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A Second Look at Proc Sets (5,478 Cap, Previous Power)

  • YandereGirlfriend
    YandereGirlfriend
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    SirAndy wrote: »
    For non-tank Overland questers - your proc sets don't really do much damage at all compared to actual abilities. Nearly all proc sets are tuned to do between 2k-3k DPS which is quite low indeed if that is what you are relying upon for your damage.

    I don't know about that. The Infernal Guardian proc on my MagSorc can do 4k dps and a good 10% of my *solo* real world dps (not a dummy that doesn't fight back).
    idea.gif

    I'm specifically referring to tooltip DPS. I can't know what other sorts of damage buffs that a player might have that also affect that number (e.g. Minor Berserk, Animal Companions passives, etc.) but those are still scaling a very small base amount so the impact isn't going to be more than a small handful of extra DPS - perhaps, as you say, an extra 1000 more.

    I would bet a ton of gold that nearly all players would realize a much more significant DPS gain if they swapped into a traditional damage set (say, Mother's Sorrow or even Necropotence or something if you are a class with pets) and then used a short static rotation of a few DoTs and a spammable.

    Also bear in mind that we don't know how aggressively these sets will scale. Will they scale from 0%-100% from 0 Weapon/Spell Damage to 5500 or will it be 50-100%, etc.? Even in a worst-case scenario where it was 0-100% you would lose perhaps 2k DPS from Grothdar at the most (since characters have well over 2250 Weapon/Spell Damage for simply equipping a gold-quality weapon). That's just not a lot of DPS and it can easily be recouped by using an additional DoT ability, to say nothing of the extra 10k Companion DPS.
  • Tharonil
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    I'm 1000 weapon damage too low on my dd to reach the original set damage. So I will have a loss on my savage werewolf set too.

    Doesn't this make better player better and weaker player weaker again?
  • Sangwyne
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    Regarding PvE: These changes once again fail to take support roles into consideration. It's far too easy for Stamina DPS, compared to Magicka DPS, to hit the required 5478 Weapon/Spell damage to scale procs harder than they did before and far more difficult for support roles to make use of proc sets now. Whereas DPS can just go straight damage and rely on support sets and buffs to help them sustain, healers need to take Magicka recovery, which doesn't scale their healing from procs, on top of the nerf to sets like Hollowfang, which now grants significantly less Magicka. Ebon was nerfed in regards to base health/mitigation changes, Almalexia's/Winter's Respite now scale with Stamina/Magicka, and Alkosh now requires 5478 Weapon/Spell damage in order to maximize the penetration, which effectively means it's out of the question for tanks. This is on top of base stat reductions and loss of % mitigation coming with the adjustments to CP 2.0.
    Edited by Sangwyne on April 20, 2021 4:01AM
  • AyaDark
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    Let us just calculate:

    Infused rings:
    250*3 = 750 wpd/spd
    Destro stuff: 1300 spd
    Glyph for spd in weapon: 500

    2500 SPD.

    If you use SPD set with 500 SPD - 3000SPD in sum.

    With 20% and 10% spd buff:

    3900spd.

    So even if you have only 1proc and 1not proc set and monster helmet it always us nerf.

    What a changes is it ?

    And NORDS was nerfed before !!!

    Now it is just dead even more.

    What a balancing is it ?????

    I am redgard already !!! By the way !
  • YandereGirlfriend
    YandereGirlfriend
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    AyaDark wrote: »
    Let us just calculate:

    Infused rings:
    250*3 = 750 wpd/spd
    Destro stuff: 1300 spd
    Glyph for spd in weapon: 500

    2500 SPD.

    If you use SPD set with 500 SPD - 3000SPD in sum.

    With 20% and 10% spd buff:

    3900spd.

    So even if you have only 1proc and 1not proc set and monster helmet it always us nerf.

    What a changes is it ?

    And NORDS was nerfed before !!!

    Now it is just dead even more.

    What a balancing is it ?????

    I am redgard already !!! By the way !

    You're forgetting about the base 1000 Weapon and Spell Damage that all characters receive simply for being Level 60.
  • AyaDark
    AyaDark
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    AyaDark wrote: »
    Let us just calculate:

    Infused rings:
    250*3 = 750 wpd/spd
    Destro stuff: 1300 spd
    Glyph for spd in weapon: 500

    2500 SPD.

    If you use SPD set with 500 SPD - 3000SPD in sum.

    With 20% and 10% spd buff:

    3900spd.

    So even if you have only 1proc and 1not proc set and monster helmet it always us nerf.

    What a changes is it ?

    And NORDS was nerfed before !!!

    Now it is just dead even more.

    What a balancing is it ?????

    I am redgard already !!! By the way !

    You're forgetting about the base 1000 Weapon and Spell Damage that all characters receive simply for being Level 60.

    Game had 50 levels before, do they add 60 level ?
  • GreenHere
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    I see some mild "L2P" and build construction problems arising again and again in this and related threads.

    For "tanks" in Overland content - I'm sorry to say but being a tank in Overland content is largely pointless as mobs are simply not very dangerous. You can easily afford to slot some damage skills and you don't need 64 points into Health. You can also afford to use a pure damage set or two. You don't actually need to hold block at all times so there are plenty of opportunities to fit in damage abilities in between enemy heavy attacks.

