spartaxoxo wrote: »valenwood_vegan wrote: »I'd like to see a more polished and balanced vengeance-type campaign added as an option, so in that sense I'd like to see proc sets removed. But I would not want to see all of these sets removed from the regular cyro campaign; as one becomes more skilled / familiar with pvp and gets into theory-crafting, it would imo start to become boring very quickly with options limited in such a way. Certainly outlier sets that are causing balance problems could be adjusted without removing all proc sets.
Yeah. I agree. I think a much better polished Vengeance campaign alongside the regular Cyrodiil campaigns would be a good idea
Erickson9610 wrote: »said no one ever wrote: »Erickson9610 wrote: »Proc sets fill in holes in certain builds/playstyles. For instance, Werewolf can't crossheal others (as no Werewolf ability can heal others), so using the Hiti's Hearth proc set to give the group some healing while transformed is very much welcome.
For me, dropping Werewolf just isn't an option. I'm not here to play the meta, so I'm not interested in playing Classes which already have crosshealing abilities.
were wolf doesant have cross heal and so you shouldnt get one fgrom a proc set either. ty for understanding.
I don't understand.
Before Werewolf could taunt, we used the Tormentor proc set to taunt for us, and ZOS recognized the legitimate desire to taunt in Werewolf form and added a taunt to the toolkit. The same can (and should) be done for crosshealing.
katanagirl1 wrote: »The poll had no context, so I am making my own.
I would like to see Rush of Agony removed. It’s in every death recap I have. If I survive by blocking, the little bit of health I have left is removed by an ulti dump or VD proc.
Other problematic proc sets should be reviewed on a case by case basis when brought to their attention like RoA.
katanagirl1 wrote: »spartaxoxo wrote: »valenwood_vegan wrote: »I'd like to see a more polished and balanced vengeance-type campaign added as an option, so in that sense I'd like to see proc sets removed. But I would not want to see all of these sets removed from the regular cyro campaign; as one becomes more skilled / familiar with pvp and gets into theory-crafting, it would imo start to become boring very quickly with options limited in such a way. Certainly outlier sets that are causing balance problems could be adjusted without removing all proc sets.
Yeah. I agree. I think a much better polished Vengeance campaign alongside the regular Cyrodiil campaigns would be a good idea
The new campaign would have to bring in a ton of new players to do that on PS NA. Gray Host is only pop locked during late prime time now.
Splitting the playerbase would make two mostly empty campaigns.
The_Meathead wrote: »I don't want Proc sets removed.
I want extremely problematic Proc sets either unable to function with Battle Spirit present or altered to not be problematic (ie, RoA.)
This.
Personally I found the Vengeance test to be boring, same as I found the no-proc Cyro in 2021 boring. Being limited to a few sets in PvP feels like I'm playing with training wheels on.
Why must we apply a sledgehammer when a scalpel will do?
If they would have had no proc with CP, more players would have played there. I would play it just to get away from bombers and ball groups. No proc would have to really mean "no proc". Nothing like VD slipping in.
I'm surprised the poll is as close as it is.
Maybe just keep a vengeance campaign with no gear .. idk.
No-proc died because it was a half-baked implementation. There was never clarity on what worked and what didn't.spartaxoxo wrote: »If there is not enough people to sustain both rule sets should something like this go live though, then I think they should not do it as not enough people coming back is what killed the no proc campaign.
xylena_lazarow wrote: »Unrelated to Vengeance, this has been tried multiple times, and has always been unpopular.
spartaxoxo wrote: »katanagirl1 wrote: »spartaxoxo wrote: »valenwood_vegan wrote: »I'd like to see a more polished and balanced vengeance-type campaign added as an option, so in that sense I'd like to see proc sets removed. But I would not want to see all of these sets removed from the regular cyro campaign; as one becomes more skilled / familiar with pvp and gets into theory-crafting, it would imo start to become boring very quickly with options limited in such a way. Certainly outlier sets that are causing balance problems could be adjusted without removing all proc sets.
