I agree it's strong but this is too much, a damage nerf would be fine but removing a crit chance almost renders every undaunted set in PVE useless. - A nice damage adjustments on those sets would have been perfect. And then make it so you cant crit players.leepalmer95 wrote: »Where are you getting the numbers from, Grothdarr is doing upwards of 10% of your DPS, while the average PVE player runs around with 65-75% crit chance (more with raid buffs)leepalmer95 wrote: »I feel this is another "one step forward, two steps back" type of deal. While I agree it is good for PVP I feel as if this is impacting PVE in ways it shouldn't. And honestly, I don't think removing the crit component is going to fix the issue for PVP, but it sure is going to fix and break a lot of the PVE gameplay.We are going to be making some changes to these sets to balance out their burst potential. When the update hits, any set that has a damage or heal proc component to it will no longer crit in PVE or PVP. We chose this direction as we like the concept of these sets and still want them to be interesting and viable, we just wanted to tone down their overall burst potential. (sustain is slightly reduced, while burst potential is significantly reduced)
PVE is in a great place right now, crit matters a lot, why remove one of the core things that make up PVE gameplay? Instead of just making use of that battle spirit passive to balance things within Cyrodill. This just further proves you can't balance a game for PVE and PVP espeically this far into the game and the changes being added.That's per person, imagine a 7% nerf for all 8 DPS in your raid -- that is quite large.On the PVE side, It's about a 7-8% nerf to sustain from
All in all I think this change is barely going to change anything in Cyrodill like it's meant to but its going to be pretty awful in PVE, and I think you guys should look for different ways to balance it. And keep Cyrodill balance out of PVE. We should have moved away from this in 2015.
(Why not make it so they can't crit on players only???)
It's 7-8% overall dps loss using 3 sets. On an actual end game trial build with 1 proc set, it'll be like 3% dmg loss overall, plus the cp cap may increase so the actual dps loss shouldn't be noticeable.
Not to mention minor force AND major force is not going to work on these sets anymore this is upwards of a 6% damage nerf per player from using these sets.
I think a lot of people are missing the point on how awful a decision this is when its completely changing PVE more than PVP.
I still don't think the nerf will be enough for pvp, but sets like grothdarr and ilambris are too strong at the moment for pve.
Your a top pve'er yourself so you noticed why the dps meta shifted to magicka was mainly because of sets like these. The dmg they bring is insane and it's aoe damage.
Besides you were all managing to do vet hard mode trials before proc sets became so strong pve wise, you should be fine. we don't even know what other changes zos made yet either.
Plus the cp cap may increase which will lower the dps effect on it's own.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
@sodantokb16_ESO @Sugaroverdose
Okay but what was the goal? Burst potential. Don't lose sight of this.ZOS_RichLambert wrote: »We are going to be making some changes to these sets to balance out their burst potential.
Removing crit does not change the burst potential when people can wear up to 3 proc sets that do instant damage...
That's why I'm saying the difference between crit vs. non-crit on a full impen target doesn't really change the burst potential. You're still hitting your target for loads of instant damage. That's the issue. Not the crit.
Ron_Burgundy_79 wrote: »It's not the actual % DPS decrease for PVE - it's the fact that PVE gets nerfed because of PVP whining and crap that annoys me.
I know this may sound crazy, but maybe proc sets are over performing in both PVE and PVP.
Maybe the blame should shift from only pvpers to players pulling 60k+ dps in pve land, burning through most mechanics. There's plenty of blame to go around. I believe @leepalmer95 said it already. It'll be a massive 3% dps decrease if you're running 5-3-2 with a monster set.
Do I think it's going to fix proc sets in pvp? No. The stacking of proc sets will still be an issue.
Do I think it's a step in the right direction? Yes. Toning down the damage done by proc sets is a response to the complaints that have all of us have seen over the past few months. It may not be the change that most of us wanted, but it is a change, nonetheless.
I'm interested to see the rest of the patch notesn specifically interested the possible changes to heavy armor and the destro ulti.
CC: @Jaronking @texassob @ZOS_RichLambert
Edit: grammar and autocorrect
OrphanHelgen wrote: »Is this affecting the procs of enchants as well, as maelstrom bow the bonus dmg tics or just a simple poison dmg enchant?
