Recapitated wrote: »What they need to do is give us pvpers an option to not partake in the proccing game. Give us a monster set that does something like this:
1p: 400 critical resistance.
2p: No procc or item set can damage or heal you. You can also not gain any buffs from itemsets or any debuffs.
I don't like this at all. Proc sets should exist to open up playstyles, the problem with the way they're designed right now is they overload individual abilities so that you 6 negative effects where you could at most get 3 otherwise.
They also need to scale so they're only usable on builds that stack damage stats. They shouldn't enable you to stack burst on top of existing combos but they should enable you to create new burst combos, like undaunted infiltrator+sargent's mail (although the DW double proc looks like a bug tbh).
Maybe it's too much to ask for ZOS to make these balanced but I don't think they should fix sets with more sets.
Recapitated wrote: »What they need to do is give us pvpers an option to not partake in the proccing game. Give us a monster set that does something like this:
1p: 400 critical resistance.
2p: No procc or item set can damage or heal you. You can also not gain any buffs from itemsets or any debuffs.
I don't like this at all. Proc sets should exist to open up playstyles, the problem with the way they're designed right now is they overload individual abilities so that you 6 negative effects where you could at most get 3 otherwise.
They also need to scale so they're only usable on builds that stack damage stats. They shouldn't enable you to stack burst on top of existing combos but they should enable you to create new burst combos, like undaunted infiltrator+sargent's mail (although the DW double proc looks like a bug tbh).
Maybe it's too much to ask for ZOS to make these balanced but I don't think they should fix sets with more sets.
I've been saying that for a while now, make procsets scale with stats, like skills do, and suddenly your triple proctards dots won't hit for any dmg.
It would make using 1 procset to enhance an ability playstyle more viable while still requiring the Stat investment.
Recapitated wrote: »What they need to do is give us pvpers an option to not partake in the proccing game. Give us a monster set that does something like this:
1p: 400 critical resistance.
2p: No procc or item set can damage or heal you. You can also not gain any buffs from itemsets or any debuffs.
I don't like this at all. Proc sets should exist to open up playstyles, the problem with the way they're designed right now is they overload individual abilities so that you 6 negative effects where you could at most get 3 otherwise.
They also need to scale so they're only usable on builds that stack damage stats. They shouldn't enable you to stack burst on top of existing combos but they should enable you to create new burst combos, like undaunted infiltrator+sargent's mail (although the DW double proc looks like a bug tbh).
Maybe it's too much to ask for ZOS to make these balanced but I don't think they should fix sets with more sets.
I've been saying that for a while now, make procsets scale with stats, like skills do, and suddenly your triple proctards dots won't hit for any dmg.
It would make using 1 procset to enhance an ability playstyle more viable while still requiring the Stat investment.
the damage from proc sets do scale with your stats, just not as much as it would be good to. Right now if you have for example 3k spd your proc set does 6k dmg, and if you have 2k spd your proc set does 5.5k dmg. It should be that 3k spd deals 6k dmg, and 2k spd deals 3k dmg, or things like these, better scaling in general.
another thing i don't understand is how exactly these scale. On my magnecro tank the Iceheart proc set has on tooltip 750 Frost Damage with a gold frost staff and 1461 spd, and backbar on my purple fire staff and 1258 spd it has on tooltip 765 Frost Damage. How are proc sets damages calculated? i noticed variations on another characters as well, so they're definitely not fixed values and scale somehow
Recapitated wrote: »What they need to do is give us pvpers an option to not partake in the proccing game. Give us a monster set that does something like this:
1p: 400 critical resistance.
2p: No procc or item set can damage or heal you. You can also not gain any buffs from itemsets or any debuffs.
I don't like this at all. Proc sets should exist to open up playstyles, the problem with the way they're designed right now is they overload individual abilities so that you 6 negative effects where you could at most get 3 otherwise.
They also need to scale so they're only usable on builds that stack damage stats. They shouldn't enable you to stack burst on top of existing combos but they should enable you to create new burst combos, like undaunted infiltrator+sargent's mail (although the DW double proc looks like a bug tbh).
Maybe it's too much to ask for ZOS to make these balanced but I don't think they should fix sets with more sets.
I've been saying that for a while now, make procsets scale with stats, like skills do, and suddenly your triple proctards dots won't hit for any dmg.
It would make using 1 procset to enhance an ability playstyle more viable while still requiring the Stat investment.
the damage from proc sets do scale with your stats, just not as much as it would be good to. Right now if you have for example 3k spd your proc set does 6k dmg, and if you have 2k spd your proc set does 5.5k dmg. It should be that 3k spd deals 6k dmg, and 2k spd deals 3k dmg, or things like these, better scaling in general.
another thing i don't understand is how exactly these scale. On my magnecro tank the Iceheart proc set has on tooltip 750 Frost Damage with a gold frost staff and 1461 spd, and backbar on my purple fire staff and 1258 spd it has on tooltip 765 Frost Damage. How are proc sets damages calculated? i noticed variations on another characters as well, so they're definitely not fixed values and scale somehow
Do procs actually scale with spell/weapon damage? I'm going to need to hop on the PTS to test but it was my understanding that they scale with damage modifiers (like Berserk, Malacath, relevant class passives & CP etc) and penetration. I was under the impression that Stam/Mag/SD/WD/Crit etc have no effect.
kathandira wrote: »relentless_turnip wrote: »kathandira wrote: »RampenSau324 wrote: »I´m sick of seeing the majority of my Deathrecaps being Procsets ( mostly 2-4 of the same set). Procsets are way to easy to Proc: 1 Poisen Injection will proc Hunters Venom and Sheer Venom at the same time. If there is 2 or 3 of them they just stack those procs over and over again. No way you are out healing that. Sure people say pruge it. Templar can purge it once every 3 sec.(due to the Tests in Cyro right now) just to get it reapplied the second after from a different person that didnt use Poisen Injection on you yet.
