I am in favor of this DOT rate change:
why?
Different rates of hits/second were fine as long as there were no or a few armor sets that procced with an RNG.
With soooo many monster & armor sets at this moment that can proc a good overview over the comparative strenght's is hard to maintain.
I think that making all hit rates equal will make it much more easy to balance the game.
I would even add to change the RNG proc rates, now small percentages to a standard 20% for all, and adjust the benefit downward.
Bugs in very small proc RNG percentages are too difficult to spot by us. Like the small rare loot drop rates. And ZOS does not seem to have a method in place to monitor actual proc behaviour of these kind of abilities. So it is up to us anyway.
BTW
I think it will also reduce a little bit the LAG issues in PVP (less events, less calculations)
I am in favor of this DOT rate change as now intended by ZOS:
Probably not for the reasons ZOS has...
why?
Different rates of hits/second were fine as long as there were no or a few armor sets that procced with an RNG.
With soooo many monster & armor sets at this moment that can proc a good overview over the comparative strenght's is hard to maintain.
I think that making all hit rates equal will make it much more easy to balance the game, without affecting build diversity.
I would even add to change the RNG proc rates, now small percentages, to a standard 20% for all, and adjust the benefit downward.
(like what has been done with the Silver Bolts that procced for insane damage at 3% proc rate)
Bugs in very small proc RNG percentages are also too difficult to spot by us. Like the small rare loot drop rates.
We do never really know if the ability functions as intended. And ZOS does not seem to have an effective method in place to monitor actual proc behaviour of these kind of abilities. So it is up to us anyway.
BTW
I think it will also reduce a little bit the LAG issues in PVP (less events, less calculations)