I can't agree that classes will be more balanced without proc sets, at least not in all cases. Magicka Necromancer, for example, "needs" proc sets as a crutch; the offense is abysmal without them, even if you go full glass cannon. Stamina Warden, on the other hand, could shrug at a proc set nerf and go right back to being god-tier with nothing but pure stat sets. There's a huge gulf between those two classes right now, but heavily nerfing proc sets would make the gap even larger.Ariades_swe wrote: »Proc sets.
Get rid of them and the classes will be more balanced too.
That doesn't mean that none of the sets need nerfs or changes, because at least some absolutely do. But it's not like addressing proc sets will bring about anything remotely close to a level playing field.
mikey_reach wrote: »If im missing anything feel free to specify.Edit- this is with a discussion with cp in mind if i had to guess its proc for no cp.
mikey_reach wrote: »If im missing anything feel free to specify.Edit- this is with a discussion with cp in mind if i had to guess its proc for no cp.
UntouchableHunter wrote: »You just forgot D Swing and Executioner....
Everybody in running. But nobody complain about it.
UntouchableHunter wrote: »You just forgot D Swing and Executioner....
Everybody in running. But nobody complain about it.
Absolutely not. 1h/shield used to be pretty ridiculous, and we don't need to go back to that nonsense. Especially not with the stun from Reverb still being broken and messing up break free worse than basically any other CC in the game.Urzigurumash wrote: »UntouchableHunter wrote: »You just forgot D Swing and Executioner....
Everybody in running. But nobody complain about it.
How about we revert the damage nerf to Heroic / Deep Slash, and give Major Defile back to Reverb Bash?
Joy_Division wrote: »This game has devolved into high health, "low damage" stats, yet crazy damage from procs.
TheBonesXXX wrote: »What I got from this thread and the forums as a whole is stat inflation is the culprit of it all.
swarzenegger wrote: »After making and playing a stamdk (malacath/alessian/vMA 2H) with only 1 procset, I must say it is way easier to play than other classes.
Making a mistake on a magsorc/stamblade (missing shield, losing shadow, wasting rally,..) gives a hard time on those classes (depending on build ofc). On a heavy armor stamdk with 5K health regen and 4K WD you can make way more mistakes while still having the "same" kill pressure with DoT's and take flight.
Knowing how to sustain and how to maintain your defensive (surviving) is a really good trait of skilled players. The fact that stamDK (and other stam classes w heavy armor) are very easy to maintain defensive and survive, makes them way easier to play for even newer players.
Not to say all stamDK mains are unskilled, but I think most will agree that any heavy armor/proc build takes less time to master/get good at and therefore carry anyone who plays it.
swarzenegger wrote: »After making and playing a stamdk (malacath/alessian/vMA 2H) with only 1 procset, I must say it is way easier to play than other classes.
Making a mistake on a magsorc/stamblade (missing shield, losing shadow, wasting rally,..) gives a hard time on those classes (depending on build ofc). On a heavy armor stamdk with 5K health regen and 4K WD you can make way more mistakes while still having the "same" kill pressure with DoT's and take flight.
Knowing how to sustain and how to maintain your defensive (surviving) is a really good trait of skilled players. The fact that stamDK (and other stam classes w heavy armor) are very easy to maintain defensive and survive, makes them way easier to play for even newer players.
Not to say all stamDK mains are unskilled, but I think most will agree that any heavy armor/proc build takes less time to master/get good at and therefore carry anyone who plays it.
relentless_turnip wrote: »TheBonesXXX wrote: »What I got from this thread and the forums as a whole is stat inflation is the culprit of it all.
It isn't, it is proc sets...
Proc sets are the reason people are complaining about specific classes. If anything stat sets need buffing to be competitive with proc sets. Though I would just prefer they made proc sets scale with offensive stats. Then you couldn't stack health, health scaled heals wouldn't over perform. You couldn't kill players with next to no input.
Players would make more diverse builds in attempts to make a balanced build. I.e. you could wear one defensive set, one damage set(proc or stat) and do reasonable damage. Or 2 defensive and be a tank and do no damage. 2 damage sets and do a lot of damage. See what I mean?
Every complaint I read stems from proc sets over performing as I see it.
TheBonesXXX wrote: »relentless_turnip wrote: »TheBonesXXX wrote: »What I got from this thread and the forums as a whole is stat inflation is the culprit of it all.
It isn't, it is proc sets...
Proc sets are the reason people are complaining about specific classes. If anything stat sets need buffing to be competitive with proc sets. Though I would just prefer they made proc sets scale with offensive stats. Then you couldn't stack health, health scaled heals wouldn't over perform. You couldn't kill players with next to no input.