Procsets need to be nerfed or changed. In my opinion they should not stack that would do the trick I think. One Proc can be applied. If 2 ppl run Hunters Venom, which is daily business, only one should apply they other can´t. Maybe refreshing the proc, but stacking multiple Procs of the same set should not be case. Im sick of seeing my debuffs going like a Slotmachine!
No thanks. Proc Sets in PvE make theory crafting interesting.
They make pvp interesting too, if they make up part of the build... The issue we have at the moment is people wearing all proc sets. I wouldn't advocate a nerf in their power, but perhaps a shared cooldown to limit the appeal in stacking them.
That would still have a major effect on PvE. This is the pendulum we deal with. What is good for PvE and is not good for PvP, and the other way around. Balance between the two sides of the game will never ever happen. And when a nerf gets called from one side, the other side will suffer. There is no solution to this as ZoS refuses to make skills and sets behave differently in the two modes.
I think people are missing a very big reason many people are using 2 proc sets now, the only way to get 1 Mythic, 2 Monster, and 2 full 5 piece sets is with proc sets. The Mythic 1 piece is driving this change more than anything. But it is exactly the same when people used 2 monster, 1 full 5 piece, 1 proc set on back bar and maelstrom on front bar. Which is also better than just using 2 static 5 pieces on both bars and 1 monster set.
The game is much funner with all the extra options. ZOS should stop listening to the same PVPers who are always complaining when they can't instantly kill 20 dudes with streak spam, light attack exploit, sweeps spam, etc and instead of changing their tactics/gear they just want everything nerfed so they can play the same way.
The problem is Not that ppl are not able to kill the average proc abuser.(since Most of them are really Bad defensively)
The Problem rather is that literally any player, regardless of their skill level can slot venomous and sheer venom and can put like 2-3k inc dps on you by simply using 2 abilities.
1v1 that is not as much of a problem, since you can yourself Attack the proc User and kill them quickly or at least pressure them so they have to Go on defense (even tho that doesnt matter much cuz they can reapply that pressure with 2 skills...).
If you are 1vx tho you can have like 3+ ppl on you who all have 2/3 proc sets slotted and they keep you dotted up for like 5k+ dps.
That is simply ridiculous by itself and that is without seeing the difference in Player skill, where an absolute noob can dmg you as much as a Player who spend time working on their Set and Skill setup and who on top of that have to spend gcds for that dmg.
This attitude is why a lot of people dislike PVPers. How do you know all these people a noobs? Why do you think you are so good that you should be able to always kill 3-4-20 dudes? The game isn't that hard. Someone who played PVE for 3+ years can quickly with the right gear/skills to not get instantly beat by long time PVPers, as it should be. You have access to all the same gear/skills they have so if your 'skill' is so superior you should still be able to kill 3 dudes.
BTW the more I play PVP the more I can see that what you all call 'skill' are mostly exploits. For instance, light attack animation cancelling, it is not hard to do but it is definitely an exploit, giving multiple attacks in same second there should only be one attack. Also I am seeing the jump/shield exploit, where you can essentially take no damage from some ultimates just by jumping and block while in the air. Always wondered why PVPers in PVE would be jumping around all the time and now I know.
I just started playing BG not long ago and I can kill those proc people just as often as they kill me, even 2 at a time sometimes. BTW I am seeing 5+ surprise attack, whirlwind, blastbone, fury, magnum, sweep/jab and stuff like that in death recap way more than any proc stuff. I am totally against Nerfing anything that isn't actually broken like LA weaving, prefer people just try new things and find new ways to counter.
And actually tired of all the changes/nerfs to satisfy PVPer seem to almost always make PVE harder.
kathandira wrote: »relentless_turnip wrote: »kathandira wrote: »RampenSau324 wrote: »I´m sick of seeing the majority of my Deathrecaps being Procsets ( mostly 2-4 of the same set). Procsets are way to easy to Proc: 1 Poisen Injection will proc Hunters Venom and Sheer Venom at the same time. If there is 2 or 3 of them they just stack those procs over and over again. No way you are out healing that. Sure people say pruge it. Templar can purge it once every 3 sec.(due to the Tests in Cyro right now) just to get it reapplied the second after from a different person that didnt use Poisen Injection on you yet.
Procsets need to be nerfed or changed. In my opinion they should not stack that would do the trick I think. One Proc can be applied. If 2 ppl run Hunters Venom, which is daily business, only one should apply they other can´t. Maybe refreshing the proc, but stacking multiple Procs of the same set should not be case. Im sick of seeing my debuffs going like a Slotmachine!
No thanks. Proc Sets in PvE make theory crafting interesting.
They make pvp interesting too, if they make up part of the build... The issue we have at the moment is people wearing all proc sets. I wouldn't advocate a nerf in their power, but perhaps a shared cooldown to limit the appeal in stacking them.
That would still have a major effect on PvE. This is the pendulum we deal with. What is good for PvE and is not good for PvP, and the other way around. Balance between the two sides of the game will never ever happen. And when a nerf gets called from one side, the other side will suffer. There is no solution to this as ZoS refuses to make skills and sets behave differently in the two modes.
I think people are missing a very big reason many people are using 2 proc sets now, the only way to get 1 Mythic, 2 Monster, and 2 full 5 piece sets is with proc sets. The Mythic 1 piece is driving this change more than anything. But it is exactly the same when people used 2 monster, 1 full 5 piece, 1 proc set on back bar and maelstrom on front bar. Which is also better than just using 2 static 5 pieces on both bars and 1 monster set.
The game is much funner with all the extra options. ZOS should stop listening to the same PVPers who are always complaining when they can't instantly kill 20 dudes with streak spam, light attack exploit, sweeps spam, etc and instead of changing their tactics/gear they just want everything nerfed so they can play the same way.
