HeroOfNone wrote: »Good Afternoon Citizens of Tamriel!
This week's Arm Chair Developer focus is on PVP. I've broken this out into 3 seperate related topics:
ACD: Top 10 PVP issues of 2016
ACD: Fixing Proc Sets, ZOS's Roadmap to Success or Ruin
ACD: The Battle for PVP Improvements
I'm bringing this topic here to General because while we're attempting to fix Proc sets in PVP, the impact could be major to PVE. I've culled these suggestions from top level players in PVP, PVE, and the general community. I tried not to outright plagiarize other posts, so if you want to reply with a link your ideas, feel free. One of these ideas is likely already being implimented by ZOS as we speak, but it's important to consider YOUR feedback on this so we can prevent repeating bad builds in future DLC.
The suggestions thus far:
1. Lower the chance to all proc sets & add a low chance to proc on sets like the viper- Would reduce the number of instant kill ganks on the average.
- Will still have the potential of multiple sets proccing at once.
- Will reduce the over all DPS by a factor of its RNG on PVE, making certain sets useless
- Will affect both PVP & PVE builds
2. Blanket reduce the damage of proc sets in PVP using battle spirit.- Will make it so wearing three proc sets won't one shot players.
- Will trivialize wearing one or two proc sets, the damage will be too low
- Will likely need to reduce buff, damage shields, & heal sets to balance things out
- Heavy armor likely to be harder to kill still
- Will affect only PVP builds
3. Only one set can go off at a time & sets can't trigger other sets abilities.- Will require interactions by the player to trigger any proc set
- Can likely still have a very fast burst due to light/heavy attacks weaved with abilities can count as 2 hits.
- Will affect both PVP & PVE builds
4. Assign a major/minor proc debuff to all proc sets for 6 seconds. Major procs are direct damage procs, minor are any DOT procs. When a debuff is up, players can not trigger a similar proc.- Most sets and cool downs may need adjustments with RNG and damage
- May need a more clear way to explain this on the sets.
- Would make wearing a single Proc set still strong, but usless to stack on 3 high damage proc sets.
- Will affect both PVP & PVE builds
5. Make all proc sets to DOTs with equivalent damage over the cooldown- This will reduce the burst without ruining the DPS
- will give an advantage to templars that can cleanse or Nightblades that can cloak away
- Will affect mostly PVP builds
6. Require all proc sets have a unique, non overlapping ability used. Similar to sheer venom (execute ability), tremorscale (taunt), sunderflame (fully charged heavy attack- Could stop most one hit 6+ damage sources
- Certain ability chains will still produce a high amount of damage
- Limited number of ability types to prevent overlap
- Will affect both PVP & PVE builds
7. Make more sets require to be in melee range (tremorscale, viper, etc.)- Will reduce the amount of proc set snipers.
- Gives less reason to use Bow
- Will affect both PVP & PVE builds
8. Make proc sets not work against players- A bit extreme, but removes the RNG and other issues
- Would need to be made clear to players
- Would assumable work against NPCS (guards & deadra in IC)
- Will affect only PVP builds
9. Up the mitigation of proc sets through the impenetrable trait- Will make impenetrable even more required for PVP
- Will leave other non impenetrable builds still wide open to the same issues
- Will affect only PVP builds
10. Rebalance all proc sets and several other sets so 3 can't be used at one time and produce enough damage to one shot a player at 20k health- Won't stop an imbalance from happening again
- Will reduce most sets to being too low DPS to be viable in PVE
- Will affect both PVP & PVE builds
11. Give proc sets a "bane" to certain species or just to non-PVP mobs in general. This means damage will boost against certain types of mobs or against NPCS in general- Will allow different balancing between PVE & PVP damage models
- Will need to be clear about the buff
- Could make for interesting balance verse certain monsters & dungeons
- Will affect both PVP & PVE builds
12. Up the mitigation of procs by armor and damage shields- Gives another advantage over unprepared light armor targets
- Will affect mostly PVP builds
13. Make procs count as a casted spell, which can be absorbed or reflected- only helps a few builds
- Unprepared targets still up to be one shot
- Will affect mostly PVP builds
That's the top 13 fixes so far, more than likely you'll see one or more in upcoming patches. While we wait for the fix though, reply what suggestions you like or better yet reply with your own solution. I'll be waiting to see what other ideas I might have missed.
Thanks for your time.
HeroOfNone wrote: »Good Afternoon Citizens of Tamriel!
This week's Arm Chair Developer focus is on PVP. I've broken this out into 3 seperate related topics:
ACD: Top 10 PVP issues of 2016
ACD: Fixing Proc Sets, ZOS's Roadmap to Success or Ruin
ACD: The Battle for PVP Improvements
I'm bringing this topic here to General because while we're attempting to fix Proc sets in PVP, the impact could be major to PVE. I've culled these suggestions from top level players in PVP, PVE, and the general community. I tried not to outright plagiarize other posts, so if you want to reply with a link your ideas, feel free. One of these ideas is likely already being implimented by ZOS as we speak, but it's important to consider YOUR feedback on this so we can prevent repeating bad builds in future DLC.
The suggestions thus far:
1. Lower the chance to all proc sets & add a low chance to proc on sets like the viper- Would reduce the number of instant kill ganks on the average.
- Will still have the potential of multiple sets proccing at once.
- Will reduce the over all DPS by a factor of its RNG on PVE, making certain sets useless
- Will affect both PVP & PVE builds
2. Blanket reduce the damage of proc sets in PVP using battle spirit.- Will make it so wearing three proc sets won't one shot players.
- Will trivialize wearing one or two proc sets, the damage will be too low
- Will likely need to reduce buff, damage shields, & heal sets to balance things out
- Heavy armor likely to be harder to kill still
- Will affect only PVP builds
3. Only one set can go off at a time & sets can't trigger other sets abilities.- Will require interactions by the player to trigger any proc set
- Can likely still have a very fast burst due to light/heavy attacks weaved with abilities can count as 2 hits.
- Will affect both PVP & PVE builds
4. Assign a major/minor proc debuff to all proc sets for 6 seconds. Major procs are direct damage procs, minor are any DOT procs. When a debuff is up, players can not trigger a similar proc.- Most sets and cool downs may need adjustments with RNG and damage
- May need a more clear way to explain this on the sets.
- Would make wearing a single Proc set still strong, but usless to stack on 3 high damage proc sets.
- Will affect both PVP & PVE builds
5. Make all proc sets to DOTs with equivalent damage over the cooldown- This will reduce the burst without ruining the DPS
- will give an advantage to templars that can cleanse or Nightblades that can cloak away
- Will affect mostly PVP builds
6. Require all proc sets have a unique, non overlapping ability used. Similar to sheer venom (execute ability), tremorscale (taunt), sunderflame (fully charged heavy attack- Could stop most one hit 6+ damage sources
- Certain ability chains will still produce a high amount of damage
- Limited number of ability types to prevent overlap
- Will affect both PVP & PVE builds
7. Make more sets require to be in melee range (tremorscale, viper, etc.)- Will reduce the amount of proc set snipers.
- Gives less reason to use Bow
- Will affect both PVP & PVE builds
8. Make proc sets not work against players- A bit extreme, but removes the RNG and other issues
- Would need to be made clear to players
- Would assumable work against NPCS (guards & deadra in IC)
- Will affect only PVP builds
9. Up the mitigation of proc sets through the impenetrable trait- Will make impenetrable even more required for PVP
- Will leave other non impenetrable builds still wide open to the same issues
- Will affect only PVP builds
10. Rebalance all proc sets and several other sets so 3 can't be used at one time and produce enough damage to one shot a player at 20k health- Won't stop an imbalance from happening again
- Will reduce most sets to being too low DPS to be viable in PVE
- Will affect both PVP & PVE builds
11. Give proc sets a "bane" to certain species or just to non-PVP mobs in general. This means damage will boost against certain types of mobs or against NPCS in general- Will allow different balancing between PVE & PVP damage models
- Will need to be clear about the buff
- Could make for interesting balance verse certain monsters & dungeons
- Will affect both PVP & PVE builds
12. Up the mitigation of procs by armor and damage shields- Gives another advantage over unprepared light armor targets
- Will affect mostly PVP builds
13. Make procs count as a casted spell, which can be absorbed or reflected- only helps a few builds
- Unprepared targets still up to be one shot
- Will affect mostly PVP builds
That's the top 13 fixes so far, more than likely you'll see one or more in upcoming patches. While we wait for the fix though, reply what suggestions you like or better yet reply with your own solution. I'll be waiting to see what other ideas I might have missed.
Thanks for your time.
Without specifying what you are considering proc sets to include, meaningful input is difficult.
This should start with scope and definition of problem not with the pick a solution stage.
Imo.
Iirc ashen grip is a proc set cuz it spawns an effect on a random event. Do we lower it's damage too?
Night mother gaze spawns a debuff on a random chance that can result in a ton of extra dmg.
Is this only concerned with recap sets - where damage done is listed separately in recap?
HeroOfNone wrote: »HeroOfNone wrote: »Good Afternoon Citizens of Tamriel!
