the core mechanics of the game. People shouldnt learn procs, but class skills and combos. Thats what the game is about and what makes people good at the game. If you can predict the burst combo of an enemy, you will never die. If you know by heart what class uses which combo with the variations, how they heal up and stuff, then you know how stuff works, then you can counter them and win over them. Thats what knowing the game means and what makes you skillful.

    Procs are shiny and stuff maybe true, but in a statmeta its not needed to know exactly all stats if the enemies build. You need an estimation of how much damage he deals, how fast he heals and what damage you do to him. This also comes with experience naturally, but such an estimation can be done in a few seconds and is sufficient to know an enemy and what he is capable to. Together with class and skill knowledge, you can start a counter strategy to fight him.

    Also the disabling of procs wont bring us back to this golden age, since 1v30 wont be possible anymore. Classes were nerfed a lot, unique and good skills were watered down.

    Naturally skilled players like to go back to a non-proc meta, since yeah skill gap is bigger, its more satisfying to get kills (since they are your kills and not your procs kills) and its actually skillfull. Its about classes and skills and game mechanics, and how somebody plays and counters you shows how skillful they are. Procs dont, they just deal damage without taking into consideration if the player has skill or not. Players knowing what to do at the right time always excelled and that should be the case. Stats or procs wont change that. Actually with procs good players will be more likely be able to go back to 1v30 than without, since procs allowed to build the cheesiest, unkillabke tank with damage. Maybe you know these permamist builds with health regen and beam procs? And good players dont mind using procs.

    Basically: procs arent necessarely good. They overshadow the real game, so that learning procs is crucial and people forget to learn about the real game. People lean on procs, get carried by using them and by learning them. Meanwhile classes and skill should be the defining factor for success or loss. Procs currently carry everyone to the state the real game mechanics are neglible and you call that good. No it is not. People should learn the game and classes, thats how they improve and can get good. Maybe the game is terrible at teaching and this is the point where the player has to get active. If he wants to learn, he will find a way. But people wont learn by using procs and that is shown now. People who relied on procs suck now, because they dont know the real game. I have seen people performing decently because if procs and now they dont dare to set a foot into cyro.

    In summary:
    Learning the game helps getting better. Procs are a carry (for everyone, even for skilled players) and people leaning on procs never will improve beyond a certain point. If you want to improve, take the initiative and do it, you will find a way: procs arent that way though.



  • fred4
    fred4
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    @Zski, let me just say that I'm with you and yours is a truly excellent post. It takes time to write something like that and articulate it clearly.

    The non-telegraphed nature of someone's stats has bothered me for a long time, both in PvE and PvP. You can have a weak titan, because it's north of Bruma or you can have a dangerous one, because it's vMA or the Unfinished Dolmen. Both look the same. Maybe not the best example - I think they are different sizes - but hopefully you know what I mean.
    Edited by fred4 on 8 March 2021 17:08
  • Raeyleigh
    Raeyleigh
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    Nice block of text. But you share the common misconception that good or veteran players hate damage procs just because they exist. Theyre hated because theyre plain overpowered.

    And you dont have to take my word for it, next time you log in just compare the tooltip of a random dot proc to a random dot ability. You might find that the proc deals atleast double the damage, and that at no ressource or global cooldown cost.
    For example, a common proc stacking build: Maelstrom 2h + Unleashed terror + Hunters Venom/Syvarra.
    With a single ability slot, in a single global cooldown at the cost of 3k stam this allows you to put damage on your opponent that equals 6 dot abilities, which would require 6 skill slots, 6 global cooldowns and roughly 12k+ stam/mag to cast.
    Whats the counterplay here? Some classes have some, like cloak or cleanse, but the majority needs to stack into things like health regen which are all problematic for similiar reasons.

    It is also a misconception that procs allow new players an easier entrance into pvp. The skillgap might be diminished that way, but now there is a geargap aswell.
    In past patches a new players could pick up some crafted new moon/hundings and get an easy to aquire monster set like bloodspawn, maybe join a nocp campaign or battlegrounds and be on almost equal footing with good players and veterans. Now all they had to do was "get good".
    Today if a new players wanted to be on equal footing he would need to buy Greymoor + Orsinium, grind up antiquity skill and farm leads for Malacaths band of p2w. Then they have to buy Markarth and run Vateshran Hollows over and over for their p2w weapons, and buy other dlc like Wolfhunter and run march of sacrifices on vet for their balorgh helmet, maybe other dlc dungeons as well. And after all of that they go into pvp and still get owned by veterans because the skillgap is still huge and they didnt "get good" yet.
  • VoidCommander
    VoidCommander
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    The reason dealing with a proc meta is better than dealing with a non-proc meta, is because class changes don't exist.