    For non-tank Overland questers - your proc sets don't really do much damage at all compared to actual abilities. Nearly all proc sets are tuned to do between 2k-3k DPS which is quite low indeed if that is what you are relying upon for your damage. You will be much better served by using your abilities as well as more stat-based damage sets. You don't even need to use light attacks or play like an elite raider to out-DPS your proc sets with abilities, just set down one or two AoE DoTs and then use your spammable skill.

    For everyone - One companion at 10k DPS will already replace ALL THREE of your proc sets so you will come out miles ahead versus where you are today in overall damage if you use one.

    No offense, but it seems posts like these entirely miss the point those of us raising the concern have...

    "Mild L2P & build construction problems" are exactly the people who will have their damage lowered by these changes, meanwhile if you gear up for it you could potentially get more "free damage" out of proc sets than before. Sounds like raising the ceiling and lowering the floor to me. "Companions will offset, so no problem!" (paraphrasing) is even worse, because now we're talking about a feature that not everyone wants to (or should have to) rely on to help them through content. (An optional, paid DLC, potentially annoying feature to boot!) It's not about the spec of the character, or the difficulty of the content -- it's about taking power away from already-low-power players, and allowing more to people who already know how to get way more than they need to begin with. It seems like the wrong direction to be heading. From the low-damage side of the fence, at least.

    Obviously you don't need to be a tank to get through a Delve or story quests. It's even actively counterproductive -- most people know this. BUT, as someone who has a dedicated tank character or three, I know what it's like to feel like you need to switch things up to get content done in a timely manner when you're by yourself on those characters. I don't mind terribly, but I need skill points to buy damage skills... in addition to all the points I already have dedicated to all my tank, crafting, and other miscellaneous skills. And even then, due to attribute & CP distributions, it can be slow going. So some "free damage" gear can make things easier -- and more fun -- where it would otherwise be a tedious slog in my normal tanky tank gear. But if damage proc sets are going to be rewarding damage stat stackers, and punishing us lowly peasants with unoptimized stats... well, it sure seems like a step back from ZOS' previous efforts to make hybrids & other non-optimized setups less left-out.

    And all that doesn't even address the above points about stam/mag & WD/SD not scaling equally. Why have equal scaling goalposts for inherently unequal stats? Seems questionable, no?


    I get that all this might be a good change for PvP, because having players with 60K Health, 9001 HP Regen, & 40K Resistances who can also just slap on a proc set and suddenly blast a 50,000 damage rainbow out of their butt for no sacrifice on their part is maybe a tiny bit unbalanced. Don't get me wrong, reigning in crazy over-the-top proc builds sounds good to me too. But this current scaling solution looks like it's going to punish the lower and "in-betweener" builds in PvE as a consequence, which seems antithetical to ZOS' recent stated goals of raising the floor and lowering the ceiling on that front, doesn't it?

    The bottom line is, it seems like these changes serve to further limit build diversity and freedom -- especially at the low end. They take effectiveness away from builds that never had all that much, and give more to people who arguably don't even need it. They punish builds that don't adhere to the "right way" of building your character. Which sucks.
  • Narvuntien
    Narvuntien
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    I see some mild "L2P" and build construction problems arising again and again in this and related threads.

    For "tanks" in Overland content - I'm sorry to say but being a tank in Overland content is largely pointless as mobs are simply not very dangerous. You can easily afford to slot some damage skills and you don't need 64 points into Health. *snip*.

    A thing I did as my tank in overall was taunt three or four mobs together and AoE them all down, they could not hurt me.

    There are still a few Proc sets that scale off HP, Leeching plate and Bahara's curse for example.
  • Athan1
    Athan1
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    Mara's crotch, you can never please the crowds... Literally everyone was crying about proc sets being OP and now they were adjusted to operate in a fair way so players remembered they're losing their OP'ness and are complaining again. :|
    Athan Atticus Imperial Templar of Shezarr
  • Tharonil
    Tharonil
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    Athan1 wrote: »
    Mara's crotch, you can never please the crowds... Literally everyone was crying about proc sets being OP and now they were adjusted to operate in a fair way so players remembered they're losing their OP'ness and are complaining again. :|

    I was not crying. For me everything was fine the way it is on live servers. You only see people complain if they are affected. Now I'm crying :'(
  • YandereGirlfriend
    YandereGirlfriend
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    GreenHere wrote: »
    I see some mild "L2P" and build construction problems arising again and again in this and related threads.

    For "tanks" in Overland content - I'm sorry to say but being a tank in Overland content is largely pointless as mobs are simply not very dangerous. You can easily afford to slot some damage skills and you don't need 64 points into Health. You can also afford to use a pure damage set or two. You don't actually need to hold block at all times so there are plenty of opportunities to fit in damage abilities in between enemy heavy attacks.

