Like it or not, Crimson falls in line with ZOS' set value standards, which usually tend towards 2000 DPS (Night Terror, Poisonous Serpent, Unleashed Terror, Venomous Smite), 1000 DPS+1000 healing/s (Leeching Plate, Bahraha's Curse, Vicecanon of Venom), or 2000 healing/s (Winter's Respite, Draugr's Rest, Robes of the Hist). Outliers usually either have limitations, grant additional bonuses, or have special conditions that apply. The issue with Crimson isn't the numbers, it's the mechanics; Leeching Plate for instance actually provides more damage and healing than Crimson, but no one uses it because it's stationary and people can walk out of it. Having a field around you that you can direct to deal damage or heal from more targets is quite useful, as well as having the damage be applied in a burst rather than simply over a duration, allowing players on low health to play defensively until Crimson procs and they can get a burst of health, or enable them to time their attacks to burst someone down at the same time as Crimson activates. I would suggest that instead, the Crimson set should apply the damage/healing over a duration, acting as a passive source of damage and healing rather than burst. This would mean much less survivability for those who are low on health and desperately need a burst of healing to get them back on their feet, as well as being much less effective at helping to burst another player down, needing only a simple heal over time to counteract it.
Like it or not, Crimson falls in line with ZOS' set value standards, which usually tend towards 2000 DPS (Night Terror, Poisonous Serpent, Unleashed Terror, Venomous Smite), 1000 DPS+1000 healing/s (Leeching Plate, Bahraha's Curse, Vicecanon of Venom), or 2000 healing/s (Winter's Respite, Draugr's Rest, Robes of the Hist). Outliers usually either have limitations, grant additional bonuses, or have special conditions that apply. The issue with Crimson isn't the numbers, it's the mechanics; Leeching Plate for instance actually provides more damage and healing than Crimson, but no one uses it because it's stationary and people can walk out of it. Having a field around you that you can direct to deal damage or heal from more targets is quite useful, as well as having the damage be applied in a burst rather than simply over a duration, allowing players on low health to play defensively until Crimson procs and they can get a burst of health, or enable them to time their attacks to burst someone down at the same time as Crimson activates. I would suggest that instead, the Crimson set should apply the damage/healing over a duration, acting as a passive source of damage and healing rather than burst. This would mean much less survivability for those who are low on health and desperately need a burst of healing to get them back on their feet, as well as being much less effective at helping to burst another player down, needing only a simple heal over time to counteract it.
Your first statement misses the point. As you said, ZOS value standards, contradicts themselves.
Continuing to use Crimson, as an example. THE set's mechanic is identical to the Templars Sun Shield skill except replace the heal with the damage shield. Damage shields are very similar to heals, in context that shields negate damage; however, the sequencing is different whether it's a pre or post condition on when the damage is negated. When you stack Health to both improve their survivability and damage done, Crimson is categorically doing exactly what the developers comment stated the reason why Sun Shield had to be adjusted.
This set is just one of many examples where ZOS value standard goes against the rationale that led to class kit skill changes. Why? Could the players expect a rewind for their class skills too?
[Edited] I didn't respond to the corrective step suggestion because it's mute and side rails the original discussion, why are the class skills not being reverting to old mechanics when their own item set release rationale goes against the previous reasons why the class or weapon skill was changed, which share similar skill effects?
Also. How does this past interview hold up to today's combat system with proc sets removing several tactical and strategic elements of the ESO combat vision in 2012, compares to today?https://youtu.be/27MjH8hi1zQ
You don't deal more damage with crimson by stacking health whereas sun shields damage was directly related to your maximum health total, that's the difference.
Look, I'm all for calling out ZOS where necessary, but this doesn't contradict what they stated in the video at all, I just watched it. The developers mentioned that they don't want investments in survivability to also scale damage. Crimson doesn't work the same; increasing your health, resistances or whatever will not increase the amount of damage or healing it provides, as it is a fixed amount. Crimson deals less damage than other comparable sets because it has the lifesteal aspect, and heals for less than comparable sets because it deals some damage. There is a tradeoff, you are not getting 2k damage/s or 2k healing/s, you are getting half of each, just like Leeching Plate, Bahraha's Curse, and VIcecanon of Venom. Crimson's application mechanic is what needs to change, as the burst is very strong in PvP. I would like to see your suggestions on how you would better balance Crimson without just nerfing the numbers.Crimson generates higher burst and healing power than Sun Shield. There is little difference when you break it down when they both share the same mechanic function.
This one case point questions why should class skills continue to be gutted out when proc sets just exceed their performance. The discussion isn't about Crimson alone. Its about where ESO is heading when their introducing sets that directly contradict why weapon and class skills were changed. Thats all.
Have they completely said to Hell with it, about their original mission statement?
Update 3.0.5
Blazing Shield: Reduced the amount of damage done by this morph to 33/36/39/42% of the damage absorbed by the shield, down from 50/51/52/53%.
Developer Comments: Blazing Shield builds have proven to be extremely effective due to being able to stack Health to improve both their survivability and damage done. We've reduced the effectiveness of this ability so that there is more of an opportunity cost to having so much Health.
