alternatelder wrote: »I don't know about anyone else but I am so sick of the bomb meta right now. VD is fine, it should remain untouched though. The other two are 98% of everyone's death recaps.
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.
While that was a good bomb, to be fair, against a good group, we both know it’s not that simple and they wouldn’t have died from that.
While the PB/Vicious/ occult combo are very lethal, it requires you to kill someone first, which once again against good players and with all of the healing, by the slightest chance you get a kill , it is your only shot to wipe a good group. Balancing things around bad/average players is simply not a good idea, as damage would plummet and you would have stalemates when good players/teams right.
While that was a good bomb, to be fair, against a good group, we both know it’s not that simple and they wouldn’t have died from that.
While the PB/Vicious/ occult combo are very lethal, it requires you to kill someone first, which once again against good players and with all of the healing, by the slightest chance you get a kill , it is your only shot to wipe a good group. Balancing things around bad/average players is simply not a good idea, as damage would plummet and you would have stalemates when good players/teams right.
PB, VD, & OO are great as is.
ZOS gave you folks no-proc/no-cp campaign to play, stop asking for nerfs in Proc/CP campaigns.
StarOfElyon wrote: »I simply hate when I don't get an opportunity to show some skill in a fight because some type of proc takes away my agency or ability to play the game. ZOS caters to accessibility but at the same time puts procs in the game that are overwhelming and demoralizing to combat.
PB, VD, & OO are great as is.
ZOS gave you folks no-proc/no-cp campaign to play, stop asking for nerfs in Proc/CP campaigns.
xxslam48xxb14_ESO wrote: »I feel we have become too used to Dark convergence. There was a time not too long ago when you could actually play melee and not instantly getting pulled into a bomb. Truly tragic. Bombers were a small tiny percentage of the population and we could just avoid them by spreading apart. Now we think its completely fine to watch 3 dcs get dropped at the same time and half our team wiped. Old school bombing took skill! Slap down one single ground aoe for the same effect now. Its getting so tiresome.
We should have never accepted this, we should have demanded it to be removed. Its too late now. There is no nerf that will restore pvp to normal, it should have been deleted. 25 second cd? Really?!?!? Zos please, you know and I know that changes nothing. LOL the 10 other people in the zerg wearing that set will just have to proc theirs instead.
All three of the bomb effects would be substantially less disruptive without dc to nearly guarantee them proccing. What a great new player experience this provides. Imagine being new and you just reached 160cp on your melee dk. You go into cyrodiil for the first time, you charge into the enemies and start chopping away. A big purple circle opens up beneath you and your death recap shows 10k+ damage from 3 different effects. You look at your health pool and realize you only have 30k hp. You never had a chance. Everyone you mention this to just tells you "lmao just don't stand near other players". Next battle you listen to your team mates and realize you cannot get into melee range without getting close to your team mates. You wanted to be a warrior and the game simply won't let you without severe penalty. Maybe you would just deal with it or maybe you would decide eso has terrible pvp and just leave.
Danse_Mayhem wrote: »Dear ZOS, please review these procs.
I’m sure there’s going to be a lot of “hurr durr if these bother you then you’re a zergling”
No, 2 of these things proc on GUARDS.
Playing solo = No chance whatsoever against ball groups stacking.
Playing with even one other person or anywhere near NPCs = You are at a huge risk of taking 12800 oblivion damage from a single slottable CP (which everyone has on now) + VD/PB.
This is doing -nothing- to bust open ball groups / zergs. All it achieves is another tool for organised ball groups to decimate small group play / solo players who get too close to NPCs
Back in the day it was a viable tactic to use guards as line of sight if you were defending a keep and severely outnumbered… Now if you do that, you just get nuked by occult overload / Plaguebreak from NPCs who get in the way.
We have a situation where it’s more viable to wait for an enemy Zerg to wipe out your defenders and THEN try to fight back. And on the flip side, when attacking, it’s more effective to just dark convergence a load of guards towards enemy players and get a few occult overload / plaguebreak procs on the guards to kill enemy players, rather than even targeting the players…
Occult overload was in a good place at 4000 damage last patch. Why triple it??
Every.Single.Player. In the midyear event is a copy paste bomber build and almost every group fight ends with one side instantly blowing up to one or more of these proc sets.
My suggested solution ;
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.
While that was a good bomb, to be fair, against a good group, we both know it’s not that simple and they wouldn’t have died from that.
While the PB/Vicious/ occult combo are very lethal, it requires you to kill someone first, which once again against good players and with all of the healing, by the slightest chance you get a kill , it is your only shot to wipe a good group. Balancing things around bad/average players is simply not a good idea, as damage would plummet and you would have stalemates when good players/teams right.
