Enhancement Proc Changes
That question is never really a valid question. It presupposes that the only reason to change anything is if you can prove its broken, or alternatively the devs should make a list of all the things they don't think are perfect so the players know in advance which of them the devs might decide to change five years from now in 2017.
That is the implication, is it not? That the devs should have said in 2007 that they were not really perfectly happy with the proc system, which was based on much more primitive mechanics that existed at the time, and that perhaps one day, in 2012, they might decide to experiment with changing it. Or maybe its more than that. Maybe what the devs were supposed to do was say in 2007 that they were not exactly perfectly happy with the proc system, whereupon the players would get to say "well, if you want to change it the statute of limitations starts now, and if you don't change it within the year, I'm sorry but we're not going to allow you to do so." That way we would all know we were safe now. Maybe the devs have been seeing problems for years, like how procs work in AoEs compared to single target attacks, and how they work in hyper-accelerated powers compared to conventional levels of recharge, and have wanted to make this change for a long time, which is why they were added to the store bought IOs first as a trial when the technology became available to add them. And maybe the devs aren't allowed to talk about things in development that may or may not actually get released because that always causes problems, and so they couldn't say they were unhappy with the previous proc system until they were certain it was going to be replaced. I say maybe, but of course I don't really mean maybe. |
Are the devs required to change only things we knew about beforehand? Of course not. But most of the time we do know about them, so when something comes out of left field like this, I can understand why people want to know why it's being changed, when for 5 years, as far as the players were concerned, procs were working fine.
Ok i will give a no B'S answer to this, the Devs created the PPM system for SBE to make them more attractive on the market and hoping to make a ton of money on them through players wanting to improve the performance of their characters. But they did not anticipate the amount of whiny people on the forums so they realise now they have to make a change but at the same time they gave aggravated those that have spent money on the procs so now they want to make a middle of the road solution.
If this was not true then why they didn't apply the formula to SBE and ingame procs from the beginning |
In addition, considering no official thread exists regarding complaints about the SBE proc changes to those who spent money on them, all of those here who are telling others to leave this thread and go talk to Black Pebble are behaving no differently than someone telling a homeless person to get off the streets and if they got a problem with their situation to go talk to the president, all the while knowing fully well that neither of those things can be achieved, at best, easily. If this scenario were even a glimmer in Black Pebble's eye, he'd have said something by now and there would be an official topic for that discussion already created. Truth be told, they just want the people with those complaints to leave so they can disperse them enough to get away with doing nothing. So yes, Synapse has nothing to do with the market. But the one who does clearly doesn't care about this situation, largely because caring will only make it far worse.
Sorry, BP - I have nothing against you but it's pretty much a given at this point that I'm not making this up. Clearly it is easier to do nothing and accept future losses by a vocal minority than to draw attention to the matter by getting involved, since most of the players out there don't even know about this, and causing a PR disaster. Yes, I remember Lighthouse. I am only too aware about what kind of a powder keg these scenarios can turn into by acknowledging a concern and, quite honestly, I feel sorry for you because there is no way to be a good guy about it right now.
So if everyone plans on continuing to attack each other, then let's at least be honest about the situation and quit sugar-coating it with falsehoods.
My own position stands - I am going to take advantage of whatever loophole is left unaccounted for in this new system that Synapse is putting together, so I any losses I incur at this point are acceptable. For many others, that is not the case and I sympathize with them.
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Ok i will give a no B'S answer to this, the Devs created the PPM system for SBE to make them more attractive on the market and hoping to make a ton of money on them through players wanting to improve the performance of their characters. But they did not anticipate the amount of whiny people on the forums so they realise now they have to make a change but at the same time they gave aggravated those that have spent money on the procs so now they want to make a middle of the road solution.
If this was not true then why they didn't apply the formula to SBE and ingame procs from the beginning |
Then people in the beta forums in particular complained about how much better PPM was than standard procs, and started requesting a middle-road solution. This combination apparently compelled them to go back and look harder at how to both tone down PPM and make its low end look more like flat-rate procs.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Murphys Military Law
#23. Teamwork is essential; it gives the enemy other people to shoot at.
#46. If you can't remember, the Claymore is pointed towards you.
#54. Killing for peace is like screwing for virginity.
@Psycho Jas
Well thats a kick to the groin after spending 2k points on Hecatomb procs for My characters specifically with KO blow and Concentrated strike since I greatly enjoy Kinetic Melee and Super strength. As it stands now because of my desire to have high recharge I'm going to be screwed out of procs with the asinine changes to make the chance to proc based off of modified recharge.
Yeah not happy about this at all and not buying any Attuned Enhancements from the store again at this rate and may have to reconsider giving Paragon Market $250 a month just to show my support with these kind of screw job nerfs to things I've paid for. |
There are no other processes in the set. So I'm understanding that your upset that that 33% chance for extra damage will be limited to happening only some unknown number of times per minute after this change? Note it was only a 33% chance to fire anyway a good chance ye 1/3 chance every hit. Nice but ....