The problem is Not that ppl are not able to kill the average proc abuser.(since Most of them are really Bad defensively)
The Problem rather is that literally any player, regardless of their skill level can slot venomous and sheer venom and can put like 2-3k inc dps on you by simply using 2 abilities.
1v1 that is not as much of a problem, since you can yourself Attack the proc User and kill them quickly or at least pressure them so they have to Go on defense (even tho that doesnt matter much cuz they can reapply that pressure with 2 skills...).
If you are 1vx tho you can have like 3+ ppl on you who all have 2/3 proc sets slotted and they keep you dotted up for like 5k+ dps.
That is simply ridiculous by itself and that is without seeing the difference in Player skill, where an absolute noob can dmg you as much as a Player who spend time working on their Set and Skill setup and who on top of that have to spend gcds for that dmg.
This attitude is why a lot of people dislike PVPers. How do you know all these people a noobs? Why do you think you are so good that you should be able to always kill 3-4-20 dudes? The game isn't that hard. Someone who played PVE for 3+ years can quickly with the right gear/skills to not get instantly beat by long time PVPers, as it should be. You have access to all the same gear/skills they have so if your 'skill' is so superior you should still be able to kill 3 dudes.
BTW the more I play PVP the more I can see that what you all call 'skill' are mostly exploits. For instance, light attack animation cancelling, it is not hard to do but it is definitely an exploit, giving multiple attacks in same second there should only be one attack. Also I am seeing the jump/shield exploit, where you can essentially take no damage from some ultimates just by jumping and block while in the air. Always wondered why PVPers in PVE would be jumping around all the time and now I know.
I just started playing BG not long ago and I can kill those proc people just as often as they kill me, even 2 at a time sometimes. BTW I am seeing 5+ surprise attack, whirlwind, blastbone, fury, magnum, sweep/jab and stuff like that in death recap way more than any proc stuff. I am totally against Nerfing anything that isn't actually broken like LA weaving, prefer people just try new things and find new ways to counter.
And actually tired of all the changes/nerfs to satisfy PVPer seem to almost always make PVE harder.
How to ensure no one takes your post seriously:
Step 1: Label animation cancelling as an exploit.
Congratulations you've completed all the steps!
The mere fact that you have to practice to get it just right is proof that it is an exploit.
They haven't fixed it yet so probably won't. BTW you can't tell people this is very important to get highest DPS and at the same time say this isn't exploiting the game mechanics.
kathandira wrote: »relentless_turnip wrote: »kathandira wrote: »RampenSau324 wrote: »I´m sick of seeing the majority of my Deathrecaps being Procsets ( mostly 2-4 of the same set). Procsets are way to easy to Proc: 1 Poisen Injection will proc Hunters Venom and Sheer Venom at the same time. If there is 2 or 3 of them they just stack those procs over and over again. No way you are out healing that. Sure people say pruge it. Templar can purge it once every 3 sec.(due to the Tests in Cyro right now) just to get it reapplied the second after from a different person that didnt use Poisen Injection on you yet.
Procsets need to be nerfed or changed. In my opinion they should not stack that would do the trick I think. One Proc can be applied. If 2 ppl run Hunters Venom, which is daily business, only one should apply they other can´t. Maybe refreshing the proc, but stacking multiple Procs of the same set should not be case. Im sick of seeing my debuffs going like a Slotmachine!
No thanks. Proc Sets in PvE make theory crafting interesting.
They make pvp interesting too, if they make up part of the build... The issue we have at the moment is people wearing all proc sets. I wouldn't advocate a nerf in their power, but perhaps a shared cooldown to limit the appeal in stacking them.
That would still have a major effect on PvE. This is the pendulum we deal with. What is good for PvE and is not good for PvP, and the other way around. Balance between the two sides of the game will never ever happen. And when a nerf gets called from one side, the other side will suffer. There is no solution to this as ZoS refuses to make skills and sets behave differently in the two modes.
I think people are missing a very big reason many people are using 2 proc sets now, the only way to get 1 Mythic, 2 Monster, and 2 full 5 piece sets is with proc sets. The Mythic 1 piece is driving this change more than anything. But it is exactly the same when people used 2 monster, 1 full 5 piece, 1 proc set on back bar and maelstrom on front bar. Which is also better than just using 2 static 5 pieces on both bars and 1 monster set.
The game is much funner with all the extra options. ZOS should stop listening to the same PVPers who are always complaining when they can't instantly kill 20 dudes with streak spam, light attack exploit, sweeps spam, etc and instead of changing their tactics/gear they just want everything nerfed so they can play the same way.
The problem is Not that ppl are not able to kill the average proc abuser.(since Most of them are really Bad defensively)
The Problem rather is that literally any player, regardless of their skill level can slot venomous and sheer venom and can put like 2-3k inc dps on you by simply using 2 abilities.
1v1 that is not as much of a problem, since you can yourself Attack the proc User and kill them quickly or at least pressure them so they have to Go on defense (even tho that doesnt matter much cuz they can reapply that pressure with 2 skills...).
If you are 1vx tho you can have like 3+ ppl on you who all have 2/3 proc sets slotted and they keep you dotted up for like 5k+ dps.
That is simply ridiculous by itself and that is without seeing the difference in Player skill, where an absolute noob can dmg you as much as a Player who spend time working on their Set and Skill setup and who on top of that have to spend gcds for that dmg.
This attitude is why a lot of people dislike PVPers. How do you know all these people a noobs? Why do you think you are so good that you should be able to always kill 3-4-20 dudes? The game isn't that hard. Someone who played PVE for 3+ years can quickly with the right gear/skills to not get instantly beat by long time PVPers, as it should be. You have access to all the same gear/skills they have so if your 'skill' is so superior you should still be able to kill 3 dudes.
