Ruining procset damage for tanks was original intention behind this thing.grumpy_pants95 wrote: »and with tanks 30% max health + 15% of each res
grumpy_pants95 wrote: »Yeah because the devs have got NOTHING better to do thank ruin sets because they don't like tanks.
Dude, do you even hear yourself?
grumpy_pants95 wrote: »Ruining procset damage for tanks was original intention behind this thing.grumpy_pants95 wrote: »and with tanks 30% max health + 15% of each res
Yeah because the devs have got NOTHING better to do thank ruin sets because they don't like tanks.
Dude, do you even hear yourself?
Scalling would never work because it more or less forces players into specific builds to be effective, effectively removing hybrid builds completely.
A good example:
Iam a Tank. I have both sets that are "tank" sets and scale on max health having 100% at ~43k and "healer" sets that scale on max stam/mag having 100% at ~39k. I have ~37k health and ~30k stamina. This means that both set types are now at 75% efficiency. There is no way of making both set types work at the same time. Making the "healer" ones work at 100%+ is impossible and making the "tank" ones work would be wasteful because the excess health is pointless. So no matter how i turn it this change would force me to go into build decisions that make no sense. It also prevents me from going for hybrid builds for easier dungeons nearly completely.
Urzigurumash wrote: »Scalling would never work because it more or less forces players into specific builds to be effective, effectively removing hybrid builds completely.
A good example:
Iam a Tank. I have both sets that are "tank" sets and scale on max health having 100% at ~43k and "healer" sets that scale on max stam/mag having 100% at ~39k. I have ~37k health and ~30k stamina. This means that both set types are now at 75% efficiency. There is no way of making both set types work at the same time. Making the "healer" ones work at 100%+ is impossible and making the "tank" ones work would be wasteful because the excess health is pointless. So no matter how i turn it this change would force me to go into build decisions that make no sense. It also prevents me from going for hybrid builds for easier dungeons nearly completely.
I believe this is exactly why the scaling was done the way it was - so nobody can use multiple types of proc sets to their utmost effectiveness. I believe presently Chokethorn + Syvarra's Scales on the same build is probably "the meta" in proc-enabled PvP, and it is very unlikely to remain that way with this split scaling.
Urzigurumash wrote: »Scalling would never work because it more or less forces players into specific builds to be effective, effectively removing hybrid builds completely.
A good example:
Iam a Tank. I have both sets that are "tank" sets and scale on max health having 100% at ~43k and "healer" sets that scale on max stam/mag having 100% at ~39k. I have ~37k health and ~30k stamina. This means that both set types are now at 75% efficiency. There is no way of making both set types work at the same time. Making the "healer" ones work at 100%+ is impossible and making the "tank" ones work would be wasteful because the excess health is pointless. So no matter how i turn it this change would force me to go into build decisions that make no sense. It also prevents me from going for hybrid builds for easier dungeons nearly completely.
I believe this is exactly why the scaling was done the way it was - so nobody can use multiple types of proc sets to their utmost effectiveness. I believe presently Chokethorn + Syvarra's Scales on the same build is probably "the meta" in proc-enabled PvP, and it is very unlikely to remain that way with this split scaling.
Problem is iam talking about PvE.
Urzigurumash wrote: »1. Healing Procs: Did Tanks in Earthgore + Almalexia's + Battalion Defender (etc.) undermine the Healer role?
Urzigurumash wrote: »2. Damage Procs: Did the fact that Procs got no benefit from Olorime, Powerful Assault, etc., mean they were inherently underpowered in an optimized group compared to a Stats Set which combined better with Olorime, PA, etc?
Urzigurumash wrote: »I see even new players skipping straight to farming nCR, or whatever, with little interest in the 100s of other sets.
Urzigurumash wrote: »As for the excess health issue on Tank Sets, I agree. Maybe their scaling should be set at 35k HP and then capped. I don't think a cap on Damage or Healing Procs is ideal, but as for these few Tank Sets, I agree it makes no sense to encourage running at 45k HP if nobody needs to. Many people absolutely abhor Tanks in PvP, so that's a difficult issue. Not that they're wrong to do so - a good tank should engender anger from their opponents, but like many say, PvE bosses don't have forum accounts.
The problem is not organized groups, is everyone else. The thing with Proc sets is that they enabled beginners or medium level players to close the gap to experienced players a bit easier by handing out "free damage". The scaling will primarily hit these players. For experienced players its very easy to modify builds and make them work like before. For inexperienced players this scaling means an effective power loss. The way the scaling work also goes towards that intention.
Damage focused proc-based events will scale with the higher of your Weapon or Spell Damage.
You must have 5,478 Weapon or Spell Damage to reach the original value of many sets.
Healing focused proc-based events will scale with the higher of your Max Magicka or Stamina.
You must have 38,350 Max Magicka or Stamina to reach the original value of many sets.
Tanking focused proc-based events will either scale with your Max Health, and in some rare cases, will use the higher of your Physical or Spell Resistance.
You must have 38,350 Max Health or 27,890 Physical or Spell Resistance to reach the original value of many sets.
Urzigurumash wrote: »The problem is not organized groups, is everyone else. The thing with Proc sets is that they enabled beginners or medium level players to close the gap to experienced players a bit easier by handing out "free damage". The scaling will primarily hit these players. For experienced players its very easy to modify builds and make them work like before. For inexperienced players this scaling means an effective power loss. The way the scaling work also goes towards that intention.
Right, I get that, but is that ideal? Use proc sets for when you're learning, but then put on stats sets (other than Rele) when you finally are good enough to start optimizing for group play. Or is it nice that now it's possible you can wear a Damage Proc set in an optimized group if you like, and maybe not have to farm those AY rings, or whatever?
About Healing Procs encouraging Healers to spec in an unoptimized manner, I don't know enough about Healing to even look for a silver lining there, but I see how it might be preferable for PvP balance.
About Earthgore on Tanks - did every 3 DD group doing Score Runs on BRP or DSA have a Healing Proc on the tank, or were many of them able to survive with just self-heals on the DDs? I have no clue, but I understand the motivation to discourage Tanks from running Earthgore while keeping it viable on Healers.
With the spell and weapon damage I average on my characters I am looking at a 50% reduction in damage from the sets, meaning they are going into storage and I won't be going out of my way to farm other proc sets, if these changes go ahead.
Good chance these scaling changes are going to put people off going into vet dungeons to get monster sets, what incentive do they have if they are reduced to a largely useless state where people are better off running two one piece stat bonuses instead of a full monster set.