marius_buys wrote: »Let the players vote with their feet, add a NO-PROC SET campaign to Cyrodiil
Leave proc sets in IC but the sheer playability of Cyrodiil last night was an absolute pleasure and a throwback to days of old when you could land your hits without lag.
I propose ZOS ads this as a campaign to BG, CP & NO CP Cyrodiil.
marius_buys wrote: »Let the players vote with their feet, add a NO-PROC SET campaign to Cyrodiil
Leave proc sets in IC but the sheer playability of Cyrodiil last night was an absolute pleasure and a throwback to days of old when you could land your hits without lag.
I propose ZOS ads this as a campaign to BG, CP & NO CP Cyrodiil.
marius_buys wrote: »Let the players vote with their feet, add a NO-PROC SET campaign to Cyrodiil
Leave proc sets in IC but the sheer playability of Cyrodiil last night was an absolute pleasure and a throwback to days of old when you could land your hits without lag.
I propose ZOS ads this as a campaign to BG, CP & NO CP Cyrodiil.
The majority of you guys are lying and it show's, if you have failed to learn how to play your class/classes without having to zerg or run in a ball group, how can you effectively make the argument about having a no proc campaign? Sorry but skill is definitely required and without it, having procs or no procs won't make you any better. Performance is worse I have seen valid videos of streamers stating this. So I can't even believe half the post saying it is better. Ballgroups can survive because if some did not notice they turned back on cross healing. I think the community itself is out of touch with some of the things they post here, and need to be more knowledgeable on the points they make before they post them here. Because ultimately you will get what you ask for and then the game will go further down hill Performance wise.
The way they defined proc set was pretty stupid, but they had to draw an line.WaywardArgonian wrote: »I voted no, firstly because the definition ZOS uses of proc sets includes completely fine sets such as Seducer and New Moon Acolyte, and secondly because balancing classes respectively for a proc and a non-proc environment are 2 entirely different things. I'd rather they just look into overperforming sets and find a way to make people choose between high survivability and high damage.
The way they defined proc set was pretty stupid, but they had to draw an line.WaywardArgonian wrote: »I voted no, firstly because the definition ZOS uses of proc sets includes completely fine sets such as Seducer and New Moon Acolyte, and secondly because balancing classes respectively for a proc and a non-proc environment are 2 entirely different things. I'd rather they just look into overperforming sets and find a way to make people choose between high survivability and high damage.
None of the static effects are proc sets as they don't proc
However is ebon or the other ball sets proc, technically as you have to be in range to be affected.
Briarheart is an proc set too.
But as you say damage or survival or rater rather who more damage who lower survival.
WaywardArgonian wrote: »The way they defined proc set was pretty stupid, but they had to draw an line.WaywardArgonian wrote: »I voted no, firstly because the definition ZOS uses of proc sets includes completely fine sets such as Seducer and New Moon Acolyte, and secondly because balancing classes respectively for a proc and a non-proc environment are 2 entirely different things. I'd rather they just look into overperforming sets and find a way to make people choose between high survivability and high damage.
None of the static effects are proc sets as they don't proc
However is ebon or the other ball sets proc, technically as you have to be in range to be affected.
Briarheart is an proc set too.
But as you say damage or survival or rater rather who more damage who lower survival.
I can understand why ZOS uses this definition as their objective with this test seems to be observing how it will influence performance if you reduce set calculations to a minimum. This is why sets like New Moon Acolyte are affected, as their 5th bonus makes a calculation based on percentage instead of giving a flat penalty.
This is all understandable, but players have to remember that the sets affected by this test and the proc sets that people complain about are 2 different things. When people state they hate the proc meta, they are not talking about sets like Clever Alchemist, but rather Crimson Twilight or Thews of the Harbinger.
So what I'm saying is that I wonder if the people who say "let's keep proc sets out of Cyro forever" are just talking about those notorious sets, or also include stuff like Armor of the Seducer and Clever Alchemist.
Luke_Flamesword wrote: »For test purposes ZOS blocked all sets with any calculations but since it doesn't impact performance - they can make no-proc campaigns but with more sets avaible, for example all minor-major buffs. I also want my Coward's Gear, because this is so slow without it
They can add "no-pvp" icon in tooltips and just blocked all damage sets, some op sustain/healing and anything which is good for PvE, but completely broken in PvP. It will be good for game, because than they can make any op set for PvE without breaking PvP.
That's also good, maybe even with some damage/healing cap from sets to not stack some effects and overusing them. Normal players wants mostly balanced builds, mainly trolls or gankers stack some effects for op combinations.Or we have a proc damage and healing reduced by another half in battle spirit.
