The Gold Road Chapter – which includes the Scribing system – and Update 42 is now available to test on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/discussion/656454/

Let’s talk about these sets…

Danse_Mayhem
Danse_Mayhem
✭✭✭✭
Vicious death
Plaguebreak
Dark convergence


I think all 3 need an adjustment…

Vicious death
“Omg what kinda zergling thinks VD is OP?”
Yeah, it’s been widely accepted that this set is a fair and reasonable counter to zergs and fighting outnumbered but it’s started to go in a bad direction…

Sure this set can counter a bigger group, but it can also decimate smaller scale play. Let’s be real here bombers, the best and cleanest bombs we get are against groups of 6-8 on a ram / flag, and NOT an actual Zerg. A glass cannon NB can nuke ONE single player within 8m of you if you’re playing as a duo, and you’ll be hit with a 20k+ proc if it crits. Should that be a thing??
I’m all for countering a Zerg, or a ball group but my suggestion; is that the proc scales, just like Proxy det does. This way, it counters the actual zergs, and doesn’t just demolish any chance at small scale play.
This has completely become a tool used by the zergs / ball groups to better effect than they would ever be countered by.

Plaguebreak
It’s been said a hundred times on these forums but this set is so obviously overturned ;
- Proc on any damage with no cool down
- Explodes on death
- Explodes on cleanse
- Explosion scales
- User doesn’t need to land the final blow
- Decent DOT damage even on non cleanse/kill
- Can proc on guards/NPCs
- Basically best in slot for any PVP damage build and can also be BIS for some PVE situations
- Is used so much now that it’s basically stopped any and all cleanse in cyro, a basic game mechanic and dot builds are now unstoppable

We already have a proc on kill set (VD) so we do not need this thing with all of its extras too. (See the video of the guy hitting 80k plaguebreak procs on players.
Yes this is another Zerg counter but again, it also works so much better when used by a Zerg to decimate small scale play.
To get this straight… 8 people is not a Zerg. Players stood 8m apart are not stacked.
A small group of 6 do not “deserve” a 30k proc for being soft stacked and playing objectives. A solo player trying to defend a keep does not “deserve” a 60k proc from using guards as line of sight.
This set has pretty much killed all objectives based gameplay (Keeps, flags, resources) because of this.

My suggestion ; Remove the scaling.
Even with a flat 3-4K proc, that’s still 30-40k in a group of 10 if you dot them all up, which is still a crazy high damage proc set. This would remain useful against large zergs of players if you hit them all with it, and it wouldn’t decimate small groups with minimal effort. It also wouldn’t nuke the whole ground flood or a keep when a single guard dies.

Dark convergence
This is the worst one by far. Sure it was nerfed so it doesn’t one shot people on a second pull, but it’s still extremely busted.
- The set eliminates all need for careful positioning and timing, as you just dump all ultis on the pinhead that players are pulled to and it’s instant GG.
- It still pulls people off walls, leading to botched siege defences, loss of lancers and getting glitched into floors.
- It sometimes pulls players through walls / doors.
- It often pulls wayyyy outside of its circle.
- Sure it can be blocked, but many groups just stagger the procs, making the second one essentially invisible as it’s in the same AOE as the first.
- Again, yet another tool that’s used so much more effectively by Zergs and ball groups to annihilate smaller groups / solo players.
- Again, another set that can dominate certain aspects of PVE, as well as PVP.
- It makes magcro ridiculously OP, to the point of the same copy paste build being everywhere in pvp, spamming the same combo and just kiting in between ults, with zero downside. (I know, because I used this same combo on its release date as magcro emperor)
My suggestion is honestly to remove this. I know ZOS haven’t done this before but just accept the L, accept this is terrible for the game and delete, or at least completely rework so it doesn’t perform anything like currently. I don’t know a single player who thinks this set is health for the game.
Sure it can work against bigger groups, but more often than not you’ll find your much smaller group, or just yourself if solo, pulled from miles away into a stack of negates / colossus and AOE spam by a large group.

Dark convergence makes the first 2 a hundred times worse, and maybe VD / PB wouldn’t even be so broken in their current state without it, but all 3 need a look.