    Let me explain:

    With a proc meta, certain classes had an edge, true, but with the shear build diversity, this could be overcome by building with powerful proc sets. I personally liked using procs that triggered on my charge because it REALLY helped with finishing off magsorcs who would just spam teleport away. Much harder to do that with they are taking 30k damage over 10 seconds. I can build around what I need to combat.

    Without procs however, classes like the magsorc are at such a massive advantage because other classes don't have the firepower to burst down their shields, and even if they somehow do get the sorc down in health, they just streak away. I still use my charge to try to keep up, but it doesn't do nearly enough damage to finish the job (if only stam had an execute charge?). Basically the only way I can adapt to this meta is to change class to the almighty magsorc meta, which would be fine if not for the fact I PvP only for the achievements and alliance rank, and starting over from rank 32 is not on my, or anyone else's agenda.
  • Waffennacht
    Waffennacht
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    He makes a strong point about how the game doesnt give info to allow a player to get better.

    Well not on console anyway
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • Goregrinder
    Goregrinder
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    Procs lower the skill floor and skill ceiling, which is what you don't want in a competitive game OR a game with a competitive game mode. Good players should always be aloud to bury bad players. That's how competition works...the better individual will come out on top.

    The proc meta we had was like everyone being handed out a trophy for 1st place when really only certain players deserved it. It's great for casuals because they feel like they are doing well, because well...ZOS is dealing damage for them and healing them. But the players who spent time learning how to burst combo, time gathering gear, time theorycrafting setups, time developing muscle memory/game sense/etc....they don't get rewarded.

    If two players are dealing an extra 5k damage per light attack at each other because of procs, it doesn't benefit the better player as much since you have to wait for procs to deal their damage, and the lesser skilled player also has the same procs dealing damage. But not having procs benefits the better player more, because damage now has to come manually through burst comboing, and the lesser skilled player won't do their combo correctly.

    But that is the point of any competitive game or game mode. There is a skill ceiling somewhere...the higher it is the more competitive it will be, because there is then more space for players to improve and get better than everyone else. Imagine spending 6 years going to college to become a lawyer (for example), and you study hard, you learn a lot, you get good at it, you pass your Bar exam, and bam...6 years and 100k later, you're a lawyer. THEN a new law passes that says you only need to take one semester of lawyer and you can become the same kind of lawyer. Now new people are becoming lawyers without spending more time and money than what 1 semester costs, getting the same job as you for the same pay.

    Equality of outcome vs equality of opportunity. Outcome should always be determined by what people put into something, not where they were placed by a system.

  • Rhaegar75
    Rhaegar75
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    The reason dealing with a proc meta is better than dealing with a non-proc meta, is because class changes don't exist.

    Let me explain:

    With a proc meta, certain classes had an edge, true, but with the shear build diversity, this could be overcome by building with powerful proc sets. I personally liked using procs that triggered on my charge because it REALLY helped with finishing off magsorcs who would just spam teleport away. Much harder to do that with they are taking 30k damage over 10 seconds. I can build around what I need to combat.

    Without procs however, classes like the magsorc are at such a massive advantage because other classes don't have the firepower to burst down their shields, and even if they somehow do get the sorc down in health, they just streak away. I still use my charge to try to keep up, but it doesn't do nearly enough damage to finish the job (if only stam had an execute charge?). Basically the only way I can adapt to this meta is to change class to the almighty magsorc meta, which would be fine if not for the fact I PvP only for the achievements and alliance rank, and starting over from rank 32 is not on my, or anyone else's agenda.

    Mixed reflections. Initially I also thought that procs brought diversity and to an extent they did so at the beginning of the meta...I was so sick and tired of the Clever + NMA build.

    However.....it did not take long for the meta to get crystallized on a handful of set and combinations. In random order:
    Icy Conjuror
    Syvarra
    Sheer
    Venomous something
    Vateshran
    Merciless charge weapon..whatever it is
    Crimson
    Alessian
    Vigor
    Unleashed
    etc.

    The result: very similar builds and a very similar playstyle just a hell of a lot more frustrating

    At the moment at least it's just a class being OP (Magsorc)..that's better than a proc meta
    Minalan wrote: »
    Remember ladies and gents, the people crying about this the loudest thought that unkillable ball groups were awesome, and that 40K health 4K regen proc builds were fun.

