Somebody not only purged but it was an AOE purge ( 3 Plague Infected at the same time). Plaguebreak punishes those who blindly play the game like this
Somebody not only purged but it was an AOE purge ( 3 Plague Infected at the same time). Plaguebreak punishes those who blindly play the game like this
Huh? Ball groups are the highest form of organized play... and Plague does nothing to the ones that know to stack enough healing to where they don't even need to purge (or if they do, they're smart about it). Playing solo, this set is a non-issue most of the time, but if I get into a big keep battle it does mean I have to avoid my own allies... like the plague. So basically it punishes pugs/randoms but not groups that stack a ton of heals, so I'm actually with you, dumpster this set.Danse_Mayhem wrote: »Punishes every form of organised play and the only ones who say it isn’t OP are the solo players, or the zergs / ball groups using it to wreck pvp.
xylena_lazarow wrote: »Huh? Ball groups are the highest form of organized play... and Plague does nothing to the ones that know to stack enough healing to where they don't even need to purge (or if they do, they're smart about it). Playing solo, this set is a non-issue most of the time, but if I get into a big keep battle it does mean I have to avoid my own allies... like the plague. So basically it punishes pugs/randoms but not groups that stack a ton of heals, so I'm actually with you, dumpster this set.Danse_Mayhem wrote: »Punishes every form of organised play and the only ones who say it isn’t OP are the solo players, or the zergs / ball groups using it to wreck pvp.
Tommy_The_Gun wrote: »Plaguebreak is balanced, just like ball groups are totally balanced
Jokes aside, out of all 3 "recent" pvp sets, Plaguebreak is actually the most balanced lol
It is a shame that ZOS is trying to balance out broken & flawed gameplay mechanics and playstyles by adding broken sets.
Tommy_The_Gun wrote: »(Voted for sarcasm, obviously)
Anyway, I think the problem with Plaguebreak is that it no longer does what it was supposed to do. It was a very strong counter to ball groups. I have seen it myself (and also some video clips) of ball groups getting destroyed by this set. It was meant to punish spamming purges by a large groups. But nowadays, ball groups have kinda adapted to it - they run less purges but way, way more healing spam.
The problem is that now (like with every thing that was supposed to be a counter for ball groups) it went a compleat 180° and now is basically acts as a better version of vicious death used on solo players / army of randoms / small scale.
The basic problem is that we pretty much have no control over some other player casting purge / negative effect removal on us. We also don't have much control over other player standing within 7 - 8 meters removing negative effect (7 - 8 meters is not stacking btw lol).
So, what ends up happening is that for example, I have a weak DOT on me. No big deal. I use some heal & I don't even notice that DOT. But, sometimes, someone will heal me or remove negative effect from themselves & me and all of the sudden I explode. Quite literally 50K procs (I have like 29K resistant, so it is close to 50% damage reduction) are a norm.
I dont know about you, but every time I see crazy proc like this, it makes me wonder: How much health do I need to survive the proc ? Can I make 50 - 60K health solo build & will I still be able to do something else with it ? Other than stand still like a soft rock that is... ?
I think that what Plaguebreak needs is to have the "additional" damage part changed, so it would scale with the group size."The explosion deals an additional 50% damage per enemy hit."
to:
"The explosion deals an additional X% damage for every group member."
(Or something similar, it may still have a distance to the enemy taken into account).
This would result in this set being far less toxic, but still very powerful, as it would still have a burst when you purge, but it would not be an automatic death sentence. Also, the "scale with group size" will mean that Plaguebreak will still be somewhat useful against ball groups, putting pressure on them.
Wait... what ? This set proc is triggered if target who has it dies ? ? ? Is that correct ? I ask, because there is nothing like that mentioned on the tooltip. It should only proc if the "plague" (dot damage) is removed by negative effect removal. If it also procs when target dies, then it is bugged I guess lol.neferpitou73 wrote: »Tommy_The_Gun wrote: »(Voted for sarcasm, obviously)
Anyway, I think the problem with Plaguebreak is that it no longer does what it was supposed to do. It was a very strong counter to ball groups. I have seen it myself (and also some video clips) of ball groups getting destroyed by this set. It was meant to punish spamming purges by a large groups. But nowadays, ball groups have kinda adapted to it - they run less purges but way, way more healing spam.
The problem is that now (like with every thing that was supposed to be a counter for ball groups) it went a compleat 180° and now is basically acts as a better version of vicious death used on solo players / army of randoms / small scale.
The basic problem is that we pretty much have no control over some other player casting purge / negative effect removal on us. We also don't have much control over other player standing within 7 - 8 meters removing negative effect (7 - 8 meters is not stacking btw lol).
So, what ends up happening is that for example, I have a weak DOT on me. No big deal. I use some heal & I don't even notice that DOT. But, sometimes, someone will heal me or remove negative effect from themselves & me and all of the sudden I explode. Quite literally 50K procs (I have like 29K resistant, so it is close to 50% damage reduction) are a norm.
I dont know about you, but every time I see crazy proc like this, it makes me wonder: How much health do I need to survive the proc ? Can I make 50 - 60K health solo build & will I still be able to do something else with it ? Other than stand still like a soft rock that is... ?