This week's Arm Chair Developer focus is on PVP. I've broken this out into 3 seperate related topics:
ACD: Top 10 PVP issues of 2016
ACD: Fixing Proc Sets, ZOS's Roadmap to Success or Ruin
ACD: The Battle for PVP Improvements
I'm bringing this topic here to General because while we're attempting to fix Proc sets in PVP, the impact could be major to PVE. I've culled these suggestions from top level players in PVP, PVE, and the general community. I tried not to outright plagiarize other posts, so if you want to reply with a link your ideas, feel free. One of these ideas is likely already being implimented by ZOS as we speak, but it's important to consider YOUR feedback on this so we can prevent repeating bad builds in future DLC.
The suggestions thus far:
1. Lower the chance to all proc sets & add a low chance to proc on sets like the viper- Would reduce the number of instant kill ganks on the average.
- Will still have the potential of multiple sets proccing at once.
- Will reduce the over all DPS by a factor of its RNG on PVE, making certain sets useless
- Will affect both PVP & PVE builds
2. Blanket reduce the damage of proc sets in PVP using battle spirit.- Will make it so wearing three proc sets won't one shot players.
- Will trivialize wearing one or two proc sets, the damage will be too low
- Will likely need to reduce buff, damage shields, & heal sets to balance things out
- Heavy armor likely to be harder to kill still
- Will affect only PVP builds
3. Only one set can go off at a time & sets can't trigger other sets abilities.- Will require interactions by the player to trigger any proc set
- Can likely still have a very fast burst due to light/heavy attacks weaved with abilities can count as 2 hits.
- Will affect both PVP & PVE builds
4. Assign a major/minor proc debuff to all proc sets for 6 seconds. Major procs are direct damage procs, minor are any DOT procs. When a debuff is up, players can not trigger a similar proc.- Most sets and cool downs may need adjustments with RNG and damage
- May need a more clear way to explain this on the sets.
- Would make wearing a single Proc set still strong, but usless to stack on 3 high damage proc sets.
- Will affect both PVP & PVE builds
5. Make all proc sets to DOTs with equivalent damage over the cooldown- This will reduce the burst without ruining the DPS
- will give an advantage to templars that can cleanse or Nightblades that can cloak away
- Will affect mostly PVP builds
6. Require all proc sets have a unique, non overlapping ability used. Similar to sheer venom (execute ability), tremorscale (taunt), sunderflame (fully charged heavy attack- Could stop most one hit 6+ damage sources
- Certain ability chains will still produce a high amount of damage
- Limited number of ability types to prevent overlap
- Will affect both PVP & PVE builds
7. Make more sets require to be in melee range (tremorscale, viper, etc.)- Will reduce the amount of proc set snipers.
- Gives less reason to use Bow
- Will affect both PVP & PVE builds
8. Make proc sets not work against players- A bit extreme, but removes the RNG and other issues
- Would need to be made clear to players
- Would assumable work against NPCS (guards & deadra in IC)
- Will affect only PVP builds
9. Up the mitigation of proc sets through the impenetrable trait- Will make impenetrable even more required for PVP
- Will leave other non impenetrable builds still wide open to the same issues
- Will affect only PVP builds
10. Rebalance all proc sets and several other sets so 3 can't be used at one time and produce enough damage to one shot a player at 20k health- Won't stop an imbalance from happening again
- Will reduce most sets to being too low DPS to be viable in PVE
- Will affect both PVP & PVE builds
11. Give proc sets a "bane" to certain species or just to non-PVP mobs in general. This means damage will boost against certain types of mobs or against NPCS in general- Will allow different balancing between PVE & PVP damage models
- Will need to be clear about the buff
- Could make for interesting balance verse certain monsters & dungeons
- Will affect both PVP & PVE builds
12. Up the mitigation of procs by armor and damage shields- Gives another advantage over unprepared light armor targets
- Will affect mostly PVP builds
13. Make procs count as a casted spell, which can be absorbed or reflected- only helps a few builds
- Unprepared targets still up to be one shot
- Will affect mostly PVP builds
That's the top 13 fixes so far, more than likely you'll see one or more in upcoming patches. While we wait for the fix though, reply what suggestions you like or better yet reply with your own solution. I'll be waiting to see what other ideas I might have missed.
Thanks for your time.
Without specifying what you are considering proc sets to include, meaningful input is difficult.
This should start with scope and definition of problem not with the pick a solution stage.
Imo.
Iirc ashen grip is a proc set cuz it spawns an effect on a random event. Do we lower it's damage too?
Night mother gaze spawns a debuff on a random chance that can result in a ton of extra dmg.
Is this only concerned with recap sets - where damage done is listed separately in recap?
Ah, fair point, most folks say "proc sets" in reference to any set that can deal a high amount of direct damage, though it would not exclude DOT sets in my view point. I'll update that in.
HeroOfNone wrote: »HeroOfNone wrote: »Good Afternoon Citizens of Tamriel!
This week's Arm Chair Developer focus is on PVP. I've broken this out into 3 seperate related topics:
ACD: Top 10 PVP issues of 2016
ACD: Fixing Proc Sets, ZOS's Roadmap to Success or Ruin
ACD: The Battle for PVP Improvements
I'm bringing this topic here to General because while we're attempting to fix Proc sets in PVP, the impact could be major to PVE. I've culled these suggestions from top level players in PVP, PVE, and the general community. I tried not to outright plagiarize other posts, so if you want to reply with a link your ideas, feel free. One of these ideas is likely already being implimented by ZOS as we speak, but it's important to consider YOUR feedback on this so we can prevent repeating bad builds in future DLC.
The suggestions thus far:
1. Lower the chance to all proc sets & add a low chance to proc on sets like the viper- Would reduce the number of instant kill ganks on the average.
- Will still have the potential of multiple sets proccing at once.
- Will reduce the over all DPS by a factor of its RNG on PVE, making certain sets useless
- Will affect both PVP & PVE builds
2. Blanket reduce the damage of proc sets in PVP using battle spirit.- Will make it so wearing three proc sets won't one shot players.
- Will trivialize wearing one or two proc sets, the damage will be too low
- Will likely need to reduce buff, damage shields, & heal sets to balance things out
- Heavy armor likely to be harder to kill still
- Will affect only PVP builds
3. Only one set can go off at a time & sets can't trigger other sets abilities.- Will require interactions by the player to trigger any proc set
- Can likely still have a very fast burst due to light/heavy attacks weaved with abilities can count as 2 hits.
- Will affect both PVP & PVE builds
4. Assign a major/minor proc debuff to all proc sets for 6 seconds. Major procs are direct damage procs, minor are any DOT procs. When a debuff is up, players can not trigger a similar proc.- Most sets and cool downs may need adjustments with RNG and damage
- May need a more clear way to explain this on the sets.
- Would make wearing a single Proc set still strong, but usless to stack on 3 high damage proc sets.
- Will affect both PVP & PVE builds
5. Make all proc sets to DOTs with equivalent damage over the cooldown- This will reduce the burst without ruining the DPS
- will give an advantage to templars that can cleanse or Nightblades that can cloak away
- Will affect mostly PVP builds
6. Require all proc sets have a unique, non overlapping ability used. Similar to sheer venom (execute ability), tremorscale (taunt), sunderflame (fully charged heavy attack- Could stop most one hit 6+ damage sources
- Certain ability chains will still produce a high amount of damage
- Limited number of ability types to prevent overlap
- Will affect both PVP & PVE builds
7. Make more sets require to be in melee range (tremorscale, viper, etc.)- Will reduce the amount of proc set snipers.
- Gives less reason to use Bow
- Will affect both PVP & PVE builds
8. Make proc sets not work against players- A bit extreme, but removes the RNG and other issues
- Would need to be made clear to players
- Would assumable work against NPCS (guards & deadra in IC)
- Will affect only PVP builds
9. Up the mitigation of proc sets through the impenetrable trait- Will make impenetrable even more required for PVP
- Will leave other non impenetrable builds still wide open to the same issues
- Will affect only PVP builds
10. Rebalance all proc sets and several other sets so 3 can't be used at one time and produce enough damage to one shot a player at 20k health- Won't stop an imbalance from happening again
- Will reduce most sets to being too low DPS to be viable in PVE
- Will affect both PVP & PVE builds
11. Give proc sets a "bane" to certain species or just to non-PVP mobs in general. This means damage will boost against certain types of mobs or against NPCS in general- Will allow different balancing between PVE & PVP damage models
- Will need to be clear about the buff
- Could make for interesting balance verse certain monsters & dungeons
- Will affect both PVP & PVE builds
12. Up the mitigation of procs by armor and damage shields- Gives another advantage over unprepared light armor targets
- Will affect mostly PVP builds
13. Make procs count as a casted spell, which can be absorbed or reflected- only helps a few builds
- Unprepared targets still up to be one shot
- Will affect mostly PVP builds
That's the top 13 fixes so far, more than likely you'll see one or more in upcoming patches. While we wait for the fix though, reply what suggestions you like or better yet reply with your own solution. I'll be waiting to see what other ideas I might have missed.