BTW the more I play PVP the more I can see that what you all call 'skill' are mostly exploits. For instance, light attack animation cancelling, it is not hard to do but it is definitely an exploit, giving multiple attacks in same second there should only be one attack. Also I am seeing the jump/shield exploit, where you can essentially take no damage from some ultimates just by jumping and block while in the air. Always wondered why PVPers in PVE would be jumping around all the time and now I know.
I just started playing BG not long ago and I can kill those proc people just as often as they kill me, even 2 at a time sometimes. BTW I am seeing 5+ surprise attack, whirlwind, blastbone, fury, magnum, sweep/jab and stuff like that in death recap way more than any proc stuff. I am totally against Nerfing anything that isn't actually broken like LA weaving, prefer people just try new things and find new ways to counter.
And actually tired of all the changes/nerfs to satisfy PVPer seem to almost always make PVE harder.
How to ensure no one takes your post seriously:
Step 1: Label animation cancelling as an exploit.
Congratulations you've completed all the steps!
The mere fact that you have to practice to get it just right is proof that it is an exploit. Do it too soon or to late and only one registers. A proper system would register both clicks but still do them in their correct time. For instance, if a Light attack takes .2 seconds then that should be the same no matter what. If sweeps say it should take 1 second to channel then whether you do a light attack before or after it should still take 1 second for complete. So you get both but never faster than 1.2 seconds. Rather than if you do it right both go off in .5 seconds, if you do it wrong only one goes off. They haven't fixed it yet so probably won't. BTW you can't tell people this is very important to get highest DPS and at the same time say this isn't exploiting the game mechanics.
kathandira wrote: »relentless_turnip wrote: »kathandira wrote: »RampenSau324 wrote: »I´m sick of seeing the majority of my Deathrecaps being Procsets ( mostly 2-4 of the same set). Procsets are way to easy to Proc: 1 Poisen Injection will proc Hunters Venom and Sheer Venom at the same time. If there is 2 or 3 of them they just stack those procs over and over again. No way you are out healing that. Sure people say pruge it. Templar can purge it once every 3 sec.(due to the Tests in Cyro right now) just to get it reapplied the second after from a different person that didnt use Poisen Injection on you yet.
Procsets need to be nerfed or changed. In my opinion they should not stack that would do the trick I think. One Proc can be applied. If 2 ppl run Hunters Venom, which is daily business, only one should apply they other can´t. Maybe refreshing the proc, but stacking multiple Procs of the same set should not be case. Im sick of seeing my debuffs going like a Slotmachine!
No thanks. Proc Sets in PvE make theory crafting interesting.
They make pvp interesting too, if they make up part of the build... The issue we have at the moment is people wearing all proc sets. I wouldn't advocate a nerf in their power, but perhaps a shared cooldown to limit the appeal in stacking them.
That would still have a major effect on PvE. This is the pendulum we deal with. What is good for PvE and is not good for PvP, and the other way around. Balance between the two sides of the game will never ever happen. And when a nerf gets called from one side, the other side will suffer. There is no solution to this as ZoS refuses to make skills and sets behave differently in the two modes.
I think people are missing a very big reason many people are using 2 proc sets now, the only way to get 1 Mythic, 2 Monster, and 2 full 5 piece sets is with proc sets. The Mythic 1 piece is driving this change more than anything. But it is exactly the same when people used 2 monster, 1 full 5 piece, 1 proc set on back bar and maelstrom on front bar. Which is also better than just using 2 static 5 pieces on both bars and 1 monster set.
The game is much funner with all the extra options. ZOS should stop listening to the same PVPers who are always complaining when they can't instantly kill 20 dudes with streak spam, light attack exploit, sweeps spam, etc and instead of changing their tactics/gear they just want everything nerfed so they can play the same way.
The problem is Not that ppl are not able to kill the average proc abuser.(since Most of them are really Bad defensively)
The Problem rather is that literally any player, regardless of their skill level can slot venomous and sheer venom and can put like 2-3k inc dps on you by simply using 2 abilities.
1v1 that is not as much of a problem, since you can yourself Attack the proc User and kill them quickly or at least pressure them so they have to Go on defense (even tho that doesnt matter much cuz they can reapply that pressure with 2 skills...).
If you are 1vx tho you can have like 3+ ppl on you who all have 2/3 proc sets slotted and they keep you dotted up for like 5k+ dps.
That is simply ridiculous by itself and that is without seeing the difference in Player skill, where an absolute noob can dmg you as much as a Player who spend time working on their Set and Skill setup and who on top of that have to spend gcds for that dmg.
This attitude is why a lot of people dislike PVPers. How do you know all these people a noobs? Why do you think you are so good that you should be able to always kill 3-4-20 dudes? The game isn't that hard. Someone who played PVE for 3+ years can quickly with the right gear/skills to not get instantly beat by long time PVPers, as it should be. You have access to all the same gear/skills they have so if your 'skill' is so superior you should still be able to kill 3 dudes.
BTW the more I play PVP the more I can see that what you all call 'skill' are mostly exploits. For instance, light attack animation cancelling, it is not hard to do but it is definitely an exploit, giving multiple attacks in same second there should only be one attack. Also I am seeing the jump/shield exploit, where you can essentially take no damage from some ultimates just by jumping and block while in the air. Always wondered why PVPers in PVE would be jumping around all the time and now I know.
I just started playing BG not long ago and I can kill those proc people just as often as they kill me, even 2 at a time sometimes. BTW I am seeing 5+ surprise attack, whirlwind, blastbone, fury, magnum, sweep/jab and stuff like that in death recap way more than any proc stuff. I am totally against Nerfing anything that isn't actually broken like LA weaving, prefer people just try new things and find new ways to counter.
And actually tired of all the changes/nerfs to satisfy PVPer seem to almost always make PVE harder.