    They weren’t. That game wasn’t fun.

    I'd echo what Minalan wrote and add: where is the fun fighting a 40k health 4k proc regen build?

    I was in Cyro last night and I loved getting killed by a player/skill (my bad...should have looked behind) rather than reading the usual Merciless + Unleashed + Syvarra that was applied using a button/skill



    Edited by Rhaegar75 on 8 March 2021 17:00
  • Waffennacht
    Waffennacht
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    @Goregrinder all that would be true if classes weren't so lopsided
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • Urzigurumash
    Urzigurumash
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    Raeyleigh wrote: »
    And you dont have to take my word for it, next time you log in just compare the tooltip of a random dot proc to a random dot ability. You might find that the proc deals atleast double the damage, and that at no ressource or global cooldown cost.
    For example, a common proc stacking build: Maelstrom 2h + Unleashed terror + Hunters Venom/Syvarra.
    With a single ability slot, in a single global cooldown at the cost of 3k stam this allows you to put damage on your opponent that equals 6 dot abilities, which would require 6 skill slots, 6 global cooldowns and roughly 12k+ stam/mag to cast.
    Whats the counterplay here?

    I don't seem to generate much agreement on this matter, but I have been saying for a while now that the solution to the Malacath meta is to buff DoTs. Let's review our history, starting after Elsweyr, the best balance patch in years in both PvE and PvP:

    DoTs overbuffed -> HoTs overbuffed -> DoTs overnerfed -> HoTs not nerfed at all -> Heals Meta, excessive TTK -> high damage procs introduced to resolve the excessive TTK -> proc meta -> The Mother of All Nerfs, all sets removed

    Rending Slashes make it into any PvE rotations these days?

    If you played in Heavy Armor in BGs during the DoT meta, you would know that unequivocally DoTs are the solution to the tank meta - they can't be blocked.

    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • Goregrinder
    Goregrinder
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    @Goregrinder all that would be true if classes weren't so lopsided

    That's why us vets have been asking for class balance since the game launched. Letting proc sets proc immediately felt like a bandaid fix.
  • ealdwin
    ealdwin
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    Raeyleigh wrote: »
    And you dont have to take my word for it, next time you log in just compare the tooltip of a random dot proc to a random dot ability. You might find that the proc deals atleast double the damage, and that at no ressource or global cooldown cost.
    For example, a common proc stacking build: Maelstrom 2h + Unleashed terror + Hunters Venom/Syvarra.
    With a single ability slot, in a single global cooldown at the cost of 3k stam this allows you to put damage on your opponent that equals 6 dot abilities, which would require 6 skill slots, 6 global cooldowns and roughly 12k+ stam/mag to cast.
    Whats the counterplay here?

    I don't seem to generate much agreement on this matter, but I have been saying for a while now that the solution to the Malacath meta is to buff DoTs. Let's review our history, starting after Elsweyr, the best balance patch in years in both PvE and PvP:

    DoTs overbuffed -> HoTs overbuffed -> DoTs overnerfed -> HoTs not nerfed at all -> Heals Meta, excessive TTK -> high damage procs introduced to resolve the excessive TTK -> proc meta -> The Mother of All Nerfs, all sets removed

    Rending Slashes make it into any PvE rotations these days?

    If you played in Heavy Armor in BGs during the DoT meta, you would know that unequivocally DoTs are the solution to the tank meta - they can't be blocked.

    I've argued before that perhaps Malacath should be adjusted to increase the damage of Damage Over Time abilities, rather than just any ol' Damage Done. That way the mythic really functions as a means to increase consistent sustained damage at the cost of critical damage. The % multiplier may need buffed to around 30% to make it worthwhile, but it would at least remove the ring from the "Must Wear" status that it currently sits at and more towards (what I think mythics should be) niche use that enables different types of builds.
  • Urzigurumash
    Urzigurumash
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    ealdwin wrote: »
    I've argued before that perhaps Malacath should be adjusted to increase the damage of Damage Over Time abilities, rather than just any ol' Damage Done. That way the mythic really functions as a means to increase consistent sustained damage at the cost of critical damage. The % multiplier may need buffed to around 30% to make it worthwhile, but it would at least remove the ring from the "Must Wear" status that it currently sits at and more towards (what I think mythics should be) niche use that enables different types of builds.

