A lot of people just say to remove or disable them from PvP and Battlegrounds. This is a lazy and unsatisfying solution. The same sort of “band-aid” measure that ZoS gets criticized for.
Is there value in Proc sets? Are they worth keeping?
Yes and yes. Proc sets offer a player build options that open up viable possibilities beyond the limiting confines of their classes, assigned roles, and cookie-cutter mechanics. A magicka DK can wear the Valkyn Skoria set to access damage burst it would not otherwise have. A glass cannon sorcerer could wear Bloodspawn for added protection and stamina management. Any player can use the Engine guardian set to aid resource management, which is especially appealing in light of the Morrowind changes.
Not to mention, as part of the Undaunted rewards, they provide us with motivation to run dungeons like City of Ash for the 101st time.
The concept is a good one, it’s already in the game, ZoS wants PvE and PvP to be part of the same system. So let’s use our brains here and try to hammer out a reform that works for all of in the community: those who PvE, those who play no CP PvP, and those who would like to use their build everywhere in Tamriel.
That being said, there is one type of Proc set I would do away with entirely:
A 5 piece automatic and instant damage proc set is a suspect design as these are far too easy to stack with themselves and a two-piece monster set.
Sets like Winterborn, Bahraha’s Curse, and the Eternal Hunt Set are fine (or at least the first two were before the blanket “procs can’t critically hit” nerf that failed to address the core problem) because they are conditional and can be countered.
Are proc sets too dominant and strong?
It depends. Some are in certain instances. The most conspicuous offenders are those that trigger instant “invisible” damage in no CP PvP environment. This incoming damage cannot be seen and thus cannot be countered until it is often too late. Deprived of CP – when the base game and fundamental balance mechanics are based off that CP – players have fewer resources, a lesser threshold for dying, and fewer means to counter procs that were designed for play in a CP setting. Instant damage procs also allow players the capability to continue doing high damage without expending their resources, which is especially potent in a no CP environment.
In my estimation, proc sets spotlight the problem with trying to create a fair and fun gameplay environment around two entirely different rulesets (CP and no CP) and paradoxically remain committed to endgame progression with the champion system, yet not having said system be a part of PvP and simply expecting everything to work fine. The Viper set originally dropped in the most difficult PvE trial (Sanctum Ophidia); there are going to be problems when reward DPS set whose procs are designed to compete with top tier max CP raid players is put in a no CP environment.
But it is what it is. ZoS has decided to try and govern no CP PvP and max CP PvE raiding under the same rules, game mechanics, gear, same everything. So we need to find some mechanism to limit these proc sets designed for CP so they don’t dominate non-CP.
The principle problem:
Allowing
multiple and simultaneous instant damage procs to hit a player. I can handle and counter just about everything else. But when I am hit with multiple procs that required little or no thought by my opponent, I feel as if I lost to their gear, which is something that should not happen.
How about turning all the instant-damage Procs to DoTs?
Sounds too easy and is. It’s too favorable for Templars and defeats the whole purpose of expanding build options to those classes/specs looking for burst damage.
How about scaling the proc damage to weapon/spell damage?
This addresses problems people have with heavy armor tanks pulling strong burst damage, but does nothing to the “procblades” who insta-kill players with Incap + Viper + Velidreth or the Red Mountain + Viper builds that get so much mileage from dual wielding, which offers constant procs from Rending Slashes, Rapid Strikes, and heavy attack weaves.
How about subject them to a Battlespirit reduction?
They already are. Further reduction would render all the non-problematic proc sets (which are most actually) to decon trash, it still wouldn’t address the fundamental problem: multiple and simultaneous incoming hits. ZoS already tried to reduce the damage by removing crits and that method didn’t work.
How about a cooldown?
Of the blanket solutions, this is probably the one I think has the most potential. As much as I may dislike competing against opponents who are defined by proc sets as opposed to their class or abilities, I can contend and handle one weapon proc that hits me; it’s the multiple and near simultaneous high immediate damage that causes problems.
How about adjusting the worst offenders?
In theory the best option, however I do think there is a fine line here between keeping those proc sets that add value to the game and just over-nerfing everything.
Take Grothdar. This is a very strong set that is the obvious DPS choice for PvE magicka templars and DKs, but I don’t find this set very threatening, even in no CP PvP because it’s just a DoT that I can see (and thus choose to avoid) usually on a spec with little burst. Even Selenes, a commonly touted offender, I’m OK with because I can see (and hear!) it and thus the possibility to counter exists.
These are three proc sets that I find most problematic:
Tremorscale One: I think instant damage burst proc on player demand is a highly dubious concept. Two: nice idea intended for tanks to do damage that’s abused by DPS Ransack+bash spammers. Three: multiple strong effects (damage + 70% snare) are too potent. High damaging procs on cooldown triggered by instant damage spammables is an abusive combination.
Viper In the last patch notes ZoS nerfed Burning Spellweave because: “Burning Spellweave is currently one of the most dominant Magicka DPS sets in the game, which limits diversity in set gearing. We’ve slightly reduced the proc chance and Spell Damage it grants so it is more in-line with other Item Set options, and is only a more attractive option when you are using many Flame Damage attacks.”
The same logic applies here as it is the dominant stam DPS set (and even some heavy armor users!) in the game. It’s another instant damage set that is easy to maintain on cooldown by players using the high burst damage skills they already want to use.