    For non-tank Overland questers - your proc sets don't really do much damage at all compared to actual abilities. Nearly all proc sets are tuned to do between 2k-3k DPS which is quite low indeed if that is what you are relying upon for your damage. You will be much better served by using your abilities as well as more stat-based damage sets. You don't even need to use light attacks or play like an elite raider to out-DPS your proc sets with abilities, just set down one or two AoE DoTs and then use your spammable skill.

    For everyone - One companion at 10k DPS will already replace ALL THREE of your proc sets so you will come out miles ahead versus where you are today in overall damage if you use one.

    No offense, but it seems posts like these entirely miss the point those of us raising the concern have...

    "Mild L2P & build construction problems" are exactly the people who will have their damage lowered by these changes, meanwhile if you gear up for it you could potentially get more "free damage" out of proc sets than before. Sounds like raising the ceiling and lowering the floor to me. "Companions will offset, so no problem!" (paraphrasing) is even worse, because now we're talking about a feature that not everyone wants to (or should have to) rely on to help them through content. (An optional, paid DLC, potentially annoying feature to boot!) It's not about the spec of the character, or the difficulty of the content -- it's about taking power away from already-low-power players, and allowing more to people who already know how to get way more than they need to begin with. It seems like the wrong direction to be heading. From the low-damage side of the fence, at least.

    Obviously you don't need to be a tank to get through a Delve or story quests. It's even actively counterproductive -- most people know this. BUT, as someone who has a dedicated tank character or three, I know what it's like to feel like you need to switch things up to get content done in a timely manner when you're by yourself on those characters. I don't mind terribly, but I need skill points to buy damage skills... in addition to all the points I already have dedicated to all my tank, crafting, and other miscellaneous skills. And even then, due to attribute & CP distributions, it can be slow going. So some "free damage" gear can make things easier -- and more fun -- where it would otherwise be a tedious slog in my normal tanky tank gear. But if damage proc sets are going to be rewarding damage stat stackers, and punishing us lowly peasants with unoptimized stats... well, it sure seems like a step back from ZOS' previous efforts to make hybrids & other non-optimized setups less left-out.

    And all that doesn't even address the above points about stam/mag & WD/SD not scaling equally. Why have equal scaling goalposts for inherently unequal stats? Seems questionable, no?


    I get that all this might be a good change for PvP, because having players with 60K Health, 9001 HP Regen, & 40K Resistances who can also just slap on a proc set and suddenly blast a 50,000 damage rainbow out of their butt for no sacrifice on their part is maybe a tiny bit unbalanced. Don't get me wrong, reigning in crazy over-the-top proc builds sounds good to me too. But this current scaling solution looks like it's going to punish the lower and "in-betweener" builds in PvE as a consequence, which seems antithetical to ZOS' recent stated goals of raising the floor and lowering the ceiling on that front, doesn't it?

    The bottom line is, it seems like these changes serve to further limit build diversity and freedom -- especially at the low end. They take effectiveness away from builds that never had all that much, and give more to people who arguably don't even need it. They punish builds that don't adhere to the "right way" of building your character. Which sucks.

    This is really a fantastic comment with a ton of very valid points.

    This is how I think of the problem: in a game - any game - there will always be a tension between the various strategies employed to reach the end state (in this example, let's call it a delve boss). Some will be more efficacious, some will be less, but there will always be a most efficient as well as a least efficient way to solve the problem. Min/maxers inhabit one end of that continuum and casual questers (usually) inhabit the other. How can you please all parties at once? In my view, you simply can't. You can do your best but ultimately game balance is a zero-sum affair.

    I sympathize with (nearly) anyone whose builds lose power to serve a greater design goal. I have enough characters that I am both winning and losing with literally every patch that comes out. But "play the way you want" as a slogan only gets you so far in actual content. Some players, for example, will want to do a Pacifist run and object to the very slaying of quest bosses, but that is an unavoidable problem in a game designed entirely around killing monsters that necessarily precludes those (very small number) of players who wish to play in that way from playing the game as they please.

    Now, a low-power player isn't choosing to stand athwart the game's entire genre in their chosen playstyle (like the Pacifist) but they are objectively not playing the game as it is being balanced by the developers. Not using abilities every GCD, not using Light Attacks in between abilities, not using DoTs to supplement a spammable attack, not selecting the types of gear that the developers intend for their role to wear, all of these things will degrade performance toward achieving the game's goal (killing the delve boss). The question is, how many of these things can you allow players to ignore (or, perhaps much more likely, remain unaware of) while still providing them with an enjoyable experience?

    IMO, you can ignore a handful of the above options but you can't ignore all of them and that is what I see a lot of other posters wanting to do. At a certain point (and the game is admittedly atrocious at explaining any game mechanics to new players), you have to engage with the core systems of the game and play at least somewhat as the developers intend for you to play. Does this violate "play the way you want" technically? It does, but the developers can only make so many accommodations.

    IMO, if a player does not know about various mechanics or about more efficient ways to build their character, then it should be relayed to them without any sort of stigma attached (I remember dying infinitely at the first Summerset quest boss years ago and not knowing how to heal myself...). But I don't think that we should expend much energy trying to accommodate players who are aware of mechanics but who nonetheless affirmatively refuse to engage with them. In no way do I think that that describes the majority of low-power players but it does describe a certain genre of posters in these threads. For players willing to learn, education is by far the best aid for obtaining a rewarding gameplay experience.