Yeah. I agree. I think a much better polished Vengeance campaign alongside the regular Cyrodiil campaigns would be a good idea
The new campaign would have to bring in a ton of new players to do that on PS NA. Gray Host is only pop locked during late prime time now.
Splitting the playerbase would make two mostly empty campaigns.
That is fair. I am mostly basing that opinion on the PC test being something that seems to have brought a lot of returning/new players into the game so much so they needed to increase an already expanded cap. If there is not enough people to sustain both rule sets should something like this go live though, then I think they should not do it as not enough people coming back is what killed the no proc campaign.
I'd suggest a different, radical approach. One CP/proc campaign going forward, and one single tuned Vengeance style campaign. Nothing else - even under 50s can play perfectly in the Vengeance style campaign. Then we'll truly be able to measure popularity. (though I'm guessing dedicated PvP guilds will still mandate Grayhost, skewing the picture)
said no one ever wrote: »Erickson9610 wrote: »said no one ever wrote: »Erickson9610 wrote: »Proc sets fill in holes in certain builds/playstyles. For instance, Werewolf can't crossheal others (as no Werewolf ability can heal others), so using the Hiti's Hearth proc set to give the group some healing while transformed is very much welcome.
For me, dropping Werewolf just isn't an option. I'm not here to play the meta, so I'm not interested in playing Classes which already have crosshealing abilities.
were wolf doesant have cross heal and so you shouldnt get one fgrom a proc set either. ty for understanding.
I don't understand.
Before Werewolf could taunt, we used the Tormentor proc set to taunt for us, and ZOS recognized the legitimate desire to taunt in Werewolf form and added a taunt to the toolkit. The same can (and should) be done for crosshealing.
Vamp has no cross healing so what makes wolf special?
said no one ever wrote: »Erickson9610 wrote: »said no one ever wrote: »Erickson9610 wrote: »Proc sets fill in holes in certain builds/playstyles. For instance, Werewolf can't crossheal others (as no Werewolf ability can heal others), so using the Hiti's Hearth proc set to give the group some healing while transformed is very much welcome.
For me, dropping Werewolf just isn't an option. I'm not here to play the meta, so I'm not interested in playing Classes which already have crosshealing abilities.
were wolf doesant have cross heal and so you shouldnt get one fgrom a proc set either. ty for understanding.
I don't understand.
Before Werewolf could taunt, we used the Tormentor proc set to taunt for us, and ZOS recognized the legitimate desire to taunt in Werewolf form and added a taunt to the toolkit. The same can (and should) be done for crosshealing.
Vamp has no cross healing so what makes wolf special?
KiltMaster wrote: »But no procs at all? Boring and uncreative.
KiltMaster wrote: »But no procs at all? Boring and uncreative.
Procs really only got super popular during One Tamriel which was late 2016. The game was far from boring and uncreative prior to that patch. There was still lots of build variety, even more than today honestly.
Right now everyone is dual wield/ice staff with vigor and ele sus regardless of class. That’s what is boring and uncreative.
Rohamad_Ali wrote: »KiltMaster wrote: »But no procs at all? Boring and uncreative.
Procs really only got super popular during One Tamriel which was late 2016. The game was far from boring and uncreative prior to that patch. There was still lots of build variety, even more than today honestly.
Right now everyone is dual wield/ice staff with vigor and ele sus regardless of class. That’s what is boring and uncreative.
Vicious death has been used forever. Way before 1 Tamriel.
Rohamad_Ali wrote: »KiltMaster wrote: »But no procs at all? Boring and uncreative.
Procs really only got super popular during One Tamriel which was late 2016. The game was far from boring and uncreative prior to that patch. There was still lots of build variety, even more than today honestly.
Right now everyone is dual wield/ice staff with vigor and ele sus regardless of class. That’s what is boring and uncreative.
