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https://forums.elderscrollsonline.com/en/discussion/comment/8235739/
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Nocturnal's Ploy MUST scale to number of enemies affected

Cuddlypuff
Cuddlypuff
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I just heard from someone on PTS that this is actually a single target proc. What is the point of a dispel / negate set IF IT CANNOT BE USED FOR ZERGBUSTING? Clearly a set of this power needs to scale against groups who could potentially abuse it against outnumbered opponents. This was supposed to be the last piece in the holy trifecta of dark convergence (or rush of agony), plaguebreak and nocturnal's ploy, with which any solo/duo can guarantee a wipe on a ball group with a correctly timed bomb. PB and DC may be overpowered, but they become far more overpowered when you are heavily outnumbered. Here's one simple change that will end tank meta and ball zergs for good.

The 5 set bonus needs to be:
(5 items) When you apply a Major Debuff to enemies, remove one Major Buff with a duration from the target for every target debuffed. When you apply a Minor Debuff to enemies, remove one Minor Buff with a duration from the target for every target debuffed. These effects can both occur once every 2 seconds.
  • WreckfulAbandon
    WreckfulAbandon
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    Well at least youre admitting openly that the concept is OP. I dont think anything will ever end ball group dominance.
    PC NA

    All my comments are regarding PvP
  • Cuddlypuff
    Cuddlypuff
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    Honestly all that was needed is moving negate into one of the generic skill trees. Maybe as the Undaunted ultimate or something. I agree not much will ever stop a ball group (or any group for that matter) of skilled individual players. I'm still farming the other 90% of ball zergs for fun.
  • Myrddin1357
    Myrddin1357
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    I think this set was designed for those poor zergs that cannot beat skilled solo players. It is effective for Xv1 situations.

    Now all you need is one or two debuff bots in every group and no solo player can even get close to the group and stay alive.
  • Cuddlypuff
    Cuddlypuff
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    I think this set was designed for those poor zergs that cannot beat skilled solo players. It is effective for Xv1 situations.

    Now all you need is one or two debuff bots in every group and no solo player can even get close to the group and stay alive.

    All it takes is that simple tweak in the OP to balance the set properly. If anybody is truly upset by zergs, I can't imagine them objecting to this change.
  • Cuddlypuff
    Cuddlypuff
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    This is the sort of rubbish I'm targeting, if anybody is still confused by my intention for the set:
    fayjtbsva6hm.png
  • Myrddin1357
    Myrddin1357
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    Cuddlypuff wrote: »
    I think this set was designed for those poor zergs that cannot beat skilled solo players. It is effective for Xv1 situations.

    Now all you need is one or two debuff bots in every group and no solo player can even get close to the group and stay alive.

    All it takes is that simple tweak in the OP to balance the set properly. If anybody is truly upset by zergs, I can't imagine them objecting to this change.

    I agree that the changes you propose will help make this more useful against groups. But even after the change I think it will still help groups against solo players more than it will help solo players against groups.

    I also have no problems with groups/zergs. Many people enjoy that playstyle and cyrodiil's design is targeted more for group play than solo play. I just think we don't need any more sets that increase the advantages that groups have over solo players. I say this purely for balance reason. I don't want to see less zergs or less solo players. We need more of all kinds of players in cyrodiil.
  • BXR_Lonestar
    BXR_Lonestar
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    Well at least youre admitting openly that the concept is OP. I dont think anything will ever end ball group dominance.

    Make some sets that make siege ridiculously OP and you could end ball group dominance. And it would come at a cost - combat effectiveness while OFF the siege AND mobility since siege can't move, meaning there is a hard counter for them (i.e. gankers).

    IMO, they need to stop trying to think of sets that will augment player combatant abilities while outnumbered because they just make ball groups stronger. I'd find it hard to imagine that ball groups would run around wearing sets that amp up their siege combat prowess at the cost of combat prowess on foot though.
  • tsaescishoeshiner
    tsaescishoeshiner
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    This is such a bad idea for a set, because it's so hard to counterplay. You need a certain UI or addon to know which buff was even removed. That sounds terrible to try and deal with.

    And by the time you realize what buff they removed and switch bars to reapply it, they can remove another.

    The idea behind the set works in other MMOs, but dealing with it in ESO sounds like a nightmare.
    PC-NA
    in-game: @tsaescishoeshiner
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