During the last patches (months and even years) ZOS tried to make this game more and more casual friendly to please a big, but maybe also short living population of players. There were several tries to lower the ceiling and raise the floor for PvE to the state of really simple input of a player can result in decent performance (such as dps for example). Also PvP was hit with several changes, which mostly benefited the larger population of newer and less experienced players.
In greymoor we have seen changes to critical resistance, such as lower effects of the impenetrable trait (another change coming next patch) and a base critical resistance. Naturally this allows some bigger build diversity, since impenetrable is not the only single trait for PvP anymore, but also inexperienced players not having fundamental knowledge about this now have a natural critical resistance. Another change was the healing reduction of battle spirit from 50% to 60%, which in general is a 20% nerf to healing. A change hurting the solo individual outside of a group rather than the actual problem: cross healing between players and high stackable mitigation.
The PvP in this game has huge potential and everybody can (almost) play as they like. From solo PvP over small scale groups to ball groups or huge zergs, there is something for everybody, still there are differences of skill required to perform in these different kind of PvP content. Normally the smaller the group the more difficult the content gets. Still I would not call ball grouping unskilled. But in the end I want to talk about solo PvP or small scale PvP, which in my opinion requires the most or actual skill. Lots of people can agree, that this content got more and more difficult during the last years, since many changes hurt the solo PvPers more than the big groups.
A very big part playing into this too are damage proc sets (well not only damage proc sets, but coming to that later). Patches ago a good PvP build was about maximizing stats to make your skills as impactful as possible. But with the time more and more proc sets made it into the game, dealing damage or providing heals additionally to what you yourself actually did. The first sets mostly had dealing damage as a requirement to unleash their effect, they came with proc chances. Every patch we got more and more of these sets, meanwhile the proc conditions got a bit more tricky (well not really tricky, but more specific). Nowadays there are plenty of these sets around and building around them actually is more than viable. Even in cp builds including one or more proc sets are very oppressive and deal very good damage in PvP. Already one damage proc set can deal 10% to 20% of a players total dps in a 1v1 fight. Using multiple sets of this kind can contribute to more than 50% of your damage.
Especially in no cp PvP a lot of players let their proc sets deal the most part of their damage, zaan, grothdarr or maw of infernal are universally used on magicka and stamina builds as monster sets. Additionally, morkuldin, poisonous serpent and the new venomous smite are used very often. On the magicka site overwhelming surge, caluurion or ice furnace are seen frequently. The new mythic item malacaths band of brutality made the already high prevalence of damage proc sets even “worse” in no cp PvP. Not only no cp PvP is plagued by this, especially with malacaths band of brutality these proc sets are used more and more in cp PvP too.
The Patch v6.10 introduced another strong damage proc set and many old ones were reworked. A lot of these old sets’ damage was increased and many lost their proc chance. Following I listed some damage proc sets, which allow a base dps of 2000 damage more by almost zero player input (they may have a cooldown diminishing that value over a longer time, but many fights do no go on for a prolonged time):
Venomous Smite: 2241 damage per second for 10 seconds, 15 seconds cooldown
Red Mountain: 5918 damage instantly, 2 seconds cooldown
Unfathomable Darkness: 6020 damage every 3 seconds
Way of Fire: 4000 damage instantly, 2 seconds cooldown
Icy Conjuror: 21700 damage over 10 seconds, 10 seconds cooldown
Pillar of Nirn: 4718 damage initially and 23590 over 10 seconds, 10 seconds cooldown
Plague Slinger: 5095 damage every second for 5 seconds, 8 seconds cooldown
Poisonous Serpent: 3945 damage every 2 seconds (ok almost 2k dps)
Merciless Charge: 10032 damage over 5 seconds, no cooldown
and the new Unleashed Terror: 19728 damage over 5 seconds, 10 seconds cooldown.
Short example: Any stamina character can combine unleashed terror and merciless charge to apply a 29760 damage over 5 seconds to any enemy in stampedes AoE.
All those numbers by the way are the unbuffed numbers and even in no cp PvP are increased by damage done modifiers (like malacaths band of brutality or essence thief, etc).
All those sets alone deal quite oppressive damage on their own. Fighting somebody with only one of these sets can be frustrating and exhausting. If the enemy combines those sets with each other or with monster sets, it will get even worse. Now imagine fighting multiple opponents with those sets.
Well this all would not be that bad, if those sets had a difficult proc condition. On the current live server red mountain and way of fire have a rather small proc chance, therefore only builds using flurry for example can make the set work. But with the coming update many proc sets auto proc on any damage reapplying very easily without any further doing of the player. One player can use a 10 second dot together with the sets way of fire and red mountain and will get almost 10k additional damage on every second tick of this one dot. Merciless charge plus unleashed terror unleashes a 6k damage over time effect on everybody by using on skill. Especially this patch with the lower healing through battlespirit, where breath of life heals for 4-5k, matriarch for 5-6k, vigor ticks for 2k, these sets will deal obnoxious, in many cases unavoidable damage, by doing nothing.
This new update makes proccing powerful proc sets too easy resulting in massive free damage outside of the global cooldown. Many players are dissatisfied with this easiness to deal damage thanks to these changes. People are dissatisfied with those mechanics, they were dissatisfied during the last proc meta, they are dissatisfied in the current proc meta in no cp, they are dissatisfied in other games like WoW with the proc meta and will be dissatisfied in the next patch, if this goes through.
Well not only damage proc sets will be prevalent next patch, but also healing sets. Many sets like draugr’s heritage got their cooldown reduced, healing the player when falling low health, maybe saving their life, an easy survive mechanic with a new very short cooldown.
Many players feel bad about using proc sets, because in the end the sets do the job instead of yourself, they feel ashamed using them, because it is called cheese. It is unpleasant to fight against a proc set user, when you feel the enemies win is based on the sets and not his skill.
In conclusion:
The new update will reintroduce a proc set meta, since the proc conditions are mostly taken away from many sets. Applying the damage procs will be as easy as never before and will augment the damage output of inexperienced players a lot by zero player input. Same goes for healing, since many self heal sets will have a low cooldown saving lives again and again. These changes will motivate players to use these sets, allow lazy gameplay, inhibits players actually playing the game and letting their sets do the work. Skill will be meaningless in such a state of the game, since all you have to do is apply your sets damage. The more proc sets you have, the better you are, promoting people to not learn the game, to not improve. Meanwhile experienced players will be either overwhelmed by the incoming free damage or will go the same route abusing proc sets.
Edited by FirmamentOfStars on July 14, 2020 3:55PM