neferpitou73 wrote: »I made a comment on this in another thread but I thought I'd start a thread on it to draw more attention to it. The changes that ZOS has made to proc sets are going to disproportionally benefit ball groups and ball group style play. While I'm grateful for the buffs as a ball group player, I know this is likely going to start another 40 "Nerf ball group" threads after the patch drops, and might result in more "tests" for Cyrodiil. And let's face it it's not going to be terribly fun to play against groups running entirely proc sets (although I definitely don't want to see them gotten rid of, just not as overtuned as they are)
In a ball group it's much easier to stack weapon and spell damage buffs, as well as penetration buffs, suing sets such as SPC, Powefull Assualt, Alkosh and skills like caltrops. With the buff to the radius of VD and the proc damage buff on that it's going to be really nasty to run.
The changes also benefit stamina comps more than magicka comps, just because it's easier to get weapon damage than spell damage. So build diversity is reduced. One might argue that it balances out with the penetration bonus from light armor. But I'd argue that in a ball group that won't matter as much since you'll get so much extra pen anyway.
Sandman929 wrote: »Another thing to consider is that glass cannon bombers are going to be incredibly scary to everyone, including groups.
neferpitou73 wrote: »I made a comment on this in another thread but I thought I'd start a thread on it to draw more attention to it. The changes that ZOS has made to proc sets are going to disproportionally benefit ball groups and ball group style play. While I'm grateful for the buffs as a ball group player, I know this is likely going to start another 40 "Nerf ball group" threads after the patch drops, and might result in more "tests" for Cyrodiil. And let's face it it's not going to be terribly fun to play against groups running entirely proc sets (although I definitely don't want to see them gotten rid of, just not as overtuned as they are)
In a ball group it's much easier to stack weapon and spell damage buffs, as well as penetration buffs, suing sets such as SPC, Powefull Assualt, Alkosh and skills like caltrops. With the buff to the radius of VD and the proc damage buff on that it's going to be really nasty to run.
The changes also benefit stamina comps more than magicka comps, just because it's easier to get weapon damage than spell damage. So build diversity is reduced. One might argue that it balances out with the penetration bonus from light armor. But I'd argue that in a ball group that won't matter as much since you'll get so much extra pen anyway.
VaranisArano wrote: »Sandman929 wrote: »Another thing to consider is that glass cannon bombers are going to be incredibly scary to everyone, including groups.
That's pretty normal, though. It's a high risk, high reward playstyle. If we spot you coming in, you're dead. If we don't, there's a good chance that we're dead. So I don't really mind them getting a buff for going all-in on their glass-cannon-ness.
Sandman929 wrote: »Another thing to consider is that glass cannon bombers are going to be incredibly scary to everyone, including groups.
Joy_Division wrote: »neferpitou73 wrote: »I made a comment on this in another thread but I thought I'd start a thread on it to draw more attention to it. The changes that ZOS has made to proc sets are going to disproportionally benefit ball groups and ball group style play. While I'm grateful for the buffs as a ball group player, I know this is likely going to start another 40 "Nerf ball group" threads after the patch drops, and might result in more "tests" for Cyrodiil. And let's face it it's not going to be terribly fun to play against groups running entirely proc sets (although I definitely don't want to see them gotten rid of, just not as overtuned as they are)
In a ball group it's much easier to stack weapon and spell damage buffs, as well as penetration buffs, suing sets such as SPC, Powefull Assualt, Alkosh and skills like caltrops. With the buff to the radius of VD and the proc damage buff on that it's going to be really nasty to run.
The changes also benefit stamina comps more than magicka comps, just because it's easier to get weapon damage than spell damage. So build diversity is reduced. One might argue that it balances out with the penetration bonus from light armor. But I'd argue that in a ball group that won't matter as much since you'll get so much extra pen anyway.
Radiating Regen + Harmony + Destro ult means there is little diversity now.
Are you suggesting that the proc sets should be nerfed such that they are unusable or bad for people not in a "ball group" with all those buffs? Because I'm not sure that's addressing the issue. Anything "ball groups" will use will be much more effective in their hands because they organized themselves such that they have those buffs.
neferpitou73 wrote: »I'm going to post some builds later, just to emphasize the point.
neferpitou73 wrote: »Joy_Division wrote: »neferpitou73 wrote: »I made a comment on this in another thread but I thought I'd start a thread on it to draw more attention to it. The changes that ZOS has made to proc sets are going to disproportionally benefit ball groups and ball group style play. While I'm grateful for the buffs as a ball group player, I know this is likely going to start another 40 "Nerf ball group" threads after the patch drops, and might result in more "tests" for Cyrodiil. And let's face it it's not going to be terribly fun to play against groups running entirely proc sets (although I definitely don't want to see them gotten rid of, just not as overtuned as they are)
In a ball group it's much easier to stack weapon and spell damage buffs, as well as penetration buffs, suing sets such as SPC, Powefull Assualt, Alkosh and skills like caltrops. With the buff to the radius of VD and the proc damage buff on that it's going to be really nasty to run.