    As a DK I think this is an excellent idea, since we are known as the DoT class and the No Crit Passive class, but about this I might be biased.
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • [Deleted User]
    [Deleted User]
    Soul Shriven
    Hello everyone,

    Recently we've had to remove a few posts for baiting and flaming, content that is against the Forum Rules. For further posts be sure to stay constructive and respectful to avoid thread derailment or action on one's own account.

    Thank you for understanding.
    Staff Post
  • Ragnaroek93
    Ragnaroek93
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    Procs are horrible for the game and it's the good players who abuse them to the most extend, not the casuals (most casuals don't even have Zaan or perfected arena weapons). What makes this game so hard for beginners is the powercreep between the classes and the tankiness in general. Bad classes on bad builds just explode in two seconds while a proper stamina warden/necro is almost unkillable in a 1v1 for example. Most classes got nerfed so much that they don't even work without utilizing procs at this point: dots were nerfed, defile was taken away (for everybody but stamcro), cc was nerfed across the board, counters to block/dodge/healing were taken away and almost all classes got more healing on top of that. Create a meta in which people can die (to class abilities and not afk dmg) and it will automatically be more enjoyable for casuals.

    Just take a look at dueling tournaments. The people who host them ban half of the skills and sets in order to make them somehow competitive and still half of the games are just stalemates without anybody dieing. It's a clown fiesta but damage got buffed this patch so there's hope (kinda need to be tested out for the next few weeks).
    I used to think that PvP was a tragedy, but now I realize, it's a comedy.
  • Vermintide
    Vermintide
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    I don't have the time to read all of this just now, but one thing that would be amazing and improve everyone's understanding of the game is the ability to see the build of someone who just killed you.

    It wouldn't have to be full detail, every single stat and all that; but if you could at least see "Oh they're using THAT set" or "Ahh, I didn't realise he was using THAT ability" it would go a long damn way to improving people's understanding of the game.

    Right now, you have to spend months, years even, figuring it out by trial and error, grinding for a week or two of real life valuable time to get the gear you thought would help because of a forum post you read or advice a guildmate gave you, only to discover it really isn't as helpful as you thought or that you're missing some other aspect of how to use it.

    The reason this community is so insular, with such a wide skill gap between "potatoes" and the hardcore, is that who's really going to put themselves through that?
  • jhharvest
    jhharvest
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    I thoroughly appreciate the time and effort OP went into writing the first post. Well done!

    I disagree with a lot of what you said but I do agree that the game is terrible at teaching you how to play. Indeed being able to inspect people's gear and skill setups when they kill you could be a good change. However, it's unlikely to happen as most of the good players would say that their builds are part of their secret sauce and giving noobs insight into it would be tantamount to violation of their human rights or something.

    It's the same thing as having salaries secret or public knowledge. In some countries (like Norway) everyone can know what their neighbour or colleague earns. However, in most Western countries it's a taboo to discuss how much you earn. Which is better? Do I win out if I earn more than my colleague who does the same job as me? Is it because I've worked for it and negotiated and I'm just better?
  • wheem_ESO
    wheem_ESO
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    @Goregrinder all that would be true if classes weren't so lopsided

    That's why us vets have been asking for class balance since the game launched. Letting proc sets proc immediately felt like a bandaid fix.
    Sometimes a bandaid fix is still better than bleeding out all over the floor.
  • Goregrinder
    Goregrinder
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    wheem_ESO wrote: »
    @Goregrinder all that would be true if classes weren't so lopsided

    That's why us vets have been asking for class balance since the game launched. Letting proc sets proc immediately felt like a bandaid fix.
    Sometimes a bandaid fix is still better than bleeding out all over the floor.

    Not at the expense of PVP's health. Removing training wheels from Cyrodiil is a step in the right direction, but it's still not a proper solution. A better solution would be to either down-tune said training wheels, or introduce hard counters other players can use against training wheels. The real problem is that ZOS knew about how over tuned proc sets would be even before they went live with the changes to proc chance...many PVPers told them during testing. They went live anyways....then those same players pstered ZOS about how degenerating PVP was and that procs need to be tuned down....they ignored it for like 8 or 9 months. A handful of PVPers released god builds on youtube for the sole purpose of trying to get ZOS to see how broken they were....ZOS still ignored it.

    So while I love build diversity, the removal of proc sets feels like a breath of fresh air. It's not the best solution, but breating some air is better than completely suffocating.
  • wheem_ESO
    wheem_ESO
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    wheem_ESO wrote: »
    @Goregrinder all that would be true if classes weren't so lopsided

    That's why us vets have been asking for class balance since the game launched. Letting proc sets proc immediately felt like a bandaid fix.
    Sometimes a bandaid fix is still better than bleeding out all over the floor.