I think that what Plaguebreak needs is to have the "additional" damage part changed, so it would scale with the group size."The explosion deals an additional 50% damage per enemy hit."
to:
"The explosion deals an additional X% damage for every group member."
(Or something similar, it may still have a distance to the enemy taken into account).
This would result in this set being far less toxic, but still very powerful, as it would still have a burst when you purge, but it would not be an automatic death sentence. Also, the "scale with group size" will mean that Plaguebreak will still be somewhat useful against ball groups, putting pressure on them.
I mean they also explode when they die while the proc is on them. So it's just a way, way more cost effective VD
Tommy_The_Gun wrote: »Wait... what ? This set proc is triggered if target who has it dies ? ? ? Is that correct ? I ask, because there is nothing like that mentioned on the tooltip. It should only proc if the "plague" (dot damage) is removed by negative effect removal. If it also procs when target dies, then it is bugged I guess lol.neferpitou73 wrote: »Tommy_The_Gun wrote: »(Voted for sarcasm, obviously)
Anyway, I think the problem with Plaguebreak is that it no longer does what it was supposed to do. It was a very strong counter to ball groups. I have seen it myself (and also some video clips) of ball groups getting destroyed by this set. It was meant to punish spamming purges by a large groups. But nowadays, ball groups have kinda adapted to it - they run less purges but way, way more healing spam.
The problem is that now (like with every thing that was supposed to be a counter for ball groups) it went a compleat 180° and now is basically acts as a better version of vicious death used on solo players / army of randoms / small scale.
The basic problem is that we pretty much have no control over some other player casting purge / negative effect removal on us. We also don't have much control over other player standing within 7 - 8 meters removing negative effect (7 - 8 meters is not stacking btw lol).
So, what ends up happening is that for example, I have a weak DOT on me. No big deal. I use some heal & I don't even notice that DOT. But, sometimes, someone will heal me or remove negative effect from themselves & me and all of the sudden I explode. Quite literally 50K procs (I have like 29K resistant, so it is close to 50% damage reduction) are a norm.
I dont know about you, but every time I see crazy proc like this, it makes me wonder: How much health do I need to survive the proc ? Can I make 50 - 60K health solo build & will I still be able to do something else with it ? Other than stand still like a soft rock that is... ?
I think that what Plaguebreak needs is to have the "additional" damage part changed, so it would scale with the group size."The explosion deals an additional 50% damage per enemy hit."
to:
"The explosion deals an additional X% damage for every group member."
(Or something similar, it may still have a distance to the enemy taken into account).
This would result in this set being far less toxic, but still very powerful, as it would still have a burst when you purge, but it would not be an automatic death sentence. Also, the "scale with group size" will mean that Plaguebreak will still be somewhat useful against ball groups, putting pressure on them.
I mean they also explode when they die while the proc is on them. So it's just a way, way more cost effective VD
Tommy_The_Gun wrote: »Wait... what ? This set proc is triggered if target who has it dies ? ? ? Is that correct ? I ask, because there is nothing like that mentioned on the tooltip. It should only proc if the "plague" (dot damage) is removed by negative effect removal. If it also procs when target dies, then it is bugged I guess lol.neferpitou73 wrote: »Tommy_The_Gun wrote: »(Voted for sarcasm, obviously)
Anyway, I think the problem with Plaguebreak is that it no longer does what it was supposed to do. It was a very strong counter to ball groups. I have seen it myself (and also some video clips) of ball groups getting destroyed by this set. It was meant to punish spamming purges by a large groups. But nowadays, ball groups have kinda adapted to it - they run less purges but way, way more healing spam.
The problem is that now (like with every thing that was supposed to be a counter for ball groups) it went a compleat 180° and now is basically acts as a better version of vicious death used on solo players / army of randoms / small scale.
The basic problem is that we pretty much have no control over some other player casting purge / negative effect removal on us. We also don't have much control over other player standing within 7 - 8 meters removing negative effect (7 - 8 meters is not stacking btw lol).
So, what ends up happening is that for example, I have a weak DOT on me. No big deal. I use some heal & I don't even notice that DOT. But, sometimes, someone will heal me or remove negative effect from themselves & me and all of the sudden I explode. Quite literally 50K procs (I have like 29K resistant, so it is close to 50% damage reduction) are a norm.
I dont know about you, but every time I see crazy proc like this, it makes me wonder: How much health do I need to survive the proc ? Can I make 50 - 60K health solo build & will I still be able to do something else with it ? Other than stand still like a soft rock that is... ?
I think that what Plaguebreak needs is to have the "additional" damage part changed, so it would scale with the group size."The explosion deals an additional 50% damage per enemy hit."
to:
"The explosion deals an additional X% damage for every group member."
(Or something similar, it may still have a distance to the enemy taken into account).
This would result in this set being far less toxic, but still very powerful, as it would still have a burst when you purge, but it would not be an automatic death sentence. Also, the "scale with group size" will mean that Plaguebreak will still be somewhat useful against ball groups, putting pressure on them.
I mean they also explode when they die while the proc is on them. So it's just a way, way more cost effective VD