Waffennacht wrote: »Im sure that'll pigeonhole most builds straight into max damage.
This way your abilities hit hard, and so does your procs
However, if the scaling (if proc-sets were to scale of your offensive stats) is done incorrectly we might end up with these sets doing even more damage than they currently do.
The combat team needs to stop being lazy and just go individually thru each set and close look at each set, look at it's damage type, it's total damage and damage potential, how the proc damage is applied is it easy to land such as sheer venom from max range on an execute ability vs pillar of nirn with a stationary small aoe with a delay and then adjust damage values off the conditions
The combat team needs to stop being lazy and just go individually thru each set and close look at each set, look at it's damage type, it's total damage and damage potential, how the proc damage is applied is it easy to land such as sheer venom from max range on an execute ability vs pillar of nirn with a stationary small aoe with a delay and then adjust damage values off the conditions
That's actually the problem though. They keep going through these sets in a vacuum. They look at the individual set and balance it around their idea for that set, but they fail to look at the larger picture in how that set interacts with other sets. So what you end up with is a bunch of proc sets that are perfectly balanced if they are the only set you are wearing, but when you combine them together, you get 3 proc sets that are way overbearing proccing off the same conditions. They need to stop balancing proc sets individually and rework how the proc system works altogether.
The combat team needs to stop being lazy and just go individually thru each set and close look at each set, look at it's damage type, it's total damage and damage potential, how the proc damage is applied is it easy to land such as sheer venom from max range on an execute ability vs pillar of nirn with a stationary small aoe with a delay and then adjust damage values off the conditions
That's actually the problem though. They keep going through these sets in a vacuum. They look at the individual set and balance it around their idea for that set, but they fail to look at the larger picture in how that set interacts with other sets. So what you end up with is a bunch of proc sets that are perfectly balanced if they are the only set you are wearing, but when you combine them together, you get 3 proc sets that are way overbearing proccing off the same conditions. They need to stop balancing proc sets individually and rework how the proc system works altogether.
I fail to believe this as even with 1 proc set like sheer venom and nothing else it was already way over tuned and warned about with it's damage so of course when you pair it with other overtuned proc sets it's going to be way over the top. Just alone you have a proc that applies on execute abilities that are designed to already scale to have high damage in execute so there is no need for it by itself todo so much damage, forget the fact that they seemed to fail it would be almost only paired with a bow to double proc off one skill because it's cd is shorter then the duration of inject or the fact that it has an execute modifier of it's own on skills that are already supposed to execute with a modifier themselves, or the fact that it is poison damage so it also has the chance to apply a status effect for more damage unlike just normal physical damage, bleed damage (which is the same as physical now with no unique secondary effects) or plain magic damage.
The combat team should be ashamed of themselves and there should be someone over them holding them accountable for terrible decision and balancing they constantly seem to do especially when that is supposedly your job and you also have people helping from the outside (us players providing feedback) and letting stuff like that get into the game and then go on for so long