How to ensure no one takes your post seriously:
Step 1: Label animation cancelling as an exploit.
Congratulations you've completed all the steps!
The mere fact that you have to practice to get it just right is proof that it is an exploit.


novemberhhh wrote: »for the kids that havent hit level 41 yet, heres a minor spoiler:
kinda off topic to whine about this games version of auto-attack in a thread about proc sets tho
really the issue i see with proc sets in pvp is that skills just dont work 80% of the time, so people have given up even trying to use them and now just let the procs do all the work. and since your actual stats are irrelevant to proc dmg, might as well build tanky and/or stack all the procs
Recapitated wrote: »There are also heal, block, thorn, and reflect sets that can counter DOT and direct damage sets. I could throw together something that can make the proc set user kill themself.
Variety is the spice of life. Let people play as they like. Don’t like how they engage you, make them think twice about doing it again.
Post the buildkathandira wrote: »relentless_turnip wrote: »kathandira wrote: »RampenSau324 wrote: »I´m sick of seeing the majority of my Deathrecaps being Procsets ( mostly 2-4 of the same set). Procsets are way to easy to Proc: 1 Poisen Injection will proc Hunters Venom and Sheer Venom at the same time. If there is 2 or 3 of them they just stack those procs over and over again. No way you are out healing that. Sure people say pruge it. Templar can purge it once every 3 sec.(due to the Tests in Cyro right now) just to get it reapplied the second after from a different person that didnt use Poisen Injection on you yet.
Procsets need to be nerfed or changed. In my opinion they should not stack that would do the trick I think. One Proc can be applied. If 2 ppl run Hunters Venom, which is daily business, only one should apply they other can´t. Maybe refreshing the proc, but stacking multiple Procs of the same set should not be case. Im sick of seeing my debuffs going like a Slotmachine!
No thanks. Proc Sets in PvE make theory crafting interesting.
They make pvp interesting too, if they make up part of the build... The issue we have at the moment is people wearing all proc sets. I wouldn't advocate a nerf in their power, but perhaps a shared cooldown to limit the appeal in stacking them.
That would still have a major effect on PvE. This is the pendulum we deal with. What is good for PvE and is not good for PvP, and the other way around. Balance between the two sides of the game will never ever happen. And when a nerf gets called from one side, the other side will suffer. There is no solution to this as ZoS refuses to make skills and sets behave differently in the two modes.
They should just implement it via Battle Spirit. Or just design proc sets so they have narrow proc conditions that don't really overlap, but the cat is mostly out of the bag now.
kathandira wrote: »Recapitated wrote: »There are also heal, block, thorn, and reflect sets that can counter DOT and direct damage sets. I could throw together something that can make the proc set user kill themself.
Variety is the spice of life. Let people play as they like. Don’t like how they engage you, make them think twice about doing it again.
Post the buildkathandira wrote: »relentless_turnip wrote: »kathandira wrote: »RampenSau324 wrote: »I´m sick of seeing the majority of my Deathrecaps being Procsets ( mostly 2-4 of the same set). Procsets are way to easy to Proc: 1 Poisen Injection will proc Hunters Venom and Sheer Venom at the same time. If there is 2 or 3 of them they just stack those procs over and over again. No way you are out healing that. Sure people say pruge it. Templar can purge it once every 3 sec.(due to the Tests in Cyro right now) just to get it reapplied the second after from a different person that didnt use Poisen Injection on you yet.
Procsets need to be nerfed or changed. In my opinion they should not stack that would do the trick I think. One Proc can be applied. If 2 ppl run Hunters Venom, which is daily business, only one should apply they other can´t. Maybe refreshing the proc, but stacking multiple Procs of the same set should not be case. Im sick of seeing my debuffs going like a Slotmachine!
No thanks. Proc Sets in PvE make theory crafting interesting.
They make pvp interesting too, if they make up part of the build... The issue we have at the moment is people wearing all proc sets. I wouldn't advocate a nerf in their power, but perhaps a shared cooldown to limit the appeal in stacking them.
That would still have a major effect on PvE. This is the pendulum we deal with. What is good for PvE and is not good for PvP, and the other way around. Balance between the two sides of the game will never ever happen. And when a nerf gets called from one side, the other side will suffer. There is no solution to this as ZoS refuses to make skills and sets behave differently in the two modes.
They should just implement it via Battle Spirit. Or just design proc sets so they have narrow proc conditions that don't really overlap, but the cat is mostly out of the bag now.
I would be ok with an overlap preventative. Such as, After your actions Proc a set, all procs are on Cool Down for 2 seconds. This cannot affect the actual set cool down though.
Example, if a set can proc every 10 seconds, you cannot proc an effect for 2 seconds, after those 2 seconds, the set that proc'd can still trigger 8 seconds later. The goal would be to prevent your other set for triggering for 2 seconds after the first set does.
But the total Cool Down per set cannot be affected, else it makes things quite odd.
kathandira wrote: »Recapitated wrote: »There are also heal, block, thorn, and reflect sets that can counter DOT and direct damage sets. I could throw together something that can make the proc set user kill themself.
Variety is the spice of life. Let people play as they like. Don’t like how they engage you, make them think twice about doing it again.
Post the buildkathandira wrote: »relentless_turnip wrote: »kathandira wrote: »RampenSau324 wrote: »I´m sick of seeing the majority of my Deathrecaps being Procsets ( mostly 2-4 of the same set). Procsets are way to easy to Proc: 1 Poisen Injection will proc Hunters Venom and Sheer Venom at the same time. If there is 2 or 3 of them they just stack those procs over and over again. No way you are out healing that. Sure people say pruge it. Templar can purge it once every 3 sec.(due to the Tests in Cyro right now) just to get it reapplied the second after from a different person that didnt use Poisen Injection on you yet.
