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Remove all proc sets from PVP

  • VonSwaego
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    Not sure what your complaining about. Trainee was the real problem, now it's unusable. All armor is fixed now. Your welcome. Oh, and remember not to attack those heavy armor guys, that's how you win. Balance complete.

    #sarcasm
  • The_Protagonist
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    1733868.gif

    Oh, lets beat the dead horse some more. I have literally lost count of how many times I have seen the justified rage/rant against proc sets. Maybe I enjoyed playing them for a while, but got tired and switched back HR/NMG/TBS.

    If the OP checks some of the last posted PTS patch notes, and sees the discussions from Wrobel, it is clear that ZOS has no intention for removing proc sets in the near future.
    Edited by The_Protagonist on January 23, 2017 3:49PM
  • ThePonzzz
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    ThePonzzz wrote: »
    As pointed out in countless threads, the issue boils down to damage procs stacking with each other. The response by ZOS is they will remove critical damage from this, but many feel this is not enough. As many more have suggested, proc damage should not all proc at once. Things like Selene's bear, Widowmaker's poison and Viper's poison hitting you at once can mean game over to many people. You can defend against it to a point, but it adds a LOT of raw damage to someone's burst.
    But someone got very lucky if that happens. It's not something you can replicate with regularity. Kind of like a Ult Meteor Proc'ing a Valkyn Skoria Meteor. Yeah...it happens, but let's not balance the game around it.

    Selenes is a % chance to proc
    Widowmaker is a % chance to proc

    Viper is a guaranteed proc, and even though the conversations become broad, going as far as stuff like global cooldowns (which I hate)....the issue is almost certainly viper.

    99% of the time when people are complaining they are complaining about Viper......or ________+ Viper.

    Perhaps the easiest solution is just to take the Viper set and convert it to % chance to proc and do ONLY THAT and see it goes from there.

    The chances of 3 proc sets going off together if they are all % chance on damage is extremely low.

    Not sure how often you PvP and die, but it's not that low. I'd say monster helms are a bit rarer to see, but it's pretty common among my death recaps, if I didn't get zerged down.

    But even so, viper + ____ is still a lot, considering it's viper + other_proc + source_damage (light, heavy, or skill). Add in that 3rd proc, and yeah, you're looking down the barrel of 20k+ damage in PvP.

    Procs should just be limited to going off 1 per X. X being how it triggers.
    Edited by ThePonzzz on January 23, 2017 4:41PM
  • Zinaroth
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    Sandman929 wrote: »
    Armor doing damage is a terrible idea and has no place in competitive PvP.

    ESO has no competetive PvP.
  • Mustard
    Mustard
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    Only allow crafted sets in PvP
  • Dev
    Dev
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    Edit: Also, we get that you don't like PvP. You don't have to keep voicing it over and over when you know it's not going anywhere. The horse is dead. :neutral:

    Why not? At least until zos can get their head straight when it comes to balance.

    As long as every pvp nerf impacts my char, i have the right to voice my discontent. I am not one of those types to sit quietly back while the vocal minority cries about nerfs. Do you seriously expect all the non-pvp players to just accept nerf after nerf without saying something?

    The fact that zos doesnt balance and separate the pve and pvp is one of the reasons this game is failing. FFS they somehow broke the ability to have a group of more then 4 people with u13:
    Seriously, i am not making that up, lmao: https://forums.elderscrollsonline.com/en/discussion/315794/pts-patch-notes-v2-7-3/p1
    KNOWN ISSUES

    Combat & Gameplay
    Grouping
    • You currently are not able to form groups of more than four players.

    The reality is they need to remove the version of pvp they have and replace it. Then they could make everyone have 5 hp and do at max 1 point of damage per second. remove all abilities except 'heavy attack', and the reason they have to use heavy attack is because it is slower. remove all armor and replace it with level 3 soul shriven gear. Also disable all passives, and anything else that i forgot. everyone will get a self heal which will heal for 5 hp (aka max) and it can be used once per second for free. This way, everyone will be the exact same and balanced just like all the FPS games the people here seem to want.

    Then everyone can be happy because with these changes it really would be CoD with swords.
  • Armitas
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    Another good reason to get rid of them in PvP...they contribute heavily to lag.
    More players means more server calculations; that is 100% correct. However the key variable in all these scenarios is how much information is being calculated on a character by character basis depending on abilities being used, passives, armor sets, etc. This is why population is not as big a factor compared to what's being calculated on a character by character basis within that population. Let's take an example of a typical armor setup now a days.

    A player wearing Viper, Velidreth, and Red Mountain doing a single heavy attack costs the server 3 times as much as a player doing Heavy attack without those sets because of calculating whether to proc those 3 sets or not. Even when a proc is on cooldown, the server needs to check per attack if the cooldown is done yet, which means every attack it checks whether it can fire or not based on either percentage, cooldown, or other situations. Factor in Champion Point passives, class passives, weapon passives and whatever temporary passive bonuses from potions, and you add to those calculations per attack/being attacked. In campaigns like Blackwater Blade and Azura, there are simply less things to calculate even when they have higher population than Trueflame.
    Edited by Armitas on January 25, 2017 8:28PM
    Retired.
    Nord mDK
  • bowmanz607
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    Armitas wrote: »
    Another good reason to get rid of them....Lag.
    More players means more server calculations; that is 100% correct. However the key variable in all these scenarios is how much information is being calculated on a character by character basis depending on abilities being used, passives, armor sets, etc. This is why population is not as big a factor compared to what's being calculated on a character by character basis within that population. Let's take an example of a typical armor setup now a days.