Thanks for your time.
Without specifying what you are considering proc sets to include, meaningful input is difficult.
This should start with scope and definition of problem not with the pick a solution stage.
Imo.
Iirc ashen grip is a proc set cuz it spawns an effect on a random event. Do we lower it's damage too?
Night mother gaze spawns a debuff on a random chance that can result in a ton of extra dmg.
Is this only concerned with recap sets - where damage done is listed separately in recap?
Ah, fair point, most folks say "proc sets" in reference to any set that can deal a high amount of direct damage, though it would not exclude DOT sets in my view point. I'll update that in.
So the only problem being looked at here is Hugh burst damage in pvp where the set's end bonus damage is visible as separate line item on recaps?
Is that a fair assessment?
HeroOfNone wrote: »HeroOfNone wrote: »HeroOfNone wrote: »Good Afternoon Citizens of Tamriel!
This week's Arm Chair Developer focus is on PVP. I've broken this out into 3 seperate related topics:
ACD: Top 10 PVP issues of 2016
ACD: Fixing Proc Sets, ZOS's Roadmap to Success or Ruin
ACD: The Battle for PVP Improvements
I'm bringing this topic here to General because while we're attempting to fix Proc sets in PVP, the impact could be major to PVE. I've culled these suggestions from top level players in PVP, PVE, and the general community. I tried not to outright plagiarize other posts, so if you want to reply with a link your ideas, feel free. One of these ideas is likely already being implimented by ZOS as we speak, but it's important to consider YOUR feedback on this so we can prevent repeating bad builds in future DLC.
The suggestions thus far:
1. Lower the chance to all proc sets & add a low chance to proc on sets like the viper- Would reduce the number of instant kill ganks on the average.
- Will still have the potential of multiple sets proccing at once.
- Will reduce the over all DPS by a factor of its RNG on PVE, making certain sets useless
- Will affect both PVP & PVE builds
2. Blanket reduce the damage of proc sets in PVP using battle spirit.- Will make it so wearing three proc sets won't one shot players.
- Will trivialize wearing one or two proc sets, the damage will be too low
- Will likely need to reduce buff, damage shields, & heal sets to balance things out
- Heavy armor likely to be harder to kill still
- Will affect only PVP builds
3. Only one set can go off at a time & sets can't trigger other sets abilities.- Will require interactions by the player to trigger any proc set
- Can likely still have a very fast burst due to light/heavy attacks weaved with abilities can count as 2 hits.
- Will affect both PVP & PVE builds
4. Assign a major/minor proc debuff to all proc sets for 6 seconds. Major procs are direct damage procs, minor are any DOT procs. When a debuff is up, players can not trigger a similar proc.- Most sets and cool downs may need adjustments with RNG and damage
- May need a more clear way to explain this on the sets.
- Would make wearing a single Proc set still strong, but usless to stack on 3 high damage proc sets.
- Will affect both PVP & PVE builds
5. Make all proc sets to DOTs with equivalent damage over the cooldown- This will reduce the burst without ruining the DPS
- will give an advantage to templars that can cleanse or Nightblades that can cloak away
- Will affect mostly PVP builds
6. Require all proc sets have a unique, non overlapping ability used. Similar to sheer venom (execute ability), tremorscale (taunt), sunderflame (fully charged heavy attack- Could stop most one hit 6+ damage sources
- Certain ability chains will still produce a high amount of damage
- Limited number of ability types to prevent overlap
- Will affect both PVP & PVE builds
7. Make more sets require to be in melee range (tremorscale, viper, etc.)- Will reduce the amount of proc set snipers.
- Gives less reason to use Bow
- Will affect both PVP & PVE builds
8. Make proc sets not work against players- A bit extreme, but removes the RNG and other issues
- Would need to be made clear to players
- Would assumable work against NPCS (guards & deadra in IC)
- Will affect only PVP builds
9. Up the mitigation of proc sets through the impenetrable trait- Will make impenetrable even more required for PVP
- Will leave other non impenetrable builds still wide open to the same issues
- Will affect only PVP builds
10. Rebalance all proc sets and several other sets so 3 can't be used at one time and produce enough damage to one shot a player at 20k health- Won't stop an imbalance from happening again
- Will reduce most sets to being too low DPS to be viable in PVE
- Will affect both PVP & PVE builds
11. Give proc sets a "bane" to certain species or just to non-PVP mobs in general. This means damage will boost against certain types of mobs or against NPCS in general- Will allow different balancing between PVE & PVP damage models
- Will need to be clear about the buff
- Could make for interesting balance verse certain monsters & dungeons
- Will affect both PVP & PVE builds
12. Up the mitigation of procs by armor and damage shields- Gives another advantage over unprepared light armor targets
- Will affect mostly PVP builds
13. Make procs count as a casted spell, which can be absorbed or reflected- only helps a few builds
- Unprepared targets still up to be one shot
- Will affect mostly PVP builds
That's the top 13 fixes so far, more than likely you'll see one or more in upcoming patches. While we wait for the fix though, reply what suggestions you like or better yet reply with your own solution. I'll be waiting to see what other ideas I might have missed.
Thanks for your time.
Without specifying what you are considering proc sets to include, meaningful input is difficult.
This should start with scope and definition of problem not with the pick a solution stage.
Imo.
Iirc ashen grip is a proc set cuz it spawns an effect on a random event. Do we lower it's damage too?
Night mother gaze spawns a debuff on a random chance that can result in a ton of extra dmg.
Is this only concerned with recap sets - where damage done is listed separately in recap?
Ah, fair point, most folks say "proc sets" in reference to any set that can deal a high amount of direct damage, though it would not exclude DOT sets in my view point. I'll update that in.
So the only problem being looked at here is Hugh burst damage in pvp where the set's end bonus damage is visible as separate line item on recaps?
Is that a fair assessment?
Burst is the primary issue, check out #1 & #4 in ACD: Top 10 PVP issues of 2016
Peekachu99 wrote: »Damage and rate of activation should be normalized. I have no idea why some sets can do 10K with a 20% proc and others do less with weird aoes and smaller percentage chances of working.
Bad design. Everything damage should be 8-10%, maybe double that if it requires another mechanic (shields/ rolling/ whatever) to actually tick.
HeroOfNone wrote: »HeroOfNone wrote: »HeroOfNone wrote: »Good Afternoon Citizens of Tamriel!
This week's Arm Chair Developer focus is on PVP. I've broken this out into 3 seperate related topics:
ACD: Top 10 PVP issues of 2016
ACD: Fixing Proc Sets, ZOS's Roadmap to Success or Ruin
ACD: The Battle for PVP Improvements
I'm bringing this topic here to General because while we're attempting to fix Proc sets in PVP, the impact could be major to PVE. I've culled these suggestions from top level players in PVP, PVE, and the general community. I tried not to outright plagiarize other posts, so if you want to reply with a link your ideas, feel free. One of these ideas is likely already being implimented by ZOS as we speak, but it's important to consider YOUR feedback on this so we can prevent repeating bad builds in future DLC.
The suggestions thus far:
1. Lower the chance to all proc sets & add a low chance to proc on sets like the viper- Would reduce the number of instant kill ganks on the average.
- Will still have the potential of multiple sets proccing at once.
- Will reduce the over all DPS by a factor of its RNG on PVE, making certain sets useless
- Will affect both PVP & PVE builds
2. Blanket reduce the damage of proc sets in PVP using battle spirit.- Will make it so wearing three proc sets won't one shot players.
- Will trivialize wearing one or two proc sets, the damage will be too low
- Will likely need to reduce buff, damage shields, & heal sets to balance things out
- Heavy armor likely to be harder to kill still
- Will affect only PVP builds
3. Only one set can go off at a time & sets can't trigger other sets abilities.- Will require interactions by the player to trigger any proc set
- Can likely still have a very fast burst due to light/heavy attacks weaved with abilities can count as 2 hits.
- Will affect both PVP & PVE builds
4. Assign a major/minor proc debuff to all proc sets for 6 seconds. Major procs are direct damage procs, minor are any DOT procs. When a debuff is up, players can not trigger a similar proc.- Most sets and cool downs may need adjustments with RNG and damage
- May need a more clear way to explain this on the sets.
- Would make wearing a single Proc set still strong, but usless to stack on 3 high damage proc sets.