Consider this also. Using one of these 3 sets as your damage set on a mag/stam build, is in every way better than using a stat based damage set like Stuhns, new moon, clever etc. sure your stats go down, and tooltips go down slightly, but not nearly enough to warrant dropping one of these carry sets. These sets don’t reward a well made build or practiced play, they often punish you for playing nearby others on the same faction who don’t have survivability.

Cyrodil is now completely full of these terrible designed sets, and players just marching around mindlessly spamming AOEs at each other whilst the sets do all of the work.
As a release player who’s played through some scary and cheap metas, this is by far the very worst as build variety and even class identity is dead, since any combo of these 3 sets is just superior to anything else right now, and requires zero skill to use.

ZOS please hear your players. Please play pvp and see what these sets are doing to the game, and please do something.
Usual performance complaining from pvpers aside, literally not a single person I’ve spoken to at many corners of the community thinks these carry sets are healthy for pvp

Cheers
Edited by Danse_Mayhem on February 27, 2022 11:55AM
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  • Artim_X
    Artim_X
    ✭✭✭✭✭
    Vicious Death teaches someone to play better. A small group built proper will survive a bomb and counter the enemy. It's always funny when you see a flash of enemy aoe heading towards a flag. Just use a detect pot and counter. Other than that, players should be punished for haphazardly bunching up.

    Plague Break resurrected dot builds after they were buffed and subsequently nerfed into oblivion. Technically one can still purge if they're willing to take the explosion to the face. If alone it's not a big deal, but in a group well that's the whole point of the set, which is to counter groups spamming purge without a care in the world. IMO the explosion on death seems a bit extra and doesn't relate to punishing purge spammers. That aspect could be removed and set would still be strong.

    Dark Convergence is bugged in relation to the examples you gave. If those were fixed the set would be fine as is, since it can be properly countered now. However, if it were up to me I'd make the effect rely on proximity of player to enemy so that lt would not affect people who are on top of keeps at the very least. Once an ememy is in range aoes will trigger it as expected.
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Burn/Stun
    https://media.giphy.com/media/Av0zcKH3i2BkaY1GXW/giphy.gif/https://c.tenor.com/jQHdFftrgwMAAAAC/tenor.gif
    • Damage Dealing Build.
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Inferno/Lightning Staff (infused/shock enchant), and Rage of the Ursauk jewelry (bloodthirsty with spell damage enchant)/lightning staff (infused/flame/weapon damage enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Twilight Tormentor (Twilight Matriarch for solo roleplay variant of build), and Power Overload.
    • Ability-Bar 2: Crushing Shock/Storm Pulsar, Streak, Flame/Shock Reach, Unstable Wall of Fire/Storms, Twilight Tormentor (Twilight Matriarch for solo roleplay variant of build) and Fiery/Thunderous Rage.
    Electric-Heal
    https://media.giphy.com/media/5ibGIHneWS6ek/giphy.gif
    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
    Electric-Ward
    https://media.giphy.com/media/Wa0TGmtDvwW3e/giphy.gif
    • My Meme Tank Build that uses high resistance and variety of wards.
    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Mother Ciannait's (1 light and 1 medium. Divines and Max Mag Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), CP restoration staff (Infused with hardening enchant), and CP ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
    https://media.giphy.com/media/ukDQiYZzRAxMZKcK86/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact for regular and NoCP build/Oblivion's Foe for dot build (medium chest and body pieces light. All Impenetrable. Max Mag Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Max Mag Enchants). Knight Slayer/Pariah jewelry/Plaguebreak for dot build (bloodthirsty with spell damage enchant)/lightning staff (infused with oblivion enchant for regular and noCP build/absorb magicka enchant and Sharpened for dot build. Sharpened for dot build)/restoration staff (infused with oblivion enchant regular and noCP build/absorb magicka enchant and Sharpened for dot build).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Empowered Ward, and Shatter Soul.
    Dawnfang
    https://media.tenor.com/ogWfvDdsqBIAAAAd/anime-black-clover.gif
    • My casual one bar heavy attack Templar build that only utilizes Aedric Spear abilities.
    • Gear: 5 Infallible Aether (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (Infused/shock enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on head and everything else Magicka Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Max Health Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant/Stealth-Draining Poison IX), and Knight Slayer jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with Spell Damage Enchant).
    • Ability-Bar 1:Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver (Shatter Soul).
    PvE Starter Gear
    https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif
    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
    https://media.giphy.com/media/sdEkeWpiaGz0A/giphy.gif
    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
    https://media.giphy.com/media/cT3wMhLGQWdKU/giphy.gif
    • PvP: The Lover for penetration when playing a sorc or temp.
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
    https://media.giphy.com/media/l4FGDAx6u3hthMhgI/giphy.gif
    • DPS Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Biting Aura, Thaumaturge, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvE Temp: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Fighting Finesse, Master-at-Arms, Weapons Expert, Biting Aura, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
    https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif
    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
  • xDeusEJRx
    xDeusEJRx
    ✭✭✭✭✭
    I still think zos needs to properly nerf proc sets, the 'proc set scaling' never properly nerfed anything because most procs had low base damage and only became a problem when they released actual strong procs like Hrothgar, Plaguebreak, Dark convergence and the proc set scaling just exacerbated this problem to a really bad scale to the point where people were getting 30k hrothgars, 30k plaguebreaks, 40k+ dark convergence(in its prime). They never should've allowed procs to scale, I think they should've just introduced a global proc cap. Like why do procs need to do over 10k damage in an instant and be better than a normal rotation? They should've always capped it at 8k and been done with it