Procsets need to be nerfed or changed. In my opinion they should not stack that would do the trick I think. One Proc can be applied. If 2 ppl run Hunters Venom, which is daily business, only one should apply they other can´t. Maybe refreshing the proc, but stacking multiple Procs of the same set should not be case. Im sick of seeing my debuffs going like a Slotmachine!
No thanks. Proc Sets in PvE make theory crafting interesting.
They make pvp interesting too, if they make up part of the build... The issue we have at the moment is people wearing all proc sets. I wouldn't advocate a nerf in their power, but perhaps a shared cooldown to limit the appeal in stacking them.
That would still have a major effect on PvE. This is the pendulum we deal with. What is good for PvE and is not good for PvP, and the other way around. Balance between the two sides of the game will never ever happen. And when a nerf gets called from one side, the other side will suffer. There is no solution to this as ZoS refuses to make skills and sets behave differently in the two modes.
They should just implement it via Battle Spirit. Or just design proc sets so they have narrow proc conditions that don't really overlap, but the cat is mostly out of the bag now.
I would be ok with an overlap preventative. Such as, After your actions Proc a set, all procs are on Cool Down for 2 seconds. This cannot affect the actual set cool down though.
Example, if a set can proc every 10 seconds, you cannot proc an effect for 2 seconds, after those 2 seconds, the set that proc'd can still trigger 8 seconds later. The goal would be to prevent your other set for triggering for 2 seconds after the first set does.
But the total Cool Down per set cannot be affected, else it makes things quite odd.
Recapitated wrote: »kathandira wrote: »Recapitated wrote: »There are also heal, block, thorn, and reflect sets that can counter DOT and direct damage sets. I could throw together something that can make the proc set user kill themself.
Variety is the spice of life. Let people play as they like. Don’t like how they engage you, make them think twice about doing it again.
Post the buildkathandira wrote: »relentless_turnip wrote: »kathandira wrote: »RampenSau324 wrote: »I´m sick of seeing the majority of my Deathrecaps being Procsets ( mostly 2-4 of the same set). Procsets are way to easy to Proc: 1 Poisen Injection will proc Hunters Venom and Sheer Venom at the same time. If there is 2 or 3 of them they just stack those procs over and over again. No way you are out healing that. Sure people say pruge it. Templar can purge it once every 3 sec.(due to the Tests in Cyro right now) just to get it reapplied the second after from a different person that didnt use Poisen Injection on you yet.
Procsets need to be nerfed or changed. In my opinion they should not stack that would do the trick I think. One Proc can be applied. If 2 ppl run Hunters Venom, which is daily business, only one should apply they other can´t. Maybe refreshing the proc, but stacking multiple Procs of the same set should not be case. Im sick of seeing my debuffs going like a Slotmachine!
No thanks. Proc Sets in PvE make theory crafting interesting.
They make pvp interesting too, if they make up part of the build... The issue we have at the moment is people wearing all proc sets. I wouldn't advocate a nerf in their power, but perhaps a shared cooldown to limit the appeal in stacking them.
That would still have a major effect on PvE. This is the pendulum we deal with. What is good for PvE and is not good for PvP, and the other way around. Balance between the two sides of the game will never ever happen. And when a nerf gets called from one side, the other side will suffer. There is no solution to this as ZoS refuses to make skills and sets behave differently in the two modes.
They should just implement it via Battle Spirit. Or just design proc sets so they have narrow proc conditions that don't really overlap, but the cat is mostly out of the bag now.
I would be ok with an overlap preventative. Such as, After your actions Proc a set, all procs are on Cool Down for 2 seconds. This cannot affect the actual set cool down though.
Example, if a set can proc every 10 seconds, you cannot proc an effect for 2 seconds, after those 2 seconds, the set that proc'd can still trigger 8 seconds later. The goal would be to prevent your other set for triggering for 2 seconds after the first set does.
But the total Cool Down per set cannot be affected, else it makes things quite odd.
That's sensible, don't know if 2 seconds is the right number but the overall shape of the solution should make everyone happy. Except for people currently overperforming in PVP.
kathandira wrote: »Recapitated wrote: »There are also heal, block, thorn, and reflect sets that can counter DOT and direct damage sets. I could throw together something that can make the proc set user kill themself.
Variety is the spice of life. Let people play as they like. Don’t like how they engage you, make them think twice about doing it again.
Post the buildkathandira wrote: »relentless_turnip wrote: »kathandira wrote: »RampenSau324 wrote: »I´m sick of seeing the majority of my Deathrecaps being Procsets ( mostly 2-4 of the same set). Procsets are way to easy to Proc: 1 Poisen Injection will proc Hunters Venom and Sheer Venom at the same time. If there is 2 or 3 of them they just stack those procs over and over again. No way you are out healing that. Sure people say pruge it. Templar can purge it once every 3 sec.(due to the Tests in Cyro right now) just to get it reapplied the second after from a different person that didnt use Poisen Injection on you yet.
Procsets need to be nerfed or changed. In my opinion they should not stack that would do the trick I think. One Proc can be applied. If 2 ppl run Hunters Venom, which is daily business, only one should apply they other can´t. Maybe refreshing the proc, but stacking multiple Procs of the same set should not be case. Im sick of seeing my debuffs going like a Slotmachine!
No thanks. Proc Sets in PvE make theory crafting interesting.
They make pvp interesting too, if they make up part of the build... The issue we have at the moment is people wearing all proc sets. I wouldn't advocate a nerf in their power, but perhaps a shared cooldown to limit the appeal in stacking them.
That would still have a major effect on PvE. This is the pendulum we deal with. What is good for PvE and is not good for PvP, and the other way around. Balance between the two sides of the game will never ever happen. And when a nerf gets called from one side, the other side will suffer. There is no solution to this as ZoS refuses to make skills and sets behave differently in the two modes.