Where are you getting the numbers from, Grothdarr is doing upwards of 10% of your DPS, while the average PVE player runs around with 65-75% crit chance (more with raid buffs)leepalmer95 wrote: »I feel this is another "one step forward, two steps back" type of deal. While I agree it is good for PVP I feel as if this is impacting PVE in ways it shouldn't. And honestly, I don't think removing the crit component is going to fix the issue for PVP, but it sure is going to fix and break a lot of the PVE gameplay.We are going to be making some changes to these sets to balance out their burst potential. When the update hits, any set that has a damage or heal proc component to it will no longer crit in PVE or PVP. We chose this direction as we like the concept of these sets and still want them to be interesting and viable, we just wanted to tone down their overall burst potential. (sustain is slightly reduced, while burst potential is significantly reduced)
PVE is in a great place right now, crit matters a lot, why remove one of the core things that make up PVE gameplay? Instead of just making use of that battle spirit passive to balance things within Cyrodill. This just further proves you can't balance a game for PVE and PVP espeically this far into the game and the changes being added.That's per person, imagine a 7% nerf for all 8 DPS in your raid -- that is quite large.On the PVE side, It's about a 7-8% nerf to sustain from
All in all I think this change is barely going to change anything in Cyrodill like it's meant to but its going to be pretty awful in PVE, and I think you guys should look for different ways to balance it. And keep Cyrodill balance out of PVE. We should have moved away from this in 2015.
(Why not make it so they can't crit on players only???)
It's 7-8% overall dps loss using 3 sets. On an actual end game trial build with 1 proc set, it'll be like 3% dmg loss overall, plus the cp cap may increase so the actual dps loss shouldn't be noticeable.
Not to mention minor force AND major force is not going to work on these sets anymore this is upwards of a 6% damage nerf per player from using these sets.
I think a lot of people are missing the point on how awful a decision this is when its completely changing PVE more than PVP.
@sodantokb16_ESO @Sugaroverdose
Okay but what was the goal? Burst potential. Don't lose sight of this.ZOS_RichLambert wrote: »We are going to be making some changes to these sets to balance out their burst potential.
Removing crit does not change the burst potential when people can wear up to 3 proc sets that do instant damage...
That's why I'm saying the difference between crit vs. non-crit on a full impen target doesn't really change the burst potential. You're still hitting your target for loads of instant damage. That's the issue. Not the crit.
Toc de Malsvi wrote: »OrphanHelgen wrote: »Is this affecting the procs of enchants as well, as maelstrom bow the bonus dmg tics or just a simple poison dmg enchant?Where are you getting the numbers from, Grothdarr is doing upwards of 10% of your DPS, while the average PVE player runs around with 65-75% crit chance (more with raid buffs)leepalmer95 wrote: »I feel this is another "one step forward, two steps back" type of deal. While I agree it is good for PVP I feel as if this is impacting PVE in ways it shouldn't. And honestly, I don't think removing the crit component is going to fix the issue for PVP, but it sure is going to fix and break a lot of the PVE gameplay.We are going to be making some changes to these sets to balance out their burst potential. When the update hits, any set that has a damage or heal proc component to it will no longer crit in PVE or PVP. We chose this direction as we like the concept of these sets and still want them to be interesting and viable, we just wanted to tone down their overall burst potential. (sustain is slightly reduced, while burst potential is significantly reduced)
PVE is in a great place right now, crit matters a lot, why remove one of the core things that make up PVE gameplay? Instead of just making use of that battle spirit passive to balance things within Cyrodill. This just further proves you can't balance a game for PVE and PVP espeically this far into the game and the changes being added.That's per person, imagine a 7% nerf for all 8 DPS in your raid -- that is quite large.On the PVE side, It's about a 7-8% nerf to sustain from
All in all I think this change is barely going to change anything in Cyrodill like it's meant to but its going to be pretty awful in PVE, and I think you guys should look for different ways to balance it. And keep Cyrodill balance out of PVE. We should have moved away from this in 2015.
(Why not make it so they can't crit on players only???)
It's 7-8% overall dps loss using 3 sets. On an actual end game trial build with 1 proc set, it'll be like 3% dmg loss overall, plus the cp cap may increase so the actual dps loss shouldn't be noticeable.
Not to mention minor force AND major force is not going to work on these sets anymore this is upwards of a 6% damage nerf per player from using these sets.
I think a lot of people are missing the point on how awful a decision this is when its completely changing PVE more than PVP.
Lambert posted a parse with Kraugh, Red Mountain, Viper. 78% crit, nearly 100% uptime on minor force and 30% uptime on warhorn.