- Will affect both PVP & PVE builds
5. Make all proc sets to DOTs with equivalent damage over the cooldown- This will reduce the burst without ruining the DPS
- will give an advantage to templars that can cleanse or Nightblades that can cloak away
- Will affect mostly PVP builds
6. Require all proc sets have a unique, non overlapping ability used. Similar to sheer venom (execute ability), tremorscale (taunt), sunderflame (fully charged heavy attack- Could stop most one hit 6+ damage sources
- Certain ability chains will still produce a high amount of damage
- Limited number of ability types to prevent overlap
- Will affect both PVP & PVE builds
7. Make more sets require to be in melee range (tremorscale, viper, etc.)- Will reduce the amount of proc set snipers.
- Gives less reason to use Bow
- Will affect both PVP & PVE builds
8. Make proc sets not work against players- A bit extreme, but removes the RNG and other issues
- Would need to be made clear to players
- Would assumable work against NPCS (guards & deadra in IC)
- Will affect only PVP builds
9. Up the mitigation of proc sets through the impenetrable trait- Will make impenetrable even more required for PVP
- Will leave other non impenetrable builds still wide open to the same issues
- Will affect only PVP builds
10. Rebalance all proc sets and several other sets so 3 can't be used at one time and produce enough damage to one shot a player at 20k health- Won't stop an imbalance from happening again
- Will reduce most sets to being too low DPS to be viable in PVE
- Will affect both PVP & PVE builds
11. Give proc sets a "bane" to certain species or just to non-PVP mobs in general. This means damage will boost against certain types of mobs or against NPCS in general- Will allow different balancing between PVE & PVP damage models
- Will need to be clear about the buff
- Could make for interesting balance verse certain monsters & dungeons
- Will affect both PVP & PVE builds
12. Up the mitigation of procs by armor and damage shields- Gives another advantage over unprepared light armor targets
- Will affect mostly PVP builds
13. Make procs count as a casted spell, which can be absorbed or reflected- only helps a few builds
- Unprepared targets still up to be one shot
- Will affect mostly PVP builds
That's the top 13 fixes so far, more than likely you'll see one or more in upcoming patches. While we wait for the fix though, reply what suggestions you like or better yet reply with your own solution. I'll be waiting to see what other ideas I might have missed.
Thanks for your time.
Without specifying what you are considering proc sets to include, meaningful input is difficult.
This should start with scope and definition of problem not with the pick a solution stage.
Imo.
Iirc ashen grip is a proc set cuz it spawns an effect on a random event. Do we lower it's damage too?
Night mother gaze spawns a debuff on a random chance that can result in a ton of extra dmg.
Is this only concerned with recap sets - where damage done is listed separately in recap?
Ah, fair point, most folks say "proc sets" in reference to any set that can deal a high amount of direct damage, though it would not exclude DOT sets in my view point. I'll update that in.
So the only problem being looked at here is Hugh burst damage in pvp where the set's end bonus damage is visible as separate line item on recaps?
Is that a fair assessment?
Burst is the primary issue, check out #1 & #4 in ACD: Top 10 PVP issues of 2016
Ok so looking at 1 and 4 it seems total burst delivered in a very short period not just burst from proc sets is the key problem?
IE being killed by a high crit chance high crit dmg plus poison hit with ambush, incap, in a single nano-jiffy is not "fine" either?
OK then stop beating around the bush imo and set a "cannot die within x seconds" timer that would allow everyone on every combat time to react.
Otherwise it's just a lot of "my kills are good kilks" v "your kill are bad kills" restructuring to shift what is optimal.
Cap all damage in pvp at 90% of max health in any 5 second period? Or 10s or 3s. Whatever gives you the feel you like.
HeroOfNone wrote: »HeroOfNone wrote: »HeroOfNone wrote: »HeroOfNone wrote: »Good Afternoon Citizens of Tamriel!
This week's Arm Chair Developer focus is on PVP. I've broken this out into 3 seperate related topics:
ACD: Top 10 PVP issues of 2016
ACD: Fixing Proc Sets, ZOS's Roadmap to Success or Ruin
ACD: The Battle for PVP Improvements
I'm bringing this topic here to General because while we're attempting to fix Proc sets in PVP, the impact could be major to PVE. I've culled these suggestions from top level players in PVP, PVE, and the general community. I tried not to outright plagiarize other posts, so if you want to reply with a link your ideas, feel free. One of these ideas is likely already being implimented by ZOS as we speak, but it's important to consider YOUR feedback on this so we can prevent repeating bad builds in future DLC.
The suggestions thus far:
1. Lower the chance to all proc sets & add a low chance to proc on sets like the viper- Would reduce the number of instant kill ganks on the average.
- Will still have the potential of multiple sets proccing at once.
- Will reduce the over all DPS by a factor of its RNG on PVE, making certain sets useless
- Will affect both PVP & PVE builds
2. Blanket reduce the damage of proc sets in PVP using battle spirit.- Will make it so wearing three proc sets won't one shot players.
- Will trivialize wearing one or two proc sets, the damage will be too low
- Will likely need to reduce buff, damage shields, & heal sets to balance things out
- Heavy armor likely to be harder to kill still
- Will affect only PVP builds
3. Only one set can go off at a time & sets can't trigger other sets abilities.- Will require interactions by the player to trigger any proc set
- Can likely still have a very fast burst due to light/heavy attacks weaved with abilities can count as 2 hits.
- Will affect both PVP & PVE builds
4. Assign a major/minor proc debuff to all proc sets for 6 seconds. Major procs are direct damage procs, minor are any DOT procs. When a debuff is up, players can not trigger a similar proc.- Most sets and cool downs may need adjustments with RNG and damage
- May need a more clear way to explain this on the sets.
- Would make wearing a single Proc set still strong, but usless to stack on 3 high damage proc sets.
- Will affect both PVP & PVE builds
5. Make all proc sets to DOTs with equivalent damage over the cooldown- This will reduce the burst without ruining the DPS
- will give an advantage to templars that can cleanse or Nightblades that can cloak away
- Will affect mostly PVP builds
6. Require all proc sets have a unique, non overlapping ability used. Similar to sheer venom (execute ability), tremorscale (taunt), sunderflame (fully charged heavy attack- Could stop most one hit 6+ damage sources
- Certain ability chains will still produce a high amount of damage
- Limited number of ability types to prevent overlap
- Will affect both PVP & PVE builds
7. Make more sets require to be in melee range (tremorscale, viper, etc.)- Will reduce the amount of proc set snipers.
- Gives less reason to use Bow
- Will affect both PVP & PVE builds
8. Make proc sets not work against players- A bit extreme, but removes the RNG and other issues
- Would need to be made clear to players
- Would assumable work against NPCS (guards & deadra in IC)
- Will affect only PVP builds
9. Up the mitigation of proc sets through the impenetrable trait- Will make impenetrable even more required for PVP
- Will leave other non impenetrable builds still wide open to the same issues
- Will affect only PVP builds
10. Rebalance all proc sets and several other sets so 3 can't be used at one time and produce enough damage to one shot a player at 20k health- Won't stop an imbalance from happening again
- Will reduce most sets to being too low DPS to be viable in PVE
- Will affect both PVP & PVE builds
11. Give proc sets a "bane" to certain species or just to non-PVP mobs in general. This means damage will boost against certain types of mobs or against NPCS in general- Will allow different balancing between PVE & PVP damage models
- Will need to be clear about the buff
- Could make for interesting balance verse certain monsters & dungeons
- Will affect both PVP & PVE builds
12. Up the mitigation of procs by armor and damage shields- Gives another advantage over unprepared light armor targets
- Will affect mostly PVP builds
13. Make procs count as a casted spell, which can be absorbed or reflected- only helps a few builds
- Unprepared targets still up to be one shot
- Will affect mostly PVP builds
That's the top 13 fixes so far, more than likely you'll see one or more in upcoming patches. While we wait for the fix though, reply what suggestions you like or better yet reply with your own solution. I'll be waiting to see what other ideas I might have missed.
Thanks for your time.
Without specifying what you are considering proc sets to include, meaningful input is difficult.
This should start with scope and definition of problem not with the pick a solution stage.
Imo.
Iirc ashen grip is a proc set cuz it spawns an effect on a random event. Do we lower it's damage too?
Night mother gaze spawns a debuff on a random chance that can result in a ton of extra dmg.
Is this only concerned with recap sets - where damage done is listed separately in recap?
Ah, fair point, most folks say "proc sets" in reference to any set that can deal a high amount of direct damage, though it would not exclude DOT sets in my view point. I'll update that in.
So the only problem being looked at here is Hugh burst damage in pvp where the set's end bonus damage is visible as separate line item on recaps?
Is that a fair assessment?
Burst is the primary issue, check out #1 & #4 in ACD: Top 10 PVP issues of 2016
Ok so looking at 1 and 4 it seems total burst delivered in a very short period not just burst from proc sets is the key problem?
IE being killed by a high crit chance high crit dmg plus poison hit with ambush, incap, in a single nano-jiffy is not "fine" either?
OK then stop beating around the bush imo and set a "cannot die within x seconds" timer that would allow everyone on every combat time to react.
Otherwise it's just a lot of "my kills are good kilks" v "your kill are bad kills" restructuring to shift what is optimal.
Cap all damage in pvp at 90% of max health in any 5 second period? Or 10s or 3s. Whatever gives you the feel you like.
A high amount of buffing and crit damage can be mitigated heavy with full impenetrable armor, plus most high end buff builds, save a kena/alchemist build, can deliver the same numbers as reliably as a 3 proc set build like veledreth, vipers sting, and widowmaker. Even players maxed on resistances are getting killed in seconds from the high burst. If you're in doubt search out those sets on the general forum here or PVP, there are numerous "passionate" complaints.
