villur wrote:So can we talk about the kind of dissapointing state of procs? You guys nerfed the shit out of the frequency with the promise of making them more impactful yet I cant remember the last time a proc helped me kill significantly faster or looked cool. Heck, even before the nerf most stuff with procs were never really useful imo there were only a handful of ones that could have had a tweak. One of the big question marks for me is what do sub 10% procs ON KILL even do? They don't help killing bosses nor do they speed up clearing speed because they're so infrequent. They might aswell not exist and most items would be fine, but thats not a good solution at all.
Random example :
Skull of the Viz-Jaq'taar
Skull of the Viz-Jaq'taar
Skull Cap (Sacred)
Defense: 746 to 789
Required Level: 100
Required Strength: 275
Item Level: 120
Scorpion Blade: +2 Projectiles
5% Chance to cast level 40 Scorpion Blade on Kill
+(0 to 1) to Assassin Skill Levels
-(21 to 30)% to Enemy Poison Resistance
5% Chance of Crushing Blow
-500 Defense
+50 to Dexterity
(11 to 20)% to Dexterity
20% Magic Find
Requirements -50%
Socketed (4)
It has a 5% on kill proc so theoretically it will proc once every 2-3 packs and maybe help kill like 2 extra mobs. Thats how it feels anyway. And this is on a SSU. Compare this to
Danmaku
Danmaku
Athulua's Hand (Sacred)
Defense: (2657 - 3003) to (2861 - 3234)
Chance to Block: 5%
(Amazon Only)
Required Level: 100
Required Dexterity: 349
Item Level: 120
5% Chance to cast level 15 Javelin Nova on Kill
15% Chance to cast level 5 Javelin on Striking
1% Chance to cast level 45 Fire Bolt Nova on Striking
+(2 to 3) to Amazon Skill Levels
1% Base Block Chance
35% Attack Speed
25% Block Speed
Adds 15-25 Damage
+(21 to 25)% to Fire Spell Damage
+(115 to 143)% Enhanced Defense
Socketed (4)
for example.
Also it bothers me that arrow procs were touched but no mention of changing the wdm% and its still 1/4 dmg I think?
Procs and the eyecandy is one of the big reasons I like bowzon. And only a handful of procs being actually good is just dissapointing because I really enjoy them.
This post might sound a bit too negative but I just wanted to raise the issue.
Also this is all anecdotal evidence so feel free to debunk my observations with some real evidence and numbers.
We made our stance regarding procs and reducing them is a matter of performance. Yes, having the game play by itself from chainprocs looks fun and all, but it undermines server stability and is also kind of stupid. I'm not sure TSW would have been able to hold up with sigma if the proc&density amounts were those of ultimative era. Probably not. Also, they were made more impactful in a way, you have to see the whole proc spectrum, see how many caster procs there are currently vs 3+ years ago.
Saying on kill procs under 10% wont improve kill speed is flat out false, yes its obviously not good vs bosses but neither is ITD, CB, and other stats, and that doesnt make them intrinsically worthless. And dont forget many/most on-kill procs usually have some effect over time, i.e. bloodlust, doom, banish, SoR debuff, poison damage, etc. which is the whole point.
The proc on SSU skull helm is mostly thematic, of course. Did you see the other stats? Its a bonkers helm and uncontested BiS for this build, so I don't really see the issue. Danmaku is an example of the compromise to still keep some of the iconic proc-heavy items, such as Mr. Painless too. But remember, this is no longer the norm. The point is, if you're trying to "revive" the old chainproc fiesta, there are still some items to do this, but its a specific one, not just every item that has a kill/strike proc.
I used to be a proc fanboy back in the day too, but procs come with a lot of issues. Anything with a mild chain-proc potential immediatly becomes mandatory for said item slot / build (i.e. Danmaku on javazon since ever) which causes builds feel like shit if you're not using that item (re: Valthek's Command syndrome).