Luke_Flamesword wrote: »For test purposes ZOS blocked all sets with any calculations but since it doesn't impact performance - they can make no-proc campaigns but with more sets avaible, for example all minor-major buffs. I also want my Coward's Gear, because this is so slow without it
Luke_Flamesword wrote: »For test purposes ZOS blocked all sets with any calculations but since it doesn't impact performance - they can make no-proc campaigns but with more sets avaible, for example all minor-major buffs. I also want my Coward's Gear, because this is so slow without it
But what exactly are the calculations required by a set like Mighty Chudan?
Specifically, why does "Gain Major Resolve at all times" require calculations, while "Gain x amount Armor" (like Fortified Brass) does not?
There's some strange stuff going on in the background.
So abilities that affect resistances, never affect the resistances provided by Resolve?
Because if it's just "take Armor into account when being hit by something", that would also be true for a set that just adds Armor. Yet Fortified Brass (adding armour) does work.
Adding a stat via set bonus is handled differently than adding the same stat via buff, even if the buff is active all the time.
gatekeeper13 wrote: »Since the test started, PVP looks way more balanced. No more unkillable players, no more infinite resources, no more 1-shot dmg. PVP based on skill, not on carry sets.
Those who want to play PvS (Players vs Sets) have enough campaigns to play.
Give us one without carry-sets.
marius_buys wrote: »TY you for listening to the PvP player base
ZOS_GinaBruno
Community Manager
Thanks to everyone for participating in this latest Cyrodiil test where we disabled all proc sets. Similar to what many of you have noted in your feedback, we found this test did not impact performance in a measurable amount; if anything, there was a very slight degradation of performance at times, likely due to a higher population of players in Cyrodiil.
We’ve heard from a lot of you that despite performance largely being the same, disabling proc sets has breathed new life into PvP gameplay and has made fights more enjoyable and fun. To that end, we’ll be leaving proc sets disabled until Update 31 launches in Q3. At that point, we will have implemented some new code so we can have more flexibility to campaign rulesets as it applies to proc sets. We’ll work on applying all this to consoles as well, and we’ll let you know when we have a date for this starting.
Now that we’ve had time to digest a lot of data and information, we have a better idea of next steps and the work needed to produce noticeable improvements to performance in Cyrodiil. This work is complex and will take a fair amount of time and effort. We are committed to improving the PvP experience, though, and we have already begun scheduling out this work. Please note that none of the scheduled work will implement any of the changes we made on PC during past tests, and at this time we don’t plan to run any additional tests.
When Update 29 launches on Monday for PC, we’ll be turning off double AP but proc sets will remain disabled as mentioned above. We appreciate the time everyone spent in Cyrodiil during these tests and all the feedback that’s been submitted.
marius_buys wrote: »TY you for listening to the PvP player base
ZOS_GinaBruno
Community Manager
Thanks to everyone for participating in this latest Cyrodiil test where we disabled all proc sets. Similar to what many of you have noted in your feedback, we found this test did not impact performance in a measurable amount; if anything, there was a very slight degradation of performance at times, likely due to a higher population of players in Cyrodiil.
We’ve heard from a lot of you that despite performance largely being the same, disabling proc sets has breathed new life into PvP gameplay and has made fights more enjoyable and fun. To that end, we’ll be leaving proc sets disabled until Update 31 launches in Q3. At that point, we will have implemented some new code so we can have more flexibility to campaign rulesets as it applies to proc sets. We’ll work on applying all this to consoles as well, and we’ll let you know when we have a date for this starting.
Now that we’ve had time to digest a lot of data and information, we have a better idea of next steps and the work needed to produce noticeable improvements to performance in Cyrodiil. This work is complex and will take a fair amount of time and effort. We are committed to improving the PvP experience, though, and we have already begun scheduling out this work. Please note that none of the scheduled work will implement any of the changes we made on PC during past tests, and at this time we don’t plan to run any additional tests.
When Update 29 launches on Monday for PC, we’ll be turning off double AP but proc sets will remain disabled as mentioned above. We appreciate the time everyone spent in Cyrodiil during these tests and all the feedback that’s been submitted.
Joy_Division wrote: »Update 31 PvP choices:
- CP PvP faction lock, no procs, no cross heals
- CP PVP, no faction lock, no procs, cross heals
- CP PvP, faction lock, procs, no cross heals
- CP PVP, no faction lock, no procs, cross heals
- CP PVP, faction lock, procs, cross heals
- CP PVP, no faction lock, procs, no cross heals
- Etc
- Etc
- Etc
To cover every single permutation such that we have 20+ campaigns with barely enough players to fill two of them.
Here's the campaign I want: the one with no test imposed restrictions that was admitted to have negligible effect on lag.
marius_buys wrote: »TY you for listening to the PvP player base