PVP has never been about sets. Never.
Know what separates a good pvper from a bad one ? Timing. And lag screws with timing. What we have now is mindless zergs running round with no clue. They get killed and then spam the forums looking for nerfs. Wondering why they get wiped so easily in their golded out gear.
StaticWave wrote: »Knowing what set works and what set doesn't is a part of game knowledge.
GrimTheReaper45 wrote: »Have some thoughts on this.
1) Im not on pc so I didnt get to see the tests. From what I heard all proc sets are disabled? Including buffs and support? Is that correct? Damaging proc sets needed to go, however I dont think buff or support proc sets is what players wanted. The positive feedback about the tests was from the damaging procs being removed not all of them. I hope when zos said they are working on code to redefine campaign rules it is to separate these types of proc sets from the damaging ones and to allow them to be active again.
2) I take issue with saying that removing proc sets makes pvp less skillful. Proc sets and some heavy armor set ups are in my opinion not great for pvp and dont encourage skill.
3) As for performance, None of these things are fixing the problem because none of them are approaching the issue. The issue is faction stacking, not group size but multiple groups coming together. Zos needs to discourage faction stacking and encourage playing the map.
Weve seen a change in cyrodil from the beginning of this game to now. At the beginning the objective of cyrodil was who is winning the campaign, it was owning the map. You didnt want the whole server at one keep or zerging down a chain of keeps because you were guaranteed to loose the map if you did that. You wanted groups spread out, able to respond to callouts and flags. Slowly over the the years for various reasons, that objective has become irrelevant. Now the main objective of cyrodil is more like chase ap and kill players. The best way to do that is get in a giant ball of players, steam roll a chain of keeps.
Some suggestions
- Encourage playing the map, reestablish this as the thing to do in cyrodil
- Make end of campaign rewards matter much more with placing first being a focus. Or even rewards of the worthy much better and more important if your alliance is in first place.
- Discourage faction stacking.
- AP needs to be less of more than one or two groups are present.
- AP needs to a lot worse with the less keeps you own.
- Seperate cyrodil more whether that be make keeps flag earlier, decrease mount stamina or major gallop. Make getting keep to keep less easy so groups have to be in that area.
- Make player magnets less appealing. Last emp keep, scrolls, hammer. These all attract a major portion of the factions to one area. Remove hammer, make scrolls and emp over all less important.
Urzigurumash wrote: »So in other words, you mean like an interrupt for procs and/or a cast-time on them or something? All damage procs effectiveness is reduced just like all damage skills, other than Cowardice / Weakening.
Urzigurumash wrote: »Goregrinder wrote: »Yeah that is what player skill means, I definitely agree. Having to manually do all your damage and healing without ZOS's intervention.
Sure, but in this regard what exactly is the difference between Zaan's and an Enchantment or Alchemical Poison?
Urzigurumash wrote: »StaticWave wrote: »Knowing what set works and what set doesn't is a part of game knowledge.
Many people were saying they couldn't beat Harbinger tanks yet were only trying with Direct Damage. They weren't saying Buff DoTs, they said Harbinger's shouldn't exist, it's impossible to beat.
Crom_CCCXVI wrote: »It's been years in the making..
it started with Executes, then harder hitting skills, and then dots, and now procs....
the only people the mods listening to are these rock kiting streamers who run around trying to 1 v x for 8 hours and never step foot into an objective- and anytime someone hits them for more than 10k the game is broke and something needs nerfed!
I constantly run up on these groups where 6 guys are chasing 1 kiter and they can't kill him. I've been running execute builds for years, (the kind that can do 15k damage but aren't real good in sustain).... and i kill these guys. These are the builds they have been nerfing for years....... they want a game where every attack hits for 3k and whomever hits the other person 10x first wins.
SimonBelmont wrote: »I don't understand the rational behind claiming that proc sets require no skill. Sure, there are a few that are able to proc so frequently that the player wearing them needn't bother to plan around what will proc the set (or when the set will proc on it's own). Talking about those with CDs between 3-4 sec. There may be a need for numbers to be adjusted there, no doubt..
But anything with a 6+ sec CD; and you actually do have to plan around that. It can be quite fiddly too! It's not like you're wearing a bot-backpack.
And if you think that proc sets win fights for you, with no real effort required on your part, I dare you to put that theory to the test! And I don't mean looking at your own death recap. Farm the sets and try em out. You may be surprised how NOT effortless they will make PvP for you.
Even in Crimson & Leeching, you can get gibbed much like anyone else..
Speaking of skill-free, how bout them combat pets, eh? Pretty much any combat pet in this game is going to have as much, if not more impact on PvP, than any proc set is. Like, pets that can CC? That's some bs...
relentless_turnip wrote: »Urzigurumash wrote: »Goregrinder wrote: »Yeah that is what player skill means, I definitely agree. Having to manually do all your damage and healing without ZOS's intervention.
Sure, but in this regard what exactly is the difference between Zaan's and an Enchantment or Alchemical Poison?
About 20k damage I reckon...
relentless_turnip wrote: »Urzigurumash wrote: »StaticWave wrote: »Knowing what set works and what set doesn't is a part of game knowledge.
Many people were saying they couldn't beat Harbinger tanks yet were only trying with Direct Damage. They weren't saying Buff DoTs, they said Harbinger's shouldn't exist, it's impossible to beat.
I think people take issue to a near unkillable build that requires you to hold down one button to kill your opponents for participating in PvP.

Lamagrokie wrote: »Disabling proc sets - perfect opportunity to measure your own skill;
Urzigurumash wrote: »relentless_turnip wrote: »Urzigurumash wrote: »Goregrinder wrote: »Yeah that is what player skill means, I definitely agree. Having to manually do all your damage and healing without ZOS's intervention.
Sure, but in this regard what exactly is the difference between Zaan's and an Enchantment or Alchemical Poison?
About 20k damage I reckon...
Right, so it puts Zaan's into the category of "more powerful than skills", but it still shares the category "free unscaled damage that occurs off a light attack" with Enchantments and Poisons.relentless_turnip wrote: »Urzigurumash wrote: »StaticWave wrote: »Knowing what set works and what set doesn't is a part of game knowledge.
Many people were saying they couldn't beat Harbinger tanks yet were only trying with Direct Damage. They weren't saying Buff DoTs, they said Harbinger's shouldn't exist, it's impossible to beat.
I think people take issue to a near unkillable build that requires you to hold down one button to kill your opponents for participating in PvP.
PvE bosses take issue with tanks too, clearly. That's the point of the set. They can be beat.
relentless_turnip wrote: »What are your thoughts behind comparing them? They are incomparable in terms of balance.
relentless_turnip wrote: »We are likening builds to pve bosses and consider this a form of balance?
Lamagrokie wrote: »For everyone who can't play without proc sets
Disabling proc sets - perfect opportunity to measure your own skill;
If anything, winning at pvp without proc sets is skillFUL in my opinion. Relying on proc sets to do the work for you requires less skill.