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Proc revamp 2.0

ak_pvp
ak_pvp
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Woohoo, procs are back. Love them or hate them, think they are balanced or not. This isn't about that. This is about the way procs proc and the how they proc. I think that in general they are a decent idea towards spicing up gameplay by rewarding playstyles.

Procs are way too RNG based. Its lazy and doesn't really give a gratifying win. Oh, nice/darn, the dice rolled towards/against my favor. Nope. They should proc in a similar fashion to the effects they produce, or the playstyle they are based on rewarding. For example, zaan rewards staying close to the target, then it should proc on X melee attacks (or attacks with X range) on a target, instead of a lucky light attack. Something like skoria could be every 25th dot tick. 5s with 5 dots ticking.

Procs also provide what some people say is "free" damage. Or at least damage that they would otherwise not have for that build. To fix that we could possibly add scaling, maybe a damage proc would scale depending either the type of damage (fire = mag+spell) or just highest stats. This however may limit build diversity, but fixes the problem of some relying on procs for kills. It'd also weaken them in noCP where they stand out.

A few notes: Depending how difficult it is to proc the effects, cooldowns could be changed/removed. Allowing for better scaling against multiple targets. However this could pose an imbalance for PvE, where it may be too easy to repetitively proc the set bonuses. Critical damage could also be added to procs once again, since it would no longer be multiple RNG for one proc, but that may cause a power creep or unintended high heal/hits. Older proc sets like EG may benefit nicely from it, whereas newer ones like earthgore could get further overpowered.
MagDK main. PC/EU @AK-ESO
Best houseknight EU.
  • Mayrael
    Mayrael
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    I like it, I love it! Don't let this thread die. Discuss :) I think its very balanced way to make things more player skill wise not just luck. You want to skoria to proc often? So you need to put those DoTs, the more the better ;) Also scaling with stats is great idea, no more sustain monsters with just proc kills ;) Im all in!
    Say no to Toxic Casuals!
    I am doing my best, but I am not a native speaker, sorry.


    "Difficulty scaling is desperately needed. 9 years. 6 paid expansions. 24 DLCs. 40 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the game." - @AlexanderDeLarge
  • DeadlyRecluse
    DeadlyRecluse
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    1. Add back in the ability to crit.
    2. Reduce overall damage so that with "normal" pvp crit amounts (say, 40% for most builds?) they do just a little bit less damage overall, factoring in crits but not factoring impen, than they do now. This should be a buff for PvE and a nerf for PvP.
    3. Make every single [snip]ing procset require build considerations in order to proc. No free procs on damage or on such broad conditions that they work on almost every build (return to the "Skoria/nerienieth" design, less of the "grothdar/velidreth" design).
    4. Make sure every single proc has clear counterplay. Add a visual indicator to skoria so it's not such a monster when sound cuts out, for instance.

    Boom. Still big, fun animations. More usable in PvE. Less nonsense (lower overall proc damage, higher overall counterplay) in PvP.
    Thrice Empress, Forever Scrub
  • Jarryzzt
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    Am I missing something or is the OP complaining that procs are RNG-based? Is the OP actually familiar with the definition of a proc?

    From UrbanDictionary (spelling errors preserved):
    Proc
    Programmed random occurance


    I mean, I get the desire for hard statistical certainty that an effect will go off after X events, but at that point you have to ask why have RNG-anything? Anywhere in gaming? Even CCGs/tabletop? I mean, chess doesn't have an RNG, why don't we all just go and play that...

    ...so no. I am fine with procs being as per their actual definition. One might argue whether a specific skill procs as much or as little as it ought to, but that's a balance question, not overturning game design because someone happens to not like randomness.
  • DRAGON_KILLER_HUNTER
    DRAGON_KILLER_HUNTER
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    Procs are balanced. They have conditions. They dont crit anymore. Stop whining.
  • ak_pvp
    ak_pvp
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    Procs are balanced. They have conditions. They dont crit anymore. Stop whining.

    Woosh. You didn't even read the first sentence. "Think they are balanced or not. This isn't about that." I know for sure you didn't because I mentioned crits in the notes.

    TL;DR people think they are too free/RNG. This would change that whilst maintaining the overall strength. I also bet that the new procs are going to be nerfed, and with it a blanket hit to the others making things useless. This is a good way for both PvE/P.
    Jarryzzt wrote: »
    Am I missing something or is the OP complaining that procs are RNG-based? Is the OP actually familiar with the definition of a proc?

    From UrbanDictionary (spelling errors preserved):
    Proc
    Programmed random occurance


    I mean, I get the desire for hard statistical certainty that an effect will go off after X events, but at that point you have to ask why have RNG-anything? Anywhere in gaming? Even CCGs/tabletop? I mean, chess doesn't have an RNG, why don't we all just go and play that...

    ...so no. I am fine with procs being as per their actual definition. One might argue whether a specific skill procs as much or as little as it ought to, but that's a balance question, not overturning game design because someone happens to not like randomness.

    RNG for PvE where building towards a higher rate against a mob is one thing, and due to the higher size of the rotations in PvE it tends towards the literal value. RNG for drops are fair etc.

    However RNG to decide who wins isn't fun in a semi skillbased game. Crits are one thing, but impen exists. Also technically the acronym will still work with just programmed occurrence. Viper was considered a proc and that was a guarantee on a simple melee hit, ganking means gang killing, but in ESO means high damage quick kills often from stealth/far.
    Edited by ak_pvp on March 2, 2018 10:08PM
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • Beardimus
    Beardimus
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    Get rid of them, at least in PvP, let weapons kill people
    Xbox One | EU | EP
    Beardimus : VR16 Dunmer MagSorc [RIP MagDW 2015-2018]
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  • ak_pvp
    ak_pvp
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    Beardimus wrote: »
    Get rid of them, at least in PvP, let weapons kill people

    I feel like that is just a blanket nerf that would drastically simplify the game. We need more variety and ways to play. Not less. My idea makes them similar to vMA weapons but with playstyles instead of specific abilities.
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • Vermintide
    Vermintide
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    Make them cost resources (i.e mag/stam) and they will be balanced.
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