dur3al wrote:I also like the idea of an internal cool-down, its what is making more sense to me at this point, but I'm just gonna trow this idea here to see what everybody thinks, or if its even viable:
What if procs damage would scale with str/intelligence? Or if you do a big hit, you get the full amount of the proc damage, if you hit for 1, you get barely anything etc.
Reply & Introduction
Here's why I prefer either directly nerfing the proc damage or making it scale or any other solution than an internal cooldown on incoming outgoing procs. First of all internal cooldowns would make proc chance increase tactics worthless because regardless of how low they are such a cd would block a LOT of the damage from those tactics, due to their triggering being random (probabilistic). Second of all building synergy in a proc group relies on supplying AP to be able to constantly use abilities, using instant abilities, having high AA abilities etc. It gives quite a lot of room for playing around with the game and building group compositions. Insert an internal cd and all that becomes pointless, because likely unless the internal cd is like 0.2s short or less you will be procing the maximum amount regardless of the build your character is using making group building pointless. I would start gently with nerfing the damage output of the bright wizard/sorc procs by somewhere from 10-25%, then continue nerfing if damage is still over the top. I will explain below why I think this is appropriate in 3 parts.
Now to the real question, what is the problem with procs? Easy answer, most people would say too much damage. I would say there's 2 sides to the coin here. There is a learn to play issue and a real too much damage issue from the procs. Before certain netizens descend on my point here I would like to point out that completely non-proc groups
HAVE DEFEATED proc groups soundly in 6v6 scenarios without the use of any special cheese tactics.
1.Learn to play issue
Now to the learn to play issue. To give just one example most people stack armour and have changed nothing about their approach with the proc meta. Armour doesn't help against a bright wizard or a sorc nor is it any use against procs. This basically means people are using their talisman slots in a very bad fashion against proc groups. Secondly the proc groups that my guild runs which are the primary cause of much of the current hatred against procs were specifically designed to beat standard WL and Marauder compositions. That is we knew exactly what out opponents were running and made the proc group composition specifically in regard to that. Some groups didn't react to this whatsoever and just kept playing their Mara/WL comps and understandably got defeated. A group who adapted and changed their comp was able to win without a BW proc against us. In any game where there are multiple available composition, even if it is balanced some compositions will counter each other, that is pretty much unavoidable. So there is a major l2p component and people not wanting to change their characters to be able to beat one setup component to this.
2.Too much damage
However, there is also a too much damage component to the procs, which has the same problem as too high wounds debuffs on Mara and Knight, and too high armour debuffs on WL and Mara. These skills are balanced for midgame or even endgame gear and hp pools and understandably they put a little bit too much pressure on people in the current state of the game. Furthermore certain abilities and tactics were broken that used to use procs eg.: the outdated screenshot at the start of this thread (A thank you to all the people that helped bug report and test Touch of Palsy, Riposte etc.) that was responsible for procs being ridiculous. A Touch of Palsy could have dealt 4-5k damage on a moving target. There are very few proc groups who are actually well geared and understand how to play their setups, because of this meta being fairly recent. Bug fixes on tactics and on movement skills are also fairly recent. People are
still learning how to counter proc groups. I mean people even weren't using the knight triple shatter tactic for like 3 weeks when it was available and that was one of the best counters there was to destruction proc groups. However, even though I have my misgivings, I believe people's gut instinct/anger is correct and that procs do deal too much damage. My suggestion is just to nerf it slowly and gradually so that proc groups do not become completely extinct, but rather balanced with the other compositions available in the game.
3. Why procs are good for the game? (Sorry Slayer+WL & Choppa+Mara/2xMara)
If you think about it, RoR isn't a game with a lot of obvious synergies. Your armour debuff and you deal physical damage. You specific resist debuff and you deal that type of specific damage. This leads to unvaried group comps. There is little reason to run a BW+Slayer a DoK+Sorc, a Mara+Sorc, If engi was actually good you'd rather run an engi with a SW than a BW (Maybe it is now? TBD I think.). Simply because it's easier to debuff one damage type and then push that damage with a healdebuff. What group comps did we have in the optimized 6v6 meta before procs? Not many. There were at maximum 4-5 group composition that were relevant and probably less than that. If procs are usable/good they blow the previously stated limitations out of the window. Procs allow people to get creative with group composition in a lot of different ways. You can run various melee+ranged hybrid comps, you can run more varied ranged groups and build the group around maximizing the procs and surviving at the same time. You can get extremely creative. Starilas had a very creative proc group himself that I would never have thought of and I would never have believed it could work before I saw it work (Dps DoK, Heal DoK, WE, Mara, Sorc, Chosen). That's why I think procs should stay relevant. An internal cooldown will kill how synergies are built around procs and that's why I think it's a bad solution and I would just prefer it being nerfed either by scaling with stats or by reducing the proc damage.