Plaguebreak: This set now will only attempt to apply itself to enemy players, rather than any enemy. Note that the explosion can still damage and be amplified by nearby non-players.
Developer Comment:
Spoiler
This change was made to correct a behavior we've been seeing in PvP areas where you could apply this set to entities (such as pets or guards) that lacked critical knowledge of how to counter-play the mechanics introduced. This also hits the truly creative uses of the set in PvE where we have seen some humorous videos that wipe out entire dungeons with relative ease, which while we appreciated the ingenuity, it was *slightly* over performing.
Hello, I am the very likely cause of this nerf. First of all, this jab at my ''humorous video'' which took months to theorycraft and complete is a bit rude, but i dont really care haha. I hope you enjoyed it.
The video this is in reference to can only be 3 things:
Ra Kotu plaguebreak dps nuke from UA (unlikely, as it was a low burst although he still got about 300k single target with it, removing the first 20% of ra kotus hp in 1 burst)
vHoF spider nuke from Limit's world record they recently revealed the pov of. (unlikely low number of views but most disgusting nuke)
My vMoS solo trifecta. (likeliest, highest views and most outrageous use of it in terms of timesave)
In the vMoS run I do, I run to the first boss carrying all adds except the first pack with me, and then use them to act as a catalyst for a roughly 8million dps burst of dps to nuke the boss (log for reference:
https://www.esologs.com/reports/9L2FangBK1qG74zW#fight=15&type=damage-done ) (can also look up the video easily ''march of sacrifices solo trifecta)
While I understand this may look ridiculously overpowered to some people, it has very few genuine problematic use cases, and the ones that do exist like these 3 I listed are VERY difficult to actually pull off, especially in groups. You will essentially only see this in very organized groups and even then it would be difficult. It took me about 3 days of constant attempts to get this nuke to even work in the first place, and then consistently fast -> workable. And that's solo. imagine having 4 other players making the pull even more rng. If you doubt the legitimacy of my difficulty claim, I suggest you try this nuke out, but do not look at my video. Only take the idea of it being possible with all the run-up adds as your idea as that is where I started. taking my exact route will of course make it insanely easy.
Still, though. this does not excuse the obvious overpowerdness of nuking a 4.5mil health boss to 0, or a 40mil boss to 2mil, etc. What is unfair however is completely removing it from pve.
I propose changing it to have a reasonably high max damage cap. This would make nukes like this even less worth it to attempt while keeping the situational power of this as a trash mob setup. The vast majority of use plaguebreak sees is in dungeon and trial trash mobs. It only slightly outperforms a standard BSW +sulxan setup in most pulls, especially in DLC dungeons and trials where the amount of ''nuke ready'' adds (aka below roughly 400-450k hp adds) are much fewer in number.
The damage cap would be a bit hard to figure out, I would say 50k is too low, but about 120k is where it starts to get a bit too high. In most trash pulls in trials/dungeons I've done, plaguebreak deals about 50-70k damage max hit. Knowing how it deals damage is important in balancing it aswell, for pve at least. The first few procs of it will generally deal the most damage, since the highest number of adds exist around it,
As a last note, I recently had a conversation with Gilliam, the lead combat designer, in a discord. The topic of the vamp toggle (frenzy morph) nerfs came up, and as a response to the thought process behind it I quote:
''at a point in time there was a huge emphasis when the team looked at what a select few very talented players like yourself were capable of, and decided to try and use those as points to reference for some balance decisions yeah - but the team has moved away from that quite a bit.
I personally think that is testimony to very good game design myself
giving people the agency and capability to utilize tools at their disposal to express skill to do crazy ***
that's what breathes longevity into games and makes things stand out''
Sorry, gilliam for exposing you a bit here. Truly no hard feelings but I just have to point out this obvious flaw in logic. my faith in the combat team was massively improved when you said that. I know you will read this.
I hope you guys from the combat team will be able to make plaguebreak still useable in pve while still removing this obvious top potential, although I didn't see any issue with it in the first place to be honest. There really is extremely few people/groups capable of using PB this way. Much fewer than even vampire toggle back then. Reconsider.