sick of these proc sets...
Sums it up for me too, viper and velidreth is just cancerous for pvp atm, why slot skills at all when rng can do the work for you, it promotes *** gameplay. Afraid it only gets worse with next update introducing more proccs like selene and other sets. I took 25k dmg from one sniper the other day, dont remember what the exact dmg numbers was, but it was the initial hit of the snipe, widowmakers procc, viper procc and the poison dot from applying the poison. It all added up to obscene amounts of dmg from one direct hit. Whats this game coming to...
@Wrobel do you have any comments?
snejremllov wrote: »sick of these proc sets...
Sums it up for me too, viper and velidreth is just cancerous for pvp atm, why slot skills at all when rng can do the work for you, it promotes *** gameplay. Afraid it only gets worse with next update introducing more proccs like selene and other sets. I took 25k dmg from one sniper the other day, dont remember what the exact dmg numbers was, but it was the initial hit of the snipe, widowmakers procc, viper procc and the poison dot from applying the poison. It all added up to obscene amounts of dmg from one direct hit. Whats this game coming to...
@Wrobel do you have any comments?
Viper doesn't proc from snipes. You either remembered it wrong or invented that story. Also these sets have a cooldown they don't rely on RNG. Velidreth does in theory but the 20% proc chance is applied "whenever you deal damage" so it will most likely fire on cooldown.
Educate yourself before you cry on the forums.
snejremllov wrote: »sick of these proc sets...
Sums it up for me too, viper and velidreth is just cancerous for pvp atm, why slot skills at all when rng can do the work for you, it promotes *** gameplay. Afraid it only gets worse with next update introducing more proccs like selene and other sets. I took 25k dmg from one sniper the other day, dont remember what the exact dmg numbers was, but it was the initial hit of the snipe, widowmakers procc, viper procc and the poison dot from applying the poison. It all added up to obscene amounts of dmg from one direct hit. Whats this game coming to...
@Wrobel do you have any comments?
Viper doesn't proc from snipes. You either remembered it wrong or invented that story. Also these sets have a cooldown they don't rely on RNG. Velidreth does in theory but the 20% proc chance is applied "whenever you deal damage" so it will most likely fire on cooldown.
Educate yourself before you cry on the forums.
snejremllov wrote: »sick of these proc sets...
Sums it up for me too, viper and velidreth is just cancerous for pvp atm, why slot skills at all when rng can do the work for you, it promotes *** gameplay. Afraid it only gets worse with next update introducing more proccs like selene and other sets. I took 25k dmg from one sniper the other day, dont remember what the exact dmg numbers was, but it was the initial hit of the snipe, widowmakers procc, viper procc and the poison dot from applying the poison. It all added up to obscene amounts of dmg from one direct hit. Whats this game coming to...
@Wrobel do you have any comments?
Viper doesn't proc from snipes. You either remembered it wrong or invented that story. Also these sets have a cooldown they don't rely on RNG. Velidreth does in theory but the 20% proc chance is applied "whenever you deal damage" so it will most likely fire on cooldown.
Educate yourself before you cry on the forums.
WillhelmBlack wrote: »1 button kills are only going to get worse in the upcoming patch. Even if they re worked some sets, you're still going to die from Ambush, heavy, Incap anyway, no amount of heavy armour or shields will stop 20K physical penetration.
Does anyone remember soft caps?
funny thing is no one complains about skoria because its pretty well balanced w/magickas unimpressive dps lol
Sandman929 wrote: »not death by armor.
It is. The snipe can proc your alchemical poison, which procs widowmaker, which procs viper. And any of these proc velidreth, but like siege it's typically not useful because of the range to target.snejremllov wrote: »sick of these proc sets...
Sums it up for me too, viper and velidreth is just cancerous for pvp atm, why slot skills at all when rng can do the work for you, it promotes *** gameplay. Afraid it only gets worse with next update introducing more proccs like selene and other sets. I took 25k dmg from one sniper the other day, dont remember what the exact dmg numbers was, but it was the initial hit of the snipe, widowmakers procc, viper procc and the poison dot from applying the poison. It all added up to obscene amounts of dmg from one direct hit. Whats this game coming to...
@Wrobel do you have any comments?
Viper doesn't proc from snipes. You either remembered it wrong or invented that story. Also these sets have a cooldown they don't rely on RNG. Velidreth does in theory but the 20% proc chance is applied "whenever you deal damage" so it will most likely fire on cooldown.