Vicious death has been used forever. Way before 1 Tamriel.
Yea VD was Thieves Guild, but I don’t really consider VD to be in the same category as something like Tarnished Nightmare or the old Viper.
tomofhyrule wrote: »said no one ever wrote: »Erickson9610 wrote: »said no one ever wrote: »Erickson9610 wrote: »Proc sets fill in holes in certain builds/playstyles. For instance, Werewolf can't crossheal others (as no Werewolf ability can heal others), so using the Hiti's Hearth proc set to give the group some healing while transformed is very much welcome.
For me, dropping Werewolf just isn't an option. I'm not here to play the meta, so I'm not interested in playing Classes which already have crosshealing abilities.
were wolf doesant have cross heal and so you shouldnt get one fgrom a proc set either. ty for understanding.
I don't understand.
Before Werewolf could taunt, we used the Tormentor proc set to taunt for us, and ZOS recognized the legitimate desire to taunt in Werewolf form and added a taunt to the toolkit. The same can (and should) be done for crosshealing.
Vamp has no cross healing so what makes wolf special?
So… vampire should get it too?
Why is “X doesn’t have something so neither should Y” the default argument when it could be “X doesn’t have something either, so both X and Y need it.”
Also, if we wanted to be pedantic, vampire does have cross-healing capability because they can still slot Vigor or a Resto staff. Werewolf doesn’t even have the ability to do that since you have access to five skills and five skills only.
said no one ever wrote: »tomofhyrule wrote: »said no one ever wrote: »Erickson9610 wrote: »said no one ever wrote: »Erickson9610 wrote: »Proc sets fill in holes in certain builds/playstyles. For instance, Werewolf can't crossheal others (as no Werewolf ability can heal others), so using the Hiti's Hearth proc set to give the group some healing while transformed is very much welcome.
For me, dropping Werewolf just isn't an option. I'm not here to play the meta, so I'm not interested in playing Classes which already have crosshealing abilities.
were wolf doesant have cross heal and so you shouldnt get one fgrom a proc set either. ty for understanding.
I don't understand.
Before Werewolf could taunt, we used the Tormentor proc set to taunt for us, and ZOS recognized the legitimate desire to taunt in Werewolf form and added a taunt to the toolkit. The same can (and should) be done for crosshealing.
Vamp has no cross healing so what makes wolf special?
So… vampire should get it too?
Why is “X doesn’t have something so neither should Y” the default argument when it could be “X doesn’t have something either, so both X and Y need it.”
Also, if we wanted to be pedantic, vampire does have cross-healing capability because they can still slot Vigor or a Resto staff. Werewolf doesn’t even have the ability to do that since you have access to five skills and five skills only.
Thems the breaks. Take it up with hircine.
If you remove proc sets you might as well just remove gear in general.
katanagirl1 wrote: »The poll had no context, so I am making my own.
I would like to see Rush of Agony removed. It’s in every death recap I have. If I survive by blocking, the little bit of health I have left is removed by an ulti dump or VD proc.
Other problematic proc sets should be reviewed on a case by case basis when brought to their attention like RoA.
This is the context I was coming in to mention as well.
I'd be curious to see the break out by people who prefer to play in a "ballgroup-ish" style and those that prefer to play solo/surg/small man.
I'd assume the second half will mostly vote no based on current RoA workings.
IMO - proc sets need to stay - Rush needs to stay - but they need to be significantly tuned.
From a ball group lead perspective I'd like ZoS to force our hand a bit.
Example - Say ZoS changes Rush to being a smaller range and pulls less people and adds cc im.
As a lead I'm not going to have to ask myself do I want small pulls now with same amount of burst dmg/heals or so I sacrafice some burst dmg/heals to have more people put on rush so we get larger pulls. If I go with the second option it makes me have to be very careful what position I put the group into because we will be more squishy.
I say all of that with the assumption that healing/shielding stacks didn't get touched (which I think they should as well).
