Maybe the nerf to proc sets in PVE was intended and not just another nerf cause of PVP? Just maybe. I mean considering that most of those sets are OP af and there is no reason to run anything else then a nerf should be expected right?
This could be it. As is, vipers/etc is really shoehorning the majority of the playerbase into specific builds. If ZOS decides they want more diversity in equipped gear, they need to make it all somewhat comparable. Bringing proc sets down a notch or two helps this.
Additionally, proc is just cheese. It's not skill, and if they want PVE DPS to return to skillful play, bringing procs down a bit will help edge towards that goal as well.
As someone who PVE and PVP, I am totally fine with this. I'd be happy with no overland proc at all and leave that as a monster set job.
leepalmer95 wrote: »ZOS_RichLambert wrote: »psychotic13 wrote: »You mentioned poisons double proc'ing, but you haven't mentioned viper or selene and there multiple procs? I hope they're getting fixed.
The sneak peak isn't a list of all the patch notes. There's lots more fixes coming.
@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?
Well to be honest i'm kind of happy i won't be able to be crit of sets like selene or viper.
Selene having a 16k tooltip
Veli having 12k...
And thats without incap boosting it or the potential of critting.
A lot of good changes. But why nerf every proc set while you can only nerf the ones that have overpowered burst? Are you telling me that players were dying to sets like Illambris,Bahraha's Curse or Nerieneth?
Sheezabeast wrote: »buh-bye crit heals from Chokethorn and Troll-King
ZOS_RichLambert wrote: »Proc sets
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)
ZOS_RichLambert wrote: »AoE cap adjustments
First a bit of background - AoE caps are there to help keep single-target abilities effective in PvP. In addition, they allow players the chance to survive some of the larger-scale battles a bit longer. (especially newer players)
We are going to modify the damage caps so that players take more damage. This will have an adverse effect on the newer players in Cyrodiil - and will make AoE more effective, but will help combat the balled-up “stack on crown” groups and spread players out more.
We are starting fairly conservatively with this initial round of changes and once we have had a chance to see how they affect things in Cyrodiil on a large scale, we will evaluate further changes.
ZOS_RichLambert wrote: »Poison fixes / adjustments
Stuck in combat in Cyrodiil
Charging into loadscreens in Cyrodiil
ZOS_RichLambert wrote: »PvPers want more things to spend AP on
We've been working on ways to add more things that you can purchase with AP. With Update 13, we are updating the PVP vendors in your home keeps and adding a new item - Zone Bags. These Zone Bags contain a set item from an overland zone and will scale to your level. For example: the Auridon Zone Bag will only have Queen's Elegance, Twin Sisters and Veiled Heritance item sets in it. The bags will cost 5K AP and always contain one green or blue quality item in them.
BalticBlues wrote: »As before, we have to thank the YouTube PvP streamers for this PvE blow.
It always is the same trend:
Powerful YouTube streamers will become even more powerful (AoE+).
Powerless players (happy with a little monster set) will get less powerful (Proc-).
@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?
FloppyTouch wrote: »like any of this matter in pve, pve is so stupid easy they can nerf ur gear and skills and class into the ground and you can still do everything just fine.
@ZOS_RichLambert @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_KaiSchoberZOS_RichLambert wrote: »Proc sets
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)
Hello Mr Lambert,
I think you understood our requests wrongly. Proc sets are a major problem in PVP not PVE you nerf them major for PVE and only marginally for PVP.
THIS IS NOT WHAT ANYBODY WANTS.
Look in pvp we wear a lot of impen to reduce crit damage. In pve we use thief or shadow to push the two crit stats(not even talking about the sets and traits who focus on crit). Now if you let those proc sets not crit you hugely nerf pve and leave pvp at it is (more or less)
Ofc it will help somehow and it better than nothing because especially gankblades stack sooo much crit that you cannot mitigate it all with impen . nonetheless it is a silly change.The goal cannot be to make a pve huge nerf to help pvp a bit(if at all)
My opinion:
"Damage in my opionion should be reliable and skill should determin the outcome not silly procs that proc from simple light attacks and from 3 different sets"
Please don't waste another patch with bad thought out changes and on mechanics you do not completly have thought through.
Talk to knowledgable people like @sypherpk @FENGRUSH @Etaniel @Blobsky @Derra and leaders of big and good pvp guilds like smooky and @Hexys
Thank you for your time.
Maybe the nerf to proc sets in PVE was intended and not just another nerf cause of PVP? Just maybe. I mean considering that most of those sets are OP af and there is no reason to run anything else then a nerf should be expected right?
Arguable they were overperforming in both scenarios. So you could be right.
ZOS_RichLambert wrote: »Stuck in combat in Cyrodiil
This has been an ongoing issue in Cyrodiil for a long time now – due to the nature of combat in Cyrodiil there were cascading threat issues between players. (i.e. – You fight another player and all the threat they have on them is transferred to you) We’ve changed how threat is transferred between players and when Update 13 goes live, you should always drop combat properly after 6 seconds of ending a battle. Note: If you are grouped with other players and they are actively in combat, you will still be considered in combat as well.
ZOS_RichLambert wrote: »Hi All! As we near the end of 2016, I wanted to give a quick sneak peak into some of the more hotly debated topics recently and shed some light on how we plan on addressing them for Update 13. Keep in mind this isn't everything coming in the update... and definitely not any of the class balance changes - you will have to wait for the natch potes for the full list.