Players would make more diverse builds in attempts to make a balanced build. I.e. you could wear one defensive set, one damage set(proc or stat) and do reasonable damage. Or 2 defensive and be a tank and do no damage. 2 damage sets and do a lot of damage. See what I mean?
Every complaint I read stems from proc sets over performing as I see it.
Procs are OP from the power they get from Malacath.
You take away the inflation from Malacath they'll suck.
Which brings me back to my original point, there's too much power in gear and cp.
TheBonesXXX wrote: »relentless_turnip wrote: »TheBonesXXX wrote: »What I got from this thread and the forums as a whole is stat inflation is the culprit of it all.
It isn't, it is proc sets...
Proc sets are the reason people are complaining about specific classes. If anything stat sets need buffing to be competitive with proc sets. Though I would just prefer they made proc sets scale with offensive stats. Then you couldn't stack health, health scaled heals wouldn't over perform. You couldn't kill players with next to no input.
Players would make more diverse builds in attempts to make a balanced build. I.e. you could wear one defensive set, one damage set(proc or stat) and do reasonable damage. Or 2 defensive and be a tank and do no damage. 2 damage sets and do a lot of damage. See what I mean?
Every complaint I read stems from proc sets over performing as I see it.
Procs are OP from the power they get from Malacath.
You take away the inflation from Malacath they'll suck.
Which brings me back to my original point, there's too much power in gear and cp.
Procs are Malacath's scape goat.
Procs are more obviously busted but Malacath completely defines the current meta and would continue to define the meta if procs disappeared tomorrow.
The only problem with that is that the ring would immediately become too class-specific (barring other changes to various abilities happening at the same time). For instance, even with a class passive that increases DOT damage by 15%, it's simply not possible to play a viable, non-proc DOT build in PvP on a Magicka Necromancer. Entropy and Soul Trap are just flat out garbage for damage, and the Necromancer's Tether is weak, clunky, and impossible to reliably land on anyone that hasn't either crashed out of the game or gone AFK.But, Malacath's could also use a tweaking. I've had an idea floating around in my head that could work or be interesting. It plays more off of the brutality aspect of the name, and would look something like this:
1 item: Increases damage of your damage over time abilities by 50%. You cannot deal critical damage.
The exact % increase might be a bit too much (we wouldn't want another DoT meta), but the idea would be that the ring would be more useful on attrition/dot focused builds, and less so on pure damage builds. It would no longer be able to boost the damage of sets like Sheer Venom, nor would it boost abilities like Uppercut, thus no longer serving either the proc meta nor the high damage meta.
The only problem with that is that the ring would immediately become too class-specific (barring other changes to various abilities happening at the same time). For instance, even with a class passive that increases DOT damage by 15%, it's simply not possible to play a viable, non-proc DOT build in PvP on a Magicka Necromancer. Entropy and Soul Trap are just flat out garbage for damage, and the Necromancer's Tether is weak, clunky, and impossible to reliably land on anyone that hasn't either crashed out of the game or gone AFK.But, Malacath's could also use a tweaking. I've had an idea floating around in my head that could work or be interesting. It plays more off of the brutality aspect of the name, and would look something like this:
1 item: Increases damage of your damage over time abilities by 50%. You cannot deal critical damage.
The exact % increase might be a bit too much (we wouldn't want another DoT meta), but the idea would be that the ring would be more useful on attrition/dot focused builds, and less so on pure damage builds. It would no longer be able to boost the damage of sets like Sheer Venom, nor would it boost abilities like Uppercut, thus no longer serving either the proc meta nor the high damage meta.
I'm not necessarily against the idea of Malacath being moved to something that's more DOT-oriented, as long as there are actually more viable ways to play DOT builds without relying on procs. It may also require some nerfing of Venomous Claw, since an even bigger damage modifier on it would probably get out of control really quickly, especially on stat-focused builds.
TheBonesXXX wrote: »relentless_turnip wrote: »TheBonesXXX wrote: »What I got from this thread and the forums as a whole is stat inflation is the culprit of it all.
It isn't, it is proc sets...
Proc sets are the reason people are complaining about specific classes. If anything stat sets need buffing to be competitive with proc sets. Though I would just prefer they made proc sets scale with offensive stats. Then you couldn't stack health, health scaled heals wouldn't over perform. You couldn't kill players with next to no input.
Players would make more diverse builds in attempts to make a balanced build. I.e. you could wear one defensive set, one damage set(proc or stat) and do reasonable damage. Or 2 defensive and be a tank and do no damage. 2 damage sets and do a lot of damage. See what I mean?
Every complaint I read stems from proc sets over performing as I see it.
Procs are OP from the power they get from Malacath.
You take away the inflation from Malacath they'll suck.
Which brings me back to my original point, there's too much power in gear and cp.