Goregrinder wrote: »I think the scaling itself is fine, as it forces players to invest less on HP in order to get the same damage out of these sets as they had in Markarth.
Goregrinder wrote: »I think the scaling itself is fine, as it forces players to invest less on HP in order to get the same damage out of these sets as they had in Markarth. The problem is that there is no cap on these. If having no cap is the intention, then the base damage required to hit their old values should be increased by a lot. It's easy to get 5k weapon damage post CP 2.0. The requirement to hit old damage values needs to be closer to 7-8k weapon damage. Having no cap at that point is fine, because trying to get more WD/SD beyond 8k means you are giving up other things significantly, which should be fine if you are going for a glass cannon build using procs.
This can't be overstated enough. I think the changes are a bid to make procs relevant in trials, where buffs sourced from other players push up weapon and spell damage. The same will be possible in PvP. It's a kick in the teeth to solo players, especially magicka solo players other than sorc.SimonThesis wrote: »This is a significant buff to pvp ball groups. Uncapped scaling proc sets where every dps in group can get up to 8k Spell damage is extremely broken.
I fear the day I will have to face a high health high weapon damage warden with Crimson /vomit
Canned_Apples wrote: »Well.. we’ll know in a week if they intend to do anything about it.
I can’t play bgs because of all the cheese and now it’s going to get worse and infest cyrodiil too??
Last patch they made changes to armor, light and heavy got few buffs but nerfs too.. Light armor user gets more incoming damage while also having less base armor than medium does.
And they didnt change anything. Do you expect change this time?
Goregrinder wrote: »I think the scaling itself is fine, as it forces players to invest less on HP in order to get the same damage out of these sets as they had in Markarth. The problem is that there is no cap on these. If having no cap is the intention, then the base damage required to hit their old values should be increased by a lot. It's easy to get 5k weapon damage post CP 2.0. The requirement to hit old damage values needs to be closer to 7-8k weapon damage. Having no cap at that point is fine, because trying to get more WD/SD beyond 8k means you are giving up other things significantly, which should be fine if you are going for a glass cannon build using procs.
Needless to say this requires a lot of attention as it seems to be contrary to what was supposed to happen according to Combat Preview post quoted above.
This can't be stressed enough, the current iteration of proc scaling on PTS is a huge step backwards.
1. increase the required stats by a lot
2. cap the proc damage at their current values on live servers


Tommy_The_Gun wrote: »The other problem I can see are health recovery changes in PvP. 50% reducion makes the stat useless, especially when compared to healing proc sets. Even if healing is also reduced in Cyro, healing sets still are clear winner vs sets that provide health recovery bonus.
Same for health recovery glyphs. It is way better to run Arcane / robust with other glyph rather than infused health recovery, because if you have a healing set, max stam/mag bonus provides more healing boost (which also increases dmg of your skills btw) than a health recovery would.
Also healing done / taken (Ritual mundus or gear set bonus) increase healing from proc sets, but does not affect health recovery...
I would be much happier with that than with what they're doing.Here's my take: if they want to reduce the impact of (yes, nerf) stacking "free damage" from proc sets, why not introduce diminishing returns instead of introducing complicated scaling that seems to be almost impossible to balance?
Keep the values as they are right now on Live, but stacking two proc sets would give you a -20% damage modifier on all procs, stacking three proc sets would give you a -40% damage modifier and so on.
Simple solution that can even be tied to Battle Spirit if unnecessary in PvE.
I would be much happier with that than with what they're doing.Here's my take: if they want to reduce the impact of (yes, nerf) stacking "free damage" from proc sets, why not introduce diminishing returns instead of introducing complicated scaling that seems to be almost impossible to balance?
Keep the values as they are right now on Live, but stacking two proc sets would give you a -20% damage modifier on all procs, stacking three proc sets would give you a -40% damage modifier and so on.
Simple solution that can even be tied to Battle Spirit if unnecessary in PvE.
The following sets now scale off your Max Health:
Crimson Twilight' damage
Frozen Watcher's damage
Leeching Plate's damage
Wouldn't it be better to make all healing aspect of the proc sets to scale with max health ?the set listing needs an overlook.
- any dmg proc should scale with max SP/WD
- any healing proc should scale with max stamina/magicka
- if a set have two effects, then each part should scale with respective stats, take crimson for exemple: the dmg would scale with wd/sp and the healing part would scale with max stam/mag.
The current values are too low, 5.8k weapon damage sin't hard to reach especially with the 1k weapon damage we've got last patch.
However at the same time for magicka specs it's incredibly hard to reach this number leading to a big discrepancy between magicka and stamina builds and proc sets.
The current values are too low, 5.8k weapon damage sin't hard to reach especially with the 1k weapon damage we've got last patch.
However at the same time for magicka specs it's incredibly hard to reach this number leading to a big discrepancy between magicka and stamina builds and proc sets.
^
Why would i want to play as a magica char next patch.
The distribution of stats with the current scaling blatantly favors stam builds to the point where 3 - 4 procc stamina builds can gain damage while magica builds doing the same will lose dmg.
doesurmindglow wrote: »Here's two screenshots to further illustrate my concern:
Nearly 70k health. And I can proc for almost 15k. And heal for that amount also, plus another 14k from my (nerfed) Arctic Blast. In PVP there will be few realistically viable alternatives to this build.
The only problems I see are a lack of penetration and sustain, but I'm not really sure that'll matter too much, especially if this becomes a thing large groups are running.