    Finally, in more practical terms, we don't have enough information about this change to justify the angst so far emitted. We don't know if the scaling on sets will be 0-100% from 0 to 5500 Weapon/Spell Damage or if it will be 50-100%. Recall, a player has almost 3000 Weapon/Spell Damage simply as a function of equipping a gold-level weapon, so even in a worst-case scenario of scaling, players will be receiving over 50% of their current values. From there, it is a trivial matter to slot a Major Sorcery/Brutality skill and invest in some Weapon/Spell Damage glyphs and you are likely sitting at nearly 4000. That is far from a Herculean lift for any casual player and 4000/5500 is still 75% of the original damage from a set. For sets that only do 3-4k DPS to begin with, we are only talking about a ~1k DPS loss per proc set, which is trivial for any player and can be surmounted by one AoE DoT.

    As for Companions, end-game players did not ask for them; rather, they are entirely intended for this very use-case. Casual players and RP players are likely those who will enjoy interacting with them and learning their stories. Yes, it is from a Chapter but it is far from being "Pay 2 Win." Most players of ESO (at any power level or content interest) were going to buy the expansion at some point anyway (and at a certain point in time it will become part of the base game like Morrowind and Summerset).
  • Abyssmol
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    GreenHere wrote: »
    Well, so much for being able to use fun proc sets on my tank to make solo PvE questing less tedious, I guess...

    RIP my Ashen Grip + Grothdarr DK fire-breather build. It was fun while it lasted! Guess I better hurry up and get some questing in before the nerfs. :P


    Really wish they could have found a better way to balance things than kicking tanks in the nuts YET AGAIN.
    I am, however, 0% surprised


    Also, the numbers they picked... oof. Weapon Damage can easily soar past 7K for most builds, while the same isn't generally true for Spell Damage; and Max Magicka can get a lot higher a lot more easily than Max Stam... I swear, sometimes it almost seems like they don't even play their own game. How are the same numbers equally applicable to totally different build types? Am I alone in thinking mDPS/sDPS/Healer/Tank specs need different goalposts?

    [Snip]. I give up trying state the obvious. It's like they want to have only stamina players in pvp.

    One more time ZOS - WPD scales better than SPD - why? Medium armor passive plus stamina users can go all in on WPD sets without worrying much about running out of stamina for break free and rolldodge. On the other hand, magicka cannot go all SPD without investing in stamina.

    At the moment, stamina is hitting harder in pvp, and one of the factors is the ability to have higher WPD in comparison to SPD. The WPD cap is easily reached by most stamina users. That's not the case for magicka! ZOS, you are making stamina even stronger. WTH?

    Damage proc sets should scale from both max resource and WPD/SPD, not just WPD/SPD.

    [Edited for bashing]
    Edited by ZOS_Volpe on April 20, 2021 1:59PM
  • Athan1
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    Tharonil wrote: »
    I was not crying. For me everything was fine the way it is on live servers. You only see people complain if they are affected. Now I'm crying :'(
    Please don't cry... Look, proc sets were overperforming because they were offering free damage and heals with zero effort. Proc sets didn't get nerfed, if anything they were previously overtuned and now they just were set to be "fair".
    Edited by Athan1 on April 20, 2021 5:59AM
    Athan Atticus Imperial Templar of Shezarr
  • AyaDark
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    Athan1 wrote: »
    Tharonil wrote: »
    I was not crying. For me everything was fine the way it is on live servers. You only see people complain if they are affected. Now I'm crying :'(
    Please don't cry... Look, proc sets were overperforming because they were offering free damage and heals with zero effort. Proc sets didn't get nerfed, if anything they were previously overtuned and now they just were set to be "fair".

    A lot of procs was not used evenin PVE when even it was powered UP.

    And now all are nerfed.

    The truth is - bad balance changes.

    It do not hit any of my builds for now - but truth is - really BAD changes.
    Edited by AyaDark on April 20, 2021 6:04AM
  • GreenHere
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    Athan1 wrote: »
    Mara's crotch, you can never please the crowds... Literally everyone was crying about proc sets being OP and now they were adjusted to operate in a fair way so players remembered they're losing their OP'ness and are complaining again. :|

    No, "the crowds" you're referring to here are concerned that this solution is misguided. If weak proc builds are getting weaker, and strong proc builds now have the potential to get stronger... how are we supposed to be happy about that?

    It literally seems like the worst of both worlds, at least on the face of it.

    In PvP, where you're kinda forced to sacrifice and make more well-rounded builds if you want to have any staying power, this might do the trick. If you want to be a high-damage proc-centric glass cannon, you at least have to actually be glassy (fragile) now, or make your compromises to build for more sustain/survivability/etc as needed. This just might neuter the mega Proc Tanks, as many wanted and was likely intended...

    BUT -- and here's the gist of "the complaining" a lot of people seem to be missing -- low-end PvE builds are taking a disproportionally large hit because of this solution. You know, that huge group of players/builds who need nerfing the least of all?