    Hell even some of the most used procs from before are still quite strong like Zaans, caluurions, etc. Giving proc set scaling and free base damage back during flames of ambition just exacerbated the proc set problem in this game.

    My suggestion would honestly be revert proc set scaling and just implement a cap on how much procs can do in any instance. There's 0 reason procs need to be able to do 15k-30k damage ever. Maybe a few exceptions to this rule like VD, but generally no procs need to hit that hard.
    Solo PvP'er PS5 NA player

    90% of my body is made of Magblade
  • Danse_Mayhem
    Danse_Mayhem
    ✭✭✭✭
    Yeah removing proc set scales would be ideal. Currently we have a situation where the same few proc sets are king, and dominating PVP with zero build / class variety, and a hundred or so proc sets that are just unusable due to low base damage and bad scaling.

    Winterborn is an example. That used to be somewhat usable on a mag warden as a damage front bar proc set, but now it’s damage is so low, that you’d be crazy to run it over one of these 3 problem sets.

    Also in reply to the first comment, yes there are counters to these sets.
    - Don’t ever stand within 8m of anyone because you don’t know if their resistance will withstand a bomb (VD)
    - Don’t ever go inside keeps (PB)
    - Don’t ever slot a purge (PB)
    - Don’t play in groups larger than 1 (PB/VD)
    - Don’t try to solo defend objectives where guards are present (PB)
    - Block the moment you see the AOE for convergence (DC) or just permablock always in pvp because of the staggered casts

    The list goes on, of ridiculous counters that people seem to come up with to defend these 3 busted sets, whilst literally hundreds of other sets in eso gather dust because they aren’t a carry like these.
    If you aren’t running a DC + PB/DC build atm in cyrodil, you’re basically gimping yourself and it’s fast becoming the only thing you see out there
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  • GrimmLegion
    GrimmLegion
    Soul Shriven
    What's the deal with everyone always blaming the sets when they are getting killed? There are other elements at play such was the attack blocked? Was it a crit? (PD can not crit since it deals a % more for each other near them when it goes off, same true for Dark Converg.) The issue is people only play in ball groups where it's already hard to fight them because of all the lag and other issues. These sets were added to cut that down or at least know when you had to split up making you better at reading the battlefield. The issue I've been seeing is these zergs are all using the same setups around the few people they are nuking. If they added something more like decrease the damage based on how many friendly people are within x distance then that would solve that issue. Even adding something like when one dark converg goes off, if another one happens with x distance, it negates that one still adding the cooldown to the other version. When you see the entire server stacking and running all of this, then you know there is and issue there. But when one guy runs this he's getting mowed over and very few times is anything except for maybe a Necro or Nightblade bomber going to kill a zerg these days with everyone having 40k+ and 20 HoTs going off. It's a numbers game, the more you have the better you will do. Targeting these sets is not the answer, targeting the "abuse" of these sets should be the focus since there is no down side to running them in groups of people. They can add something like pale order, the more people the less damage. And for the record I dont run these sets and I'm good nuking people down but I'm kinda more solo/small group and I pick my targets not just see someone on the other side and run in guns blazin But thats just my 2 cents.
  • xDeusEJRx
    xDeusEJRx
    ✭✭✭✭✭
    What's the deal with everyone always blaming the sets when they are getting killed? There are other elements at play such was the attack blocked? Was it a crit? (PD can not crit since it deals a % more for each other near them when it goes off, same true for Dark Converg.) The issue is people only play in ball groups where it's already hard to fight them because of all the lag and other issues. These sets were added to cut that down or at least know when you had to split up making you better at reading the battlefield. The issue I've been seeing is these zergs are all using the same setups around the few people they are nuking. If they added something more like decrease the damage based on how many friendly people are within x distance then that would solve that issue. Even adding something like when one dark converg goes off, if another one happens with x distance, it negates that one still adding the cooldown to the other version. When you see the entire server stacking and running all of this, then you know there is and issue there. But when one guy runs this he's getting mowed over and very few times is anything except for maybe a Necro or Nightblade bomber going to kill a zerg these days with everyone having 40k+ and 20 HoTs going off. It's a numbers game, the more you have the better you will do. Targeting these sets is not the answer, targeting the "abuse" of these sets should be the focus since there is no down side to running them in groups of people. They can add something like pale order, the more people the less damage. And for the record I dont run these sets and I'm good nuking people down but I'm kinda more solo/small group and I pick my targets not just see someone on the other side and run in guns blazin But thats just my 2 cents.