Educate yourself before you cry on the forums.
Doesn't viper proc from something else that procs from a snipe?
I thought it was a chain thing..
If this does not demonstrate bad design I'm not sure what does.
S's light attack procs poison, poison procs velidreth, velidreth procs vipers. Totally in 12,583 damage from a single light attack. 12,160 in approximately 1-1.5 seconds.
Little disheartened that players chose to run this setup (coming from a fellow Stam NB), but it is obviously on ZoS to address this. In my experience this probably the major cause of stam / magicka imbalance, the stacking of instant proc sets.
Solution: All instant damage sets should be a 2pc helm + shoulder.
This still allows for tremendous build diversity, allowing players to run instant proc sets, but preventing the ridiculous situation presented above. Just as an example, off the top of my head this change would include Vipers, Red Mountain and Widowmaker, but exclude DoT sets such as Storm Knights Plate.
Thoughts? Criticisms? L2P? Salty McSalt Breath?
The sad part is that Wrobel literally spelled that out in the AMA.You guys forget an important side to this argument. The loss of soft caps, these ridiculous proc builds, no skill 1 mash attacks etc all serve a very important purpose, they keep a large sample of the player base happy.
in my opinion aside from some of just plain silly design aspects, a lot of these changes where implemented to give less power to an individual(aside from burst damage) and give power to the mob.
1vx became a lot harder around the time snipe got a over the top buff. Then all it took was one bad spamming 1 button to really throw a damper into that 1v8 you were crushing(as a mag temp i was now stunned, heal debuffed and being hit like a freight train by someone from beyond my reach)
each change they implement furthers what seems to be an agenda to me. Make each individual as unremarkable as possible.
the recent changes with stamina also feel like a nasty case of "payback is a B"
I remember when my brother was one of the only stamina DK's in the game. At that he was wearing 7/7 heavy(rip Marku) Why did his build not become popular? I will tell you. it was hard to use and situation specific. DK's wanted to wear a skirt and stick and feel invincible, not work for each kill without in a less than optimal set up(fun fact, his char is a DC nord)
back then stam was weak compared to mag, anyone who was around remembers it. somehow I feel like some of the devs played stam and they remember it as well.
Yep. Everything from that point has been empowering the person who puts no effort into figuring out mechanics but wants to be super powerful anyway. It's overleveling the playing field to the point that it takes away from the experiences of the people who actually bother to really know the game.
Eric Wrobel wrote:Our goal is to make a game that is universally fun for everyone. We want players to be able to seamlessly transition between the game modes. without having to memorize how each ability works
HoloYoitsu wrote: »The sad part is that Wrobel literally spelled that out in the AMA.You guys forget an important side to this argument. The loss of soft caps, these ridiculous proc builds, no skill 1 mash attacks etc all serve a very important purpose, they keep a large sample of the player base happy.
in my opinion aside from some of just plain silly design aspects, a lot of these changes where implemented to give less power to an individual(aside from burst damage) and give power to the mob.
1vx became a lot harder around the time snipe got a over the top buff. Then all it took was one bad spamming 1 button to really throw a damper into that 1v8 you were crushing(as a mag temp i was now stunned, heal debuffed and being hit like a freight train by someone from beyond my reach)
each change they implement furthers what seems to be an agenda to me. Make each individual as unremarkable as possible.
the recent changes with stamina also feel like a nasty case of "payback is a B"
I remember when my brother was one of the only stamina DK's in the game. At that he was wearing 7/7 heavy(rip Marku) Why did his build not become popular? I will tell you. it was hard to use and situation specific. DK's wanted to wear a skirt and stick and feel invincible, not work for each kill without in a less than optimal set up(fun fact, his char is a DC nord)
back then stam was weak compared to mag, anyone who was around remembers it. somehow I feel like some of the devs played stam and they remember it as well.
Yep. Everything from that point has been empowering the person who puts no effort into figuring out mechanics but wants to be super powerful anyway. It's overleveling the playing field to the point that it takes away from the experiences of the people who actually bother to really know the game.Eric Wrobel wrote:Our goal is to make a game that is universally fun for everyone. We want players to be able to seamlessly transition between the game modes. without having to memorize how each ability works
HoloYoitsu wrote: »The sad part is that Wrobel literally spelled that out in the AMA.You guys forget an important side to this argument. The loss of soft caps, these ridiculous proc builds, no skill 1 mash attacks etc all serve a very important purpose, they keep a large sample of the player base happy.
in my opinion aside from some of just plain silly design aspects, a lot of these changes where implemented to give less power to an individual(aside from burst damage) and give power to the mob.