They should just implement it via Battle Spirit. Or just design proc sets so they have narrow proc conditions that don't really overlap, but the cat is mostly out of the bag now.
I would be ok with an overlap preventative. Such as, After your actions Proc a set, all procs are on Cool Down for 2 seconds. This cannot affect the actual set cool down though.
Example, if a set can proc every 10 seconds, you cannot proc an effect for 2 seconds, after those 2 seconds, the set that proc'd can still trigger 8 seconds later. The goal would be to prevent your other set for triggering for 2 seconds after the first set does.
But the total Cool Down per set cannot be affected, else it makes things quite odd.
The whole idea of the AOE cooldown test was to see if reducing calculations would improve performance. It seems like adding double conditions to proc sets would not be a good thing for the servers to try and handle.
The mere fact that you have to practice to get it just right is proof that it is an exploit.
How does having to practice to get it right make it an exploit? Thats like saying its an exploit to learn to Play the game because you have to practice to get good.
They haven't fixed it yet so probably won't. BTW you can't tell people this is very important to get highest DPS and at the same time say this isn't exploiting the game mechanics.
They already said that weaving is not an exploit, but that it is a legitimate game mechanic.
And Ofc you can tell people that you have to do it to get the highest DPS even tho it is not an exploit...
Pls at least try to make any sense with your posts instead of just crying about weaving and ani cancelling cuz you wanna play the game with half the speed.
The mere fact that you have to practice to get it just right is proof that it is an exploit.
How does having to practice to get it right make it an exploit? Thats like saying its an exploit to learn to Play the game because you have to practice to get good.
They haven't fixed it yet so probably won't. BTW you can't tell people this is very important to get highest DPS and at the same time say this isn't exploiting the game mechanics.
They already said that weaving is not an exploit, but that it is a legitimate game mechanic.
And Ofc you can tell people that you have to do it to get the highest DPS even tho it is not an exploit...
Pls at least try to make any sense with your posts instead of just crying about weaving and ani cancelling cuz you wanna play the game with half the speed.
Don't rewrite Ani/cancel history
1. when this was first discovered the 'good' players said it was an exploit and they wouldn't do it
2. the devs said it was exploit, we stupidly didn't add hard coded cooldown to each activity, instead we only used animations not knowing people would figure out how to cancel them
3. then they couldn't fix it, then they said it was a feature not a bug
4. they all got fired, the next devs went with idea it is a feature (they like damage exploits but will stop defensive exploits like roll dodge spamming, it appears to be their preference for the game, so don't be surprised if all your whining about PROC sets doesn't do anything to sway them)
5. then script kiddies were all over (still are) their programmable keypads/mice doing LA/spammable/bash right and left
6. then 'good, elite' players said can't compete, we have to learn this exploit, and make it seem like a great
7. all that is fine but don't act like you are superior to everyone else who doesn't like cheating
My only point is that it is a little bit hysterical/hypocritical all the constant whining about Proc sets, health builds, etc. while at the same time using exploits, cheesy combos and programmable keypads/mice.
The mere fact that you have to practice to get it just right is proof that it is an exploit.
How does having to practice to get it right make it an exploit? Thats like saying its an exploit to learn to Play the game because you have to practice to get good.
They haven't fixed it yet so probably won't. BTW you can't tell people this is very important to get highest DPS and at the same time say this isn't exploiting the game mechanics.
They already said that weaving is not an exploit, but that it is a legitimate game mechanic.
And Ofc you can tell people that you have to do it to get the highest DPS even tho it is not an exploit...
Pls at least try to make any sense with your posts instead of just crying about weaving and ani cancelling cuz you wanna play the game with half the speed.
Don't rewrite Ani/cancel history
1. when this was first discovered the 'good' players said it was an exploit and they wouldn't do it
2. the devs said it was exploit, we stupidly didn't add hard coded cooldown to each activity, instead we only used animations not knowing people would figure out how to cancel them
3. then they couldn't fix it, then they said it was a feature not a bug
4. they all got fired, the next devs went with idea it is a feature (they like damage exploits but will stop defensive exploits like roll dodge spamming, it appears to be their preference for the game, so don't be surprised if all your whining about PROC sets doesn't do anything to sway them)
5. then script kiddies were all over (still are) their programmable keypads/mice doing LA/spammable/bash right and left
6. then 'good, elite' players said can't compete, we have to learn this exploit, and make it seem like a great
7. all that is fine but don't act like you are superior to everyone else who doesn't like cheating
My only point is that it is a little bit hysterical/hypocritical all the constant whining about Proc sets, health builds, etc. while at the same time using exploits, cheesy combos and programmable keypads/mice.
kathandira wrote: »
The mere fact that you have to practice to get it just right is proof that it is an exploit.
How does having to practice to get it right make it an exploit? Thats like saying its an exploit to learn to Play the game because you have to practice to get good.
They haven't fixed it yet so probably won't. BTW you can't tell people this is very important to get highest DPS and at the same time say this isn't exploiting the game mechanics.
They already said that weaving is not an exploit, but that it is a legitimate game mechanic.
And Ofc you can tell people that you have to do it to get the highest DPS even tho it is not an exploit...
Pls at least try to make any sense with your posts instead of just crying about weaving and ani cancelling cuz you wanna play the game with half the speed.
Don't rewrite Ani/cancel history
1. when this was first discovered the 'good' players said it was an exploit and they wouldn't do it
2. the devs said it was exploit, we stupidly didn't add hard coded cooldown to each activity, instead we only used animations not knowing people would figure out how to cancel them
3. then they couldn't fix it, then they said it was a feature not a bug
4. they all got fired, the next devs went with idea it is a feature (they like damage exploits but will stop defensive exploits like roll dodge spamming, it appears to be their preference for the game, so don't be surprised if all your whining about PROC sets doesn't do anything to sway them)
5. then script kiddies were all over (still are) their programmable keypads/mice doing LA/spammable/bash right and left
6. then 'good, elite' players said can't compete, we have to learn this exploit, and make it seem like a great
7. all that is fine but don't act like you are superior to everyone else who doesn't like cheating
My only point is that it is a little bit hysterical/hypocritical all the constant whining about Proc sets, health builds, etc. while at the same time using exploits, cheesy combos and programmable keypads/mice.