As for the damage calling that's a bit like some of the suggestions I posted up in
ACD: The Battle for PVP Improvements
HeroOfNone wrote: »HeroOfNone wrote: »HeroOfNone wrote: »HeroOfNone wrote: »Good Afternoon Citizens of Tamriel!
This week's Arm Chair Developer focus is on PVP. I've broken this out into 3 seperate related topics:
ACD: Top 10 PVP issues of 2016
ACD: Fixing Proc Sets, ZOS's Roadmap to Success or Ruin
ACD: The Battle for PVP Improvements
I'm bringing this topic here to General because while we're attempting to fix Proc sets in PVP, the impact could be major to PVE. I've culled these suggestions from top level players in PVP, PVE, and the general community. I tried not to outright plagiarize other posts, so if you want to reply with a link your ideas, feel free. One of these ideas is likely already being implimented by ZOS as we speak, but it's important to consider YOUR feedback on this so we can prevent repeating bad builds in future DLC.
The suggestions thus far:
1. Lower the chance to all proc sets & add a low chance to proc on sets like the viper- Would reduce the number of instant kill ganks on the average.
- Will still have the potential of multiple sets proccing at once.
- Will reduce the over all DPS by a factor of its RNG on PVE, making certain sets useless
- Will affect both PVP & PVE builds
2. Blanket reduce the damage of proc sets in PVP using battle spirit.- Will make it so wearing three proc sets won't one shot players.
- Will trivialize wearing one or two proc sets, the damage will be too low
- Will likely need to reduce buff, damage shields, & heal sets to balance things out
- Heavy armor likely to be harder to kill still
- Will affect only PVP builds
3. Only one set can go off at a time & sets can't trigger other sets abilities.- Will require interactions by the player to trigger any proc set
- Can likely still have a very fast burst due to light/heavy attacks weaved with abilities can count as 2 hits.
- Will affect both PVP & PVE builds
4. Assign a major/minor proc debuff to all proc sets for 6 seconds. Major procs are direct damage procs, minor are any DOT procs. When a debuff is up, players can not trigger a similar proc.- Most sets and cool downs may need adjustments with RNG and damage
- May need a more clear way to explain this on the sets.
- Would make wearing a single Proc set still strong, but usless to stack on 3 high damage proc sets.
- Will affect both PVP & PVE builds
5. Make all proc sets to DOTs with equivalent damage over the cooldown- This will reduce the burst without ruining the DPS
- will give an advantage to templars that can cleanse or Nightblades that can cloak away
- Will affect mostly PVP builds
6. Require all proc sets have a unique, non overlapping ability used. Similar to sheer venom (execute ability), tremorscale (taunt), sunderflame (fully charged heavy attack- Could stop most one hit 6+ damage sources
- Certain ability chains will still produce a high amount of damage
- Limited number of ability types to prevent overlap
- Will affect both PVP & PVE builds
7. Make more sets require to be in melee range (tremorscale, viper, etc.)- Will reduce the amount of proc set snipers.
- Gives less reason to use Bow
- Will affect both PVP & PVE builds
8. Make proc sets not work against players- A bit extreme, but removes the RNG and other issues
- Would need to be made clear to players
- Would assumable work against NPCS (guards & deadra in IC)
- Will affect only PVP builds
9. Up the mitigation of proc sets through the impenetrable trait- Will make impenetrable even more required for PVP
- Will leave other non impenetrable builds still wide open to the same issues
- Will affect only PVP builds
10. Rebalance all proc sets and several other sets so 3 can't be used at one time and produce enough damage to one shot a player at 20k health- Won't stop an imbalance from happening again
- Will reduce most sets to being too low DPS to be viable in PVE
- Will affect both PVP & PVE builds
11. Give proc sets a "bane" to certain species or just to non-PVP mobs in general. This means damage will boost against certain types of mobs or against NPCS in general- Will allow different balancing between PVE & PVP damage models
- Will need to be clear about the buff
- Could make for interesting balance verse certain monsters & dungeons
- Will affect both PVP & PVE builds
12. Up the mitigation of procs by armor and damage shields- Gives another advantage over unprepared light armor targets
- Will affect mostly PVP builds
13. Make procs count as a casted spell, which can be absorbed or reflected- only helps a few builds
- Unprepared targets still up to be one shot
- Will affect mostly PVP builds
That's the top 13 fixes so far, more than likely you'll see one or more in upcoming patches. While we wait for the fix though, reply what suggestions you like or better yet reply with your own solution. I'll be waiting to see what other ideas I might have missed.
Thanks for your time.
Without specifying what you are considering proc sets to include, meaningful input is difficult.
This should start with scope and definition of problem not with the pick a solution stage.
Imo.
Iirc ashen grip is a proc set cuz it spawns an effect on a random event. Do we lower it's damage too?
Night mother gaze spawns a debuff on a random chance that can result in a ton of extra dmg.
Is this only concerned with recap sets - where damage done is listed separately in recap?
Ah, fair point, most folks say "proc sets" in reference to any set that can deal a high amount of direct damage, though it would not exclude DOT sets in my view point. I'll update that in.
So the only problem being looked at here is Hugh burst damage in pvp where the set's end bonus damage is visible as separate line item on recaps?
Is that a fair assessment?
Burst is the primary issue, check out #1 & #4 in ACD: Top 10 PVP issues of 2016
Ok so looking at 1 and 4 it seems total burst delivered in a very short period not just burst from proc sets is the key problem?
IE being killed by a high crit chance high crit dmg plus poison hit with ambush, incap, in a single nano-jiffy is not "fine" either?
OK then stop beating around the bush imo and set a "cannot die within x seconds" timer that would allow everyone on every combat time to react.
Otherwise it's just a lot of "my kills are good kilks" v "your kill are bad kills" restructuring to shift what is optimal.
Cap all damage in pvp at 90% of max health in any 5 second period? Or 10s or 3s. Whatever gives you the feel you like.
A high amount of buffing and crit damage can be mitigated heavy with full impenetrable armor, plus most high end buff builds, save a kena/alchemist build, can deliver the same numbers as reliably as a 3 proc set build like veledreth, vipers sting, and widowmaker. Even players maxed on resistances are getting killed in seconds from the high burst. If you're in doubt search out those sets on the general forum here or PVP, there are numerous "passionate" complaints.
As for the damage calling that's a bit like some of the suggestions I posted up in
ACD: The Battle for PVP Improvements
Exactly my point - the current high burst whammo that some find undesirable is not just for proc sets - there are multiple builds, multiple strategies and such that can produce it. The last several updates have raised the damage end of things on nearly all fronts, but proc-recap sets take the heat most of the time even when their sustained dps is lower than other top flight builds.
of course, part of that is likely in relation to the surge in heavy armor since it got revamped the update or two before 1T and the various "unkillables" builds so-called off of black rose and others later.
In short, if every recap set were removed tomorrow, it would not solve the problem, just reset to the last meta burst or metya-tank.
I for one would loves to see in the death recap screens and in various damage done combat stats the breakout of "sets" and the damage bonuses they provided during the battle and their healing and mitigation etc so folks could get a real idea of how much of their "performance" overall was "done by the sets".
it could be done now by someone running the DPS bloodspawn test wearing white normal non-set gear but nobody does that, not that its anything like a true dps measure.
leepalmer95 wrote: »
The different previous meta's didn't help unskilled players or add so much RNG to the game.
A full tank can block cast a ransack at you for 7.5k tooltip and proc tremor/viper for a free 16k tooltip every 4s..
Old meta's if someone wanted to full burst some they had to build for it, they have to stack stats like mad and even then those high stats builds didn't have the burst potential of proc sets.
No matter how high you stack your stats the tooltip aren't going to increase by 16k-20k of the proc tooltips.
Maybe someones surprise attack will increase from 8k - 10k or something but thats it.
I do think a lot of the proc chances need to be looked at, 50% for infernal, 100% viper, 50% tremor, 20% velidreth etc... Those are all far too high.
Viper needs to be like 15-20% condering it's melee damage (or mean't to be)
Tremor needs to go to like 20% also just shouldn't work in pvp period as you don't taunt players.
Infernal needs looking at as currently you proc it will pretty much with no cooldown, also 50% is a high chance. I don't like the whole premise of giving free damage when being on the defensive either.
These proc's sets are so badly balanced it's stupid.
leepalmer95 wrote: »
The different previous meta's didn't help unskilled players or add so much RNG to the game.
A full tank can block cast a ransack at you for 7.5k tooltip and proc tremor/viper for a free 16k tooltip every 4s..
Old meta's if someone wanted to full burst some they had to build for it, they have to stack stats like mad and even then those high stats builds didn't have the burst potential of proc sets.
No matter how high you stack your stats the tooltip aren't going to increase by 16k-20k of the proc tooltips.
Maybe someones surprise attack will increase from 8k - 10k or something but thats it.
I do think a lot of the proc chances need to be looked at, 50% for infernal, 100% viper, 50% tremor, 20% velidreth etc... Those are all far too high.
