Has no one yet noticed the irony that Update 27 removed the vast majority of proc chances in the name of performance, and yet in Update 30 every single proc will have additional calculations based upon character stats?
https://forums.elderscrollsonline.com/en/discussion/536538/update-27-combat-preview
Has no one yet noticed the irony that Update 27 removed the vast majority of proc chances in the name of performance, and yet in Update 30 every single proc will have additional calculations based upon character stats?
https://forums.elderscrollsonline.com/en/discussion/536538/update-27-combat-preview
'In PVP, we expect lower efficacy from item set procs as builds for PVP typically tend to focus on several stats that will take away from the potential to deep dive into specializing into specific stats'
Challenge accepted by every theory crafter
I'm sure most of us already see a bunch of moon-sized holes in this idea. May pay to take a second to consider why some sets were total cheese instead.
Are we going to see oblivion damage with update 30 a little more often?
hands0medevil wrote: »Cirantille wrote: »I'm really glad to hear that I can focus on playing the game rather than grinding cp, thank you
Isn't grinding CP also playing the game? Afaik grinding cp is not cheating or stealing.
ZOS_BrianWheeler wrote: »Hey gang!
Today, we’d like to share some new features and updates coming your way in Update 30! In this Update, we’re focusing on some concerns regarding item set procs and continuing our Champion System improvements, as well as several fixes for server performance and general bugs/balance. You’ll be able to read the full details in next week’s PTS patch notes.
Proc Sets
The growing concerns over the “proc set meta” for the past few updates has not fallen on deaf ears. We understand the frustration of feeling required to run these types of sets and fighting against them in PVP. These sets are seen as “free” sources of damage, healing and survivability, all of which come with minimal tradeoffs. We want these proc choices to mean something, rather than just the de facto method of building a character without paying for it in some way.
With that stated, in Update 30 we are making all item sets that deal damage or heal scale with player stats. You will need to make a conscious build choice when looking at which item sets to include in your build, rather than simply equipping three proc sets for that aforementioned “free damage”. Damage sets will scale with Spell or Weapon damage, whichever is higher. Healing sets will scale with Maximum Magicka or Stamina, whichever is higher. Other sets that fall outside of that functionality will likely scale with Max Health, as well as a handful of other unique ways. Full details about which sets scale with which stats will be displayed in the tooltips for your item sets.
The effect we expect from this will be an overall buff in PVE territory as many players build for maximum efficiency regarding their stats. In PVP, we expect lower efficacy from item set procs as builds for PVP typically tend to focus on several stats that will take away from the potential to deep dive into specializing into specific stats. This also means that if you opt to run a full build of proc sets, you’ll be trading off a large source of stats for your build and you’ll be limited to gaining them from passives, enchants, and consumables, significantly limiting your ability to build as you could before. It’s possible to get to the values of “proc sets” pre-U30 if you specialize your stats for it, as well as getting higher values than before if you go all in to building around their scaling, but we believe this will lead to a healthier balance of damage and healing versus the “free procs” you get now.
Champion System
In Update 29, we introduced the revamped Champion System and indicated we would build upon it in the future. With Update 30, we are continuing our dedication to this system by adding several new slotted stars for healing and support-focused builds. We also are keenly aware of the passive power this system added in the initial offering and the concerns you all have about getting optimal builds as soon as possible.
To address these concerns, we are reducing the number of stages on passive stars in the Warfare and Fitness constellations by two more stages, to a maximum of 2 stages per passive star. This will greatly lower the number of points required to get to a more optimal build in both of those constellations, while also taking some of the power out of the high-end experience. We’ve also added a new and final sub-constellation (each tree can have up to 3) in the Warfare tree focused on healing, offering new slottable stars that support the healing playstyle, and added a few old favorites from the original Champion System focused on heavy and light attack damage to offer some core damage bonuses for players using their basic attacks.
As always, you can also expect bug fixes and updates to existing item sets that you can read about in the PTS patch notes, along with many adjustments to AE abilities for better server performance. We hope you enjoy your time on the PTS and look forward to reading your feedback for Update 30 next week!