Many console players would very much like this to change. While most of us can weave/cancel, it is exhausting and really not "Fun". It is something we are forced to do to compete and push enough DPS to do veteran end game content, but I honestly don't think the majority of us actually enjoy it. Its bad enough we don't get proper DoT/AoE/Buff/Debuff timers (via mods), but we also have to deal with weaving on a controller. Combined with general console performance causing lag spikes/blips due to too many things occurring at the same time on the screen, weaving can be...touch and go at times.
Recapitated wrote: »
The mere fact that you have to practice to get it just right is proof that it is an exploit.
How does having to practice to get it right make it an exploit? Thats like saying its an exploit to learn to Play the game because you have to practice to get good.
They haven't fixed it yet so probably won't. BTW you can't tell people this is very important to get highest DPS and at the same time say this isn't exploiting the game mechanics.
They already said that weaving is not an exploit, but that it is a legitimate game mechanic.
And Ofc you can tell people that you have to do it to get the highest DPS even tho it is not an exploit...
Pls at least try to make any sense with your posts instead of just crying about weaving and ani cancelling cuz you wanna play the game with half the speed.
Don't rewrite Ani/cancel history
1. when this was first discovered the 'good' players said it was an exploit and they wouldn't do it
2. the devs said it was exploit, we stupidly didn't add hard coded cooldown to each activity, instead we only used animations not knowing people would figure out how to cancel them
3. then they couldn't fix it, then they said it was a feature not a bug
4. they all got fired, the next devs went with idea it is a feature (they like damage exploits but will stop defensive exploits like roll dodge spamming, it appears to be their preference for the game, so don't be surprised if all your whining about PROC sets doesn't do anything to sway them)
5. then script kiddies were all over (still are) their programmable keypads/mice doing LA/spammable/bash right and left
6. then 'good, elite' players said can't compete, we have to learn this exploit, and make it seem like a great
7. all that is fine but don't act like you are superior to everyone else who doesn't like cheating
My only point is that it is a little bit hysterical/hypocritical all the constant whining about Proc sets, health builds, etc. while at the same time using exploits, cheesy combos and programmable keypads/mice.
The difference is everything else in the game has been balanced to account for that, including counters to extra damage, cast times such as dswing etc.
Would be another story if ZOS came out and said counters to proc sets (but not DOT abilities, somehow) specifically will be buffed to bring proc sets in line with other forms of offense. Not really a needed change from the pre-proc meta but at least there would be a balance.
kathandira wrote: »
The mere fact that you have to practice to get it just right is proof that it is an exploit.
How does having to practice to get it right make it an exploit? Thats like saying its an exploit to learn to Play the game because you have to practice to get good.
They haven't fixed it yet so probably won't. BTW you can't tell people this is very important to get highest DPS and at the same time say this isn't exploiting the game mechanics.
They already said that weaving is not an exploit, but that it is a legitimate game mechanic.
And Ofc you can tell people that you have to do it to get the highest DPS even tho it is not an exploit...
Pls at least try to make any sense with your posts instead of just crying about weaving and ani cancelling cuz you wanna play the game with half the speed.
Don't rewrite Ani/cancel history
1. when this was first discovered the 'good' players said it was an exploit and they wouldn't do it
2. the devs said it was exploit, we stupidly didn't add hard coded cooldown to each activity, instead we only used animations not knowing people would figure out how to cancel them
3. then they couldn't fix it, then they said it was a feature not a bug
4. they all got fired, the next devs went with idea it is a feature (they like damage exploits but will stop defensive exploits like roll dodge spamming, it appears to be their preference for the game, so don't be surprised if all your whining about PROC sets doesn't do anything to sway them)
5. then script kiddies were all over (still are) their programmable keypads/mice doing LA/spammable/bash right and left
6. then 'good, elite' players said can't compete, we have to learn this exploit, and make it seem like a great
7. all that is fine but don't act like you are superior to everyone else who doesn't like cheating
My only point is that it is a little bit hysterical/hypocritical all the constant whining about Proc sets, health builds, etc. while at the same time using exploits, cheesy combos and programmable keypads/mice.
Many console players would very much like this to change. While most of us can weave/cancel, it is exhausting and really not "Fun". It is something we are forced to do to compete and push enough DPS to do veteran end game content, but I honestly don't think the majority of us actually enjoy it. Its bad enough we don't get proper DoT/AoE/Buff/Debuff timers (via mods), but we also have to deal with weaving on a controller. Combined with general console performance causing lag spikes/blips due to too many things occurring at the same time on the screen, weaving can be...touch and go at times.
FYI You dont have to animation cancel or light attack weave to complete veteran end game content. There is plenty easy to play builds that will give You more then enough DPS to complete everything game have to offer. Not every run is a score run and when people fail to complete some veteran content most of the time it's because they suck at mechanics.
DTStormfox wrote: »I've already concluded that proc sets dominate PvP, especially no-cp PvP. One can easily stack proc sets and it requires literally NO skill to run those builds.
Take for example the Hunter's Venom dot from the Venomous Smite set. It is way too powerful.
https://forums.elderscrollsonline.com/en/discussion/530462/greymoor-venomous-smite-vipers-sting-in-horns-of-the-reach-patch-when-it-was-considered-op
You have 10 seconds to remove it from yourself and 15 seconds before it can hit you again.
This set is garbage compared to 100% uptime DOTs that can be refreshed faster.
How do i remove this debuff as a stamsorc?