I'd love to see the meta shifted a bit to where you have to be very deliberate about what you're slotting, how many healers vs dps vs shielders vs pullers you have.
Right now with how things stack/hit the whole group its very brain numb to build a comp. I'd love for them to come in and change most of the skills in cyro so at most they hit 3 people in/out of group. This would not only help with making ball groups not as dominate but also help with the calcs on the server.
Just my two cents - feel free to roast me because I mentioned ball groups.
AvalonRanger wrote: »1 per 25sec mostly. It's totally fair.
katanagirl1 wrote: »The poll had no context, so I am making my own.
I would like to see Rush of Agony removed. It’s in every death recap I have. If I survive by blocking, the little bit of health I have left is removed by an ulti dump or VD proc.
Other problematic proc sets should be reviewed on a case by case basis when brought to their attention like RoA.
This is the context I was coming in to mention as well.
I'd be curious to see the break out by people who prefer to play in a "ballgroup-ish" style and those that prefer to play solo/surg/small man.
I'd assume the second half will mostly vote no based on current RoA workings.
IMO - proc sets need to stay - Rush needs to stay - but they need to be significantly tuned.
From a ball group lead perspective I'd like ZoS to force our hand a bit.
Example - Say ZoS changes Rush to being a smaller range and pulls less people and adds cc im.
As a lead I'm not going to have to ask myself do I want small pulls now with same amount of burst dmg/heals or so I sacrafice some burst dmg/heals to have more people put on rush so we get larger pulls. If I go with the second option it makes me have to be very careful what position I put the group into because we will be more squishy.
I say all of that with the assumption that healing/shielding stacks didn't get touched (which I think they should as well).
I'd love to see the meta shifted a bit to where you have to be very deliberate about what you're slotting, how many healers vs dps vs shielders vs pullers you have.
Right now with how things stack/hit the whole group its very brain numb to build a comp. I'd love for them to come in and change most of the skills in cyro so at most they hit 3 people in/out of group. This would not only help with making ball groups not as dominate but also help with the calcs on the server.
Just my two cents - feel free to roast me because I mentioned ball groups.
BXR_Lonestar wrote: »katanagirl1 wrote: »The poll had no context, so I am making my own.
I would like to see Rush of Agony removed. It’s in every death recap I have. If I survive by blocking, the little bit of health I have left is removed by an ulti dump or VD proc.
Other problematic proc sets should be reviewed on a case by case basis when brought to their attention like RoA.
This is the context I was coming in to mention as well.
I'd be curious to see the break out by people who prefer to play in a "ballgroup-ish" style and those that prefer to play solo/surg/small man.
I'd assume the second half will mostly vote no based on current RoA workings.
IMO - proc sets need to stay - Rush needs to stay - but they need to be significantly tuned.
From a ball group lead perspective I'd like ZoS to force our hand a bit.
Example - Say ZoS changes Rush to being a smaller range and pulls less people and adds cc im.
As a lead I'm not going to have to ask myself do I want small pulls now with same amount of burst dmg/heals or so I sacrafice some burst dmg/heals to have more people put on rush so we get larger pulls. If I go with the second option it makes me have to be very careful what position I put the group into because we will be more squishy.
I say all of that with the assumption that healing/shielding stacks didn't get touched (which I think they should as well).
I'd love to see the meta shifted a bit to where you have to be very deliberate about what you're slotting, how many healers vs dps vs shielders vs pullers you have.
Right now with how things stack/hit the whole group its very brain numb to build a comp. I'd love for them to come in and change most of the skills in cyro so at most they hit 3 people in/out of group. This would not only help with making ball groups not as dominate but also help with the calcs on the server.
Just my two cents - feel free to roast me because I mentioned ball groups.
IMO, Rush of Agony is problematic not because it is "overperforming" so to speak but because it isn't even performing as intended. Every BG out there knows RoA is broken and is not working as intended. You are getting mile-long pulls sometimes, pulls through walls and doors, and because of that the pull behavior is a little unpredictable.