    Granted, we don't yet know by exactly how much, but the logic is fairly simple: Either the damage scaling is minor, in which case it'll have negligible effect in PvP so why are we even doing this?; or it'll be significant enough to matter in PvP, in which case it puts a lot of low-end PvEers in the "lol, sucks to be you!" boat for no discernible reason.


    And also, as is customary when people make "all you people..." type comments: You do understand that there's a variety of people on the forums, each with varied concerns, experiences, and viewpoints... right? It's not like the entire forum unanimously agreed that low-end PvE players needed nerfing, unless I missed that forum poll.
  • Mojomonkeyman
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    I will never understand why anyone is thinking its a good idea to give stamina, who already have exclusive access to superhard-hitting executes, the harder hitting procs now as well in pvp... That 15k hp bowblade sitting in cloak or spawn all day totally deserves the nuke-level procs, because skill and balance, right?

    In my opinion just another example of rather uneducated (or agenda-driven) but very loud forum voices leading bad balancing decisions. End of story will be just more of the same ESO we know with pvp balance shifting more towards stamina.

    And ZOS, as always, rubbing there hands cause they have another reason to "shake things" up by throwing us into the next cheap balance rollercoaster while refusing to give us actual new pvp content.

    I feel we are losing more with those changes than we gain - worse balance, ressource hybrids will be less viable, heal-dmg hybrids as well.

    Meh.
    Edited by Mojomonkeyman on April 20, 2021 6:16AM
    Koma Grey, Chocolate Thunder, Little Mojo, Dagoth Mojo & Mojomancy
  • MoreTune
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    Meta PvE trial and dungeon tanks shouldn’t be affected other than losing Alkosh (which was already phased out on Live servers as we speak)

    Yolnahkrin and powerful assault/galenwe are untouched.
    And any other TANK FOCUSED proc set (hell even tremorscale) should be easy to get full effect from. Every tank runs minimum 40k HP and easily has 27k+ resistances.

    As for PvE magDPS, in a raid setting with current set up on LIVE, we reach over 5600 spell dmg with buffs. The same on target dummy’s. Zaan should outperform in optimized groups. But we’ll wait and see...
  • GreenHere
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    GreenHere wrote: »
    I see some mild "L2P" and build construction problems arising again and again in this and related threads.

    For "tanks" in Overland content - I'm sorry to say but being a tank in Overland content is largely pointless as mobs are simply not very dangerous. You can easily afford to slot some damage skills and you don't need 64 points into Health. You can also afford to use a pure damage set or two. You don't actually need to hold block at all times so there are plenty of opportunities to fit in damage abilities in between enemy heavy attacks.

    For non-tank Overland questers - your proc sets don't really do much damage at all compared to actual abilities. Nearly all proc sets are tuned to do between 2k-3k DPS which is quite low indeed if that is what you are relying upon for your damage. You will be much better served by using your abilities as well as more stat-based damage sets. You don't even need to use light attacks or play like an elite raider to out-DPS your proc sets with abilities, just set down one or two AoE DoTs and then use your spammable skill.

    For everyone - One companion at 10k DPS will already replace ALL THREE of your proc sets so you will come out miles ahead versus where you are today in overall damage if you use one.
    No offense, but it seems posts like these entirely miss the point those of us raising the concern have...

    "Mild L2P & build construction problems" are exactly the people who will have their damage lowered by these changes, meanwhile if you gear up for it you could potentially get more "free damage" out of proc sets than before. Sounds like raising the ceiling and lowering the floor to me. "Companions will offset, so no problem!" (paraphrasing) is even worse, because now we're talking about a feature that not everyone wants to (or should have to) rely on to help them through content. (An optional, paid DLC, potentially annoying feature to boot!) It's not about the spec of the character, or the difficulty of the content -- it's about taking power away from already-low-power players, and allowing more to people who already know how to get way more than they need to begin with. It seems like the wrong direction to be heading. From the low-damage side of the fence, at least.

    Obviously you don't need to be a tank to get through a Delve or story quests. It's even actively counterproductive -- most people know this. BUT, as someone who has a dedicated tank character or three, I know what it's like to feel like you need to switch things up to get content done in a timely manner when you're by yourself on those characters. I don't mind terribly, but I need skill points to buy damage skills... in addition to all the points I already have dedicated to all my tank, crafting, and other miscellaneous skills. And even then, due to attribute & CP distributions, it can be slow going. So some "free damage" gear can make things easier -- and more fun -- where it would otherwise be a tedious slog in my normal tanky tank gear. But if damage proc sets are going to be rewarding damage stat stackers, and punishing us lowly peasants with unoptimized stats... well, it sure seems like a step back from ZOS' previous efforts to make hybrids & other non-optimized setups less left-out.

    And all that doesn't even address the above points about stam/mag & WD/SD not scaling equally. Why have equal scaling goalposts for inherently unequal stats? Seems questionable, no?