But it's MY sadistic mechanical monster and I'm here to make sure it knows it. - Girl Genius
List of Invention Guides
I'm very happy with the idea of standardization between bought and found procs and also that some of the more useless proc rates may be looked at. However there is an aspect of the current plan for this that I don't like so much.
If I'm understanding this correctly the recharge in the power holding the proc and alpha slot recharge will combine as a factor in the calculation for the proc chance but global recharge from other sources such as IO bonuses and hasten will not? While it is good that this removes the 'stop buffing me you are flooring my proc rate' problem it does seem to encourage building toons in a very specific way - get the maximum global recharge, always take hasten and try not to use recharge directly in powers you want to use procs in.
Now I know that what I've just described is not a million miles away from general build philosophy - taking hasten is a bit of a given in most of the builds you see on the boards but this feels a little limiting in build choices if you want to use procs. It seems to me that various game design choices (ED, inherent fitness) have encouraged variety in building toons which this doesn't sit well with.
This would also mean that procs will work better for the better off builders among us. They can afford the expensive high global recharge builds giving higher proc rates than someone frankenslotting a cheap build where more recharge is likely to be directly put in each power. I know there's nothing wrong with an expensive build working better than a cheap one but shouldn't the same proc work the same for all people?
Not that I've got any better ideas for how this could be done differently to avoid these issues!
I've already worked it out for myself, but thanks for the offer. I'd like to see Synapse himself none the less post a version of how this change will affect things negatively.
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Just about every Fire blast build I've seen, for PvP, would lose between 3%-10% in combined proc rates between Flares and Fire Blast. They'd gain in the area of 20% proc rate for Blaze.
That appears to be a net-positive to me.
Murphys Military Law
#23. Teamwork is essential; it gives the enemy other people to shoot at.
#46. If you can't remember, the Claymore is pointed towards you.
#54. Killing for peace is like screwing for virginity.
Ok i will give a no B'S answer to this, the Devs created the PPM system for SBE to make them more attractive on the market and hoping to make a ton of money on them through players wanting to improve the performance of their characters. But they did not anticipate the amount of whiny people on the forums so they realise now they have to make a change but at the same time they gave aggravated those that have spent money on the procs so now they want to make a middle of the road solution.
If this was not true then why they didn't apply the formula to SBE and ingame procs from the beginning |
One of us is confused here. The only process in hecatomb is the 6th IO that gives a 33% chance to cause moderate negative energy damage to your targets.
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Feedback was posted in the I22 beta forums saying that things like purple PPM procs seemed too good to be true, yet they went on into the Paragon Market unchanged, and now a future downgrade is pending.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
I'm really not sure that explains it. I'm not arguing that they would try to develop pay to win strategies. It's clear that they will. But why waste the development effort on developing a whole new proc system just to implement pay to win procs in the real money store when they could have just put the same flat chance procs we have now in there but increased the chance to trigger. Same end result, lots less work.
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Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
I'm really not sure that explains it. I'm not arguing that they would try to develop pay to win strategies. It's clear that they will. But why waste the development effort on developing a whole new proc system just to implement pay to win procs in the real money store when they could have just put the same flat chance procs we have now in there but increased the chance to trigger. Same end result, lots less work.
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They wanted a type of proc that was effective, regardless of the cycle time of the power it's put into. There it was intended for the procs (PPM and flat %) to be roughly equal in performance, but when it was obvious that wasn't going to happen, they had to drop one of them.
Because the PPM mechanic was specifically intended to be comprable in performance to the flat %, they couldn't both exist if that wasn't the case. PPM is more fair to more powers and appears to have fewer balance idiosyncrasies, so the flat % procs get the boot.
Murphys Military Law
#23. Teamwork is essential; it gives the enemy other people to shoot at.
#46. If you can't remember, the Claymore is pointed towards you.
#54. Killing for peace is like screwing for virginity.
Please point out exactly what part of my post you disagree with and why.
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But it gets more ridiculous. The more you put into your character, the less effective the ios will be for you.
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Or, to put it another way, when you sound like you're making the same arguments again that Synapse already heard, *agreed with*, and made changes based upon, people aren't likely to be impressed.
Oh, and people do have a problem with the old formula. Namely that some procs were totally worthless under it. This system will make procs more powerful in all sorts of places. (Including, but not limited to, any single-target power with a without-global-recharge cycle time much longer than 3.2 seconds. Oddly, I seem to recall having such powers in a lot of my builds.)
-Morgan.
Because Pay to win isn't the intent, no matter how much people scream it.