1vx became a lot harder around the time snipe got a over the top buff. Then all it took was one bad spamming 1 button to really throw a damper into that 1v8 you were crushing(as a mag temp i was now stunned, heal debuffed and being hit like a freight train by someone from beyond my reach)
each change they implement furthers what seems to be an agenda to me. Make each individual as unremarkable as possible.
the recent changes with stamina also feel like a nasty case of "payback is a B"
I remember when my brother was one of the only stamina DK's in the game. At that he was wearing 7/7 heavy(rip Marku) Why did his build not become popular? I will tell you. it was hard to use and situation specific. DK's wanted to wear a skirt and stick and feel invincible, not work for each kill without in a less than optimal set up(fun fact, his char is a DC nord)
back then stam was weak compared to mag, anyone who was around remembers it. somehow I feel like some of the devs played stam and they remember it as well.
Yep. Everything from that point has been empowering the person who puts no effort into figuring out mechanics but wants to be super powerful anyway. It's overleveling the playing field to the point that it takes away from the experiences of the people who actually bother to really know the game.Eric Wrobel wrote:Our goal is to make a game that is universally fun for everyone. We want players to be able to seamlessly transition between the game modes. without having to memorize how each ability works
So directly put, wrobel wants inept people to be able to be efficient at eso even if they naturally arent susceptible to learning it.
HoloYoitsu wrote: »The sad part is that Wrobel literally spelled that out in the AMA.You guys forget an important side to this argument. The loss of soft caps, these ridiculous proc builds, no skill 1 mash attacks etc all serve a very important purpose, they keep a large sample of the player base happy.
in my opinion aside from some of just plain silly design aspects, a lot of these changes where implemented to give less power to an individual(aside from burst damage) and give power to the mob.
1vx became a lot harder around the time snipe got a over the top buff. Then all it took was one bad spamming 1 button to really throw a damper into that 1v8 you were crushing(as a mag temp i was now stunned, heal debuffed and being hit like a freight train by someone from beyond my reach)
each change they implement furthers what seems to be an agenda to me. Make each individual as unremarkable as possible.
the recent changes with stamina also feel like a nasty case of "payback is a B"
I remember when my brother was one of the only stamina DK's in the game. At that he was wearing 7/7 heavy(rip Marku) Why did his build not become popular? I will tell you. it was hard to use and situation specific. DK's wanted to wear a skirt and stick and feel invincible, not work for each kill without in a less than optimal set up(fun fact, his char is a DC nord)
back then stam was weak compared to mag, anyone who was around remembers it. somehow I feel like some of the devs played stam and they remember it as well.
Yep. Everything from that point has been empowering the person who puts no effort into figuring out mechanics but wants to be super powerful anyway. It's overleveling the playing field to the point that it takes away from the experiences of the people who actually bother to really know the game.Eric Wrobel wrote:Our goal is to make a game that is universally fun for everyone. We want players to be able to seamlessly transition between the game modes. without having to memorize how each ability works
So directly put, wrobel wants inept people to be able to be efficient at eso even if they naturally arent susceptible to learning it.
The goal is to put a monkey at the controls and teach him how to hit dawnbreaker after crit rush.
HoloYoitsu wrote: »The sad part is that Wrobel literally spelled that out in the AMA.You guys forget an important side to this argument. The loss of soft caps, these ridiculous proc builds, no skill 1 mash attacks etc all serve a very important purpose, they keep a large sample of the player base happy.
in my opinion aside from some of just plain silly design aspects, a lot of these changes where implemented to give less power to an individual(aside from burst damage) and give power to the mob.
1vx became a lot harder around the time snipe got a over the top buff. Then all it took was one bad spamming 1 button to really throw a damper into that 1v8 you were crushing(as a mag temp i was now stunned, heal debuffed and being hit like a freight train by someone from beyond my reach)
each change they implement furthers what seems to be an agenda to me. Make each individual as unremarkable as possible.
the recent changes with stamina also feel like a nasty case of "payback is a B"
I remember when my brother was one of the only stamina DK's in the game. At that he was wearing 7/7 heavy(rip Marku) Why did his build not become popular? I will tell you. it was hard to use and situation specific. DK's wanted to wear a skirt and stick and feel invincible, not work for each kill without in a less than optimal set up(fun fact, his char is a DC nord)
back then stam was weak compared to mag, anyone who was around remembers it. somehow I feel like some of the devs played stam and they remember it as well.