Ippokrates wrote: »I am not a fan of magicka/stamina scaling because It destroys idea of hybridization, which IMHO was always one of the strongest aspects of TES Universe.
However, if you want to make move like a baron who moves like this make sets at least to scale with health. This way tank will not turn into dmg juggernauths but instead they could get an advantage in survivability.
ZOS_BrianWheeler wrote: »Hey gang!
We also are keenly aware of the passive power this system added in the initial offering and the concerns you all have about getting optimal builds as soon as possible.
To address these concerns, we are reducing the number of stages on passive stars in the Warfare and Fitness constellations by two more stages, to a maximum of 2 stages per passive star. This will greatly lower the number of points required to get to a more optimal build in both of those constellations, while also taking some of the power out of the high-end experience.
Sadly, hybridization went out as truly viable a long time ago, though some folks (including me) still strive to make it work. (I'm with you, I really loved the early days, before stat-stacking happened). I don't see them changing this any time soon.
Has no one yet noticed the irony that Update 27 removed the vast majority of proc chances in the name of performance, and yet in Update 30 every single proc will have additional calculations based upon character stats?
https://forums.elderscrollsonline.com/en/discussion/536538/update-27-combat-preview/p1
So, no changes to the Green tree then?
colossalvoids wrote: »Pretty sure it's not in combat teams field to begin with, so there is still hope.
Joy_Division wrote: »Ironic? I guess. But I just see it as another reason why the laser-focus on calculations as the end all to be all for lag is often counterproductive and misses the forest for the trees.
Ippokrates wrote: »I am not a fan of magicka/stamina scaling because It destroys idea of hybridization, which IMHO was always one of the strongest aspects of TES Universe.
However, if you want to make move like a baron who moves like this make sets at least to scale with health. This way tank will not turn into dmg juggernauths but instead they could get an advantage in survivability.
YandereGirlfriend wrote: »
Hybrids are much stronger now than they were at this point last year.
Overall, the direction of the last several patches has increased their viability to a significant degree.
There are still problems, of course.
Chief among them are the limited availability of dual-stat sets (despite the fact that ZOS was supposedly in the process of merging Weapon/Spell stats into single unified stats...) and the CP system (which is better than it was before but penalizes hybrids).
Finally, ZOS needs to finish the job of rebalancing the armor passives by having Medium buff BOTH your Weapon and Spell Damage and Light buff BOTH your Spell and Physical Penetration. And there are odds and ends such as the DW Weapon Damage passive and the Sword and Board Weapon Damage passive needing to also be hybridized.
But it is heaps and heaps better than it was.
Has no one yet noticed the irony that Update 27 removed the vast majority of proc chances in the name of performance, and yet in Update 30 every single proc will have additional calculations based upon character stats?
https://forums.elderscrollsonline.com/en/discussion/536538/update-27-combat-preview/p1
Has no one yet noticed the irony that Update 27 removed the vast majority of proc chances in the name of performance, and yet in Update 30 every single proc will have additional calculations based upon character stats?
https://forums.elderscrollsonline.com/en/discussion/536538/update-27-combat-preview/p1
it is as always a going somewhere, not really having an idea what they(=ZOS) are doing and how it work out.........
as some pvp-addidicted asked for procs to get nerfed they got it, but the majotity did not want that, now the locked campaign is empty, and boring to death........
to solve this, they nerf proc-sets now in pve and enable them again in pvp.... doesn´t make sense but who cares??
can someone explain exactly what problems procs are causing in PVE???????? PLEASE
for a vet-trial you must take in account that it will probably take 2-3 days to get it done, but who cares........
solo dungeons I don´t wanna think about it what this will do to that, without procs or without heals, because that is an decision we have to make then, healing but not proceeding or proceeding and byebye to no death run???
we go back and forth and again and again and again, this is not funny anymore..........
in update 31 they will do a balancing again, this is] getting hilarious........
is this worth anymore my money, is what I am asking myself all the time?!!
along with many adjustments to AE abilities for better server performanc