Jump to content

Suggestion/feedback: proc system


Recommended Posts

Feedback: The proc system, being based on PPM, created an unusual circumstance that's turned staple for performance teams in PvE and PvP. Normally, when a power is enhanced, it should always be improved in some way, shape, or form. One of those methods is enhancing recharge, since it makes X power more readily available. The proc system as it is, on the other hand, turns enhancement/alpha-based recharged from a boon to a detriment because they negatively impact proc rate. With damage procs doing significant damage, especially when piled on top of each other, procs become a core source of damage instead of bonus damage tacked on to the power's actual damage (ideally the power, itself, should be the core source of damage).

As mentioned, this applies to Alpha Incarnate as well, since Alpha's bonuses are applied similarly to enhancements, making Spiritual and Agility highly not recommended due to interfering with proc rates. Similarly, Alpha Incarnate also allows reaching 90+% damage on a power (via Musculature Core/Radial or Intuition Radial) just by using a mix of 2 Nucleolus Exposure Hami-Os (ACC/DAM) and/or +5 ACC/DAM IOs from various sets, allowing room to dump an arsenal of procs. For pseudo-pet powers (infamously: Burn), it ends up being more desirable to drop nothing but procs instead of even attempting to enhance damage (if need be, a singular 50 +5 Damage IO, as Alpha would cover the rest) because any further enhancement would be considered a waste.

Also as mentioned, this affects PvP as well since procs are unresistable damage. It does balance the scales a bit since the core sources of damage end up being procs due to the innate resistances provided in a PvP setting, allowing even Defenders to pack a punch. However, it still recreates the issue of making procs more desirable than making powers more readily available (procs > recharge) and also can create a significant balance issue since procs can heavily tilt the favor towards select builds.

Suggestion: Convert procs from PPM to a flat % chance. Procs, especially unique ones, were designed to be an added bonus to using a power. They weren't designed to overshadow the power, itself, nor overshadow the set effects. With being a flat % chance, this means a proc would provide more benefit over time if the power is used more often, resulting in making recharge a desirable bonus to have because faster firing frequency = more likely to get the proc to land.

Given, this would heavily impact the current performance meta, since converting from the PPM model to a flat percentage model would heavily devalue proc-bombing a target and also result in a global damage nerf proportionate to the number of procs used and (inversely) enhancement-based recharge. On the other hand, it would definitely provide better long-term value in addressing AT/power set balance since the focus can be taken off of the influence of procs, instead redirecting that focus to the raw performance of powers, both enhanced and not enhanced.
 

Link to comment
Share on other sites

11 minutes ago, betaflex1 said:

Suggestion: Convert procs from PPM to a flat % chance. Procs, especially unique ones, were designed to be an added bonus to using a power. They weren't designed to overshadow the power, itself, nor overshadow the set effects. With being a flat % chance, this means a proc would provide more benefit over time if the power is used more often, resulting in making recharge a desirable bonus to have because faster firing frequency = more likely to get the proc to land.

Not a yes/no vote, just a curiosity.. you do know that you’re proposing a simple reversion to exactly what these procs used to do, right?

Link to comment
Share on other sites

51 minutes ago, betaflex1 said:

Suggestion: Convert procs from PPM to a flat % chance. Procs, especially unique ones, were designed to be an added bonus to using a power. They weren't designed to overshadow the power, itself, nor overshadow the set effects. With being a flat % chance, this means a proc would provide more benefit over time if the power is used more often, resulting in making recharge a desirable bonus to have because faster firing frequency = more likely to get the proc to land.

As @arcane says this is simply the original proc system. The problem was that it created a situation where spammable fast activating powers were proc monsters and all other powers didn't get much out of them. Which is exactly what the ppm system was designed to fix.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...