Use the existing cooldowns of all damage-dealing proc sets, but make them apply to the target. Currently each proc set's cooldown applies to the attacker. While Sloads, for example, is on cooldown, the attacker cannot apply the effect to the target again, nor to any other target. By shifting the cooldown to the target I mean the following:
.....
(B) A single player may attack multiple targets in quick succession and may apply a proc on all of them, if the targets were not already affected by that proc.
Oh, you've indeed found the fatal flaw, haven't you. Needs more thought then. The recurring problem you bring up is proc sets that have an AOE or multiple damage component. Also using AOE to trigger procs on multiple enemies.DeadlyRecluse wrote: »
Use the existing cooldowns of all damage-dealing proc sets, but make them apply to the target. Currently each proc set's cooldown applies to the attacker. While Sloads, for example, is on cooldown, the attacker cannot apply the effect to the target again, nor to any other target. By shifting the cooldown to the target I mean the following:
.....
(B) A single player may attack multiple targets in quick succession and may apply a proc on all of them, if the targets were not already affected by that proc.
I have no real problem with the spirit of the idea, except this interaction (without further balancing) makes a few sets absolutely insane.
Stack AOE dots, wear skoria. drop 6-7 meteors at a time.
Or conversely, impulse a zerg to proc a handful of nerieneth crystals.
Or, if you take it to it's furthest extent, steel tornado inside a clump, proc Velidreth on all of them, instagib everything in front of you.
A possible solution is the introduction of a global cooldown.
On second thought, all sets have a cooldown or RNG conditions attached to them. Even though you could trigger lots of Skoria / Nerieneth / Velidreth bombs with AOE, that should not mean that everyone will be hit with everyone else's AOE component of the damage, if this was properly implemented. For example, consider two people being hit with Steel Tornado, and Velidreth being procd twice. Because of the per-target cooldown, each target could only be hit once with Velidreth. It would not instantly nuke them, because the damage could not stack. That said, it would still amplify the AOE capability of 1vXers tremendously, especially bomb-blades, and that may well be a step too far. The implementation details also get rather murky with sets that only have a proc chance, but no cooldown, but the interactions needn't be as bad as I thought when I first read your post.Oh, you've indeed found the fatal flaw, haven't you. Needs more thought then. The recurring problem you bring up is proc sets that have an AOE or multiple damage component. Also using AOE to trigger procs on multiple enemies.DeadlyRecluse wrote: »
Use the existing cooldowns of all damage-dealing proc sets, but make them apply to the target. Currently each proc set's cooldown applies to the attacker. While Sloads, for example, is on cooldown, the attacker cannot apply the effect to the target again, nor to any other target. By shifting the cooldown to the target I mean the following:
.....
(B) A single player may attack multiple targets in quick succession and may apply a proc on all of them, if the targets were not already affected by that proc.
I have no real problem with the spirit of the idea, except this interaction (without further balancing) makes a few sets absolutely insane.
Stack AOE dots, wear skoria. drop 6-7 meteors at a time.
Or conversely, impulse a zerg to proc a handful of nerieneth crystals.
Or, if you take it to it's furthest extent, steel tornado inside a clump, proc Velidreth on all of them, instagib everything in front of you.
Of course you could stick to the idea and invent a bunch of additional mechanisms, such as having different rules for AOE procs as well as having different activation rules, such as from single-target damage only. However it wasn't my intention to completely change everything and create a host of new problems. I guess this won't work so.
If you'd kept reading, my proposal is something else.A possible solution is the introduction of a global cooldown.
I stopped reading here. Not because I think it is a bad idea, it isn't.
A global cooldown was an often proposed and by many favored idea to deal with proc sets during the Viper/Velidreth/Widowmaker etc. proctard burst area. The change implemented by ZOS was that proc sets no longer crit, and it was possibly not even done for PvP reasons.
I am hoping that a certain person taking up a job at ZOS - Gilliam the Rogue, cough - will read threads like these. Not because this is a finished idea, nor because it's the only one, but he would have the smarts and the knowledge to draw from the forums and work out the details. He has pointed out himself that his role and potential influence at ZOS is unknown. I'm not banking on anything, but it sure seems ZOS could put him to good use working on balancing.I don't want to discourage you to share and discuss your ideas. I just turned into a real cynic when it comes to ZOS and their game balance.