    Because the sets are carrying people's damage, without the sets their damage is pretty non-existent. I've had more gankers than I can count attempt to gank me but fail because their caluurion can't proc enough and they're following up with 2k-3k surprise attacks but their caluurion reaches 8k+ damage so they just go and hide back in stealth until they can proc caluurions again. Without procs carrying their rotation most of them go back to dealing no damage.
    And zos seems intent on adding more sets to do the work for people with sets to snare/immobilize and sap ulti next patch. It's funny how zos wanted to tackle the "proc meta" back in Flames of Ambition, acknowledging how bad procs were then they created dark convergence and hrothgar that could both proc 30k-40k damage on solo players.

    It's literally the sets that are the problem, not the players because their entire damage rotation is dependent on the proc damage, which is why it's the set's faults.

    Like does ZOS want to stifle procs or make a proc meta? because they flip-flop their stance about it every few months.
    Edited by xDeusEJRx on February 28, 2022 12:39AM
    Solo PvP'er PS5 NA player

    90% of my body is made of Magblade
  • jaws343
    jaws343
    ✭✭✭✭✭
    ✭✭✭✭✭
    xDeusEJRx wrote: »
    What's the deal with everyone always blaming the sets when they are getting killed? There are other elements at play such was the attack blocked? Was it a crit? (PD can not crit since it deals a % more for each other near them when it goes off, same true for Dark Converg.) The issue is people only play in ball groups where it's already hard to fight them because of all the lag and other issues. These sets were added to cut that down or at least know when you had to split up making you better at reading the battlefield. The issue I've been seeing is these zergs are all using the same setups around the few people they are nuking. If they added something more like decrease the damage based on how many friendly people are within x distance then that would solve that issue. Even adding something like when one dark converg goes off, if another one happens with x distance, it negates that one still adding the cooldown to the other version. When you see the entire server stacking and running all of this, then you know there is and issue there. But when one guy runs this he's getting mowed over and very few times is anything except for maybe a Necro or Nightblade bomber going to kill a zerg these days with everyone having 40k+ and 20 HoTs going off. It's a numbers game, the more you have the better you will do. Targeting these sets is not the answer, targeting the "abuse" of these sets should be the focus since there is no down side to running them in groups of people. They can add something like pale order, the more people the less damage. And for the record I dont run these sets and I'm good nuking people down but I'm kinda more solo/small group and I pick my targets not just see someone on the other side and run in guns blazin But thats just my 2 cents.

    Because the sets are carrying people's damage, without the sets their damage is pretty non-existent. I've had more gankers than I can count attempt to gank me but fail because their caluurion can't proc enough and they're following up with 2k-3k surprise attacks but their caluurion reaches 8k+ damage so they just go and hide back in stealth until they can proc caluurions again. Without procs carrying their rotation most of them go back to dealing no damage.
    And zos seems intent on adding more sets to do the work for people with sets to snare/immobilize and sap ulti next patch. It's funny how zos wanted to tackle the "proc meta" back in Flames of Ambition, acknowledging how bad procs were then they created dark convergence and hrothgar that could both proc 30k-40k damage on solo players.

