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Tremorscale - Good intentions, badly implemented

Lieblingsjunge
Lieblingsjunge
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Hai!
So, something that's been a hot topic in many guilds, both PvE & PvP guilds alike: Tremorscale.

I think ZoS intended for this to be a PvE-tanking-set, where the tank could help the group-DPS in dungeons when fighting piles of mobs, a boss etc. Or simply just to offer tanks a set to wear, which I think is great. So I do think ZoS had good intentions with the set, but it just doesn't seem to work as intended(from my PoV interpretation of it, anyway).

Now I see mostly everyone(including a few Magicka characters, lul) are running Tremorscale in PvP and taunting Players.

But I'm not a fan of direct nerfs. Even though the combination, or the set in itself, is a problem, I don't want to see it nerfed directly. However, I do think it could use a few tweaks, this is just my suggestions, though. I do not like option 1, but I'll include it anyway.
Either:
1) Proc rate goes down to 8-10% to be in-line with other proc-sets. The slow's duration gets lowered. Leave the damage as it is.
2) Make sure it doesn't proc Viper. (Which wouldn't make sense, since if you use the melee-taunt its a melee attack :>)
3) Since yes, you can use the "Taunt" on players but it doesn't work in the same way as in PvE. Update the set & tooltip so that it only procs when the target IS properly taunted.
4)As suggested in other threads on the forums & discussed in-game: Make a global cooldown of offensive(!) proc-sets. Viper, Skoria, Kena, Tremorscale, Velidreth, Selene, Malubeth etc. can only proc once every 10 seconds. Or 8 seconds, 12 seconds. The number doesn't matter that much, getting in a cooldown is what matters.

Personally I'm a fan of number 3 & 4, with 4 being the favourite, but I know it's probably a very hard thing to implement and I have a understanding of that proc-sets are a part of the game. But it would be really sweet & would stop the "I spam one skill and wait for my sets to proc and deal damage for me" - mentality that seem to have raisen in the game.

Note: I know it's a hot topic. Just a reminder, keep the discussion constructive.
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  • incite
    incite
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    Confirmend and agreed
    PC EU

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  • Rune_Relic
    Rune_Relic
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    Not unreasonable.
    I agree the proctology class needs a rework and/or moratorium.
    Cant see the point of not being able to stack sets but you can stack procs (same set different disguise).
    Its like a back door workaround.
    Edited by Rune_Relic on October 19, 2016 11:46AM
    Anything that can be exploited will be exploited
  • zuto40
    zuto40
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    Bring the snare down to 30% and give it a 35% proc rate
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  • RinaldoGandolphi
    RinaldoGandolphi
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    The Tooltip for Tremor Scale says:

    (1 items) Adds 967 Max Stamina

    (2 items) When you taunt an enemy, you have a 50% chance to cause a duneripper to burst from the ground beneath them, dealing 6500 Physical Damage to all enemies within 4 meters and reducing their Movement Speed by 70% for 8 seconds. This effect can occur once every 4 seconds.

    Since you can not taunt players and force them to attack you like PVE mobs this is obviously a bug.

    Make it not work on players(like it was obviously intended in the 1st place) and the problem goes away.

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  • Lieblingsjunge
    Lieblingsjunge
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    The Tooltip for Tremor Scale says:

    (1 items) Adds 967 Max Stamina

    (2 items) When you taunt an enemy, you have a 50% chance to cause a duneripper to burst from the ground beneath them, dealing 6500 Physical Damage to all enemies within 4 meters and reducing their Movement Speed by 70% for 8 seconds. This effect can occur once every 4 seconds.

    Since you can not taunt players and force them to attack you like PVE mobs this is obviously a bug.

    Make it not work on players(like it was obviously intended in the 1st place) and the problem goes away.

    But you CAN taunt players, they just don't get the sudden urge to focus on you, since the players are thinking individuals and not AI. But you can taunt players, in a sense. But I do agree with you, I think it is pretty silly that it should proc on players.
    Ignorance is the greatest weapon of tyranny.
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  • Strider_Roshin
    Strider_Roshin
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    The Tooltip for Tremor Scale says:

    (1 items) Adds 967 Max Stamina

    (2 items) When you taunt an enemy, you have a 50% chance to cause a duneripper to burst from the ground beneath them, dealing 6500 Physical Damage to all enemies within 4 meters and reducing their Movement Speed by 70% for 8 seconds. This effect can occur once every 4 seconds.

    Since you can not taunt players and force them to attack you like PVE mobs this is obviously a bug.

    Make it not work on players(like it was obviously intended in the 1st place) and the problem goes away.

    This 100% also rather than Viper being a guaranteed hit every 4 seconds, it should be a proc chance with a 4 second cool down.

    If they did this while removing the weapon and spell damage received from black rose, I think it'll go a long way in terms of balance.

