OlumoGarbag wrote: »Not all "proc" sets are overpowered or do actually proc.
starkerealm wrote: »OlumoGarbag wrote: »Not all "proc" sets are overpowered or do actually proc.
I always love this argument. Yes, the community misuses the term, "proc sets," to refer to a small subset. However, the people who assume when the devs say they're "turning off 'proc sets'" and then turn off every set which uses scripting on the back end, only to belt out, "but, Seducers isn't a proc set," never cease to amuse.
And it's always, Suducers, oddly enough. That's always the proc set people flock to defend. Not the proc sets like Silks of the Sun or Ancient Dragonguard. Specifically, Seducers.
If there are proc sets that are overpowered (and, there certainly are), they probably need to be addressed directly.
YandereGirlfriend wrote: »Only someone who was being willfully ignorant or who otherwise had an agenda to push would have interpreted the players' calls to reign in the "free damage" proc sets a la Venomous Smite as also calling for the end of stat-based sets containing conditional logic that players have been using without incident or comment for literally years.
PVPers are never happy. Forum was full of complain threads, new ones created almost daily about proc meta, unkillable tanks etc. Now that proc sets are gone people cry to get them back lmao.
You got what you asked for and also got pve tanks nerfed. Now adapt and enjoy the horse riding simulator.
starkerealm wrote: »YandereGirlfriend wrote: »Only someone who was being willfully ignorant or who otherwise had an agenda to push would have interpreted the players' calls to reign in the "free damage" proc sets a la Venomous Smite as also calling for the end of stat-based sets containing conditional logic that players have been using without incident or comment for literally years.
Or... and bare with me for a second... the developers have a slightly different perspective on how the game works from a systems perspective.
The purpose of the testing was to see if the procedure calls generated by sets were responsible for the cyrodiil performance issues. At that point, leaving a few sets with function calls running, especially a set that has to trigger a procedure call on every ability, especially a set that is already extremely popular, would somewhat defeat the purpose of the experiment.
YandereGirlfriend wrote: »starkerealm wrote: »YandereGirlfriend wrote: »Only someone who was being willfully ignorant or who otherwise had an agenda to push would have interpreted the players' calls to reign in the "free damage" proc sets a la Venomous Smite as also calling for the end of stat-based sets containing conditional logic that players have been using without incident or comment for literally years.
Or... and bare with me for a second... the developers have a slightly different perspective on how the game works from a systems perspective.
The purpose of the testing was to see if the procedure calls generated by sets were responsible for the cyrodiil performance issues. At that point, leaving a few sets with function calls running, especially a set that has to trigger a procedure call on every ability, especially a set that is already extremely popular, would somewhat defeat the purpose of the experiment.
I'm very well-aware of how the sets were chosen.
You can go back over my post history to the period before the announcement and I was cautioning people that an expansive reading of "proc" (e.g. anything with conditional logic) would sweep up 90-95% of all the existing sets. And that is ultimately what happened (we have access to <5% of total sets in the game).
And I don't fault the developers for taking that expansive reading of "proc" for the purposes of the performance test.
I do, however, immensely fault them for the half-baked decision to continue with the ban even after it was proven that "proc" sets do not materially contribute to lag in Cyrodiil. At that point the publicly facing parameters of the test were resolved - no evidence of performance improvement and no need to continue with the restrictive rule-set.
Nobody that I know bothered to leave feedback either because nobody was aware that the future of Cyrodiil was actually up for discussion. That was not advertised as a feature of the test - only performance was.
We had the +6 week AoE cool-down testing they was pretty enthusiastic about and talked about pushing live.starkerealm wrote: »PVPers are never happy. Forum was full of complain threads, new ones created almost daily about proc meta, unkillable tanks etc. Now that proc sets are gone people cry to get them back lmao.
You got what you asked for and also got pve tanks nerfed. Now adapt and enjoy the horse riding simulator.
To be honest, for most of the game's life, the "PvE was nerfed because of PvP complaints," have been a bit overstated. Yes, sometimes, PvP changes affected PvE, but a lot of the most pronounced PvE nerfs were the result of PvE.
That said, a lot of the changes since Brian took over combat design, have felt like they were done with PvP in mind, and only lip service to ensuring that PvE was technically functional.
So, yeah, there's a lot of inertia behind this view. You're not wrong, PvPers will always complain about something. If they run out of things to complain about in PvP, they will complain about being, "forced," into PvE for the goodies there.
I think they may have a point this time, but they've been announcing that the sky is falling for so long, it's hard to be sure, and harder still to be sympathetic to their plight.
AoE cooldowns and group behaviours testing were strictly reserved for Cyrodill. Same goes for results of said tests.We had the +6 week AoE cool-down testing they was pretty enthusiastic about and talked about pushing live.starkerealm wrote: »PVPers are never happy. Forum was full of complain threads, new ones created almost daily about proc meta, unkillable tanks etc. Now that proc sets are gone people cry to get them back lmao.
You got what you asked for and also got pve tanks nerfed. Now adapt and enjoy the horse riding simulator.
To be honest, for most of the game's life, the "PvE was nerfed because of PvP complaints," have been a bit overstated. Yes, sometimes, PvP changes affected PvE, but a lot of the most pronounced PvE nerfs were the result of PvE.
That said, a lot of the changes since Brian took over combat design, have felt like they were done with PvP in mind, and only lip service to ensuring that PvE was technically functional.
So, yeah, there's a lot of inertia behind this view. You're not wrong, PvPers will always complain about something. If they run out of things to complain about in PvP, they will complain about being, "forced," into PvE for the goodies there.
I think they may have a point this time, but they've been announcing that the sky is falling for so long, it's hard to be sure, and harder still to be sympathetic to their plight.