Viper needs to be like 15-20% condering it's melee damage (or mean't to be)
Tremor needs to go to like 20% also just shouldn't work in pvp period as you don't taunt players.
Infernal needs looking at as currently you proc it will pretty much with no cooldown, also 50% is a high chance. I don't like the whole premise of giving free damage when being on the defensive either.
These proc's sets are so badly balanced it's stupid.
I'll preface this by saying that I agree Proc sets should be apart of the things nerfed (Along with heavy) -- and I don't think your suggestions are too far out of bounds. A 20% proc rate on Viper? 20% on Tremor? Completely fine, it should've been like that from the start imo. You have these ideas, and they're sensible, and they're really positions that no one would disagree with.
But you preface it with complete lies -- outright, lies. And no one is going to call you out on it because no one likes proc sets either -- I can't let this go.
First lie up is "RNG" -- "So much RNG" that's just not true. You basically admit that it isn't true by pointing out the absurdly high proc rates. If you get ganked by the Viper/Veli NB build -- it's not RNG that those procs hit you. If you actually believe that the reason you died is because of RNG -- you are actually delusional. The Viper/Tremor build is even a worse comparison -- A 50% proc rate on tremor? YEAH MAN RNG.
You clearly understand the fact that proc sets proccing too often is the biggest problem with them -- and yet you still start off with this outright lie.
Second lie is "A full tank can block cast a ransack at you for 7.5k tooltip and proc tremor/viper for a free 16k tooltip every 4s.."
A full tank cannot do this -- a heavy armor pvp user can, a full tank cannot. You obviously know that -- but you poison the well by lying through your teeth. It's almost like you're worried proc sets won't get nerfed, so you feel the need to pretend that they're these all powerful sets that allow you to do anything.
Wanna see what a full tank wearing tremor looks like?
Literally critting a level 30 Magsorc for 2.9k. Lemme tell you how strong these sets are when paired up with a FULL TANK.
As far as nerfs & changes go -- my ideas below.
Proc sets:
First, make the damage of proc sets not scale off the CP tree. This will equate to a 25% dmg reduction across the board.
Tremor: Reduce Snare to 2s, increase dmg 5% and reduce proc chance to 25%.
Viper: 30% Proc chance -- and remember, this ability is now a tooltip of 6500 instead of 8000. Big difference imo.
Veli: Buff it by making it actually work on inclines, then reduce proc rate to 15%. This change actually could end up making it better -- because it would actually work on hills.
Grothdar: In my opinion it's balanced already -- no need to nerf it into uselessness.
Skoria: Reduce dmg 5%. People talk about Viper/Veli/Tremor adding RNG into the game when they're proccing consistently and you can control when they proc -- when Skoria is actually a set that adds RNG. I don't understand it.
Selene: Bring dmg in line with Veli, cause proc to be undodgeable, and decrease proc chance to 15% and have the same cooldown as Veli. Basically -- it would be a single target Velidreth that always hit, and couldn't be procced off other damaging abilities.
Infernal Guardian: Reduce proc chance to 25%, Reduce dmg by 5% -- and make it the closest target rather than the farthest. Wanna talk about "RNG"? My IG will proc up the side of a wall and kill people when I'm fighting below -- that's RNG, and that, in my opinion, shouldn't happen.
As far as Stormfist, Redmountain, and any other proc sets go -- I'd leave them as is with the standard nerf of no longer allowing their dmg to be buffed by the CP trees. I hope they're nerfed without being made utterly pointless to slot -- unlike Trapping Webs.
Heavy Armor: Constitution needs to be returned to it's pre-buff tuning and the extra resource return on heavy attacks needs taken out. The simple fact of the matter is that Heavy Armor right now in PvP -- not blackrose -- heavy armor in general is outperforming everything else. I can run Hulking & Fury on a StamDK and fight for 5 minutes straight, it's a joke. I have more sustain now in Heavy than I had in 1.7 w/ 1600 regen and all the cost reductions that medium offers. The answer to this is nerf the heavy passives which affect sustain -- not to buff medium/light.
General ideas: Make the Healing Ward morph only apply to the caster. Make all executes undodgeable, or make radiant dodgeable again (Kappa). Reduce Eye of the Storm ult dmg by 15% and allow it to be blockable. Make Trapping Webs great again!
leepalmer95 wrote: »
I agree with your idea's.
But your such an ass about it.
As soon as something has a % chance to proc that is RNG. That is the definition of RNG. There is RNG involved if someone incaps you when viper isn't on cooldown or veli doesn't proc that it's not too bad. If they incap you and they both proc then thats instant dead. That is called RNG. The proc just happened to line up and both proc at that time.
Im not sure what your definition of a full tank but in pvp mine is heavy s&b. Also pve tanks and pvp tanks are completely different. But yes in pvp wearing 2x proc sets a tank can easily reach 7.5k ransack tooltip. Then you can use that and then proc tremor which is around 8k~ and viper which is around 8k~ for a free 16k tooltip dmg. 2/3rd's of the dmg would come from proc sets. That is such huge burst, 24k combined tooltip dmg in 1 skill. Nothing comes close to that. Even those glass cannon old meta builds.
HeroOfNone wrote: »HeroOfNone wrote: »HeroOfNone wrote: »HeroOfNone wrote: »Good Afternoon Citizens of Tamriel!
This week's Arm Chair Developer focus is on PVP. I've broken this out into 3 seperate related topics:
ACD: Top 10 PVP issues of 2016
ACD: Fixing Proc Sets, ZOS's Roadmap to Success or Ruin
ACD: The Battle for PVP Improvements
I'm bringing this topic here to General because while we're attempting to fix Proc sets in PVP, the impact could be major to PVE. I've culled these suggestions from top level players in PVP, PVE, and the general community. I tried not to outright plagiarize other posts, so if you want to reply with a link your ideas, feel free. One of these ideas is likely already being implimented by ZOS as we speak, but it's important to consider YOUR feedback on this so we can prevent repeating bad builds in future DLC.
The suggestions thus far:
1. Lower the chance to all proc sets & add a low chance to proc on sets like the viper- Would reduce the number of instant kill ganks on the average.
- Will still have the potential of multiple sets proccing at once.
- Will reduce the over all DPS by a factor of its RNG on PVE, making certain sets useless
- Will affect both PVP & PVE builds
2. Blanket reduce the damage of proc sets in PVP using battle spirit.- Will make it so wearing three proc sets won't one shot players.
- Will trivialize wearing one or two proc sets, the damage will be too low
- Will likely need to reduce buff, damage shields, & heal sets to balance things out
- Heavy armor likely to be harder to kill still
- Will affect only PVP builds
3. Only one set can go off at a time & sets can't trigger other sets abilities.- Will require interactions by the player to trigger any proc set
- Can likely still have a very fast burst due to light/heavy attacks weaved with abilities can count as 2 hits.
- Will affect both PVP & PVE builds
4. Assign a major/minor proc debuff to all proc sets for 6 seconds. Major procs are direct damage procs, minor are any DOT procs. When a debuff is up, players can not trigger a similar proc.- Most sets and cool downs may need adjustments with RNG and damage
- May need a more clear way to explain this on the sets.
- Would make wearing a single Proc set still strong, but usless to stack on 3 high damage proc sets.
- Will affect both PVP & PVE builds
5. Make all proc sets to DOTs with equivalent damage over the cooldown- This will reduce the burst without ruining the DPS
- will give an advantage to templars that can cleanse or Nightblades that can cloak away
- Will affect mostly PVP builds
6. Require all proc sets have a unique, non overlapping ability used. Similar to sheer venom (execute ability), tremorscale (taunt), sunderflame (fully charged heavy attack- Could stop most one hit 6+ damage sources
- Certain ability chains will still produce a high amount of damage
- Limited number of ability types to prevent overlap
- Will affect both PVP & PVE builds
7. Make more sets require to be in melee range (tremorscale, viper, etc.)- Will reduce the amount of proc set snipers.
- Gives less reason to use Bow
- Will affect both PVP & PVE builds
8. Make proc sets not work against players- A bit extreme, but removes the RNG and other issues
- Would need to be made clear to players
- Would assumable work against NPCS (guards & deadra in IC)
- Will affect only PVP builds
9. Up the mitigation of proc sets through the impenetrable trait- Will make impenetrable even more required for PVP
- Will leave other non impenetrable builds still wide open to the same issues
- Will affect only PVP builds
10. Rebalance all proc sets and several other sets so 3 can't be used at one time and produce enough damage to one shot a player at 20k health- Won't stop an imbalance from happening again
- Will reduce most sets to being too low DPS to be viable in PVE
- Will affect both PVP & PVE builds
11. Give proc sets a "bane" to certain species or just to non-PVP mobs in general. This means damage will boost against certain types of mobs or against NPCS in general- Will allow different balancing between PVE & PVP damage models
- Will need to be clear about the buff
- Could make for interesting balance verse certain monsters & dungeons
- Will affect both PVP & PVE builds
12. Up the mitigation of procs by armor and damage shields- Gives another advantage over unprepared light armor targets
- Will affect mostly PVP builds
13. Make procs count as a casted spell, which can be absorbed or reflected- only helps a few builds
- Unprepared targets still up to be one shot
- Will affect mostly PVP builds
That's the top 13 fixes so far, more than likely you'll see one or more in upcoming patches. While we wait for the fix though, reply what suggestions you like or better yet reply with your own solution. I'll be waiting to see what other ideas I might have missed.