On second thought, all sets have a cooldown or RNG conditions attached to them. Even though you could trigger lots of Skoria / Nerieneth / Velidreth bombs with AOE, that should not mean that everyone will be hit with everyone else's AOE component of the damage, if this was properly implemented. For example, consider two people being hit with Steel Tornado, and Velidreth being procd twice. Because of the per-target cooldown, each target could only be hit once with Velidreth. It would not instantly nuke them, because the damage could not stack. That said, it would still amplify the AOE capability of 1vXers tremendously, especially bomb-blades, and that may well be a step too far. The implementation details also get rather murky with sets that only have a proc chance, but no cooldown, but the interactions needn't be as bad as I thought when I first read your post.Oh, you've indeed found the fatal flaw, haven't you. Needs more thought then. The recurring problem you bring up is proc sets that have an AOE or multiple damage component. Also using AOE to trigger procs on multiple enemies.DeadlyRecluse wrote: »
Use the existing cooldowns of all damage-dealing proc sets, but make them apply to the target. Currently each proc set's cooldown applies to the attacker. While Sloads, for example, is on cooldown, the attacker cannot apply the effect to the target again, nor to any other target. By shifting the cooldown to the target I mean the following:
.....
(B) A single player may attack multiple targets in quick succession and may apply a proc on all of them, if the targets were not already affected by that proc.
I have no real problem with the spirit of the idea, except this interaction (without further balancing) makes a few sets absolutely insane.
Stack AOE dots, wear skoria. drop 6-7 meteors at a time.
Or conversely, impulse a zerg to proc a handful of nerieneth crystals.
Or, if you take it to it's furthest extent, steel tornado inside a clump, proc Velidreth on all of them, instagib everything in front of you.
Of course you could stick to the idea and invent a bunch of additional mechanisms, such as having different rules for AOE procs as well as having different activation rules, such as from single-target damage only. However it wasn't my intention to completely change everything and create a host of new problems. I guess this won't work so.
If you'd kept reading, my proposal is something else.A possible solution is the introduction of a global cooldown.
I stopped reading here. Not because I think it is a bad idea, it isn't.
A global cooldown was an often proposed and by many favored idea to deal with proc sets during the Viper/Velidreth/Widowmaker etc. proctard burst area. The change implemented by ZOS was that proc sets no longer crit, and it was possibly not even done for PvP reasons.
So what you're saying is, ZOS will do their own thing, and this thread is pointless?
Well, if someone else is using them, then you are Xv1ning a target at that particular moment, so I would say you already have an advantage. That's kind of the point of the change, to reduce Xv1 damage. Are you sure you're not thinking about PvE?However, OP is suggesting rendering proc sets essentially useless in PvP since we do not know when they will be rendered moot just because someone else is using them.
I would leave that to ZOS to determine. I am a programmer, by the way, and I don't see a big difference between tracking cooldowns for the attacker vs. tracking cooldowns for the target. I would concede that there could be more things to track, if you do it per target, but really that's just a question of using the right data structure. Since there is a finite amount of proc sets, a simple array might do or, failing that, a small hash table. Either way the performance will NOT be dependent on the number of effects that are on the target, but it will be constant. The only thing is that server memory requirements may rise. That could be significant or totally insignificant. Only ZOS could tell you.Further, it is likely to hurt the performance of Cyrodiil further since it would require a server side tracking of each and every player in order to prevent multiple procs of the same kind from different players on the same target. That is hard enough to type let alone how the server would handle it effectively.
Well, if someone else is using them, then you are Xv1ning a target at that particular moment, so I would say you already have an advantage. That's kind of the point of the change, to reduce Xv1 damage. Are you sure you're not thinking about PvE?However, OP is suggesting rendering proc sets essentially useless in PvP since we do not know when they will be rendered moot just because someone else is using them.I would leave that to ZOS to determine. I am a programmer, by the way, and I don't see a big difference between tracking cooldowns for the attacker vs. tracking cooldowns for the target. I would concede that there could be more things to track, if you do it per target, but really that's just a question of using the right data structure. Since there is a finite amount of proc sets, a simple array might do or, failing that, a small hash table. Either way the performance will NOT be dependent on the number of effects that are on the target, but it will be constant. The only thing is that server memory requirements may rise. That could be significant or totally insignificant. Only ZOS could tell you.Further, it is likely to hurt the performance of Cyrodiil further since it would require a server side tracking of each and every player in order to prevent multiple procs of the same kind from different players on the same target. That is hard enough to type let alone how the server would handle it effectively.