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Dear ZOS..... Please redo Cleansing Ritual, Betty Netch skill and Curse Eater

RaikaNA
RaikaNA
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Due to the Plaguebreak pandemic in cyrodiil these skills are completely useless.... these skills need to be reworked so that we can use them again for PvP. This includes Curse Eater... either rework the set or remove it from the game.
Edited by RaikaNA on August 9, 2022 6:14PM
  • virtus753
    virtus753
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    RaikaNA wrote: »
    Due to the Plaguebreak pandemic in cyrodiil these skills are completely useless.... these skills need to be reworked so that we can use them again for PvP. This includes Curse Eater... either rework the set or remove it from the game.

    Rather than reworking a set and skills that have and have had excellent use cases in PvE for the sake of one set’s complications in PvP, why not rework Plaguebreak so it can’t be purged? The targets of the set know not to run purge anyhow, so they’re not dying to it unless someone around doesn’t know not to purge or is griefing them.

    Plaguebreak severely hampers class identity in PvP - I’m a templar, and I get twitchy whenever I see another templar around in Cyro. Even in PvE it now takes me a second to convince myself that yes, that Purify is safe to take. But in PvE none of these issues exist, and Curse Eater is very strong on a few particular fights. Rather than fundamentally reworking the three things that existed and worked well before Plaguebreak was introduced, I suggest looking at the set that caused the other things to be problematic.

    Make Plaguebreak unpurgeable, for example. It still procs whenever something or someone dies, so it would still serve its purpose of exploding early and spreading its own effect.
  • Necrotech_Master
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    virtus753 wrote: »
    RaikaNA wrote: »
    Due to the Plaguebreak pandemic in cyrodiil these skills are completely useless.... these skills need to be reworked so that we can use them again for PvP. This includes Curse Eater... either rework the set or remove it from the game.

    Rather than reworking a set and skills that have and have had excellent use cases in PvE for the sake of one set’s complications in PvP, why not rework Plaguebreak so it can’t be purged? The targets of the set know not to run purge anyhow, so they’re not dying to it unless someone around doesn’t know not to purge or is griefing them.

    Plaguebreak severely hampers class identity in PvP - I’m a templar, and I get twitchy whenever I see another templar around in Cyro. Even in PvE it now takes me a second to convince myself that yes, that Purify is safe to take. But in PvE none of these issues exist, and Curse Eater is very strong on a few particular fights. Rather than fundamentally reworking the three things that existed and worked well before Plaguebreak was introduced, I suggest looking at the set that caused the other things to be problematic.

    Make Plaguebreak unpurgeable, for example. It still procs whenever something or someone dies, so it would still serve its purpose of exploding early and spreading its own effect.

    the original intention of the set was anti-purge, it was a couple updates later that they added the explosion could still happen on death too ("removed early")

    if your solo, it doesnt even hurt that much to purge it, and next update they are adding a cooldown so you can only be affected by it every 20 seconds, so an early purge if your not surrounded by other people would give you a much longer safety window

    the skill has a 10 sec duration on the dot in which you can explode, if you purge 1 sec after receiving it, that is 19 sec you dont have to worry about it (outside of someone else exploding, and i would say occult overload is much higher dmg than plague anyway)
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (fully filled out with current game), as well as almost every antiquity furnishing on display to preview them

    in progress: acquiring mundus stones (currently only have the thief)

    feel free to stop by and use the facilities
  • Sluggy
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    The 20 second cooldown added with the next patch is a step in the right direction. But it's honestly a lazy solution.

    The idea of the set was to stop purge spamming not purge altogether. A better solution would have been to have it apply a secondary effect for 10 seconds (or 5 second, or 20 seconds, whatever) if the primary effect is purged. If this secondary effect is purged then it blows up as normal. But you know... that would require actually playing PvP and having a grasp of this kind of thing.

    As a side note, I had zero issues running Netch during this event despite seeing plaguebreak absolutely rampant. If you play smart and either a) avoid clumping up when it is active or b) make careful considerations about using it when around others you will find it's not that big of a deal. In most cases if I saw I had the effect on me and I was safely away from others I'd just spam the netch to purge the effect and simply heal through the small amount of damage it would do to me.
  • virtus753
    virtus753
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    virtus753 wrote: »
    RaikaNA wrote: »
    Due to the Plaguebreak pandemic in cyrodiil these skills are completely useless.... these skills need to be reworked so that we can use them again for PvP. This includes Curse Eater... either rework the set or remove it from the game.

    Rather than reworking a set and skills that have and have had excellent use cases in PvE for the sake of one set’s complications in PvP, why not rework Plaguebreak so it can’t be purged? The targets of the set know not to run purge anyhow, so they’re not dying to it unless someone around doesn’t know not to purge or is griefing them.