    I get that all this might be a good change for PvP, because having players with 60K Health, 9001 HP Regen, & 40K Resistances who can also just slap on a proc set and suddenly blast a 50,000 damage rainbow out of their butt for no sacrifice on their part is maybe a tiny bit unbalanced. Don't get me wrong, reigning in crazy over-the-top proc builds sounds good to me too. But this current scaling solution looks like it's going to punish the lower and "in-betweener" builds in PvE as a consequence, which seems antithetical to ZOS' recent stated goals of raising the floor and lowering the ceiling on that front, doesn't it?

    The bottom line is, it seems like these changes serve to further limit build diversity and freedom -- especially at the low end. They take effectiveness away from builds that never had all that much, and give more to people who arguably don't even need it. They punish builds that don't adhere to the "right way" of building your character. Which sucks.
    This is really a fantastic comment with a ton of very valid points.

    This is how I think of the problem: in a game - any game - there will always be a tension between the various strategies employed to reach the end state (in this example, let's call it a delve boss). Some will be more efficacious, some will be less, but there will always be a most efficient as well as a least efficient way to solve the problem. Min/maxers inhabit one end of that continuum and casual questers (usually) inhabit the other. How can you please all parties at once? In my view, you simply can't. You can do your best but ultimately game balance is a zero-sum affair.

    I sympathize with (nearly) anyone whose builds lose power to serve a greater design goal. I have enough characters that I am both winning and losing with literally every patch that comes out. But "play the way you want" as a slogan only gets you so far in actual content. Some players, for example, will want to do a Pacifist run and object to the very slaying of quest bosses, but that is an unavoidable problem in a game designed entirely around killing monsters that necessarily precludes those (very small number) of players who wish to play in that way from playing the game as they please.

    Now, a low-power player isn't choosing to stand athwart the game's entire genre in their chosen playstyle (like the Pacifist) but they are objectively not playing the game as it is being balanced by the developers. Not using abilities every GCD, not using Light Attacks in between abilities, not using DoTs to supplement a spammable attack, not selecting the types of gear that the developers intend for their role to wear, all of these things will degrade performance toward achieving the game's goal (killing the delve boss). The question is, how many of these things can you allow players to ignore (or, perhaps much more likely, remain unaware of) while still providing them with an enjoyable experience?

    IMO, you can ignore a handful of the above options but you can't ignore all of them and that is what I see a lot of other posters wanting to do. At a certain point (and the game is admittedly atrocious at explaining any game mechanics to new players), you have to engage with the core systems of the game and play at least somewhat as the developers intend for you to play. Does this violate "play the way you want" technically? It does, but the developers can only make so many accommodations.

    IMO, if a player does not know about various mechanics or about more efficient ways to build their character, then it should be relayed to them without any sort of stigma attached (I remember dying infinitely at the first Summerset quest boss years ago and not knowing how to heal myself...). But I don't think that we should expend much energy trying to accommodate players who are aware of mechanics but who nonetheless affirmatively refuse to engage with them. In no way do I think that that describes the majority of low-power players but it does describe a certain genre of posters in these threads. For players willing to learn, education is by far the best aid for obtaining a rewarding gameplay experience.

    Finally, in more practical terms, we don't have enough information about this change to justify the angst so far emitted. We don't know if the scaling on sets will be 0-100% from 0 to 5500 Weapon/Spell Damage or if it will be 50-100%. Recall, a player has almost 3000 Weapon/Spell Damage simply as a function of equipping a gold-level weapon, so even in a worst-case scenario of scaling, players will be receiving over 50% of their current values. From there, it is a trivial matter to slot a Major Sorcery/Brutality skill and invest in some Weapon/Spell Damage glyphs and you are likely sitting at nearly 4000. That is far from a Herculean lift for any casual player and 4000/5500 is still 75% of the original damage from a set. For sets that only do 3-4k DPS to begin with, we are only talking about a ~1k DPS loss per proc set, which is trivial for any player and can be surmounted by one AoE DoT.

    As for Companions, end-game players did not ask for them; rather, they are entirely intended for this very use-case. Casual players and RP players are likely those who will enjoy interacting with them and learning their stories. Yes, it is from a Chapter but it is far from being "Pay 2 Win." Most players of ESO (at any power level or content interest) were going to buy the expansion at some point anyway (and at a certain point in time it will become part of the base game like Morrowind and Summerset).

    Thanks for the well-thought-out comment @YandereGirlfriend , I appreciate you clarifying your viewpoints on all that. You also raise a lot of valid points that I hadn't initially factored in, and I generally agree with all of it. The whole issue at hand is more complicated than most of us are considering, I reckon, so thanks for the relevant side notes there. Game balance is complex.

    But more than that, you laid it all out in a way that makes sense and is respectful. You post gets a well-deserved Awesome from me! :)



    Still, I wish ZOS could've found a solution that didn't ding the low-end at all. I personally won't suffer much if at all from these changes, no matter how "severe" (I know how to work around whatever I need to, so no biggie), but I have friends who most likely will. I'm worried for them, because they already express dissatisfaction with the tedium of combat when done "correctly" in normal dungeons and whatnot. They love their proc effects, and are decidedly "the floor" that people keep referring to when discussing skill tiers and player groups. This change may well be one more thing on the "why do I play this game" list for them. :/
  • Firstmep
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    stefj68 wrote: »
    solo on pve, i don't pass 4750 weapon or spell damage on 36 toons...
    so that means i will never get full potential... unless companion have a 1k buff :pensive:

    sure i can reach the goal, equipping 2 5 pieces sets with high weapon damage, and 2 monster pieces with weapon damage... i can reach the target, but now where to i equip the procset... everything is taken! :pensive:

    Unless you are running for leaderboard scores for solo arenas, optimising your build for solo content is literally pointless.
    You can do 99% of solo content naked in this game.
    Just keep running whatever sets you wanna run, it's going to be absolutely fine.
  • FrancisCrawford
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    I see some mild "L2P" and build construction problems arising again and again in this and related threads.

