@ZOS_BrianWheeler Please read this carefully, as I believe I am providing a valuable solution for this proc issue.
It seems to me that the true problem at hand with procs is not fully understood, and the attempted solution of proc scaling is, I assure you, a terrible mistake. Please allow me to explain.
-The Problem:
I will refer to this as a "Coinflip Conundrum". No matter how many times you flip the coin, it will only ever land on one side or the other. Either stats will be "better", or procs will. No, the coin will never land on its side, so to speak; there will never be true balance. And now we have a strange attempted solution from the devs, proc scaling, which is itself another Coinflip Conundrum! Either we will see super high wep damage proc builds becoming a far worse version of what we wanted addressed in the first place, or we will see reasonable proc builds die off completely due to not being able to viably reach the wep/spell damage threshold. In this Coinflip, however, the coin almost always lands on its side. But not to imply any semblance of balance, but rather it is to say that BOTH very serious downsides will be in effect simultaneously.
This is EXTREMELY bad. Procs will become more toxic, build creativity will be mostly murdered, and the devs will need to waste a lot of time and resource attempting to make it work only to eventually find no amount of tweaking frees us from the Conundrum.
-The Solution:
Think of stats and procs as two people fighting over land. They both need land, so they fight. And fight and fight.... Why not give them both their own land? That is to say, we need to give stats and procs each their OWN systems.
Stats, whether flat stats or proc'd stats, will inherit the current "Set Effect" system. Procs, on the other hand, will be given a new "Badge" system. Defeat the enemy who has the ability associated with the proc to receive their badge. Slot it to use the badge's proc. A player can slot two badges. Badges do not give stats of any kind, only damage/healing procs. For example, defeat Grothdarr, earn Grothdarr badge, equip it, you know have Grothdarr proc.
Why is this such a good solution? Let's consider some reasons:
1- With procs on their own ISOLATED system, they never again need to be balanced against stats. EVER! That means once the system is in effect, devs will never again need to waste time and resource on revisiting this issue. Procs will only need to be balanced against other procs.
2- Procs on an isolated system can freely be nerfed as needed overall without it having any negative impact. Since all players will be taking two procs as a standard, there will be no issue with proc nerfing causing procs to have no place in the game.
3- The cherry on top! Let's go ahead and change the armor trait "Nirnhoned" so that instead of it giving armor, which reinforced already does, it will give proc resist! This will be a viable option similar to crit resist since procs will be consistent as a standard.
Now, I want to address upfront an issue I foresee some player may have with this. Some players may dislike that with this system everyone will take two procs as a standard. I believe there is an emotional attachment to pure stat builds for some, and reasonably so, as procs have often created anti counterplay situations in the past and come to be seen as a no skill option, which certain players want nothing to do with. I get that! But with these changes procs will survive to provide what they are ultimately supposed to for players who want that, which is build theme diversity, for creativity, and will still become non toxic in the process. Since they will be more freely scaled down without consequence AND you will be able to build proc resist and likely get some as a base value, procs would at this point be appropriately nerfed in pvp, retain and even gain meaning in pve, and there would be no downside....
In recap:
Both player types will be reasonably satisfied!
The devs will never have to revisit the issue again!