    Plaguebreak severely hampers class identity in PvP - I’m a templar, and I get twitchy whenever I see another templar around in Cyro. Even in PvE it now takes me a second to convince myself that yes, that Purify is safe to take. But in PvE none of these issues exist, and Curse Eater is very strong on a few particular fights. Rather than fundamentally reworking the three things that existed and worked well before Plaguebreak was introduced, I suggest looking at the set that caused the other things to be problematic.

    Make Plaguebreak unpurgeable, for example. It still procs whenever something or someone dies, so it would still serve its purpose of exploding early and spreading its own effect.

    the original intention of the set was anti-purge, it was a couple updates later that they added the explosion could still happen on death too ("removed early")

    if your solo, it doesnt even hurt that much to purge it, and next update they are adding a cooldown so you can only be affected by it every 20 seconds, so an early purge if your not surrounded by other people would give you a much longer safety window

    the skill has a 10 sec duration on the dot in which you can explode, if you purge 1 sec after receiving it, that is 19 sec you dont have to worry about it (outside of someone else exploding, and i would say occult overload is much higher dmg than plague anyway)

    The "removed early" qualifier was already there when it hit the PTS with 7.1.0 and live with 7.1.5:
    https://forums.elderscrollsonline.com/en/discussion/580754/pts-patch-notes-v7-1-0
    https://forums.elderscrollsonline.com/en/discussion/584299/pc-mac-patch-notes-v7-1-5-waking-flame-update-31

    Occult Overload vs. Plague depends completely on the stack. The first, when maxed in the CP menu, is always 12.8k damage. You can neither buff it nor mitigate it in any way, since it's Oblivion damage. Plaguebreak buffs itself based on how many people are around. With only a few, Occult Overload will outdamage it, but with many people in the same area, it can do catastrophic damage. In a trial it can do over 4.5m damage in a second - and even with all the mitigation offered in PvP through Battle Spirit, armor, blocking, etc., plus accounting for the lack of all the raid buffs (although we do get some in an organized group in PvP), there's no way to survive the kind of damage it can bring to a big stack. It is more than capable of taking out ballgroups if there's someone nearby purging or just simply too squishy. Next patch it will crit, too, which Occult Overload cannot do. Now this is pretty much all moot, since they're not mutually exclusive, and with Plaguebreak also guaranteeing the application of Diseased next patch and applying to multiple enemies with the same hit, they'll work even better together.
  • Dr_Con
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    Purging plaguebreak is great for dealing with ball groups, especially ones on your own side who don't contribute to helping your faction get the scroll, who like to rush in and steal their own faction's scroll and bait opposing factions to try and take it into hour-long+ engagements and make no effort to get home. This can be an issue especially when solo players try to assist the scroll in getting home and get frustrated that the scroll group are only farming kills/ticks/pogs, and cause unnecessary chaos due to communicative barriers and the façade of elitism and wind up throwing it in the water or giving it to another faction in the end instead of returning it home.

    @ZOS Can we make it so purging plaguebreak applies to the enemy ball group as well, and we can drink a potion that applies it to ourselves before we go in to self-purge and deal with this cancer that has been created due to new items being introduced without proper testing emergent gameplay?
    Edited by Dr_Con on August 10, 2022 6:58AM
  • Necrotech_Master
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    virtus753 wrote: »
    virtus753 wrote: »
    RaikaNA wrote: »
    Due to the Plaguebreak pandemic in cyrodiil these skills are completely useless.... these skills need to be reworked so that we can use them again for PvP. This includes Curse Eater... either rework the set or remove it from the game.

    Rather than reworking a set and skills that have and have had excellent use cases in PvE for the sake of one set’s complications in PvP, why not rework Plaguebreak so it can’t be purged? The targets of the set know not to run purge anyhow, so they’re not dying to it unless someone around doesn’t know not to purge or is griefing them.

    Plaguebreak severely hampers class identity in PvP - I’m a templar, and I get twitchy whenever I see another templar around in Cyro. Even in PvE it now takes me a second to convince myself that yes, that Purify is safe to take. But in PvE none of these issues exist, and Curse Eater is very strong on a few particular fights. Rather than fundamentally reworking the three things that existed and worked well before Plaguebreak was introduced, I suggest looking at the set that caused the other things to be problematic.