Yep. Everything from that point has been empowering the person who puts no effort into figuring out mechanics but wants to be super powerful anyway. It's overleveling the playing field to the point that it takes away from the experiences of the people who actually bother to really know the game.Eric Wrobel wrote:Our goal is to make a game that is universally fun for everyone. We want players to be able to seamlessly transition between the game modes. without having to memorize how each ability works
So directly put, wrobel wants inept people to be able to be efficient at eso even if they naturally arent susceptible to learning it.
The goal is to put a monkey at the controls and teach him how to hit dawnbreaker after crit rush.
Ghost-Shot wrote: »HoloYoitsu wrote: »The sad part is that Wrobel literally spelled that out in the AMA.You guys forget an important side to this argument. The loss of soft caps, these ridiculous proc builds, no skill 1 mash attacks etc all serve a very important purpose, they keep a large sample of the player base happy.
in my opinion aside from some of just plain silly design aspects, a lot of these changes where implemented to give less power to an individual(aside from burst damage) and give power to the mob.
1vx became a lot harder around the time snipe got a over the top buff. Then all it took was one bad spamming 1 button to really throw a damper into that 1v8 you were crushing(as a mag temp i was now stunned, heal debuffed and being hit like a freight train by someone from beyond my reach)
each change they implement furthers what seems to be an agenda to me. Make each individual as unremarkable as possible.
the recent changes with stamina also feel like a nasty case of "payback is a B"
I remember when my brother was one of the only stamina DK's in the game. At that he was wearing 7/7 heavy(rip Marku) Why did his build not become popular? I will tell you. it was hard to use and situation specific. DK's wanted to wear a skirt and stick and feel invincible, not work for each kill without in a less than optimal set up(fun fact, his char is a DC nord)
back then stam was weak compared to mag, anyone who was around remembers it. somehow I feel like some of the devs played stam and they remember it as well.
Yep. Everything from that point has been empowering the person who puts no effort into figuring out mechanics but wants to be super powerful anyway. It's overleveling the playing field to the point that it takes away from the experiences of the people who actually bother to really know the game.Eric Wrobel wrote:Our goal is to make a game that is universally fun for everyone. We want players to be able to seamlessly transition between the game modes. without having to memorize how each ability works
So directly put, wrobel wants inept people to be able to be efficient at eso even if they naturally arent susceptible to learning it.
The goal is to put a monkey at the controls and teach him how to hit dawnbreaker after crit rush.
Who needs dawnbreaker when the crit rush procced 3 different 10k hits and insta killed someone?
Rohamad_Ali wrote: »I don't see 12k single light attack in that pic anywhere .
HoloYoitsu wrote: »The sad part is that Wrobel literally spelled that out in the AMA.You guys forget an important side to this argument. The loss of soft caps, these ridiculous proc builds, no skill 1 mash attacks etc all serve a very important purpose, they keep a large sample of the player base happy.
in my opinion aside from some of just plain silly design aspects, a lot of these changes where implemented to give less power to an individual(aside from burst damage) and give power to the mob.
1vx became a lot harder around the time snipe got a over the top buff. Then all it took was one bad spamming 1 button to really throw a damper into that 1v8 you were crushing(as a mag temp i was now stunned, heal debuffed and being hit like a freight train by someone from beyond my reach)
each change they implement furthers what seems to be an agenda to me. Make each individual as unremarkable as possible.
the recent changes with stamina also feel like a nasty case of "payback is a B"
I remember when my brother was one of the only stamina DK's in the game. At that he was wearing 7/7 heavy(rip Marku) Why did his build not become popular? I will tell you. it was hard to use and situation specific. DK's wanted to wear a skirt and stick and feel invincible, not work for each kill without in a less than optimal set up(fun fact, his char is a DC nord)
back then stam was weak compared to mag, anyone who was around remembers it. somehow I feel like some of the devs played stam and they remember it as well.
