OnGodiDoDis wrote: »I've brought this up several times that all bombers are running the same gear/class. These things just incentivize this playstyle and that's why we see 90% of people running necro bombers; because it's simply the most effective way to take keeps. It's their "solution" to the lag. Instead of fixing the servers years ago, they just gave us ways to kill each other more quickly.
Holycannoli wrote: »A few of us brought up Occult Overload as OP as soon as we saw the change to it. Not sure why it hasn't been addressed since then. Maybe for PvE it's working as intended?
Is PB even a threat nowadays? Unless someone has an auto purge, you just run from the group and let it tick out. Unless I've missed something..
Hmmm...that does not seem to be in the description:
Dealing direct damage to an enemy, who is not a Plague Carrier, turns them into a Plague Carrier for 10 seconds, dealing 1715 Disease Damage over the duration. If the plague is removed early, it explodes, infecting enemies within 8 meters of the carrier and dealing 712 Disease Damage. The explosion deals an additional 50% damage per enemy hit. This effect can occur once per attack and scales off the higher of your Weapon or Spell Damage.
Again..am I missing something?
Danse_Mayhem wrote: »Please stop plaguebreak and occult overload from proccing on guards, and reduce occult overload back to its previous form. It’s genuinely the most broken OP slottable CP in the game.
NordSwordnBoard wrote: »Hmmm...that does not seem to be in the description:
Dealing direct damage to an enemy, who is not a Plague Carrier, turns them into a Plague Carrier for 10 seconds, dealing 1715 Disease Damage over the duration. If the plague is removed early, it explodes, infecting enemies within 8 meters of the carrier and dealing 712 Disease Damage. The explosion deals an additional 50% damage per enemy hit. This effect can occur once per attack and scales off the higher of your Weapon or Spell Damage.
Again..am I missing something?
Yes try testing it yourself. Death = removed early.
Holycannoli wrote: »A few of us brought up Occult Overload as OP as soon as we saw the change to it. Not sure why it hasn't been addressed since then. Maybe for PvE it's working as intended?
Holycannoli wrote: »A few of us brought up Occult Overload as OP as soon as we saw the change to it. Not sure why it hasn't been addressed since then. Maybe for PvE it's working as intended?
for pvp it is working as intended...as is plaguebreak, as is vicious death...watch your spacing...
Master_Kas wrote: »
Holycannoli wrote: »A few of us brought up Occult Overload as OP as soon as we saw the change to it. Not sure why it hasn't been addressed since then. Maybe for PvE it's working as intended?
for pvp it is working as intended...as is plaguebreak, as is vicious death...watch your spacing...
I mean, here is us killing a ballgroup 3v12 using plague/occult. Wouldn't have been possible without those two things.
https://streamable.com/1et2s3
There are two things that need to happen, in order for combating ballgroups to become a reality. First, heal stacking needs to be nerfed. You should not be able to have more than one of a specific HOT on you at a time (so no 6x radiant regens and 6x echoing vigors). Two, they need to do some sort of expoential scaling on AOEs.
For example, if they reduce the tooltips of AOE spammables such as pulsar, steel tornado, cleave, sap essence, necro scythe, dk deep breath, etc, but then added exponential scaling of + 50% per target, there would be much more counterplay to groups stacking via these abilities. Right now you simply cannot even deal damage to ball groups unless you instantly nuke them with a negate + plague + occult + synergy combo, because they have every mitigation buff in the game and 10k+ hps ticking on every player from their stacked heal over times.
If I had the ability to hit 10 people with my aoe spammable and have it deal 500% more damage, even with a much lower base tooltip this would give me the potential to combat players that rely on stacking like ball groups do.
The best part about this? It wouldn't be sets or CP doing all the work for you, like is the case now with PB/occult. The truth about ball groups is that often times, most of the players aren't very indivually skilled and simply rely on absurd amounts of healing and mitigation to stay alive. Meanwhile, they can just spam AOEs and proc sets to deal the damage they need. If they were required to actually hit multiple targets to get effectiveness out of the aoes they are spamming, they would need to be much more skillful about where and when they use their aoes. Simultaneously, they would need to be wary of stacking as they could be hit with exponentially higher AOE damage.
It seems like a pretty obvious solution to a problem zenimax has been trying to solve for years.
neferpitou73 wrote: »"Give me an insta-win button that lets me wipe large groups" Um no.
Ball groups are an issue but this is about the worst way to go about fixing it.
Holycannoli wrote: »A few of us brought up Occult Overload as OP as soon as we saw the change to it. Not sure why it hasn't been addressed since then. Maybe for PvE it's working as intended?
for pvp it is working as intended...as is plaguebreak, as is vicious death...watch your spacing...
Kind of hard to watch your spacing against NPCs that literally follow you in melee range. Like, just taking a resource alone could get you killed with Occult Overload.
Watch your spacing should be a Player interaction only. Not also having to worry about NPCs.
xxslam48xxb14_ESO wrote: »Punished for being a noob and its not like tightly packed newbies are difficult to kill with normal aoe anyways.