Shadow of the Red Mountain This is more abusive than Viper even if the latter has a more infamous reputation. 2 second cooldown that is easy to maintain by using Rapid Strikes, Blood Craze, Axe bleed, and weaving heavy attacks, again stuff players already want to use in a rotation. A 5 piece set that is easily stacked with Viper, and a monster set of choice is all that needs to be written as to why a 5 piece automatic and instant proc damage is a poor design concept.
And one set I will hate if ZoS nerfs those three:
Poisonous Serpent No cooldown, 25% chance to proc 6K damage on a basic attack (that’s two chances for duel wielders) on any target hit by poison injection. This one isn’t abused (yet) because people think it’s not easy to farm.
What I would do is rework the Viper, Red Mountain, Poisonous Serpent, and any other easy instant invisible proc set I haven’t thought of or is in ZoS development is to reform them in the manner of the 5th piece bonuses of sets like Destructive Mage, Ice furnace, or Storm Master. That will no doubt make them undesirable, and that is the intent.
As for Tremorscale, if we want tanks to have a damage option, fine, but there is no need for the huge snare as the set should not do a tank’s job for them. Also, if the damage is going to be in the high burst category, it should not be on demand, which a 50% chance on a spammable virtually is. If the 50% proc rate stays, make it a DoT, that way tanks can have their damage without it being so abusive.
Is there an easier way without going through each individual set?
Yep. Flag every instant damage proc set and write a script so only one can be active at one time (the others would be disabled).
Why can’t we just get rid of them or disable their use in PvP? I want PvP to be based on actual skill!
We “can”, but
- That’s precisely the lazy blanket solution that you have criticized ZoS for implementing in the past
- Proc sets add options, open up more theory-crafting, allow for less cookie-cutter possibilities if done correctly. This is a case of a few rotten apples should not spoil the bushel.
- It stinks to acquire an awesome reward and then not being able to use it because a portion of the community complained about dying in PvP.
- It’s not easy to define what a proc set is. Some people may argue the Maelstrom two-handed bleed damage counts. I’d immediately uninstall if it took me 300 Maelstrom runs to finally get the weapon I wanted and then couldn’t use it because a portion of the community complained about dying in Battlegrounds.
- What is “skillful” is in the eye of the beholder. In my estimation, PvPing in an environment where a magicka DK is handicapped when it comes to burst damage – by far the most reliable means to kill players – is not nearly the test of skill for magicka sorcerer as proc set haters like to think it is.
In short, proc damage sets do have a place and serve a purpose
DKs, Templars, and “gank” builds especially value that extra bit of burst and that option should be available to them, especially in light of powerful defensive armor bonuses out there: we just went through a “meta” which was criticized for many “unkillable” tanks. The problem here is proc set abuse. Eliminate the simultaneous and invisible procs associated with 5 piece bonuses that are too easily stacked and triggered from high damaging spammables.
Won’t people still die to powerful sets like Skoria, Selene, and Velidreth?
Yes. I understand nobody likes to die, but player death is necessary and the goal here is to make it palatable and counterable. I don’t mind Skoria because it’s almost useless on sorcs, does not proc off high damaging spammables, and the game tells me and my attacker in two seconds I am going to get hit. It is by far the best designed proc set in the game. Since there is no magicka version of Viper (there almost was, the Overhwleming set), it’s fine. Selene fits the stamina MO of in your face burst damage. I’m fine with it hitting hard because it must be melee and I do get warned. Velidreth is borderline because those spheres are either going to hit you or not; but the cooldown is long and sometimes the wearer wastes the proc with their bow attacks. As long as Valkyn, Selene, and Velidreth are not paired with another common high damage proc, I do not mind being the target of a player wearing them.
What else can we learn from this episode?
ZoS tends to overestimate the strength of utility/healing sets. Every single healing “proc” set ever offered I have tried and found wanting as a healer since launch. Nobody is going to wear the Jailbreaker set when Viper and Fury are options. Especially in light of the Morrowind changes and being forced to compete in no CPs for Battlegrounds: if I’m not getting a boatload of resources, strong defense, or reliable potent damage, I am not interested in anything else.
Also, I believe trying to balance a game with the same mechanics that govern no CP PvP and the base game is unsound and untenable. ZoS should look to removing the Champion system, return the power stolen from the classes, and come up with a new end game progression system that unifies the community as opposed to divides it.
This was long. Can you give a summary?
Yep.
- Simply removing proc sets is a lazy solution with too many unsatisfying ramifications
- The goal should be instead to remove their abuse
- 5 piece bonuses that offer invisible and easily triggered burst damage procs sets are the primary offenders
- Make it such these are not stackable. A script will do. Reworking the 5 piece bonuses is the more thorough and preferable option. Learn from this episode and avoid in future sets.
- You get a maximum of one instant-proc damage set and you must use your Monster set bonus to have it. We make choice that matters.
- If ZoS wants to be “100% committed to supporting a single unified game where mechanics and abilities work consistently [in PvE and PvP],” then it ought to rethink the Champion System as proc set abusive is symptomatic of the pitfalls in current approach.
@ZOS_GinaBruno @ZOS_BrianWheeler @ZOS_RichLambert @Wrobel