    Not at the expense of PVP's health. Removing training wheels from Cyrodiil is a step in the right direction, but it's still not a proper solution. A better solution would be to either down-tune said training wheels, or introduce hard counters other players can use against training wheels. The real problem is that ZOS knew about how over tuned proc sets would be even before they went live with the changes to proc chance...many PVPers told them during testing. They went live anyways....then those same players pstered ZOS about how degenerating PVP was and that procs need to be tuned down....they ignored it for like 8 or 9 months. A handful of PVPers released god builds on youtube for the sole purpose of trying to get ZOS to see how broken they were....ZOS still ignored it.

    So while I love build diversity, the removal of proc sets feels like a breath of fresh air. It's not the best solution, but breating some air is better than completely suffocating.
    Congratulations on playing a class that's actually functional without the crutch of procs.
  • Fawn4287
    Fawn4287
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    Thats a lot of writing to deliver the point of “I want light attacks to proc my sets and kill people for me”. Proc stat based sets are a pain anyway, if it wasn’t for the chasing of max specced builds people would much prefer the ease of non procced sets, do you realise how much of pain keeping seventh or armour master up is? Especially in laggy cyrodil The only reason you run them is because you are at a huge disadvantage if you don’t. The fact is if you don’t run a backbar proc set with a front bar damage set like nma, stuhn or spinner/spriggan, you are missing out on free trainee health and an overpowered mythic, which every man and his dog uses.

    As a player who is usually solo and prefer non stealth or road runner builds I haven’t touched anything without even a weak cleanse since proc sets were buffed and malacath introduced, people love to use “diversity” as a guise to don’t nerf my cheese, but what’s diverse about all but 1 class using malacath and the same half a dozen proc sets whilst grossly limiting the use of anything that can’t cleanse all the proc garbage?
  • Dunning_Kruger
    Dunning_Kruger
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    Just came here to say.

    Wrong.
    ____________________________________
    A G G R O - the legendary stamplar GM of <HALL MONITORS>

    For the Queen bby
  • Dunning_Kruger
    Dunning_Kruger
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    Fawn4287 wrote: »

    As a player who is usually solo and prefer non stealth or road runner builds I haven’t touched anything without even a weak cleanse since proc sets were buffed and malacath introduced, people love to use “diversity” as a guise to don’t nerf my cheese, but what’s diverse about all but 1 class using malacath and the same half a dozen proc sets whilst grossly limiting the use of anything that can’t cleanse all the proc garbage?

    Truth
    ____________________________________
    A G G R O - the legendary stamplar GM of <HALL MONITORS>

    For the Queen bby
  • wheem_ESO
    wheem_ESO
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    Fawn4287 wrote: »
    As a player who is usually solo and prefer non stealth or road runner builds I haven’t touched anything without even a weak cleanse since proc sets were buffed and malacath introduced, people love to use “diversity” as a guise to don’t nerf my cheese, but what’s diverse about all but 1 class using malacath and the same half a dozen proc sets whilst grossly limiting the use of anything that can’t cleanse all the proc garbage?
    Have you played no-CP since the patch? I was able to basically ignore an opposing Magicka Necromancer with DOT procs (Oblivion's Foe, BRP Destruction Staff, etc...) with just Radiating Regeneration and my own Mender pet.

    Going by what I've experienced in BGs so far, DOT procs are mostly a joke now, with burst damage (from stats, procs, or both) being the undisputed king. And by a huge margin at that. The gap is probably even more exaggerated in CP-enabled PvP, since DOT procs were never nearly as much of a problem there anyway.
  • soniku4ikblis
    soniku4ikblis
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    I am disappointed that super-tank 10 minute battles have returned again in PVP and end in stalemates. The usual winning factor is spamming siege on a group of super-tanks at the top of a tower. Or, lag.

    Ah well. Even though Sorcs are still super annoying to fight, at least they can't kill me fast anymore, which is my way of sticking it to the machine. ;-)

    __._-*._._._.-*'"{Sonic Euphoric Bliss}"'*-._._._.*-_.__
  • Brrrofski
    Brrrofski
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    Procs are horrible for the game and it's the good players who abuse them to the most extend, not the casuals (most casuals don't even have Zaan or perfected arena weapons). What makes this game so hard for beginners is the powercreep between the classes and the tankiness in general. Bad classes on bad builds just explode in two seconds while a proper stamina warden/necro is almost unkillable in a 1v1 for example. Most classes got nerfed so much that they don't even work without utilizing procs at this point: dots were nerfed, defile was taken away (for everybody but stamcro), cc was nerfed across the board, counters to block/dodge/healing were taken away and almost all classes got more healing on top of that. Create a meta in which people can die (to class abilities and not afk dmg) and it will automatically be more enjoyable for casuals.