    As it stands currently heavy armor is just too good in PvP.
  • RAGUNAnoOne
    RAGUNAnoOne
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    So... is it that bad I mean most things in the game snare you that much anyways and the damage doesn't seem too bad. besides with pure tanks being...less than viable in polite terms especially with penetration buffs they need SOMETHING to offset the insane DPS. plus it gives taunting a use in PvP
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  • Mayrael
    Mayrael
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    I knew that this.set will be a mess in pvp as soon as Ive read its description. Combined with viper its very very nasty. Add blackrose to this setup and there you go. Tanky heavy armored titan with good sustain and burst dmg. Perfectly fine.
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  • Lieblingsjunge
    Lieblingsjunge
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    Mayrael wrote: »
    I knew that this.set will be a mess in pvp as soon as Ive read its description. Combined with viper its very very nasty. Add blackrose to this setup and there you go. Tanky heavy armored titan with good sustain and burst dmg. Perfectly fine.

    Unfortunately that seems to be the case.
    Ignorance is the greatest weapon of tyranny.
    PC - EU.
    Lieblingsjunge(AD) - Racechanged Argonian :< | AR 50 - No double AP or Bleakers involved |
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  • RobTheAxe
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    I agree. As someone who PVE and PVPs, I see how it could be useful. Run up to a pack and use ransack, then I need to quickly tag all the mobs that beeline straight toward my team. Tremorscale would help slow them down and put damage on them to aggro me. In pvp, it seems a bit cheesy, as the damage is decent and the activation chance is very high. Lowering the chance would reduce its PVE effectiveness. Possible changes - halve the damage, remove all damage and replace with an aoe taunt plus the slow, or, I would be in favor ov a wide-ranging proc nerf, some sort ov global cooldown so widowmaker and viper weren't assured to simultaneously fire together every time. Players can wear one proc set then wear other sets ov their choice. Right now proc sets give too much power.
    Edited by RobTheAxe on October 19, 2016 4:03PM
  • Dracane
    Dracane
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    Agreed on everything
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  • Waffennacht
    Waffennacht
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    Couple of months late
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  • Wollust
    Wollust
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    A global cooldown would be the best solution imo.
    And creating consistent proc sets without incredibly high or guaranteed proc chances.
    Susano'o

    Zerg Squad
  • xRIVALENx
    xRIVALENx
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    Make players immune to taunt, should solve the problem I would think.
  • AhPook_Is_Here
    AhPook_Is_Here
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    If they nerf one they should just nerf all of them. Vipers, velidriths, and all the rest. It's as simple as making a rule that if you have the PVP heriosm buff, no armor procs activate. That way they can balance the game for PVP and PVE.
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  • idk
    idk
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    @Lieblingsjunge

    So you don't want the set nerfed directly but you recommend nerfs to be applied directly to the set.
  • mr_wazzabi
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    Wollust wrote: »
    A global cooldown would be the best solution imo.
    And creating consistent proc sets without incredibly high or guaranteed proc chances.

    It does have a global cooldown of 4 seconds lol.

    I think the best solution is to make it only work if an enemy is truly "taunted", as in pve.

    In pvp, taunts have no effect, so it should not proc.
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  • DeadlyRecluse
    DeadlyRecluse
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    If you want to make it PvE relevant, make it a bigger AOE with much less damage. Keep the high proc rate, increase the cooldown. Then you can use it to snare a large pull on the first couple taunts and get some of that first-hit aggro.

    As it currently is, there are much better sets for a PvE tank and the radius isn't enough to make it a useful tool for managing a pull.
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  • Lieblingsjunge
    Lieblingsjunge
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    @Lieblingsjunge

    So you don't want the set nerfed directly but you recommend nerfs to be applied directly to the set.

    Except point 1) I wouldn't consider any of the other a nerf. I also mentioned I don't even like option 1. I'm more interested in tweaks that can be done.AsI said, I've made a few suggestions, but you're free to give others.


    mr_wazzabi wrote: »
    Wollust wrote: »
    A global cooldown would be the best solution imo.
    And creating consistent proc sets without incredibly high or guaranteed proc chances.

    It does have a global cooldown of 4 seconds lol.

    I think the best solution is to make it only work if an enemy is truly "taunted", as in pve.

    In pvp, taunts have no effect, so it should not proc.

    That's only for that set. Wollust (&me) refers to a global cooldown for all proc-sets, including their internal ones. As 4 seconds doesn't matter if you have something else proc in between.
    Ignorance is the greatest weapon of tyranny.
    PC - EU.
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  • Minalan
    Minalan
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    Make it so you can't taunt players. We're not mobs, that's silly.

    That fixes one [SNIP] proc set, only about half a dozen [SNIP] sets to go.