    For "tanks" in Overland content - I'm sorry to say but being a tank in Overland content is largely pointless as mobs are simply not very dangerous. You can easily afford to slot some damage skills and you don't need 64 points into Health. You can also afford to use a pure damage set or two. You don't actually need to hold block at all times so there are plenty of opportunities to fit in damage abilities in between enemy heavy attacks.

    For non-tank Overland questers - your proc sets don't really do much damage at all compared to actual abilities. Nearly all proc sets are tuned to do between 2k-3k DPS which is quite low indeed if that is what you are relying upon for your damage. You will be much better served by using your abilities as well as more stat-based damage sets. You don't even need to use light attacks or play like an elite raider to out-DPS your proc sets with abilities, just set down one or two AoE DoTs and then use your spammable skill.

    For everyone - One companion at 10k DPS will already replace ALL THREE of your proc sets so you will come out miles ahead versus where you are today in overall damage if you use one.

    What is the 10K DPS figure based on?
  • FrancisCrawford
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  • Faylestar
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    But yes, they can. Here's a build that's not even particularly built for high Weapon Damage

    Yes, people are running 3 gold infused jewelry pieces in general-use gearsets without trying to stack weapon damage, this is entirely believable.
    For non-tank Overland questers - your proc sets don't really do much damage at all compared to actual abilities.

    That depends. The AE proc sets are high value when you're 2 shot + proc killing things. Mad Tinkerer is pretty fantastic for this as it also includes a CC effect to keep things in your ae death circles if they arent dying from fabricant + circle + other ability. I'm not getting a functional 10k damage (+ bonus cc) from any other set for overland / pd grinding. My werewolf build gets significant damage from ashen grip procs as it wants to be breathing on as many things as possible at all times and has jumps to ensure it balls as many things as possible in front of its face.

    Burst proc sets have places they're useful where they suddenly get a lot less useful.

    Especially when the way to get them to do the damage they do now is to run lower damage output mundus stones and jewel traits.
  • remosito
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    Firstmep wrote: »
    stefj68 wrote: »
    solo on pve, i don't pass 4750 weapon or spell damage on 36 toons...
    so that means i will never get full potential... unless companion have a 1k buff :pensive:

    sure i can reach the goal, equipping 2 5 pieces sets with high weapon damage, and 2 monster pieces with weapon damage... i can reach the target, but now where to i equip the procset... everything is taken! :pensive:

    Unless you are running for leaderboard scores for solo arenas, optimising your build for solo content is literally pointless.
    You can do 99% of solo content naked in this game.
    Just keep running whatever sets you wanna run, it's going to be absolutely fine.

    quite frankly *** taking twice as long just aint much fun. there already is a huge gap between my healers and my tanks in that regard. Now my tanks will take an even bigger hit....

    and companions are confirmed really crappy dps by zos.... screw that...glad I already decided to skip this chapter. Or I would actually really be upset.... as is this whole mess just confirms my decision and shows eso ain't no longer run by people that have even an inkling of overlap with what I want in my games...
    ShutYerTrap (selectively mute NPC dialogues (stuga, companions); displayleads (antiquity leads location); UndauntedPledgeQueuer (small daily undaunted dungeon queuer window)
  • Revokus
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    It's easy now to get 5k spell damage in PvP while being tanky even more so for weapon damage. Proc set meta will be back again which is not surprising coming from ZOS. Thankfully New World coming out soon.

    They should cap it at 12k in PvP for safety. You'll all be complaining again when the patch hits about proc sets just like before. Not to mention the new broken as hell Mythics that should be put in the trash.
    Edited by Revokus on April 20, 2021 7:09AM
    Playing since January 23, 2016
  • DreadDaedroth
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    Artorias24 wrote: »

    Coming to overland pve tanks. You can just make yourself a more Damage oriented build and still deal with every overland content there is. You dont need procs to help you there. Even sword and board can be used as dps. Just have to use damage skills instead of holding block and Hope your armor does the job.

    Yes let's take the fun out.
    One hand and shield damage was nerfed due pvp complaints, we have now armour malus that makes tanks slower, nerf to proc sets.. It's been nothing but nerfs since Elsweyr at least.
  • GreenHere
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    Faylestar wrote: »
    But yes, they can. Here's a build that's not even particularly built for high Weapon Damage

    Yes, people are running 3 gold infused jewelry pieces in general-use gearsets without trying to stack weapon damage, this is entirely believable.

    Haha, yeah, fair enough.