Proc sets
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)
AoE cap adjustments
First a bit of background - AoE caps are there to help keep single-target abilities effective in PvP. In addition, they allow players the chance to survive some of the larger-scale battles a bit longer. (especially newer players)
We are going to modify the damage caps so that players take more damage. This will have an adverse effect on the newer players in Cyrodiil - and will make AoE more effective, but will help combat the balled-up “stack on crown” groups and spread players out more. The changes will be:We are starting fairly conservatively with this initial round of changes and once we have had a chance to see how they affect things in Cyrodiil on a large scale, we will evaluate further changes.
- The first 6 players hit always take 100% damage
- The next 7 to 30 players take 75% damage (for reference on live this is currently 50%)
- The next 31 to 60 players take 50% damage (for reference on live this is currently 25%)
- Players past 60 take 0 damage (for reference on live this is also currently 0%)
Poison fixes / adjustments
All poisons now share the same global cooldown and no longer have individual cooldowns. This means that when Update 13 goes live, it will no longer be possible to proc a poison more than once every 10 seconds.In addition, we’ve been able to track down and fix a separate issue where poisons could sometimes double proc.
Stuck in combat in Cyrodiil
This has been an ongoing issue in Cyrodiil for a long time now – due to the nature of combat in Cyrodiil there were cascading threat issues between players. (i.e. – You fight another player and all the threat they have on them is transferred to you) We’ve changed how threat is transferred between players and when Update 13 goes live, you should always drop combat properly after 6 seconds of ending a battle. Note: If you are grouped with other players and they are actively in combat, you will still be considered in combat as well.
Charging into loadscreens in Cyrodiil
We think we have a fix! It’s been really, really hard for us to repro this one internally, and therefore really difficult to fix. A huge thank you to everyone who has submitted locations and videos of how to repro the issue. If you get it again after Update 13, please let us know. (Provide the date/time & campaign - if you have a video of it, even better)
PvPers want more things to spend AP on
We've been working on ways to add more things that you can purchase with AP. With Update 13, we are updating the PVP vendors in your home keeps and adding a new item - Zone Bags. These Zone Bags contain a set item from an overland zone and will scale to your level. For example: the Auridon Zone Bag will only have Queen's Elegance, Twin Sisters and Veiled Heritance item sets in it. The bags will cost 5K AP and always contain one green or blue quality item in them.
Again, this is just a sneak peak... not an exhaustive list. There is a lot more coming in Update 13, including a whole bunch of balance fixes. (Patch Notes aren't quite done yet, so hang in there for awhile longer)
Enjoy your holidays and please be safe on New Years!
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.
@ZOS_RichLambert @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_KaiSchoberZOS_RichLambert wrote: »Proc sets
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)
Hello Mr Lambert,
I think you understood our requests wrongly. Proc sets are a major problem in PVP not PVE you nerf them major for PVE and only marginally for PVP.
THIS IS NOT WHAT ANYBODY WANTS.
Look in pvp we wear a lot of impen to reduce crit damage. In pve we use thief or shadow to push the two crit stats(not even talking about the sets and traits who focus on crit). Now if you let those proc sets not crit you hugely nerf pve and leave pvp at it is (more or less)
Ofc it will help somehow and it better than nothing because especially gankblades stack sooo much crit that you cannot mitigate it all with impen . nonetheless it is a silly change.The goal cannot be to make a pve huge nerf to help pvp a bit(if at all)
My opinion:
"Damage in my opionion should be reliable and skill should determin the outcome not silly procs that proc from simple light attacks and from 3 different sets"
Please don't waste another patch with bad thought out changes and on mechanics you do not completly have thought through.
Talk to knowledgable people like @sypherpk @FENGRUSH @Etaniel @Blobsky @Derra and leaders of big and good pvp guilds like smooky and @Hexys
Thank you for your time.
That moment when derra just negated your argument...Maybe the nerf to proc sets in PVE was intended and not just another nerf cause of PVP? Just maybe. I mean considering that most of those sets are OP af and there is no reason to run anything else then a nerf should be expected right?
Arguable they were overperforming in both scenarios. So you could be right.
@ZOS_RichLambert @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_KaiSchoberZOS_RichLambert wrote: »Proc sets
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)
Hello Mr Lambert,
I think you understood our requests wrongly. Proc sets are a major problem in PVP not PVE you nerf them major for PVE and only marginally for PVP.
THIS IS NOT WHAT ANYBODY WANTS.
Look in pvp we wear a lot of impen to reduce crit damage. In pve we use thief or shadow to push the two crit stats(not even talking about the sets and traits who focus on crit). Now if you let those proc sets not crit you hugely nerf pve and leave pvp at it is (more or less)
Ofc it will help somehow and it better than nothing because especially gankblades stack sooo much crit that you cannot mitigate it all with impen . nonetheless it is a silly change.The goal cannot be to make a pve huge nerf to help pvp a bit(if at all)
My opinion:
"Damage in my opionion should be reliable and skill should determin the outcome not silly procs that proc from simple light attacks and from 3 different sets"
Please don't waste another patch with bad thought out changes and on mechanics you do not completly have thought through.
Talk to knowledgable people like @sypherpk @FENGRUSH @Etaniel @Blobsky @Derra and leaders of big and good pvp guilds like smooky and @Hexys
Thank you for your time.
That moment when derra just negated your argument...Maybe the nerf to proc sets in PVE was intended and not just another nerf cause of PVP? Just maybe. I mean considering that most of those sets are OP af and there is no reason to run anything else then a nerf should be expected right?
Arguable they were overperforming in both scenarios. So you could be right.
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.