That would been for PvE too even if it would hurt all from raid groups to new players doing public dungeons and in practice disable templars. The idea was very unpopular for obvious reasons and they was probably told from higher up it was not an option as it would significantly reduce the player base and revenue.
And yes the old PvP nerf all who kill me request is an classic.
starkerealm wrote: »OlumoGarbag wrote: »Not all "proc" sets are overpowered or do actually proc.
I always love this argument. Yes, the community misuses the term, "proc sets," to refer to a small subset. However, the people who assume when the devs say they're "turning off 'proc sets'" and then turn off every set which uses scripting on the back end, only to belt out, "but, Seducers isn't a proc set," never cease to amuse.
And it's always, Suducers, oddly enough. That's always the proc set people flock to defend. Not the proc sets like Silks of the Sun or Ancient Dragonguard. Specifically, Seducers.
If there are proc sets that are overpowered (and, there certainly are), they probably need to be addressed directly.
We had the +6 week AoE cool-down testing they was pretty enthusiastic about and talked about pushing live.starkerealm wrote: »PVPers are never happy. Forum was full of complain threads, new ones created almost daily about proc meta, unkillable tanks etc. Now that proc sets are gone people cry to get them back lmao.
You got what you asked for and also got pve tanks nerfed. Now adapt and enjoy the horse riding simulator.
To be honest, for most of the game's life, the "PvE was nerfed because of PvP complaints," have been a bit overstated. Yes, sometimes, PvP changes affected PvE, but a lot of the most pronounced PvE nerfs were the result of PvE.
That said, a lot of the changes since Brian took over combat design, have felt like they were done with PvP in mind, and only lip service to ensuring that PvE was technically functional.
So, yeah, there's a lot of inertia behind this view. You're not wrong, PvPers will always complain about something. If they run out of things to complain about in PvP, they will complain about being, "forced," into PvE for the goodies there.
I think they may have a point this time, but they've been announcing that the sky is falling for so long, it's hard to be sure, and harder still to be sympathetic to their plight.
That would been for PvE too even if it would hurt all from raid groups to new players doing public dungeons and in practice disable templars. The idea was very unpopular for obvious reasons and they was probably told from higher up it was not an option as it would significantly reduce the player base and revenue.
And yes the old PvP nerf all who kill me request is an classic.
starkerealm wrote: »We had the +6 week AoE cool-down testing they was pretty enthusiastic about and talked about pushing live.starkerealm wrote: »PVPers are never happy. Forum was full of complain threads, new ones created almost daily about proc meta, unkillable tanks etc. Now that proc sets are gone people cry to get them back lmao.
You got what you asked for and also got pve tanks nerfed. Now adapt and enjoy the horse riding simulator.
To be honest, for most of the game's life, the "PvE was nerfed because of PvP complaints," have been a bit overstated. Yes, sometimes, PvP changes affected PvE, but a lot of the most pronounced PvE nerfs were the result of PvE.
That said, a lot of the changes since Brian took over combat design, have felt like they were done with PvP in mind, and only lip service to ensuring that PvE was technically functional.
So, yeah, there's a lot of inertia behind this view. You're not wrong, PvPers will always complain about something. If they run out of things to complain about in PvP, they will complain about being, "forced," into PvE for the goodies there.
I think they may have a point this time, but they've been announcing that the sky is falling for so long, it's hard to be sure, and harder still to be sympathetic to their plight.
That would been for PvE too even if it would hurt all from raid groups to new players doing public dungeons and in practice disable templars. The idea was very unpopular for obvious reasons and they was probably told from higher up it was not an option as it would significantly reduce the player base and revenue.
And yes the old PvP nerf all who kill me request is an classic.
That's what you're misunderstanding here.
The AoE cap was enormously unpopular. Same as the cast time shields.
The proc set disable has been quite popular. Divisive as well, but there are a lot of players who enjoy this ruleset. That's the difference.
What is weird about this (for me) is that there is no mention of proc sets being banned in battlegrounds (or if there was a mention I missed it.) Kind of surprised this wasn't brought up since frankly, I do think the whining about these sets is far more loud from people there than in Cyro, but maybe I am mistaken.
Battlegrounds are one place where "death by proc" is now the norm; it's so over the top noticeable since the area is small and with so few people that I can see why some say it completely undermined the concept of battlegrounds to begin with; they are supposed to be a place where you can go without all the miles long zerg fests of Cyro to go toe-to-toe with other players, not with other player's proc sets.
That said, it seems like for testing how much load they actually generate it would be easier to see from a battleground test since the numbers are more controllable and the data packets coming back more specific to players vs all the equipment, NPCs, etc. wouldn't it?
means that they'll be rewriting the code for these pseudo-proc sets to be actually not proc sets, and then there will be more than 19 sets for the 'no-proc' campaigns. We know the functionality is there from enchants like the glyphs of reduce spell cost, so I bet they just need to rewrite those pseudo-proc sets into non-procs.ZOS_GinaBruno wrote: »At that point, we will have implemented some new code so we can have more flexibility to campaign rulesets as it applies to proc sets.
OlumoGarbag wrote: »
I personally think % ressources sets or proc stat sets like necropotence or fury arent a big issue.
@ZOS_GinaBruno pls give the community some place to vote for and give feedback without biased polls.
The whole idea of a no proc set cyrodiil is pointless. If the proc sets are over tuned which they are lower the damage or put a longer cool down to where you need to be more careful on when to use them and not every 4 seconds. To take out the games most defining positive which is its build diversity is really a poor choice. I dont know maybe I have played this game too long but I found building a setup that was out of the current meta to be the most fun part of this game.