As I stated to another poster, perhaps Grothdarr and Ilambris were over performing?
Grothdarr and Ilambris are strong but they don't need this much of a nerf, infact none of the undaunted sets needs this much of a nerf. Are you forgetting the patch they buffed them because they were too weak. Now they will all be useless.Toc de Malsvi wrote: »OrphanHelgen wrote: »Is this affecting the procs of enchants as well, as maelstrom bow the bonus dmg tics or just a simple poison dmg enchant?Where are you getting the numbers from, Grothdarr is doing upwards of 10% of your DPS, while the average PVE player runs around with 65-75% crit chance (more with raid buffs)leepalmer95 wrote: »I feel this is another "one step forward, two steps back" type of deal. While I agree it is good for PVP I feel as if this is impacting PVE in ways it shouldn't. And honestly, I don't think removing the crit component is going to fix the issue for PVP, but it sure is going to fix and break a lot of the PVE gameplay.We are going to be making some changes to these sets to balance out their burst potential. When the update hits, any set that has a damage or heal proc component to it will no longer crit in PVE or PVP. We chose this direction as we like the concept of these sets and still want them to be interesting and viable, we just wanted to tone down their overall burst potential. (sustain is slightly reduced, while burst potential is significantly reduced)
PVE is in a great place right now, crit matters a lot, why remove one of the core things that make up PVE gameplay? Instead of just making use of that battle spirit passive to balance things within Cyrodill. This just further proves you can't balance a game for PVE and PVP espeically this far into the game and the changes being added.That's per person, imagine a 7% nerf for all 8 DPS in your raid -- that is quite large.On the PVE side, It's about a 7-8% nerf to sustain from
All in all I think this change is barely going to change anything in Cyrodill like it's meant to but its going to be pretty awful in PVE, and I think you guys should look for different ways to balance it. And keep Cyrodill balance out of PVE. We should have moved away from this in 2015.
(Why not make it so they can't crit on players only???)
It's 7-8% overall dps loss using 3 sets. On an actual end game trial build with 1 proc set, it'll be like 3% dmg loss overall, plus the cp cap may increase so the actual dps loss shouldn't be noticeable.
Not to mention minor force AND major force is not going to work on these sets anymore this is upwards of a 6% damage nerf per player from using these sets.
I think a lot of people are missing the point on how awful a decision this is when its completely changing PVE more than PVP.
Lambert posted a parse with Kraugh, Red Mountain, Viper. 78% crit, nearly 100% uptime on minor force and 30% uptime on warhorn.
As I stated to another poster, perhaps Grothdarr and Ilambris were over performing?
Get procset damage, then multiply it by (1000/(3200/50))%+12%+12%+22%=162%, then multiply by battle spirit 0.5, what number do you have for single set?@sodantokb16_ESO @Sugaroverdose
Okay but what was the goal? Burst potential. Don't lose sight of this.ZOS_RichLambert wrote: »We are going to be making some changes to these sets to balance out their burst potential.
Removing crit does not change the burst potential when people can wear up to 3 proc sets that do instant damage...
That's why I'm saying the difference between crit vs. non-crit on a full impen target doesn't really change the burst potential. You're still hitting your target for loads of instant damage. That's the issue. Not the crit.
Toc de Malsvi wrote: »OrphanHelgen wrote: »Is this affecting the procs of enchants as well, as maelstrom bow the bonus dmg tics or just a simple poison dmg enchant?Where are you getting the numbers from, Grothdarr is doing upwards of 10% of your DPS, while the average PVE player runs around with 65-75% crit chance (more with raid buffs)leepalmer95 wrote: »I feel this is another "one step forward, two steps back" type of deal. While I agree it is good for PVP I feel as if this is impacting PVE in ways it shouldn't. And honestly, I don't think removing the crit component is going to fix the issue for PVP, but it sure is going to fix and break a lot of the PVE gameplay.We are going to be making some changes to these sets to balance out their burst potential. When the update hits, any set that has a damage or heal proc component to it will no longer crit in PVE or PVP. We chose this direction as we like the concept of these sets and still want them to be interesting and viable, we just wanted to tone down their overall burst potential. (sustain is slightly reduced, while burst potential is significantly reduced)
PVE is in a great place right now, crit matters a lot, why remove one of the core things that make up PVE gameplay? Instead of just making use of that battle spirit passive to balance things within Cyrodill. This just further proves you can't balance a game for PVE and PVP espeically this far into the game and the changes being added.That's per person, imagine a 7% nerf for all 8 DPS in your raid -- that is quite large.On the PVE side, It's about a 7-8% nerf to sustain from
All in all I think this change is barely going to change anything in Cyrodill like it's meant to but its going to be pretty awful in PVE, and I think you guys should look for different ways to balance it. And keep Cyrodill balance out of PVE. We should have moved away from this in 2015.