    For what it's worth though, I didn't intentionally do that to cheese stats -- that build was made weeks ago, and I actually do personally run Infused on almost all my jewelry because I like the versatility it gives me. I can significantly (and cheaply) change damage/sustain stats on-the-fly if needed without needing to leave the dungeon or whatever, and the results are generally near enough to more popular traits that I don't care about the difference at my level of performance. Bloodthirsty, Arcane/Robust/Healthy, etc. don't generally float my boat, so Infused is truly just my default jewelry trait; I didn't even think about how that'd look in this context, lol. And even though I have the means as a fairly serious crafter, I seldom gold out jewels unless I'm really trying to eek out those last few % points or the set is really impacted by the difference from purple. So you raise a fair point, even though the build was just supplied as a quick example.

    That said? For that build you're referencing I actually do run 2 gold jewels on Live (and the other ring's a Mythic, so...) because those VO jewels were already gold when I earned them like 4 years ago. A lot of long-time PvEers do have gold jewelry for their favored sets, so it's not some outlandish flex or anything.

    All that is to say: I think Infused is widely slept-on, honestly. Even outside of this discussion of stacking WD/SD, it's just one of the best traits for most situations, imo. The "flexibility & power" combo is hard to beat!
  • jecks33
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    Athan1 wrote: »
    Mara's crotch, you can never please the crowds... Literally everyone was crying about proc sets being OP and now they were adjusted to operate in a fair way so players remembered they're losing their OP'ness and are complaining again. :|


    literally nobody was crying about procsets in pve. As usual the issue comes from pvp.

    The solution is one only. ZOS, SEPARATE PVP AND PVE!!!!!!!


    Edited by jecks33 on April 20, 2021 8:22AM
    PC-EU
  • Starlock
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    This is how I think of the problem: in a game - any game - there will always be a tension between the various strategies employed to reach the end state (in this example, let's call it a delve boss). Some will be more efficacious, some will be less, but there will always be a most efficient as well as a least efficient way to solve the problem. Min/maxers inhabit one end of that continuum and casual questers (usually) inhabit the other. How can you please all parties at once? In my view, you simply can't. You can do your best but ultimately game balance is a zero-sum affair.

    The solution is you never, ever balance the core of a game around power gamers because the result is an awful experience for the majority of players.

    Historically, the developer has respected this commonsense approach. Instead of making sweeping changes to game mechanics they've generally erred on making more targeted changes to problematic edge cases. Over this past year,, we've seen a deviation from that commonsense approach. Reductions to crit across the board. Power taken out of CP. Now, yet more power removed from CP and a major reduction in the power of proc sets. While this brings down power across the board - and that's no doubt part of the goal - these particular changes hit players who don't min/max more than those who do.
  • Brederode
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    Artorias24 wrote: »
    Coming to overland pve tanks. You can just make yourself a more Damage oriented build and still deal with every overland content there is. You dont need procs to help you there. Even sword and board can be used as dps. Just have to use damage skills instead of holding block and Hope your armor does the job.

    Yes, have fun spamming puncture and swinging your sword on a single enemy for 30-60 seconds..

  • YandereGirlfriend
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    Starlock wrote: »
    This is how I think of the problem: in a game - any game - there will always be a tension between the various strategies employed to reach the end state (in this example, let's call it a delve boss). Some will be more efficacious, some will be less, but there will always be a most efficient as well as a least efficient way to solve the problem. Min/maxers inhabit one end of that continuum and casual questers (usually) inhabit the other. How can you please all parties at once? In my view, you simply can't. You can do your best but ultimately game balance is a zero-sum affair.

    The solution is you never, ever balance the core of a game around power gamers because the result is an awful experience for the majority of players.

    Historically, the developer has respected this commonsense approach. Instead of making sweeping changes to game mechanics they've generally erred on making more targeted changes to problematic edge cases. Over this past year,, we've seen a deviation from that commonsense approach. Reductions to crit across the board. Power taken out of CP. Now, yet more power removed from CP and a major reduction in the power of proc sets. While this brings down power across the board - and that's no doubt part of the goal - these particular changes hit players who don't min/max more than those who do.

    It isn't power gaming to use abilities and DoTs as part of a rough rotation as you fight enemies - it's how the game is intended to be played by the developers.

    I actually happen to agree with a lot of your other critiques about how ZOS has been changing the game this year but this is a thread about proc sets and not about those other changes.

    You do not need to min/max at a veteran raid level to get close to the Weapon/Spell Damage targets that will provide full scaling for proc sets, as I mentioned in my comment. You receive 3k basically for existing and using the most fundamental buff in the entire game (Major Sorcery/Brutality). From there, you can use jewelry glyphs, the Weapon/Spell Damage Mundus Stone, your choice of race, your choice of class, your choice of weapon glyphs, your choice of weapon traits, your choice of armor traits, and your choice of armor sets to close most or all of the remaining 2500 to reach the maximum scaling goal of 5500.

    There are tons of tools available to help reach that value. If someone is unaware of those tools, then that is understandable and, fortunately, it can also be corrected. But if someone is aware of those tools but is affirmatively choosing not to use them then the problem is no longer with the game but is rather with the player.
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