The issue with Crimson isn't the numbers, it's the mechanics; Leeching Plate for instance actually provides more damage and healing than Crimson, but no one uses it because it's stationary and people can walk out of it. Having a field around you that you can direct to deal damage or heal from more targets is quite useful, as well as having the damage be applied in a burst rather than simply over a duration.
Like it or not, Crimson falls in line with ZOS' set value standards, which usually tend towards 2000 DPS (Night Terror, Poisonous Serpent, Unleashed Terror, Venomous Smite), 1000 DPS+1000 healing/s (Leeching Plate, Bahraha's Curse, Vicecanon of Venom), or 2000 healing/s (Winter's Respite, Draugr's Rest, Robes of the Hist).
Players know they're introducing these proc sets to ruin class identity. How could class pattern and power play of classes even possible when these proc sets dominate over class and weapon skills? They don't. I'll use another example, other than Sun Shield.This is what Zos always do. they make old sets to be "standartized" and then they came with something new, obviously overpowered. like crimson or harbinger
noone with brain inside head can think harbinger is good idea. stack as much health as possible and deal damage depending on health . even weirder it is, they nerfed blazing shield for this exact mechanic.
just compare these two sets which should be ballanced
Knight Slayer
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Thews of the Harbinger
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how are these sets even close to be ballanced?one is with proc mechanic on fully-charged heavy attack and another is on block with NO COOLDOWN on any ammount of hits. put a dot on that target and you are certainly dead. even more stronger it is on emperor which makes it impossible to fight against.
tanking sets should never do any damage.
tanking sets should never do any damage.
noone with brain inside head can think harbinger is good idea. stack as much health as possible and deal damage depending on health . even weirder it is, they nerfed blazing shield for this exact mechanic.
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Players know they're introducing these proc sets to ruin class identity. How could class pattern and power play of classes even possible when these proc sets dominate over class and weapon skills? They don't.
Teleport Strike
Update 3.3.5 also decreased the damage dealt by the ability and its morphs. The Developers had the comment Gap Closers have no cooldown and can hit for extreme amounts of damage. Now, 2021, Update 29 proc sets have no conditions and can hit for extreme amounts of damage.
tanking sets should never do any damage.
Yeah, no. These aren't "tanking" sets, tanks have nothing to do with this, these are just straight up PvP proc damage sets. Please stop blaming actual tanks for the messed-up state of PvP, we've been nerfed enough.noone with brain inside head can think harbinger is good idea. stack as much health as possible and deal damage depending on health . even weirder it is, they nerfed blazing shield for this exact mechanic.
Solid argument. Unlike Crimson, Thews actually DOES scale your damage with the amount of health you have, which is exactly what ZOS said they didn't want to do. On top of that, it's especially busted on Vampires and Necros with the added health from their ultimates, but far weaker on everyone else. It needs a rework or something to deal a flat amount of damage back on block, maybe with a small cooldown to prevent Templars from absolutely demolishing themselves with Jabs, or so that it isn't just an anti-Flurry/Rapid Fire set.]
Players know they're introducing these proc sets to ruin class identity. How could class pattern and power play of classes even possible when these proc sets dominate over class and weapon skills? They don't.
This is nonsensical, there's no point in comparing sets to skills, it's not like you're suddenly going to stop using skills in PvP just because proc sets exist. Most proc sets are pretty boring, just damage or healing, sometimes too much, but you still have to actually use skills. Nightblades have their iconic Cloak, Sorcerers their pets and Streak, Necromancers their summons, etc. Class identity isn't being "ruined", calm down. PvP players always act like the sky is falling and ZOS has some hidden agenda to ruin their own game.Teleport Strike
Update 3.3.5 also decreased the damage dealt by the ability and its morphs. The Developers had the comment Gap Closers have no cooldown and can hit for extreme amounts of damage. Now, 2021, Update 29 proc sets have no conditions and can hit for extreme amounts of damage.
Bruh, proc sets aren't Gap Closers, they aren't even skills. Most proc sets do have cooldowns, and you can have 12 skills but only 2 five piece sets and a monster helm. A skill that teleports you and a proc set that does damage are not the same. Sun Shield and Crimson are not the same. You're comparing apples and oranges here.
You are right in the literal word: proc sets aren't Gap Closers, they aren't even skills. However, you glazed over the key reason for ZOS decreasing the skill's performance,...no cooldown and can hit for extreme damage. Now apply the same statement to damage or healing proc sets, no conditions and can hit for extreme damage. What many people don't seem to grasp here, no condition is the same as no cooldown.
Let me explain it another way, I'll use a Macro key example. When you press X then the Macro executes the assigned X key function PLUS executes additional commands.
Do you get it? The Macro is the proc set and the X key is the condition. This conceptual analogy can be applied to 'When Damaged" conditions on proc sets. When conditions have no chance of failure then the imposed conditions are not very conditional. When a player does executes Critical Charge or Teleport Strike (press X key) than the player also executes ALL the procs associated to the single skill/key function. This is the case with Unleashed proc set, no effort to execute the other commands of the Macro with a simple GCD skill/key function. Carry the concept through to Crimson, and other similar sets, when being damaged procs the set without conditions (being damage isn't a genuine condition when you're in combat). So the statement then,...no cooldown and can hit for extreme damage, is ignored while weapon and class skills are nerfed but proc sets get the free pass.