(Why not make it so they can't crit on players only???)
It's 7-8% overall dps loss using 3 sets. On an actual end game trial build with 1 proc set, it'll be like 3% dmg loss overall, plus the cp cap may increase so the actual dps loss shouldn't be noticeable.
Not to mention minor force AND major force is not going to work on these sets anymore this is upwards of a 6% damage nerf per player from using these sets.
I think a lot of people are missing the point on how awful a decision this is when its completely changing PVE more than PVP.
Lambert posted a parse with Kraugh, Red Mountain, Viper. 78% crit, nearly 100% uptime on minor force and 30% uptime on warhorn.
As I stated to another poster, perhaps Grothdarr and Ilambris were over performing?
Don't need PTS to understand that making proc sets not crit in PVP isn't going to solve anything - you still wont be able to react fast enough to save yourself with animation canceling, the user now just has to put an execute on his bar and use it after all his stuff procs.Rohamad_Ali wrote: »You guys are going to make Mr Lambert shove his thumbs in his eyes . We need the pts before we skin this bird .
Grothdarr and Ilambris are strong but they don't need this much of a nerf, infact none of the undaunted sets needs this much of a nerf. Are you forgetting the patch they buffed them because they were too weak. Now they will all be useless.Toc de Malsvi wrote: »OrphanHelgen wrote: »Is this affecting the procs of enchants as well, as maelstrom bow the bonus dmg tics or just a simple poison dmg enchant?Where are you getting the numbers from, Grothdarr is doing upwards of 10% of your DPS, while the average PVE player runs around with 65-75% crit chance (more with raid buffs)leepalmer95 wrote: »I feel this is another "one step forward, two steps back" type of deal. While I agree it is good for PVP I feel as if this is impacting PVE in ways it shouldn't. And honestly, I don't think removing the crit component is going to fix the issue for PVP, but it sure is going to fix and break a lot of the PVE gameplay.We are going to be making some changes to these sets to balance out their burst potential. When the update hits, any set that has a damage or heal proc component to it will no longer crit in PVE or PVP. We chose this direction as we like the concept of these sets and still want them to be interesting and viable, we just wanted to tone down their overall burst potential. (sustain is slightly reduced, while burst potential is significantly reduced)
PVE is in a great place right now, crit matters a lot, why remove one of the core things that make up PVE gameplay? Instead of just making use of that battle spirit passive to balance things within Cyrodill. This just further proves you can't balance a game for PVE and PVP espeically this far into the game and the changes being added.That's per person, imagine a 7% nerf for all 8 DPS in your raid -- that is quite large.On the PVE side, It's about a 7-8% nerf to sustain from
All in all I think this change is barely going to change anything in Cyrodill like it's meant to but its going to be pretty awful in PVE, and I think you guys should look for different ways to balance it. And keep Cyrodill balance out of PVE. We should have moved away from this in 2015.
(Why not make it so they can't crit on players only???)
It's 7-8% overall dps loss using 3 sets. On an actual end game trial build with 1 proc set, it'll be like 3% dmg loss overall, plus the cp cap may increase so the actual dps loss shouldn't be noticeable.
Not to mention minor force AND major force is not going to work on these sets anymore this is upwards of a 6% damage nerf per player from using these sets.
I think a lot of people are missing the point on how awful a decision this is when its completely changing PVE more than PVP.
Lambert posted a parse with Kraugh, Red Mountain, Viper. 78% crit, nearly 100% uptime on minor force and 30% uptime on warhorn.
As I stated to another poster, perhaps Grothdarr and Ilambris were over performing?
That screenshot does not include Major Force uptime or Shadow Mundus Stone.
I do not think this was a smart decision because for 1) This wont fix PVP unless there is an ICD 2) It *** PVE over pretty largely when you take into consideration of all the other monster sets that are not as good.
Welcome back Molag Kena meta, I did not miss you.
You're also not helping by missing the point and saying it needed a nerf, do you honestly think it needed this much of a nerf for PVE? Ripping core mechanics out of sets and applying that into PVE. Cmon, we're better than that as a community to let this big of a change impact the content this much.