The changes also benefit stamina comps more than magicka comps, just because it's easier to get weapon damage than spell damage. So build diversity is reduced. One might argue that it balances out with the penetration bonus from light armor. But I'd argue that in a ball group that won't matter as much since you'll get so much extra pen anyway.
Radiating Regen + Harmony + Destro ult means there is little diversity now.
Are you suggesting that the proc sets should be nerfed such that they are unusable or bad for people not in a "ball group" with all those buffs? Because I'm not sure that's addressing the issue. Anything "ball groups" will use will be much more effective in their hands because they organized themselves such that they have those buffs.
That's not what I'm suggesting at all. As you say anything ball groups use will be more effective. So take the 1000k+ extra spell and weapon damage you can get calculate the new proc damage with that and multiply it by 6-7 for each DD in the group.
What I'd like to see them do is put in diminishing returns past a certain point, or put a hard cap on the proc damage.
SgtNuttzmeg wrote: »neferpitou73 wrote: »I'm going to post some builds later, just to emphasize the point.
You should. I did some brief testing last week and was able to get a 36k VD proc. That was only with clever, infused jewelry, minor brutality and weapon dmg glyph on my back bar. With balrogh, SPC and PA you could probably hit a 40k+ proc. Even after the 17% nerf.
What they really need to do is to create a scaling that follows a logarithmic scale. Have it scale really well for the first hunk of weapon/spell dmg and have it hit some limit that you can slowly approach but never truly hit.
This would raise the floor for newer players, ensure procs don't get too crazy and keep a variety of builds competitive. Instead of making them who can stack the most weapon dmg.
neferpitou73 wrote: »SgtNuttzmeg wrote: »neferpitou73 wrote: »I'm going to post some builds later, just to emphasize the point.
You should. I did some brief testing last week and was able to get a 36k VD proc. That was only with clever, infused jewelry, minor brutality and weapon dmg glyph on my back bar. With balrogh, SPC and PA you could probably hit a 40k+ proc. Even after the 17% nerf.
What they really need to do is to create a scaling that follows a logarithmic scale. Have it scale really well for the first hunk of weapon/spell dmg and have it hit some limit that you can slowly approach but never truly hit.
This would raise the floor for newer players, ensure procs don't get too crazy and keep a variety of builds competitive. Instead of making them who can stack the most weapon dmg.
I made one last week on a sorc. Got a 38k proc:
https://en.uesp.net/wiki/Special:EsoBuildEditor?id=340646
With DK you can likely get it up to around 40k. Granted that build isn't exactly practical but even shaving off a bit of weapon damage you still get an insane tooltip. We'll have to see how the reduction from the current notes does.
I really like the idea of some sort of logarithmic scaling, or at least, some way to get the diminishing returns.
doesurmindglow wrote: »I'm also a ball group player and ball group organizer that is at first blush inclined to agree.
That said, I haven't yet tested with today's changes on the PTS to an extent that I can say for sure. I do think there will need to be diminishing returns of some kind (or, ugh, those much less ideal, a hard cap) that prevents a strong group comp from becoming outright imbalanced in practice. While there's probably less reason for concern that ball groups will simply adopt 70k HP Crimson/Almalexia/other OP defensive build comps that are largely unkillable, the ability to reach outlandish results might still be pretty feasible by stacking group spell damage buffs and dedicated uptime on war horn.
That said, I'm not fully sold that this is necessarily a bad thing in open-world PVP. There should be advantages to and rewards from organized group composition and coordinated, tactical gameplay. But it shouldn't be so far tilted that direction that a ball group is thoroughly without challenge, or that with a certain comp there is minimal need for highly engaged coordination.
It's wait and see right now but i do like the idea of diminishing returns or upward limits. I will admit today's numbers are closer to balanced and it does appear ZOS is taking its stated intentions pretty seriously.
doesurmindglow wrote: »I'm also a ball group player and ball group organizer that is at first blush inclined to agree.
That said, I haven't yet tested with today's changes on the PTS to an extent that I can say for sure. I do think there will need to be diminishing returns of some kind (or, ugh, those much less ideal, a hard cap) that prevents a strong group comp from becoming outright imbalanced in practice. While there's probably less reason for concern that ball groups will simply adopt 70k HP Crimson/Almalexia/other OP defensive build comps that are largely unkillable, the ability to reach outlandish results might still be pretty feasible by stacking group spell damage buffs and dedicated uptime on war horn.
That said, I'm not fully sold that this is necessarily a bad thing in open-world PVP. There should be advantages to and rewards from organized group composition and coordinated, tactical gameplay. But it shouldn't be so far tilted that direction that a ball group is thoroughly without challenge, or that with a certain comp there is minimal need for highly engaged coordination.
It's wait and see right now but i do like the idea of diminishing returns or upward limits. I will admit today's numbers are closer to balanced and it does appear ZOS is taking its stated intentions pretty seriously.