    Make Plaguebreak unpurgeable, for example. It still procs whenever something or someone dies, so it would still serve its purpose of exploding early and spreading its own effect.

    the original intention of the set was anti-purge, it was a couple updates later that they added the explosion could still happen on death too ("removed early")

    if your solo, it doesnt even hurt that much to purge it, and next update they are adding a cooldown so you can only be affected by it every 20 seconds, so an early purge if your not surrounded by other people would give you a much longer safety window

    the skill has a 10 sec duration on the dot in which you can explode, if you purge 1 sec after receiving it, that is 19 sec you dont have to worry about it (outside of someone else exploding, and i would say occult overload is much higher dmg than plague anyway)

    The "removed early" qualifier was already there when it hit the PTS with 7.1.0 and live with 7.1.5:
    https://forums.elderscrollsonline.com/en/discussion/580754/pts-patch-notes-v7-1-0
    https://forums.elderscrollsonline.com/en/discussion/584299/pc-mac-patch-notes-v7-1-5-waking-flame-update-31

    Occult Overload vs. Plague depends completely on the stack. The first, when maxed in the CP menu, is always 12.8k damage. You can neither buff it nor mitigate it in any way, since it's Oblivion damage. Plaguebreak buffs itself based on how many people are around. With only a few, Occult Overload will outdamage it, but with many people in the same area, it can do catastrophic damage. In a trial it can do over 4.5m damage in a second - and even with all the mitigation offered in PvP through Battle Spirit, armor, blocking, etc., plus accounting for the lack of all the raid buffs (although we do get some in an organized group in PvP), there's no way to survive the kind of damage it can bring to a big stack. It is more than capable of taking out ballgroups if there's someone nearby purging or just simply too squishy. Next patch it will crit, too, which Occult Overload cannot do. Now this is pretty much all moot, since they're not mutually exclusive, and with Plaguebreak also guaranteeing the application of Diseased next patch and applying to multiple enemies with the same hit, they'll work even better together.

    only the DoT dmg can crit, not the explosion, and the DoT is getting nerfed significantly (this change was because the dot doesnt "scale" like the explosion

    while it always said removed early, that only implied and worked when purged, it was another later patch that also counted that as "on death" as well (although im not sure if that was a "fix")

    plague is also affected by battle spirit, while occult overload is not, so you would need twice as many bodies in pvp to get the same dmg as in pve
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (fully filled out with current game), as well as almost every antiquity furnishing on display to preview them

    in progress: acquiring mundus stones (currently only have the thief)

    feel free to stop by and use the facilities
  • Raammzzaa
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    I really miss seeing netches on Wardens Cyrodiil. At least other than on that one person on my alliance that’s trying kill us all!
  • YandereGirlfriend
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    virtus753 wrote: »
    RaikaNA wrote: »
    Due to the Plaguebreak pandemic in cyrodiil these skills are completely useless.... these skills need to be reworked so that we can use them again for PvP. This includes Curse Eater... either rework the set or remove it from the game.

    Rather than reworking a set and skills that have and have had excellent use cases in PvE for the sake of one set’s complications in PvP, why not rework Plaguebreak so it can’t be purged? The targets of the set know not to run purge anyhow, so they’re not dying to it unless someone around doesn’t know not to purge or is griefing them.

    Plaguebreak severely hampers class identity in PvP - I’m a templar, and I get twitchy whenever I see another templar around in Cyro. Even in PvE it now takes me a second to convince myself that yes, that Purify is safe to take. But in PvE none of these issues exist, and Curse Eater is very strong on a few particular fights. Rather than fundamentally reworking the three things that existed and worked well before Plaguebreak was introduced, I suggest looking at the set that caused the other things to be problematic.

    Make Plaguebreak unpurgeable, for example. It still procs whenever something or someone dies, so it would still serve its purpose of exploding early and spreading its own effect.

    Absolutely agree with you that it is a Plaguebreak issue rather than the fault of the skills/sets that you mention.
  • xHotguy6pack
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    Stop zerging in Cyrodiil and purges won't be useless. The set does very minimal damage. I've cleaned it with multiple people around and take no damage from it and I've never died from PB. Stop zerging, get better at the game, get a better build or stop complaining about something that isn't a big problem. There are other sets in the game that are of much bigger issue than PB in PvP.
  • maxjapank
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    Cleaning Ritual is fine. Leave it alone. It is not blowing anyone up.
  • RaikaNA
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    Stop zerging in Cyrodiil and purges won't be useless. The set does very minimal damage. I've cleaned it with multiple people around and take no damage from it and I've never died from PB. Stop zerging, get better at the game, get a better build or stop complaining about something that isn't a big problem. There are other sets in the game that are of much bigger issue than PB in PvP.

    Getting tired of people like you saying that.... "stop zerging" ZOS gave us the option to create a 12-man group for the purpose to fight together in an AvA setting. There's nothing wrong with playing with a group of friends... as for your comment about getting a better build... what an ignorant statement... Not everyone specializes in theorycraft... and even if you do spend time creating a good build... .ZOS will find a way to nerf it to the ground.. or make it difficult to farm for a specific set... Like Death Dealer's Fete since leads are RNG based. I had builds work perfectly for me in the past... now their completely useless due to heavy nerfing. I don't even gold out my gear anymore due to ZOS addiction to nerf everything, sets included.
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