Yep. Everything from that point has been empowering the person who puts no effort into figuring out mechanics but wants to be super powerful anyway. It's overleveling the playing field to the point that it takes away from the experiences of the people who actually bother to really know the game.Eric Wrobel wrote:Our goal is to make a game that is universally fun for everyone. We want players to be able to seamlessly transition between the game modes. without having to memorize how each ability works
So directly put, wrobel wants inept people to be able to be efficient at eso even if they naturally arent susceptible to learning it.
The goal is to put a monkey at the controls and teach him how to hit dawnbreaker after crit rush.
Never fear, I have the counter. Just never leave the keep walls anymore. Whenever someone gap closes you, report them for exploiting from your death recap screen. We'll see who's still laughing in the end.Ghost-Shot wrote: »HoloYoitsu wrote: »The sad part is that Wrobel literally spelled that out in the AMA.You guys forget an important side to this argument. The loss of soft caps, these ridiculous proc builds, no skill 1 mash attacks etc all serve a very important purpose, they keep a large sample of the player base happy.
in my opinion aside from some of just plain silly design aspects, a lot of these changes where implemented to give less power to an individual(aside from burst damage) and give power to the mob.
1vx became a lot harder around the time snipe got a over the top buff. Then all it took was one bad spamming 1 button to really throw a damper into that 1v8 you were crushing(as a mag temp i was now stunned, heal debuffed and being hit like a freight train by someone from beyond my reach)
each change they implement furthers what seems to be an agenda to me. Make each individual as unremarkable as possible.
the recent changes with stamina also feel like a nasty case of "payback is a B"
I remember when my brother was one of the only stamina DK's in the game. At that he was wearing 7/7 heavy(rip Marku) Why did his build not become popular? I will tell you. it was hard to use and situation specific. DK's wanted to wear a skirt and stick and feel invincible, not work for each kill without in a less than optimal set up(fun fact, his char is a DC nord)
back then stam was weak compared to mag, anyone who was around remembers it. somehow I feel like some of the devs played stam and they remember it as well.
Yep. Everything from that point has been empowering the person who puts no effort into figuring out mechanics but wants to be super powerful anyway. It's overleveling the playing field to the point that it takes away from the experiences of the people who actually bother to really know the game.Eric Wrobel wrote:Our goal is to make a game that is universally fun for everyone. We want players to be able to seamlessly transition between the game modes. without having to memorize how each ability works
So directly put, wrobel wants inept people to be able to be efficient at eso even if they naturally arent susceptible to learning it.
The goal is to put a monkey at the controls and teach him how to hit dawnbreaker after crit rush.
Who needs dawnbreaker when the crit rush procced 3 different 10k hits and insta killed someone?
HoloYoitsu wrote: »The sad part is that Wrobel literally spelled that out in the AMA.You guys forget an important side to this argument. The loss of soft caps, these ridiculous proc builds, no skill 1 mash attacks etc all serve a very important purpose, they keep a large sample of the player base happy.
in my opinion aside from some of just plain silly design aspects, a lot of these changes where implemented to give less power to an individual(aside from burst damage) and give power to the mob.
1vx became a lot harder around the time snipe got a over the top buff. Then all it took was one bad spamming 1 button to really throw a damper into that 1v8 you were crushing(as a mag temp i was now stunned, heal debuffed and being hit like a freight train by someone from beyond my reach)
each change they implement furthers what seems to be an agenda to me. Make each individual as unremarkable as possible.
the recent changes with stamina also feel like a nasty case of "payback is a B"
I remember when my brother was one of the only stamina DK's in the game. At that he was wearing 7/7 heavy(rip Marku) Why did his build not become popular? I will tell you. it was hard to use and situation specific. DK's wanted to wear a skirt and stick and feel invincible, not work for each kill without in a less than optimal set up(fun fact, his char is a DC nord)
back then stam was weak compared to mag, anyone who was around remembers it. somehow I feel like some of the devs played stam and they remember it as well.
Yep. Everything from that point has been empowering the person who puts no effort into figuring out mechanics but wants to be super powerful anyway. It's overleveling the playing field to the point that it takes away from the experiences of the people who actually bother to really know the game.Eric Wrobel wrote:Our goal is to make a game that is universally fun for everyone. We want players to be able to seamlessly transition between the game modes. without having to memorize how each ability works
So directly put, wrobel wants inept people to be able to be efficient at eso even if they naturally arent susceptible to learning it.
The goal is to put a monkey at the controls and teach him how to hit dawnbreaker after crit rush.
Finding WoW to be a lot more challenging than ESO. Managing cooldowns, rotations, priorities... Etc etc