I'm confused about what point you're making here. Are you suggesting that PB/VD/occult are balanced mechanics, and are sufficient to combat ballgroups?
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.
While that was a good bomb, to be fair, against a good group, we both know it’s not that simple and they wouldn’t have died from that.
While the PB/Vicious/ occult combo are very lethal, it requires you to kill someone first, which once again against good players and with all of the healing, by the slightest chance you get a kill , it is your only shot to wipe a good group. Balancing things around bad/average players is simply not a good idea, as damage would plummet and you would have stalemates when good players/teams right.
I'm confused about what point you're making here. Are you suggesting that PB/VD/occult are balanced mechanics, and are sufficient to combat ballgroups?
The point is, in the games current state, you'd have lots of stalemates without it on equal terms, and then outnumbered fights(4v20 for example) wouldn't be nearly as viable as it is now. Those sets are designed to punish over cross-healing ballgroups, and they do such.
The point is, in the games current state, you'd have lots of stalemates without it on equal terms, and then outnumbered fights(4v20 for example) wouldn't be nearly as viable as it is now. Those sets are designed to punish over cross-healing ballgroups, and they do such.
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.
Hexquisite wrote: »
I killed 2 troll tank Zerglings by plaguebreak on guards. It was funny and they deserved it(for Xv1ing and beeing unkillable v1, not for standing beneath guards), but it is a broken mechanic and should be fixed. To combat tanky zerglings there has to be a way to proc vicious death, plaguebreak and occult overload on them without killing them.Danse_Mayhem wrote: »Dear ZOS, please review these procs.
I’m sure there’s going to be a lot of “hurr durr if these bother you then you’re a zergling”
No, 2 of these things proc on GUARDS.
Playing solo = No chance whatsoever against ball groups stacking.
Playing with even one other person or anywhere near NPCs = You are at a huge risk of taking 12800 oblivion damage from a single slottable CP (which everyone has on now) + VD/PB.
This is doing -nothing- to bust open ball groups / zergs. All it achieves is another tool for organised ball groups to decimate small group play / solo players who get too close to NPCs
Back in the day it was a viable tactic to use guards as line of sight if you were defending a keep and severely outnumbered… Now if you do that, you just get nuked by occult overload / Plaguebreak from NPCs who get in the way.
We have a situation where it’s more viable to wait for an enemy Zerg to wipe out your defenders and THEN try to fight back. And on the flip side, when attacking, it’s more effective to just dark convergence a load of guards towards enemy players and get a few occult overload / plaguebreak procs on the guards to kill enemy players, rather than even targeting the players…
Occult overload was in a good place at 4000 damage last patch. Why triple it??
Every.Single.Player. In the midyear event is a copy paste bomber build and almost every group fight ends with one side instantly blowing up to one or more of these proc sets.
My suggested solution ;
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.
How the *** is anyone meant to kill people who are stacking 40k health with full impen and 33k resists without these procs being overtuned? Zos can nerf the ever living *** out of these when they fix the fact that everyone and their mother has like 2 tank sets on and can still damage, heal or whatever else basically unimpeded. Magblade has one single thing going for it and it can be completely negated by some kid spamming mage light, chugging detect pots and using the CP that's in fitness or the rp tree (can't remember which one) that increases your stealth detection radius.
Your guards follow the enemy players and the enemy players follow you.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.
?? In order for this to be true you would have to be EP fighting AD guards and getting bombed by DC. Your faction guards don't run after you and they can't kill their own guards.
you will never be able to "balance" group play vs solo/small team play
because of a reason react alrady pointed out
groups run specific gear slots/skills that make indivisual players "weak" but when they are in their group - impossible to kill
and thats the way it should be
either group up and make your own ball, join another group and learn group play, or go somewhere else on the map and ignore them because you WON'T and SHOULDN'T as a SOLO player or grouped with 2-3 peopel to take out a stacked 12 man
because when you make SOLO and 2-3 player groups be able to wipe a STACKED and BUILD 12 man you will take away their fun and they may quit like so many other's have already quit
and also, as a lot of people will know, these ball group players ALSO play solo, a lot, and zerg surf like everyone else, and you can tell when fighting them individually who is a GOOD player and who simply relies on their ball group to get kills etc
but at the end of the day its about having fun, stop fighting zergs and ball groups solo and I promise you will have fun again
Holycannoli wrote: »Last night in IC it was nothing but Dark Convergence + Colossus/Fire Rune spam plus the Occult Overload. Nonstop. Over and over and over.
I'm normally not such an opponent of DC but last night showed how toxic it could be. Seemed like everyone was running it lol. Couldn't take ten steps without needing to block because a large pool of purple appeared under you.
There wasn't any Plaguebreak spam that I saw. It didn't appear in my death recap. The streets were painted purple with DC.
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.