Thanks for your time.
Without specifying what you are considering proc sets to include, meaningful input is difficult.
This should start with scope and definition of problem not with the pick a solution stage.
Imo.
Iirc ashen grip is a proc set cuz it spawns an effect on a random event. Do we lower it's damage too?
Night mother gaze spawns a debuff on a random chance that can result in a ton of extra dmg.
Is this only concerned with recap sets - where damage done is listed separately in recap?
Ah, fair point, most folks say "proc sets" in reference to any set that can deal a high amount of direct damage, though it would not exclude DOT sets in my view point. I'll update that in.
So the only problem being looked at here is Hugh burst damage in pvp where the set's end bonus damage is visible as separate line item on recaps?
Is that a fair assessment?
Burst is the primary issue, check out #1 & #4 in ACD: Top 10 PVP issues of 2016
Ok so looking at 1 and 4 it seems total burst delivered in a very short period not just burst from proc sets is the key problem?
IE being killed by a high crit chance high crit dmg plus poison hit with ambush, incap, in a single nano-jiffy is not "fine" either?
OK then stop beating around the bush imo and set a "cannot die within x seconds" timer that would allow everyone on every combat time to react.
Otherwise it's just a lot of "my kills are good kilks" v "your kill are bad kills" restructuring to shift what is optimal.
Cap all damage in pvp at 90% of max health in any 5 second period? Or 10s or 3s. Whatever gives you the feel you like.
A high amount of buffing and crit damage can be mitigated heavy with full impenetrable armor, plus most high end buff builds, save a kena/alchemist build, can deliver the same numbers as reliably as a 3 proc set build like veledreth, vipers sting, and widowmaker. Even players maxed on resistances are getting killed in seconds from the high burst. If you're in doubt search out those sets on the general forum here or PVP, there are numerous "passionate" complaints.
As for the damage calling that's a bit like some of the suggestions I posted up in
ACD: The Battle for PVP Improvements
Exactly my point - the current high burst whammo that some find undesirable is not just for proc sets - there are multiple builds, multiple strategies and such that can produce it. The last several updates have raised the damage end of things on nearly all fronts, but proc-recap sets take the heat most of the time even when their sustained dps is lower than other top flight builds.
of course, part of that is likely in relation to the surge in heavy armor since it got revamped the update or two before 1T and the various "unkillables" builds so-called off of black rose and others later.
In short, if every recap set were removed tomorrow, it would not solve the problem, just reset to the last meta burst or metya-tank.
I for one would loves to see in the death recap screens and in various damage done combat stats the breakout of "sets" and the damage bonuses they provided during the battle and their healing and mitigation etc so folks could get a real idea of how much of their "performance" overall was "done by the sets".
it could be done now by someone running the DPS bloodspawn test wearing white normal non-set gear but nobody does that, not that its anything like a true dps measure.
leepalmer95 wrote: »
The different previous meta's didn't help unskilled players or add so much RNG to the game.
A full tank can block cast a ransack at you for 7.5k tooltip and proc tremor/viper for a free 16k tooltip every 4s..
Old meta's if someone wanted to full burst some they had to build for it, they have to stack stats like mad and even then those high stats builds didn't have the burst potential of proc sets.
No matter how high you stack your stats the tooltip aren't going to increase by 16k-20k of the proc tooltips.
Maybe someones surprise attack will increase from 8k - 10k or something but thats it.
I do think a lot of the proc chances need to be looked at, 50% for infernal, 100% viper, 50% tremor, 20% velidreth etc... Those are all far too high.
Viper needs to be like 15-20% condering it's melee damage (or mean't to be)
Tremor needs to go to like 20% also just shouldn't work in pvp period as you don't taunt players.
Infernal needs looking at as currently you proc it will pretty much with no cooldown, also 50% is a high chance. I don't like the whole premise of giving free damage when being on the defensive either.
These proc's sets are so badly balanced it's stupid.
I'll preface this by saying that I agree Proc sets should be apart of the things nerfed (Along with heavy) -- and I don't think your suggestions are too far out of bounds. A 20% proc rate on Viper? 20% on Tremor? Completely fine, it should've been like that from the start imo. You have these ideas, and they're sensible, and they're really positions that no one would disagree with.
But you preface it with complete lies -- outright, lies. And no one is going to call you out on it because no one likes proc sets either -- I can't let this go.
First lie up is "RNG" -- "So much RNG" that's just not true. You basically admit that it isn't true by pointing out the absurdly high proc rates. If you get ganked by the Viper/Veli NB build -- it's not RNG that those procs hit you. If you actually believe that the reason you died is because of RNG -- you are actually delusional. The Viper/Tremor build is even a worse comparison -- A 50% proc rate on tremor? YEAH MAN RNG.
You clearly understand the fact that proc sets proccing too often is the biggest problem with them -- and yet you still start off with this outright lie.
Second lie is "A full tank can block cast a ransack at you for 7.5k tooltip and proc tremor/viper for a free 16k tooltip every 4s.."
A full tank cannot do this -- a heavy armor pvp user can, a full tank cannot. You obviously know that -- but you poison the well by lying through your teeth. It's almost like you're worried proc sets won't get nerfed, so you feel the need to pretend that they're these all powerful sets that allow you to do anything.
Wanna see what a full tank wearing tremor looks like?
Literally critting a level 30 Magsorc for 2.9k. Lemme tell you how strong these sets are when paired up with a FULL TANK.
As far as nerfs & changes go -- my ideas below.
Proc sets:
First, make the damage of proc sets not scale off the CP tree. This will equate to a 25% dmg reduction across the board.
Tremor: Reduce Snare to 2s, increase dmg 5% and reduce proc chance to 25%.
Viper: 30% Proc chance -- and remember, this ability is now a tooltip of 6500 instead of 8000. Big difference imo.
Veli: Buff it by making it actually work on inclines, then reduce proc rate to 15%. This change actually could end up making it better -- because it would actually work on hills.
Grothdar: In my opinion it's balanced already -- no need to nerf it into uselessness.
Skoria: Reduce dmg 5%. People talk about Viper/Veli/Tremor adding RNG into the game when they're proccing consistently and you can control when they proc -- when Skoria is actually a set that adds RNG. I don't understand it.
Selene: Bring dmg in line with Veli, cause proc to be undodgeable, and decrease proc chance to 15% and have the same cooldown as Veli. Basically -- it would be a single target Velidreth that always hit, and couldn't be procced off other damaging abilities.
Infernal Guardian: Reduce proc chance to 25%, Reduce dmg by 5% -- and make it the closest target rather than the farthest. Wanna talk about "RNG"? My IG will proc up the side of a wall and kill people when I'm fighting below -- that's RNG, and that, in my opinion, shouldn't happen.
As far as Stormfist, Redmountain, and any other proc sets go -- I'd leave them as is with the standard nerf of no longer allowing their dmg to be buffed by the CP trees. I hope they're nerfed without being made utterly pointless to slot -- unlike Trapping Webs.
Heavy Armor: Constitution needs to be returned to it's pre-buff tuning and the extra resource return on heavy attacks needs taken out. The simple fact of the matter is that Heavy Armor right now in PvP -- not blackrose -- heavy armor in general is outperforming everything else. I can run Hulking & Fury on a StamDK and fight for 5 minutes straight, it's a joke. I have more sustain now in Heavy than I had in 1.7 w/ 1600 regen and all the cost reductions that medium offers. The answer to this is nerf the heavy passives which affect sustain -- not to buff medium/light.
General ideas: Make the Healing Ward morph only apply to the caster. Make all executes undodgeable, or make radiant dodgeable again (Kappa). Reduce Eye of the Storm ult dmg by 15% and allow it to be blockable. Make Trapping Webs great again!
techprince wrote: »Its highly impossible to balance PvE stats for PvP. Many mmo's have different stats for pve and pvp and armor sets are different as well.
Proc sets could function 2 ways:
PvE benefits
and
PvP benefits
The two would be mutually exclusive i.e. A set would give the PvE bonuses when not combating other players and the PvP bon uses when combating players. The two would be mutually exvlusive.
To go along with this there should be a menu that allows you to switch modes between PvE and PvP gear. I am not saying you should be able to switch gear instantly mid-fight, or add more weapon swapping, just another gear panel for players to keep track of..Someone could mod this, I think gear swap has a ton of this sort of feature right now.
Tavore1138 wrote: »Why is Vicious Death being so carefully ignored here? Its the original patient zero that began the plague... not just a high damage proc but also an aoe proc... or is it just because those complaining about other sets are using this one? Destro ulti, proxy + vd is skill, other similar sets need to be removed?