Balance the sets properly instead of half assing them with a PVP change to make them useless. Go over them and reduce their damage, then handle the PVP situation as well.
ZOS_RichLambert wrote: »@ZOS_RichLambert do you use impen in pvp? why did you nerf proc sets in pve to the ground and only marginally made them weaker on pvp?
Yep I use impen - even with 7 impen, crits still hurt. On the PVE side, It's about a 7-8% nerf to sustain from my internal testing. (using Viper, Red Mountain and Kra on my stam sorc) I wouldn't call that nerfed into the ground.
Did you said @Alcast ?luen79rwb17_ESO wrote: »This should have been discussed like 2 months ago and not 1-2 weeks before PTS and 1,5 months before update launch...
Just make it non crit on players / battle spirit status only since some PVPers seem happy with this change, and don't mess with PVE. Nobody was complaining about PVE until this thread...
SublimeSparo wrote: »Why is endless hail lower max hit on the picture? So the maelstrom enchant are affected as well?
Grothdarr and Ilambris are strong but they don't need this much of a nerf, infact none of the undaunted sets needs this much of a nerf. Are you forgetting the patch they buffed them because they were too weak. Now they will all be useless.Toc de Malsvi wrote: »OrphanHelgen wrote: »Is this affecting the procs of enchants as well, as maelstrom bow the bonus dmg tics or just a simple poison dmg enchant?Where are you getting the numbers from, Grothdarr is doing upwards of 10% of your DPS, while the average PVE player runs around with 65-75% crit chance (more with raid buffs)leepalmer95 wrote: »I feel this is another "one step forward, two steps back" type of deal. While I agree it is good for PVP I feel as if this is impacting PVE in ways it shouldn't. And honestly, I don't think removing the crit component is going to fix the issue for PVP, but it sure is going to fix and break a lot of the PVE gameplay.We are going to be making some changes to these sets to balance out their burst potential. When the update hits, any set that has a damage or heal proc component to it will no longer crit in PVE or PVP. We chose this direction as we like the concept of these sets and still want them to be interesting and viable, we just wanted to tone down their overall burst potential. (sustain is slightly reduced, while burst potential is significantly reduced)
PVE is in a great place right now, crit matters a lot, why remove one of the core things that make up PVE gameplay? Instead of just making use of that battle spirit passive to balance things within Cyrodill. This just further proves you can't balance a game for PVE and PVP espeically this far into the game and the changes being added.That's per person, imagine a 7% nerf for all 8 DPS in your raid -- that is quite large.On the PVE side, It's about a 7-8% nerf to sustain from
All in all I think this change is barely going to change anything in Cyrodill like it's meant to but its going to be pretty awful in PVE, and I think you guys should look for different ways to balance it. And keep Cyrodill balance out of PVE. We should have moved away from this in 2015.
(Why not make it so they can't crit on players only???)
It's 7-8% overall dps loss using 3 sets. On an actual end game trial build with 1 proc set, it'll be like 3% dmg loss overall, plus the cp cap may increase so the actual dps loss shouldn't be noticeable.
Not to mention minor force AND major force is not going to work on these sets anymore this is upwards of a 6% damage nerf per player from using these sets.
I think a lot of people are missing the point on how awful a decision this is when its completely changing PVE more than PVP.
Lambert posted a parse with Kraugh, Red Mountain, Viper. 78% crit, nearly 100% uptime on minor force and 30% uptime on warhorn.
As I stated to another poster, perhaps Grothdarr and Ilambris were over performing?
That screenshot does not include Major Force uptime or Shadow Mundus Stone.
I do not think this was a smart decision because for 1) This wont fix PVP unless there is an ICD 2) It *** PVE over pretty largely when you take into consideration of all the other monster sets that are not as good.
Welcome back Molag Kena meta, I did not miss you.
You're also not helping by missing the point and saying it needed a nerf, do you honestly think it needed this much of a nerf for PVE? Ripping core mechanics out of sets and applying that into PVE. Cmon, we're better than that as a community to let this big of a change impact the content this much.
Balance the sets properly instead of half assing them with a PVP change to make them useless. Go over them and reduce their damage, then handle the PVP situation as well.
Don't need PTS to understand that removing CHD modifiers from PVE is a bad direction.Rohamad_Ali wrote: »You guys are going to make Mr Lambert shove his thumbs in his eyes . We need the pts before we skin this bird .