  • WillhelmBlack
    WillhelmBlack
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    I'm alright with nerfs.
    PC EU
  • themdogesbite
    themdogesbite
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    Lower the procc chance, increase the cooldown.
    :]
  • Wollust
    Wollust
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    mr_wazzabi wrote: »
    Wollust wrote: »
    A global cooldown would be the best solution imo.
    And creating consistent proc sets without incredibly high or guaranteed proc chances.

    It does have a global cooldown of 4 seconds lol.

    I think the best solution is to make it only work if an enemy is truly "taunted", as in pve.

    In pvp, taunts have no effect, so it should not proc.

    As Lieb said, global cooldown refers to an overall cooldown on offensive procs, not an individual set cool down. A global cooldown would prevent stacking up proc sets because it would simply not make sense.
    I am completely fine with the way Tremorscale works (maybe except the massive snare which could need a bit of tweaking imo), the bigger issue is that builds can be created using multiple procs to deal instantly anything between 15-25k dmg with one or two clicks. That is the big issue atm. And that is where a global cooldown would help.
    Susano'o

    Zerg Squad
  • Lieblingsjunge
    Lieblingsjunge
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    Wollust wrote: »
    mr_wazzabi wrote: »
    Wollust wrote: »
    A global cooldown would be the best solution imo.
    And creating consistent proc sets without incredibly high or guaranteed proc chances.

    It does have a global cooldown of 4 seconds lol.

    I think the best solution is to make it only work if an enemy is truly "taunted", as in pve.

    In pvp, taunts have no effect, so it should not proc.

    As Lieb said, global cooldown refers to an overall cooldown on offensive procs, not an individual set cool down. A global cooldown would prevent stacking up proc sets because it would simply not make sense.
    I am completely fine with the way Tremorscale works (maybe except the massive snare which could need a bit of tweaking imo), the bigger issue is that builds can be created using multiple procs to deal instantly anything between 15-25k dmg with one or two clicks. That is the big issue atm. And that is where a global cooldown would help.

    I second that. Too much dmg for RNG procs.
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  • G0ku
    G0ku
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    Works fine on my stam sorc DD-tank in pve. Just adjust the annoying stuff using the battle spirit debuff or what it is called in pvp. Leave pve alone please.
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  • Lieblingsjunge
    Lieblingsjunge
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    G0ku wrote: »
    Works fine on my stam sorc DD-tank in pve. Just adjust the annoying stuff using the battle spirit debuff or what it is called in pvp. Leave pve alone please.

    Hence why one of the suggestions is that the set needs a tweak so it only works on properly taunted mobs(not players).
    Ignorance is the greatest weapon of tyranny.
    PC - EU.
    Lieblingsjunge(AD) - Racechanged Argonian :< | AR 50 - No double AP or Bleakers involved |
    Sits-On-Cacti(DC) - Problem?
    Fail-With-Tail(AD) - Healing Springs-spammer :<
    Tiny Liebs(EP) - Very Tiny. Also heals.
    Lieblingsmädchen(DC) - Magplar is love.
    The Dominàtrix(AD) - Chains, whip, whip, whip.
    Fluffy Furball Kitten(DC) - Kittycat, meow.
    Your Face(EP) - People make bad jokes about my name =(
    Liebs-With-Trees(AD) - Male argo with a big tail :>

    Officer/Sandwitch of Zerg Squad
    My title: The Maneater, Destroyer of Maneuvers, Bane of Potatoes, she who devours them, The Black Hole, the humorless, first of her name.
  • Enslaved
    Enslaved
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    What would be a good solution is to add another chance % if target is not taunted. Could be maybe half of what you get when you apply taunt to the target. That way, this set will not be nerfed for PvE, and those who end snared and dead in PvP from tremorscale users would benefit a bit, too.
  • TequilaFire
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    In regards to tremorscale just make players not tauntable so we don't affect PvE where we take enough flak already for affecting them.

    Yeah some PvP players will whine, but there are enough other proc sets to fill the gap.
    Edited by TequilaFire on October 20, 2016 1:56PM
  • Jaronking
    Jaronking
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    Wollust wrote: »
    mr_wazzabi wrote: »
    Wollust wrote: »
    A global cooldown would be the best solution imo.
    And creating consistent proc sets without incredibly high or guaranteed proc chances.

    It does have a global cooldown of 4 seconds lol.

    I think the best solution is to make it only work if an enemy is truly "taunted", as in pve.

    In pvp, taunts have no effect, so it should not proc.

    As Lieb said, global cooldown refers to an overall cooldown on offensive procs, not an individual set cool down. A global cooldown would prevent stacking up proc sets because it would simply not make sense.
    I am completely fine with the way Tremorscale works (maybe except the massive snare which could need a bit of tweaking imo), the bigger issue is that builds can be created using multiple procs to deal instantly anything between 15-25k dmg with one or two clicks. That is the big issue atm. And that is where a global cooldown would help.
    This would be the best solution to fixing the proc set problem.
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