They wanted a type of proc that was effective, regardless of the cycle time of the power it's put into. There it was intended for the procs (PPM and flat %) to be roughly equal in performance, but when it was obvious that wasn't going to happen, they had to drop one of them. Because the PPM mechanic was specifically intended to be comprable in performance to the flat %, they couldn't both exist if that wasn't the case. PPM is more fair to more powers and appears to have fewer balance idiosyncrasies, so the flat % procs get the boot. |
I guess I was just hoping for a little more from our devs then. A stronger sense of ethics. I understand things will always change in an MMO. I have left coh when it became something I didn't care for (ED/control nerfs) and I came back when it was once again something fun (inventions). But somehow purchasing a specific product from the market, having it changed, and not having any option to return said product feels wrong.
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Oh and I suspect that less than 10% of the people buying SBE's do so for the proc. Most have other reasons so little will change with their sales.
But it's MY sadistic mechanical monster and I'm here to make sure it knows it. - Girl Genius
List of Invention Guides
*sigh* Okay, I suppose I will be as vague and cryptic as possible then. That surely will do the trick...right? Right?
I may or may not look at things... In all seriousness though Grey Pilgrim is right. I am going to go through the various procs and will test out those with a really low % proc chance and try to identify why they were set so low. If nothing scary happens (meaning I find a potential exploit) I will likely increase their performance. I can't say exactly what will change and by how much as everything involving these changes are simply on paper right now. Regards, Synapse |
Any chance while you're at it you could convert the stupefy proc from knockBACK to knockDOWN ?
Energy Manipulator: Chance to stun is also a 10%, IIRC.
Tempest: Chance of End Drain could use some balance love (not on rate, but on effect, iirc).
Pounding Slugfest: Chance for Stun is another 10%er I think.
Also Triumphant Insult: Chance to Stun.
I'd love to see a lot of these low level "trash" procs become useful and/or desireable... it seems to me like a proc in general should always have a compelling reason for usage. Otherwise, why make it?
Guides: Dark Armor and IOs | SS/DA | Crabbing | Fortunata
But it's MY sadistic mechanical monster and I'm here to make sure it knows it. - Girl Genius
List of Invention Guides
@Roderick
One of us is confused here. The only process in hecatomb is the 6th IO that gives a 33% chance to cause moderate negative energy damage to your targets.
There are no other processes in the set. So I'm understanding that your upset that that 33% chance for extra damage will be limited to happening only some unknown number of times per minute after this change? Note it was only a 33% chance to fire anyway a good chance ye 1/3 chance every hit. Nice but .... |
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
We really have no idea what the overall intent is. While it is really nice that Synapse was wiling to address our concerns and soften the impact of the changes, thinking that we know the overall intent or this wasn't part of other changes coming down the pike is nothing but wishful thinking.
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Me:
....Looking through Synapse's posts in this thread, as I write my response to you UberGuy, I think I found my answer.
The designed intent for the PPM mechanic (ingoring specific procs ATM) was not supposed to be better than the flat percentage. It has little to nothing to do with how the procs were used, and has much more to do with their comparative potential benefit of use. SBEs vs IOs, standard procs in fast cycle time powers, and PPMs in long cycle time powers are all just symptomatic to reason for this change. Both mechanics can not exist at the same time with pairity, so as a casualty of making the mechanic fit with the designed intent we are seeing the original IO proc mechanic dissapear, and a general buff to performance with procs in most situations. That makes sense and leaves a potential opening for getting the proc rate cap removed. |
Murphys Military Law
#23. Teamwork is essential; it gives the enemy other people to shoot at.
#46. If you can't remember, the Claymore is pointed towards you.
#54. Killing for peace is like screwing for virginity.
Oh, and people do have a problem with the old formula. Namely that some procs were totally worthless under it. This system will make procs more powerful in all sorts of places. (Including, but not limited to, any single-target power with a without-global-recharge cycle time much longer than 3.2 seconds. Oddly, I seem to recall having such powers in a lot of my builds.)
-Morgan. |
However, the old system was a lot more clear and easy to follow. PPM and how it is described with procs is terribly done and confusing, and not all entirely because of the language associated with them. "Procs 20 or 30% of the time" is a lot easier to grasp than all the formulating going behind this change. I suppose it's inevitable to balance how differently recharged things are, but I guess I didn't have an issue with procs going more in low recharge powers and less in long recharge ones.
Is there any worry that this change will make procs TOO powerful? I see some of the rates being quoted using the formula, and they seem ridiculously high. Maybe it's just my background with procs, but having a better chance for it to go off than not (or almost 100%) seems a bit on the strong side. Just curious.
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Its interesting how the moment i asked for a PvP version of double/triple proc'd flares, synapse hasn't got anything to show? Why because it'll be proof of how this change is also a massive nerf.
@Psycho Jas