    It's literally the sets that are the problem, not the players because their entire damage rotation is dependent on the proc damage, which is why it's the set's faults.

    Like does ZOS want to stifle procs or make a proc meta? because they flip-flop their stance about it every few months.

    That's a bit of a stretch. While I do agree that proc sets provide means to shift damage from skills to sets and in some cases are certainly overtuned, many of the players who are effectively using these sets would still roll over most players on pure stat builds. And players who aren't really that skilled are not doing anything nearly effective with these sets.

    And honestly, only the skilled players running these sets is important. A zerg of awful players spamming aoes is just as deadly as the same zerg wearing any of these sets.
  • neferpitou73
    neferpitou73
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    I'd rather see the first two removed for the simple reason that they punish you for things completely outside of your control. You could be the best player ever, have the best build ever, have non-existent lag and still die because some idiot with 16khp decided to run into the fight next to you and get himself get blown up.

    I've actually had to tell people in zone to just stay away from my group because they decided to run into us when we were fighting ball groups and get us blown up.
  • Danse_Mayhem
    Danse_Mayhem
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    Unfortunately the problem is not that only skilled players are dealing damage with these sets.
    The issue is that anyone can slap on a combo of these 3 sets and do well. They just have to randomly throw out ground abilities for DC and eventually someone that’s pulled in will probably nuke everyone else who got pulled. It’s high reward, zero risk, zero skill gameplay.

    And yes (I can’t quote it for some reason) but that’s why I suggested adjustments to the first 2 also, because the proc is totally out of your control, and can even be triggered by trolls going on other factions purposefully getting themselves killed near you / purging in groups
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  • Larcomar
    Larcomar
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    I'd rather see the first two removed for the simple reason that they punish you for things completely outside of your control. You could be the best player ever, have the best build ever, have non-existent lag and still die because some idiot with 16khp decided to run into the fight next to you and get himself get blown up.

    I've actually had to tell people in zone to just stay away from my group because they decided to run into us when we were fighting ball groups and get us blown up.

    Or, as I discovered running with my guild over pvp, someone's running a pet. Yes, that 20k health twilight matriah which dies to two attacks blows up too. You along with it. It's total cheese, but there are players that actively target pets to get the plaguebreak proc off.
  • neferpitou73
    neferpitou73
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    Larcomar wrote: »
    I'd rather see the first two removed for the simple reason that they punish you for things completely outside of your control. You could be the best player ever, have the best build ever, have non-existent lag and still die because some idiot with 16khp decided to run into the fight next to you and get himself get blown up.

    I've actually had to tell people in zone to just stay away from my group because they decided to run into us when we were fighting ball groups and get us blown up.

    Or, as I discovered running with my guild over pvp, someone's running a pet. Yes, that 20k health twilight matriah which dies to two attacks blows up too. You along with it. It's total cheese, but there are players that actively target pets to get the plaguebreak proc off.

    I'm curious if it procs off blastbones as well. I haven't tested it yet. But it makes that skill a total liability.
  • Necrotech_Master
    Necrotech_Master
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    Larcomar wrote: »
    I'd rather see the first two removed for the simple reason that they punish you for things completely outside of your control. You could be the best player ever, have the best build ever, have non-existent lag and still die because some idiot with 16khp decided to run into the fight next to you and get himself get blown up.

    I've actually had to tell people in zone to just stay away from my group because they decided to run into us when we were fighting ball groups and get us blown up.

    Or, as I discovered running with my guild over pvp, someone's running a pet. Yes, that 20k health twilight matriah which dies to two attacks blows up too. You along with it. It's total cheese, but there are players that actively target pets to get the plaguebreak proc off.

    I'm curious if it procs off blastbones as well. I haven't tested it yet. But it makes that skill a total liability.

    i can confirm it definitely does, regardless if the blastbones blew itself up or was killed before it could do its thing

    in fact i always try to pop one of those even with a light attack lol

    the blastbones is not reliable though because unless the necromancer is using it in melee range, the explosion almost always happens away from other people because the skeleton is running into the enemy
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014
  • TechMaybeHic
    TechMaybeHic
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    I have varying levels on these 3.

