.
The only challenge is things like Stuhn's and Briarheart. Strictly speaking, they're procs too. I guess you could have different rules for procs that buff the user as opposed to debuff the opponent?
Honestly, I think a global cooldown on procs would do the trick for keeping procs balanced in PVE and PVP.
In PVE, sustained damage is king so a global cooldown on procs wouldn't really matter.
In PVP, burst is king. And the inability to stack your procs quickly would make it easier to counter.
I would start with a 1 second cooldown so you can only proc one set per ability. But you could change it to 2 or 3 seconds to punish multiple proc use more heavily.
The only challenge is things like Stuhn's and Briarheart. Strictly speaking, they're procs too. I guess you could have different rules for procs that buff the user as opposed to debuff the opponent?
Honestly, I think a global cooldown on procs would do the trick for keeping procs balanced in PVE and PVP.
In PVE, sustained damage is king so a global cooldown on procs wouldn't really matter.
In PVP, burst is king. And the inability to stack your procs quickly would make it easier to counter.
I would start with a 1 second cooldown so you can only proc one set per ability. But you could change it to 2 or 3 seconds to punish multiple proc use more heavily.
The only challenge is things like Stuhn's and Briarheart. Strictly speaking, they're procs too. I guess you could have different rules for procs that buff the user as opposed to debuff the opponent?
Stam dps use two proc sets so it would have an affect on PvE.
Honestly, I think a global cooldown on procs would do the trick for keeping procs balanced in PVE and PVP.
In PVE, sustained damage is king so a global cooldown on procs wouldn't really matter.
In PVP, burst is king. And the inability to stack your procs quickly would make it easier to counter.
I would start with a 1 second cooldown so you can only proc one set per ability. But you could change it to 2 or 3 seconds to punish multiple proc use more heavily.
The only challenge is things like Stuhn's and Briarheart. Strictly speaking, they're procs too. I guess you could have different rules for procs that buff the user as opposed to debuff the opponent?
When shield stacking was an issue, they capped the strength of shields and tied the cap to max health.
When oblivion damage was over-performing, they capped the strength of oblivion damage and tied the damage to max health.
The devs should just follow their own established pattern. Cap the amount of damage each proc set can do, based on the health of the target.
Maybe your proc can deal 9000 damage with your set up, but if the cap per proc is 15% of a target’s hp, but your target only has 28k hp in pvp, your proc damage cannot deal more than 4200 damage against that target.
Play around with the numbers as needed, but this makes the most sense to me and it’d continue the tradition of implementing hp-related caps to over-performing aspects of the game.
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If they do finally they adjust proc sets, I’d like them to address it via Battle Spirit. Many of the gimmicky proc sets are fun when solo completing a pve zone; don’t nerf non-competitive pve fun.
Also, not all proc sets are made equal. Proc sets that do DoT damage instead of instant burst aren’t as brutal, so maybe each tick of their proc can’t pass the suggested 15% cap but the total tick damage can be higher. Just a thought.
Sheer venom/venomous smite is pure cancer in BGs. Same with Grothdaar/Overwhelming on magdks.
Sheer venom/venomous smite is pure cancer in BGs. Same with Grothdaar/Overwhelming on magdks.
Maybe individual sets like those would need to be adjusted separately — or maybe they actually would need to adhere to a max health-based damage cap too.
Either way glad you liked the core idea. I think it’s in line with past changes and it’d effectively tone down proc builds. If they actually ever address proc damage, I hope they do it this way.