    A player wearing Viper, Velidreth, and Red Mountain doing a single heavy attack costs the server 3 times as much as a player doing Heavy attack without those sets because of calculating whether to proc those 3 sets or not. Even when a proc is on cooldown, the server needs to check per attack if the cooldown is done yet, which means every attack it checks whether it can fire or not based on either percentage, cooldown, or other situations. Factor in Champion Point passives, class passives, weapon passives and whatever temporary passive bonuses from potions, and you add to those calculations per attack/being attacked. In campaigns like Blackwater Blade and Azura, there are simply less things to calculate even when they have higher population than Trueflame.

    OK they could just keep working on fixing lag and not balance the game around lag. Js
  • Armitas
    Armitas
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    bowmanz607 wrote: »
    Armitas wrote: »
    Another good reason to get rid of them....Lag.
    More players means more server calculations; that is 100% correct. However the key variable in all these scenarios is how much information is being calculated on a character by character basis depending on abilities being used, passives, armor sets, etc. This is why population is not as big a factor compared to what's being calculated on a character by character basis within that population. Let's take an example of a typical armor setup now a days.

    A player wearing Viper, Velidreth, and Red Mountain doing a single heavy attack costs the server 3 times as much as a player doing Heavy attack without those sets because of calculating whether to proc those 3 sets or not. Even when a proc is on cooldown, the server needs to check per attack if the cooldown is done yet, which means every attack it checks whether it can fire or not based on either percentage, cooldown, or other situations. Factor in Champion Point passives, class passives, weapon passives and whatever temporary passive bonuses from potions, and you add to those calculations per attack/being attacked. In campaigns like Blackwater Blade and Azura, there are simply less things to calculate even when they have higher population than Trueflame.

    OK they could just keep working on fixing lag and not balance the game around lag. Js

    I'm not a computer science guy, but at least logically speaking there are two parts to the lag. The amount of data that is being communicated, and the size of data that can be handled in a timely manner. This fits into the former category, and while it can theoretically be minimized it can't be reduced to zero. I think if they could have increased the size of data that can be handled they would have, that part is easy if it's not expensive.

    I have seen this game reach 1mbs in PvP, that is a whole lot of data. After 11 hours it would be like downloading the whole game. I'd prefer not to balance around the lag but I don't think it's a hardware problem. The hardware hasn't gotten worse, the demand on it has through CP, proc sets, potions/poisons and more. There is just too much data going through the pipes.
    Edited by Armitas on January 25, 2017 9:34PM
    Retired.
    Nord mDK
  • bowmanz607
    bowmanz607
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    Armitas wrote: »
    bowmanz607 wrote: »
    Armitas wrote: »
    Another good reason to get rid of them....Lag.
    More players means more server calculations; that is 100% correct. However the key variable in all these scenarios is how much information is being calculated on a character by character basis depending on abilities being used, passives, armor sets, etc. This is why population is not as big a factor compared to what's being calculated on a character by character basis within that population. Let's take an example of a typical armor setup now a days.

    A player wearing Viper, Velidreth, and Red Mountain doing a single heavy attack costs the server 3 times as much as a player doing Heavy attack without those sets because of calculating whether to proc those 3 sets or not. Even when a proc is on cooldown, the server needs to check per attack if the cooldown is done yet, which means every attack it checks whether it can fire or not based on either percentage, cooldown, or other situations. Factor in Champion Point passives, class passives, weapon passives and whatever temporary passive bonuses from potions, and you add to those calculations per attack/being attacked. In campaigns like Blackwater Blade and Azura, there are simply less things to calculate even when they have higher population than Trueflame.

    OK they could just keep working on fixing lag and not balance the game around lag. Js

    I'm not a computer science guy, but at least logically speaking there are two parts to the lag. The amount of data that is being communicated, and the size of data that can be handled in a timely manner. This fits into the former category, and while it can theoretically be minimized it can't be reduced to zero. I think if they could have increased the size of data that can be handled they would have, that part is easy if it's not expensive.

    I have seen this game reach 1mbs in PvP, that is a whole lot of data. After 11 hours it would be like downloading the whole game. I'd prefer not to balance around the lag but I don't think it's a hardware problem. The hardware hasn't gotten worse, the demand on it has through CP, proc sets, potions/poisons and more. There is just too much data going through the pipes.

    Ya but back in the day we had 100 v 100 v 100 on screen with siege abilities etc popping off left and right. No lag at all. There was a heck offor a lot more players then too. Procs sets didn't cause the lag mess. It is somewhere in their many changes that the problem is. Maybe it is not hardware but somewhere in their code.

    I see your point. I do. I am just against changing a how we automatically the game and what is available to us in game because they messed up along the line somewhere. Ofcourse lag is a while lot better then it was before the thieves guild.
  • Kalante
    Kalante
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    Delete viper, tremorscale, selene, malubeth, reactive, and transmutation from pvp god all mighty those sets are just cancer.
    Edited by Kalante on January 26, 2017 2:55AM
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