Don't need PTS to understand that making proc sets not crit in PVP isn't going to solve anything - you still wont be able to react fast enough to save yourself with animation canceling, the user now just has to put an execute on his bar and use it after all his stuff procs.
What would be ideal.
Lower the damage of several proc sets that are over performing - velidreth, red mountain, grothdarr, ilambris, viper, poisons etc
Put a cooldown of 1 second on a proc chance so you can actually react to the incoming damage.
This way we won't be making a useless change that in future will be reverted anyway and I don't really want to go a major patch with this kind of balance waiting for it to be changed. Because it's really just changing PVE than it is PVP in ways it doesn't need to.
A core mechanic of PVE is to have decently high crit chance and then building your group in support of CHD (critical hit damage) multipliers including; Guard (Minor force), Trap Beast (Minor force), Warhorn (Major Force), Restoration Ultimate (Major Force), Piercing Spear (Templar Passive with 10% CHD), Shadow Mundus Stone (CHD% increase)Grothdarr and Ilambris are strong but they don't need this much of a nerf, infact none of the undaunted sets needs this much of a nerf. Are you forgetting the patch they buffed them because they were too weak. Now they will all be useless.Toc de Malsvi wrote: »OrphanHelgen wrote: »Is this affecting the procs of enchants as well, as maelstrom bow the bonus dmg tics or just a simple poison dmg enchant?Where are you getting the numbers from, Grothdarr is doing upwards of 10% of your DPS, while the average PVE player runs around with 65-75% crit chance (more with raid buffs)leepalmer95 wrote: »I feel this is another "one step forward, two steps back" type of deal. While I agree it is good for PVP I feel as if this is impacting PVE in ways it shouldn't. And honestly, I don't think removing the crit component is going to fix the issue for PVP, but it sure is going to fix and break a lot of the PVE gameplay.We are going to be making some changes to these sets to balance out their burst potential. When the update hits, any set that has a damage or heal proc component to it will no longer crit in PVE or PVP. We chose this direction as we like the concept of these sets and still want them to be interesting and viable, we just wanted to tone down their overall burst potential. (sustain is slightly reduced, while burst potential is significantly reduced)
PVE is in a great place right now, crit matters a lot, why remove one of the core things that make up PVE gameplay? Instead of just making use of that battle spirit passive to balance things within Cyrodill. This just further proves you can't balance a game for PVE and PVP espeically this far into the game and the changes being added.That's per person, imagine a 7% nerf for all 8 DPS in your raid -- that is quite large.On the PVE side, It's about a 7-8% nerf to sustain from
All in all I think this change is barely going to change anything in Cyrodill like it's meant to but its going to be pretty awful in PVE, and I think you guys should look for different ways to balance it. And keep Cyrodill balance out of PVE. We should have moved away from this in 2015.
(Why not make it so they can't crit on players only???)
It's 7-8% overall dps loss using 3 sets. On an actual end game trial build with 1 proc set, it'll be like 3% dmg loss overall, plus the cp cap may increase so the actual dps loss shouldn't be noticeable.
Not to mention minor force AND major force is not going to work on these sets anymore this is upwards of a 6% damage nerf per player from using these sets.
I think a lot of people are missing the point on how awful a decision this is when its completely changing PVE more than PVP.
Lambert posted a parse with Kraugh, Red Mountain, Viper. 78% crit, nearly 100% uptime on minor force and 30% uptime on warhorn.
As I stated to another poster, perhaps Grothdarr and Ilambris were over performing?
That screenshot does not include Major Force uptime or Shadow Mundus Stone.
I do not think this was a smart decision because for 1) This wont fix PVP unless there is an ICD 2) It *** PVE over pretty largely when you take into consideration of all the other monster sets that are not as good.
Welcome back Molag Kena meta, I did not miss you.
You're also not helping by missing the point and saying it needed a nerf, do you honestly think it needed this much of a nerf for PVE? Ripping core mechanics out of sets and applying that into PVE. Cmon, we're better than that as a community to let this big of a change impact the content this much.
Balance the sets properly instead of half assing them with a PVP change to make them useless. Go over them and reduce their damage, then handle the PVP situation as well.
How is removing crit off of the proc damage messing with the core mechanic? That (insert set here) set is going to still be doing it's tooltip damage. It's not affecting crit off of anything that actually matters (your skills).
Monster sets will still be viable providing their auxiliary set buffs and DPS.
Proc sets are a crutch to begin with.