I have some doubts on those type of builds and their true viability. Those builds are obviously completely sacrificing penetration to get those high tool tip numbers.
Sure you can do that with the two handed ultimate but that means you have a 5 second window to get a kill. Any descent player getting hit with the two handed ultimate immediately blocks, roll dodges, etc.
Yeah they will wreck non-pvpers out in cyrodiil that have no resistances. But, pvpers will have a descent amount of resistances and health that will significantly reduce the effect.
In other words don't base a build on a tool tip number alone.
I think is really fine. Proc-set with heavy armor was a cancer meta. Proc set for ganker is a very good meta. Ganker = diversity

neferpitou73 wrote: »I think is really fine. Proc-set with heavy armor was a cancer meta. Proc set for ganker is a very good meta. Ganker = diversity
I design ball group comps. I'm practically salivating over these changes. Gankers taking advantage of this should be the least of people's worries. Imagine a ball group running around with 7-8k weapon damage 33k VD procs 30k+ resistances. That's what's going to happen. It's going to be great for us but stink for everyone else.
As an example here's the tooltip on one of the bombers I was designing. Keep in my that this is without Balorgh
ZOS just needed to nerf a select few proc sets. Crimson, malacath, etc. They redesigned the whole system instead. If they want to go through with this they need to increase the base damage but decrease the scaling factor. Or have it not scale linearly and put some diminishing returns into play.
I don't mean to sound too negative on these changes because I think it's an interesting idea but the scaling rn is just completely insane.
WhyMustItBe wrote: »What app is that tooltip generated from? How do you know the app is accurate to what actually shows up in-game?

Synapsis123 wrote: »The scaling on the Almalexia's Mercy set is just bugged at the moment. You are supposed to have to reach 38k stam/mag to reach the original value of the set and I'm at 22k stamina and the set is already giving me 10k healing when it should be closer to 2k.
Also kind of tired of seeing these unrealistic tooltips where people go into a build editor and turn on every raid buff. I can see the player has the transmutation buff so I wonder what other buffs they have that I can't see.
They should honestly just put a softcap on the proc values at around the same values they have now and put an end to it. Making it so malacath doesn't work on procs would also help.
I think is really fine. Proc-set with heavy armor was a cancer meta. Proc set for ganker is a very good meta. Ganker = diversity
Waffennacht wrote: »Synapsis123 wrote: »The scaling on the Almalexia's Mercy set is just bugged at the moment. You are supposed to have to reach 38k stam/mag to reach the original value of the set and I'm at 22k stamina and the set is already giving me 10k healing when it should be closer to 2k.
Also kind of tired of seeing these unrealistic tooltips where people go into a build editor and turn on every raid buff. I can see the player has the transmutation buff so I wonder what other buffs they have that I can't see.
They should honestly just put a softcap on the proc values at around the same values they have now and put an end to it. Making it so malacath doesn't work on procs would also help.
While some numbers are unrealistic
A 40k tooltip crimson is realistic
Waffennacht wrote: »Synapsis123 wrote: »The scaling on the Almalexia's Mercy set is just bugged at the moment. You are supposed to have to reach 38k stam/mag to reach the original value of the set and I'm at 22k stamina and the set is already giving me 10k healing when it should be closer to 2k.
Also kind of tired of seeing these unrealistic tooltips where people go into a build editor and turn on every raid buff. I can see the player has the transmutation buff so I wonder what other buffs they have that I can't see.
They should honestly just put a softcap on the proc values at around the same values they have now and put an end to it. Making it so malacath doesn't work on procs would also help.
While some numbers are unrealistic
A 40k tooltip crimson is realistic
Synapsis123 wrote: »A good ball group is already uncounterable. Ball groups have had the opportunity to use procs for awhile and haven't because its easier to build pure stats and burst down players.
Heavy Malacath block n' proc will have more free damage than ever, and one shot gankers are gonna have 30k HP and armor. Maybe they'll somehow balance each other out? Either way, not a product I'm spending money on.I think is really fine. Proc-set with heavy armor was a cancer meta. Proc set for ganker is a very good meta. Ganker = diversity
doesurmindglow wrote: »The funny thing is most of the people applauding the changes, or at least insisting they won't be a big deal, are usually self-identified 1vXers and/or solo players that are eager to put together what they imagine to be an unkillable build for kiting and bursting casual pugs with procs.
To be fair, the scaling as it is might allow them to do that. For a while. Maybe a week or too.
But those of us who actually do ball group composition are raising the red flag that we will be absolutely overtuned and impossible to counter in PVP; especially when the procs as proposed are fully combined with experienced cc and group damage mitigation. I'm not even sure siege will be effective against organized groups with a solid mix of these insane healing procs next patch.
If pushed live, this will not be a solo PVPer's patch, no matter how good the tooltip looks. It absolutely will not. The only means to counter tooltips like these is with a combination of other overtuned tooltips, which means an organized and probably pretty large group running the same sets and then some.
xylena_lazarow wrote: »Heavy Malacath block n' proc will have more free damage than ever, and one shot gankers are gonna have 30k HP and armor. Maybe they'll somehow balance each other out? Either way, not a product I'm spending money on.I think is really fine. Proc-set with heavy armor was a cancer meta. Proc set for ganker is a very good meta. Ganker = diversity
Lughlongarm wrote: »a*magicka/stamina + b*SP/WP+ Heal*c +d(with different coefficients ).
It will make health a way to increase damage but not to the point you can forget your other stats.
Urzigurumash wrote: »Lughlongarm wrote: »a*magicka/stamina + b*SP/WP+ Heal*c +d(with different coefficients ).
It will make health a way to increase damage but not to the point you can forget your other stats.
As for these few proc sets which scale off defensive stats - giving them Weapon / Spell Damage scaling doesn't quite make sense for the sort of purpose they're supposed to fulfill in PvP.
What would make sense is giving them a massive unpurgeable snare ala Ironblood / Immovable. Not that they should suffer this snare in PvE.
Lughlongarm wrote: »Urzigurumash wrote: »Lughlongarm wrote: »a*magicka/stamina + b*SP/WP+ Heal*c +d(with different coefficients ).
It will make health a way to increase damage but not to the point you can forget your other stats.
As for these few proc sets which scale off defensive stats - giving them Weapon / Spell Damage scaling doesn't quite make sense for the sort of purpose they're supposed to fulfill in PvP.
What would make sense is giving them a massive unpurgeable snare ala Ironblood / Immovable. Not that they should suffer this snare in PvE.
Why not? Even a very tanky build will have like 3K WD/SD + 20K of Stamina/Magicka as base stats. Basically it all depends on the coefficients , You can twik it so that based on the formula of- a*magicka/stamina + b*SP/WP+ Heal*c +d - will have the result:
4K WD/SD + 28k of Stamina/Magicka+40k HP will result with the same tooltip we have on live.
This kind of formula just normalize the scaling, so a build with 4K WD/SD + 28k of Stamina/Magicka + 100k hp will do around 35% damage more compared to what we have on live.
Synapsis123 wrote: »Please show me that build because I tried to scale crimson and even with 37k health, CP, and malcath it was only a 10k proc. Are you saying there is a way to get 120k health? If true it sounds like the scaling once you're past the soft cap to reach the original tooltips they've set is way off.