IMO, it needs to be reworked to do the pull centered around the person doing the pulling. If it did this at all times and was consistent, that would certainly go a long way with fixing things.
I don't think the set needs to be nerfed into the ground, it just needs to work properly.
BXR_Lonestar wrote: »AvalonRanger wrote: »1 per 25sec mostly. It's totally fair.
25 seconds is an eternity. ESPECIALLY for something that is completely blockable/avoidable if you are running an immovable pot. So you go for a pull once and your entire group is exposed for 30 seconds because of a failed pull? Doesn't seem reasonable.
10 Seconds? 12 Seconds? That is a change that wouldn't be too terrible. The timer is already 8 seconds. 25 would kill the set. At that point, I'm getting on my block tank, gathering around the biggest zerg I can, and then calling out my scribed pulls right before the ballgroup reaches me.
The_Meathead wrote: »katanagirl1 wrote: »The poll had no context, so I am making my own.
I would like to see Rush of Agony removed. It’s in every death recap I have. If I survive by blocking, the little bit of health I have left is removed by an ulti dump or VD proc.
Other problematic proc sets should be reviewed on a case by case basis when brought to their attention like RoA.
This is the context I was coming in to mention as well.
I'd be curious to see the break out by people who prefer to play in a "ballgroup-ish" style and those that prefer to play solo/surg/small man.
I'd assume the second half will mostly vote no based on current RoA workings.
IMO - proc sets need to stay - Rush needs to stay - but they need to be significantly tuned.
From a ball group lead perspective I'd like ZoS to force our hand a bit.
Example - Say ZoS changes Rush to being a smaller range and pulls less people and adds cc im.
As a lead I'm not going to have to ask myself do I want small pulls now with same amount of burst dmg/heals or so I sacrafice some burst dmg/heals to have more people put on rush so we get larger pulls. If I go with the second option it makes me have to be very careful what position I put the group into because we will be more squishy.
I say all of that with the assumption that healing/shielding stacks didn't get touched (which I think they should as well).
I'd love to see the meta shifted a bit to where you have to be very deliberate about what you're slotting, how many healers vs dps vs shielders vs pullers you have.
Right now with how things stack/hit the whole group its very brain numb to build a comp. I'd love for them to come in and change most of the skills in cyro so at most they hit 3 people in/out of group. This would not only help with making ball groups not as dominate but also help with the calcs on the server.
Just my two cents - feel free to roast me because I mentioned ball groups.
As someone who detests how insanely powerful Ball Groups are atm and what that does to Cyrodiil, I won't just NOT roast you - I'll praise you for your objectivity.
Ball Groups *should* be the pinnacle of what's possible in Cyrodiil. It's the maximum group size (unless two run together, which I've seen a few times) and capable of the best cooperation and synergy when solid theory crafting and good leadership are both present. As you stated, however, it's just too much and too easy atm.
If the fat gets trimmed like you're suggesting, with RoA limited (or removed a la Battle Spirit), cross-healing/shielding stacks reduced (or eliminated), and so forth it would indeed reduce server strain by nature AND greatly reduce the strength of the average Ball Group, which is dramatically out of hand. I personally have ZERO doubt that the really good Ball Groups would still be damn near unkillable and remarkably powerful, and that's as it should be - particularly if they have to really "work for it" in terms of creative builds and theory.
I've seen you help people with tech issues, so kudos to you for that too, but especially for this post. Probably won't be seen by a whole lot of people since it's a little off topic but consider -me- impressed and enjoy at least one sincere compliment. I'm about as anti-BG (in current form) as it gets, but I absolutely think it's on ZOS to limit them and not the players who will naturally push any envelope to its maximum. I also love that it's more fun and desirable for you to work around harder challenges in gearing and get creative without the low-hanging fruit of current mechanics.
Good post.