    I'm not as bothered with VD, but could revisit when it's not kind of second fiddle to plague break

    Plague Break, I like the idea of it giving a DOT build some bite when purged. I'd like it's single target buffed a good bit, but remove it doing damage to others. Have it only do damage to whoever cast the purge so intelligent use can happen rather than randoms blowing up allies next to them.

    DC; get rid of the pull.
  • xDeusEJRx
    xDeusEJRx
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    jaws343 wrote: »
    xDeusEJRx wrote: »
    What's the deal with everyone always blaming the sets when they are getting killed? There are other elements at play such was the attack blocked? Was it a crit? (PD can not crit since it deals a % more for each other near them when it goes off, same true for Dark Converg.) The issue is people only play in ball groups where it's already hard to fight them because of all the lag and other issues. These sets were added to cut that down or at least know when you had to split up making you better at reading the battlefield. The issue I've been seeing is these zergs are all using the same setups around the few people they are nuking. If they added something more like decrease the damage based on how many friendly people are within x distance then that would solve that issue. Even adding something like when one dark converg goes off, if another one happens with x distance, it negates that one still adding the cooldown to the other version. When you see the entire server stacking and running all of this, then you know there is and issue there. But when one guy runs this he's getting mowed over and very few times is anything except for maybe a Necro or Nightblade bomber going to kill a zerg these days with everyone having 40k+ and 20 HoTs going off. It's a numbers game, the more you have the better you will do. Targeting these sets is not the answer, targeting the "abuse" of these sets should be the focus since there is no down side to running them in groups of people. They can add something like pale order, the more people the less damage. And for the record I dont run these sets and I'm good nuking people down but I'm kinda more solo/small group and I pick my targets not just see someone on the other side and run in guns blazin But thats just my 2 cents.

    Because the sets are carrying people's damage, without the sets their damage is pretty non-existent. I've had more gankers than I can count attempt to gank me but fail because their caluurion can't proc enough and they're following up with 2k-3k surprise attacks but their caluurion reaches 8k+ damage so they just go and hide back in stealth until they can proc caluurions again. Without procs carrying their rotation most of them go back to dealing no damage.
    And zos seems intent on adding more sets to do the work for people with sets to snare/immobilize and sap ulti next patch. It's funny how zos wanted to tackle the "proc meta" back in Flames of Ambition, acknowledging how bad procs were then they created dark convergence and hrothgar that could both proc 30k-40k damage on solo players.

    It's literally the sets that are the problem, not the players because their entire damage rotation is dependent on the proc damage, which is why it's the set's faults.

    Like does ZOS want to stifle procs or make a proc meta? because they flip-flop their stance about it every few months.

    That's a bit of a stretch. While I do agree that proc sets provide means to shift damage from skills to sets and in some cases are certainly overtuned, many of the players who are effectively using these sets would still roll over most players on pure stat builds. And players who aren't really that skilled are not doing anything nearly effective with these sets.

    And honestly, only the skilled players running these sets is important. A zerg of awful players spamming aoes is just as deadly as the same zerg wearing any of these sets.

    What you say is true, but I've seen tons of players run their rotation based around their procs, not their procs complimenting their rotations. Like with convergence I more often than not get pulled randomly with no one having in mind what to follow up with. Most people's rotations are the procs, not the procs being apart of their damage rotation. I'm well aware the good players will kill without, but most of the lesser skilled players are quite literally just using their procs to carry the way the play and nothing else.

    But tbh I disagree, I think a zerg of "awful" players running these sets can be bad, especially when they overbuff sets for no reason like when Hrothgar and DC first came out, they were clearly overpowered and every zerg was using it even not being skilled enough to use it properly but procs = success.
    And the direction the game is in, ZOS seems to not intend to stop handing out free proc sets that do actions players should be doing themselves, like with their new Nunatuk CC set, I can imagine players using it just to slow/immobilize players instead of doing it themselves considering lots of people only use Dark Convergence JUST to pull players around, not even for the damage.
    Solo PvP'er PS5 NA player

    90% of my body is made of Magblade
  • xFocused
    xFocused
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    My biggest problem with DC is the pull as others said. It should not be able to pull me off the top balcony of a keep like Nik and make me fall to the ground only to get zerged down. PB isn't too much of a issue since I assume most seasoned PvP players know by now not to purge, lol
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