    Just take a look at dueling tournaments. The people who host them ban half of the skills and sets in order to make them somehow competitive and still half of the games are just stalemates without anybody dieing. It's a clown fiesta but damage got buffed this patch so there's hope (kinda need to be tested out for the next few weeks).

    This 100%

    I didn't care about noobs or "potatos" using procs by themselves.

    It's when you get good players in ball groups all proccing their eyes out that ruins PvP.

    And good players will use those sets and mash many a potato. The amount of good players I see farming groups of 10 and they're crimson is making them immortal. Or using sets that chip away at people while they're actually being defensive.

    Although there's plenty of bad players I come across that run in groups and don't die because they're all wearing earthgore and crimson.

    Also, procs hold less experienced players back. How are they ever going to learn a proper rotation if one set does damage for them just because they did some sort of damage to you, or how to stay alive if another set keeps them alive when they're CCed because they couldn't manage their stamina properly?
    Edited by Brrrofski on 10 March 2021 09:27
  • Nick_Balza
    Nick_Balza
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    I think, "The Big Proc Problem" could be solved if abilities from proc would have dependency from spell/physical damage. Or health. Or missing health.

    That could prevent abusing proc sets and pay attention to other char parameters.

    The problem is not in proc sets, the problem is in ability to abuse them/mechanics to absolute nonsense. Stamcors/stamplars with vateshran staff are ridiculous and it's getting complicated to take game world seriously.
    GM of small social/casual guild Bar Indoril Nalivayka
    PC - EU. @NickBalza
    Nick Balza - Magicka Nightblade
    John Skellan - Stamina Nightblade (Vampire/Crafter/Bowtard)
    Roland Maybelline - Stamina Templar
    Willow The Firestarter - Magicka DK
    Alexander Veidt - Stamina Necromancer
    Chris Maxwell - Magicka Necromancer (Healer)
    Genevieve Diedonne - Stamina Sorc
    The Beckett - Stamina DK/Werewolf
    Mira Giovanni - Magicka Nightblade (Healer\Tank)

  • jhharvest
    jhharvest
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    In the spirit of Nerf Everything I'd suggest this:
    Increase max stat pools but reduce recoveries. When you can't spam heals forever there's no more unkillable builds. If that's what we want?
  • Goregrinder
    Goregrinder
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    ✭✭
    wheem_ESO wrote: »
    wheem_ESO wrote: »
    @Goregrinder all that would be true if classes weren't so lopsided

    That's why us vets have been asking for class balance since the game launched. Letting proc sets proc immediately felt like a bandaid fix.
    Sometimes a bandaid fix is still better than bleeding out all over the floor.

    Not at the expense of PVP's health. Removing training wheels from Cyrodiil is a step in the right direction, but it's still not a proper solution. A better solution would be to either down-tune said training wheels, or introduce hard counters other players can use against training wheels. The real problem is that ZOS knew about how over tuned proc sets would be even before they went live with the changes to proc chance...many PVPers told them during testing. They went live anyways....then those same players pstered ZOS about how degenerating PVP was and that procs need to be tuned down....they ignored it for like 8 or 9 months. A handful of PVPers released god builds on youtube for the sole purpose of trying to get ZOS to see how broken they were....ZOS still ignored it.

    So while I love build diversity, the removal of proc sets feels like a breath of fresh air. It's not the best solution, but breating some air is better than completely suffocating.
    Congratulations on playing a class that's actually functional without the crutch of procs.

    What do you mean? I play Stamblade, Stam/Magplar, MagCro, Magsorc, and StamDk which I'll be switching to MagDk this patch. MagDk crutched hard on proc sets, but I'm still gonna play it. It's not worth dealing with a broken meta for a year for the sake of build diversity. I'd rather people play the game rather than ZOS playing the game for you. I'm glad ZOS is finally doing something about it.
  • Shiredo
    Shiredo
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    TLDR.

    The people in charge of making these balance and gameplay changes just need to be forced to play many other MMORPGs to actually see what's good before doing huge changes like disabling proc sets.
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