Now, ZOS has the luxury to release proc sets with the long reaching results that ruin class identity, as that was once an important discussion last year. I am advocating for our weapon and class kits be more superior then damage/healing proc sets, and regress several old class kit mechanics that distinguished the classes on launch. Right now, ZOS made a pretty speech about bringing back class identity without looking back at all the damaging changes they've made. They would not have been in this scenario to fix classes and proc sets would simply be proc sets without devaluing weapon and class skills. I would find it narcissistic of them to push content that leads the downturn of their class system that isn't behind a pay wall.
Alright. I get why you’re saying the examples are bad; however, it’s the reasons behind the changes that drawn many parallels to why some, not all proc sets, ignored their own reasoning when releasing some of the proc sets, not all. A broad perspective from the pick a few weapon skills, some class kit skills that go along with the build idea moved forward to the alternative to pick some proc sets then only the few 'activation' skills to support the character set build concept. I have no problem with this model except when weapon and class kit skills are negatively altered on their damage, performance or class kit identity purpose; BUT doing so moved the game into a strange world where class selection boils down to pairing passives to proc sets. The same could be said about weapon skills when they went through their standardization process. Perhaps Update 30 may be bring more standardization modeling for proc sets;You are right in the literal word: proc sets aren't Gap Closers, they aren't even skills. However, you glazed over the key reason for ZOS decreasing the skill's performance,...no cooldown and can hit for extreme damage. Now apply the same statement to damage or healing proc sets, no conditions and can hit for extreme damage. What many people don't seem to grasp here, no condition is the same as no cooldown.
...No. Bruh, a cooldown is literally a condition. Many proc sets have a condition, Crimson has a cooldown and a delay on the damage, Teleport Strike did not. Stop cherry-picking, there are delayed damage skills that can be used in tandem with other skills for burst damage as well. Your examples are bad, ZOS nerfed Sun shield because you could stack health, a defensive stat, to gain damage, Crimson doesn't do that. A better example would be Thews, where stacking health actually DOES contribute to your damage. Comparing random sets to over tuned skills makes no sense and devalues your arguments.
That is exactly how Macros work. You can record or assign other commands spaced by time delays that will execute those programmed commands under one key. Replace those programmed commands with proc set activations, and you get multiple proc set executions under one key command. The time delay of proc sets isn’t a condition, it’s the delay that scales the DPS of the set. Very similar to ticking damage that occurs every so—so seconds. The timespan on the ticking damage also decides the velocity of the damage output on the target e.g. 10 seconds versus 6 seconds.Let me explain it another way, I'll use a Macro key example. When you press X then the Macro executes the assigned X key function PLUS executes additional commands.
Do you get it? The Macro is the proc set and the X key is the condition. This conceptual analogy can be applied to 'When Damaged" conditions on proc sets. When conditions have no chance of failure then the imposed conditions are not very conditional. When a player does executes Critical Charge or Teleport Strike (press X key) than the player also executes ALL the procs associated to the single skill/key function. This is the case with Unleashed proc set, no effort to execute the other commands of the Macro with a simple GCD skill/key function. Carry the concept through to Crimson, and other similar sets, when being damaged procs the set without conditions (being damage isn't a genuine condition when you're in combat). So the statement then,...no cooldown and can hit for extreme damage, is ignored while weapon and class skills are nerfed but proc sets get the free pass.
That's not how Macros work... Crimson doesn't even activate when you press a key, you have no control over when it procs, it's on the part of your enemy to activate it. Being damaged, with a cooldown and a delay on the damage, are literally conditions, and I wouldn't call Crimson's 8k, halved to 4k in PvP, "extreme damage". This entire thing reads like an anti-proc manifesto, where you blame proc sets for ruining class identity, nerfing your favorite playstyles and causing cancer in children. ZOS didn't nerf Teleport Strike and Sun Shield because of proc sets, they nerfed them because the skills were too strong.
Marcus_Thracius wrote: »Each patch its the same , buff nerf buff nerf procs , and it goes live , ppl find another way the make troll build with proc sets.
Only way is to keep proc sets OUT of pvp
Right now pvp is the best it has been in ages , keep garbadge procs out of cyro!!!
Being carried by sets is not fun , actually learning the game and relaying on your skills in much better
#noprocpvp
This is why everyone should be concerned about the direction their moving combat towards, PVE and PVP; where attribute stacking is weaker than proc-based builds.
Marcus_Thracius wrote: »Each patch its the same , buff nerf buff nerf procs , and it goes live , ppl find another way the make troll build with proc sets.
Only way is to keep proc sets OUT of pvp
Right now pvp is the best it has been in ages , keep garbadge procs out of cyro!!!
Being carried by sets is not fun , actually learning the game and relaying on your skills in much better
#noprocpvp
No proc PvP was fun for maybe 3 months but then became boring.. They should at least give some sets back, allowing only 10 sets work is just really cheap