Seems like a lot of the complaints are basically about being burst down single target or being ganked, if so then lets address that... although with the lowering of damage from stealth, damage overall and multiple stealth countering skills and sets I would be concerned just how much we'd all feel we were hitting each other with cushions.
Balance is great but way too much these discussions pretending deep insight are simply the usual suspects wanting to kill the play styles that got them while hoping their own op combos stay untouched.
Full disclosure - i have used both single target proc sets and destro ulti with vicious death in PvP and I get many easier kills with destro, proxy, vd versus having to come into melee range with something like viper...
leepalmer95 wrote: »HeroOfNone wrote: »HeroOfNone wrote: »HeroOfNone wrote: »HeroOfNone wrote: »Good Afternoon Citizens of Tamriel!
This week's Arm Chair Developer focus is on PVP. I've broken this out into 3 seperate related topics:
ACD: Top 10 PVP issues of 2016
ACD: Fixing Proc Sets, ZOS's Roadmap to Success or Ruin
ACD: The Battle for PVP Improvements
I'm bringing this topic here to General because while we're attempting to fix Proc sets in PVP, the impact could be major to PVE. I've culled these suggestions from top level players in PVP, PVE, and the general community. I tried not to outright plagiarize other posts, so if you want to reply with a link your ideas, feel free. One of these ideas is likely already being implimented by ZOS as we speak, but it's important to consider YOUR feedback on this so we can prevent repeating bad builds in future DLC.
The suggestions thus far:
1. Lower the chance to all proc sets & add a low chance to proc on sets like the viper- Would reduce the number of instant kill ganks on the average.
- Will still have the potential of multiple sets proccing at once.
- Will reduce the over all DPS by a factor of its RNG on PVE, making certain sets useless
- Will affect both PVP & PVE builds
2. Blanket reduce the damage of proc sets in PVP using battle spirit.- Will make it so wearing three proc sets won't one shot players.
- Will trivialize wearing one or two proc sets, the damage will be too low
- Will likely need to reduce buff, damage shields, & heal sets to balance things out
- Heavy armor likely to be harder to kill still
- Will affect only PVP builds
3. Only one set can go off at a time & sets can't trigger other sets abilities.- Will require interactions by the player to trigger any proc set
- Can likely still have a very fast burst due to light/heavy attacks weaved with abilities can count as 2 hits.
- Will affect both PVP & PVE builds
4. Assign a major/minor proc debuff to all proc sets for 6 seconds. Major procs are direct damage procs, minor are any DOT procs. When a debuff is up, players can not trigger a similar proc.- Most sets and cool downs may need adjustments with RNG and damage
- May need a more clear way to explain this on the sets.
- Would make wearing a single Proc set still strong, but usless to stack on 3 high damage proc sets.
- Will affect both PVP & PVE builds
5. Make all proc sets to DOTs with equivalent damage over the cooldown- This will reduce the burst without ruining the DPS
- will give an advantage to templars that can cleanse or Nightblades that can cloak away
- Will affect mostly PVP builds
6. Require all proc sets have a unique, non overlapping ability used. Similar to sheer venom (execute ability), tremorscale (taunt), sunderflame (fully charged heavy attack- Could stop most one hit 6+ damage sources
- Certain ability chains will still produce a high amount of damage
- Limited number of ability types to prevent overlap
- Will affect both PVP & PVE builds
7. Make more sets require to be in melee range (tremorscale, viper, etc.)- Will reduce the amount of proc set snipers.
- Gives less reason to use Bow
- Will affect both PVP & PVE builds
8. Make proc sets not work against players- A bit extreme, but removes the RNG and other issues
- Would need to be made clear to players
- Would assumable work against NPCS (guards & deadra in IC)
- Will affect only PVP builds
9. Up the mitigation of proc sets through the impenetrable trait- Will make impenetrable even more required for PVP
- Will leave other non impenetrable builds still wide open to the same issues
- Will affect only PVP builds
10. Rebalance all proc sets and several other sets so 3 can't be used at one time and produce enough damage to one shot a player at 20k health- Won't stop an imbalance from happening again
- Will reduce most sets to being too low DPS to be viable in PVE
- Will affect both PVP & PVE builds
11. Give proc sets a "bane" to certain species or just to non-PVP mobs in general. This means damage will boost against certain types of mobs or against NPCS in general- Will allow different balancing between PVE & PVP damage models
- Will need to be clear about the buff
- Could make for interesting balance verse certain monsters & dungeons
- Will affect both PVP & PVE builds
12. Up the mitigation of procs by armor and damage shields- Gives another advantage over unprepared light armor targets
- Will affect mostly PVP builds
13. Make procs count as a casted spell, which can be absorbed or reflected- only helps a few builds
- Unprepared targets still up to be one shot
- Will affect mostly PVP builds
That's the top 13 fixes so far, more than likely you'll see one or more in upcoming patches. While we wait for the fix though, reply what suggestions you like or better yet reply with your own solution. I'll be waiting to see what other ideas I might have missed.
Thanks for your time.
Without specifying what you are considering proc sets to include, meaningful input is difficult.
This should start with scope and definition of problem not with the pick a solution stage.
Imo.
Iirc ashen grip is a proc set cuz it spawns an effect on a random event. Do we lower it's damage too?
Night mother gaze spawns a debuff on a random chance that can result in a ton of extra dmg.
Is this only concerned with recap sets - where damage done is listed separately in recap?
Ah, fair point, most folks say "proc sets" in reference to any set that can deal a high amount of direct damage, though it would not exclude DOT sets in my view point. I'll update that in.
So the only problem being looked at here is Hugh burst damage in pvp where the set's end bonus damage is visible as separate line item on recaps?
Is that a fair assessment?
Burst is the primary issue, check out #1 & #4 in ACD: Top 10 PVP issues of 2016
Ok so looking at 1 and 4 it seems total burst delivered in a very short period not just burst from proc sets is the key problem?
IE being killed by a high crit chance high crit dmg plus poison hit with ambush, incap, in a single nano-jiffy is not "fine" either?
OK then stop beating around the bush imo and set a "cannot die within x seconds" timer that would allow everyone on every combat time to react.
Otherwise it's just a lot of "my kills are good kilks" v "your kill are bad kills" restructuring to shift what is optimal.
Cap all damage in pvp at 90% of max health in any 5 second period? Or 10s or 3s. Whatever gives you the feel you like.
A high amount of buffing and crit damage can be mitigated heavy with full impenetrable armor, plus most high end buff builds, save a kena/alchemist build, can deliver the same numbers as reliably as a 3 proc set build like veledreth, vipers sting, and widowmaker. Even players maxed on resistances are getting killed in seconds from the high burst. If you're in doubt search out those sets on the general forum here or PVP, there are numerous "passionate" complaints.
As for the damage calling that's a bit like some of the suggestions I posted up in
ACD: The Battle for PVP Improvements
Exactly my point - the current high burst whammo that some find undesirable is not just for proc sets - there are multiple builds, multiple strategies and such that can produce it. The last several updates have raised the damage end of things on nearly all fronts, but proc-recap sets take the heat most of the time even when their sustained dps is lower than other top flight builds.
of course, part of that is likely in relation to the surge in heavy armor since it got revamped the update or two before 1T and the various "unkillables" builds so-called off of black rose and others later.
In short, if every recap set were removed tomorrow, it would not solve the problem, just reset to the last meta burst or metya-tank.
I for one would loves to see in the death recap screens and in various damage done combat stats the breakout of "sets" and the damage bonuses they provided during the battle and their healing and mitigation etc so folks could get a real idea of how much of their "performance" overall was "done by the sets".
it could be done now by someone running the DPS bloodspawn test wearing white normal non-set gear but nobody does that, not that its anything like a true dps measure.
The different previous meta's didn't help unskilled players or add so much RNG to the game.
A full tank can block cast a ransack at you for 7.5k tooltip and proc tremor/viper for a free 16k tooltip every 4s..
Old meta's if someone wanted to full burst some they had to build for it, they have to stack stats like mad and even then those high stats builds didn't have the burst potential of proc sets.
No matter how high you stack your stats the tooltip aren't going to increase by 16k-20k of the proc tooltips.
Maybe someones surprise attack will increase from 8k - 10k or something but thats it.
I do think a lot of the proc chances need to be looked at, 50% for infernal, 100% viper, 50% tremor, 20% velidreth etc... Those are all far too high.
Viper needs to be like 15-20% condering it's melee damage (or mean't to be)
Tremor needs to go to like 20% also just shouldn't work in pvp period as you don't taunt players.
Infernal needs looking at as currently you proc it will pretty much with no cooldown, also 50% is a high chance. I don't like the whole premise of giving free damage when being on the defensive either.
These proc's sets are so badly balanced it's stupid.
ZOS_RichLambert wrote: »Proc sets
We are going to be making some changes to these sets to balance out their burst potential. When the update hits, any set that has a damage or heal proc component to it will no longer crit in PVE or PVP. We chose this direction as we like the concept of these sets and still want them to be interesting and viable, we just wanted to tone down their overall burst potential. (sustain is slightly reduced, while burst potential is significantly reduced)