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Please revisit the Plaguebreak changes. Some suggestions:

Blackbird_V
Blackbird_V
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I know it's being changed from being able to apply on all enemies to players only as it had some absurd effects in dungeons, however, I propose a few different suggestions. The reason for this is because the nerf was overdone, and it's useable for AOE trash clear for monsters in dungeons etc. You've now removed that, and it was a fun set in PvE.

Here are the suggestions.

Suggestion 1:
(5 Pieces): Dealing direct damage causes enemies to become a Plague Carrier, dealing 1000 Disease Damage over 10 seconds and applying the Diseased status effect. If the plague is removed early it explodes and deals 735 Disease Damage to all enemies within 8 meters of the carrier, increasing by 50% per enemy hit and capping at 600% bonus damage against monsters. This effect can occur once every 20 seconds per target, once per attack, and scales off the higher of your Weapon or Spell Damage.
This allows the set to be used in situations where there are a lot of enemies for use in clearing them, but it limits the power of the set to prevent massive nukes on bosses by piling enemies ontop of them for ridiculous damage done.

Suggestion 2:
All boss enemies are immune to the effects of the Plaguebreak explosion.
Keeps the full power of the set, but obviously cannot be used to nuke bosses. However, this makes it still as strong in PvP.

"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." Whilst fair, I've never seen any complaints myself about people dying because plaguebreak was on pets are guards. Something else surely can be done, like mentioned in above suggestion: unique flags on pets and cyrodiil NPCs where they cannot be plaguebreaked.

Suggestion 3 (weird one/rework):

(5 Pieces): Dealing direct damage causes a Plague explosion on an enemy that causes all enemies in a 12 meter radius to become a plague carrier for 10 seconds. Plague carriers take xxx(x) Disease Damage every second, increasing by 50% per enemy hit by the initial explosion. If the plague is removed early it explodes and deals xxx(x) Disease Damage to the target. This effect does not stack with itself, can occur once every 20 seconds per target, once per attack, and scales off the higher of your Weapon or Spell Damage.
The 'Vicious Death'/'Magicka Detonation' effect is removed from this set, but deals a tonne of damage over time per enemy hit by an initial no-damage explosion and small amount of damage if the effect ends early by a purge or death. There is no longer any risk of boss or pvp player nukes.

Edited by Blackbird_V on April 18, 2023 1:01AM
Difficulty scaling is desperately needed. 9 years. 6 paid expansions. 25 DLCs. 41 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the game.
  • luchtt
    luchtt
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    Removing it from boss enemies is actually a very good idea. It keeps the insane power in trash, but perfectly solves the dilemma of also not allowing boss giganukes. I think this is the best idea.
  • Toxic_Hemlock
    Toxic_Hemlock
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    IMO the cap would be the best, some bosses spawn adds and it is nice to have a set that takes advantage of this, otherwise you may as well rename it to the "trash only carrier" set.

    And option 3 might be good, but I the explosion effect is so much fun to watch.
  • Nebs
    Nebs
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    I don't like the idea of removing the set entirely from PVE either. I really enjoy there being incentive to play PVP for some sets that sometimes work well in PVE, too. Though I definitely support reigning it in.

    Another option could be removing the increasing damage per enemy hit against Monsters? I imagine there has to be some in between "this is out of hand" and "remove it entirely"
  • CerbinTalYalas
    luchtt wrote: »
    Removing it from boss enemies is actually a very good idea. It keeps the insane power in trash, but perfectly solves the dilemma of also not allowing boss giganukes. I think this is the best idea.

    Imo it would be nicer not to make boss invulnerable but find a way to still reduce the nuke effect, either by capping the explosion damage on boss ennemies specifically ("Boss ennemies take a maximum of X% extra damages from the explosion"), or maybe a cooldown on them ("Boss ennemies can take damage from the explosion only once per X seconds"). I don't think we need to go as far as getting a trash only set, and keep it still worth considering for bosses with a lot of adds.
    EU Server
    - - - - -
    Kherbin, Khajiit, PVE Stamina Nightblade
    Ma'isha, Khajiit, PVE Necromancer Tank
    Alessiac Tal Yalas, Breton, PVE Warden Healer
    Elara Tal Yalas, Breton, PVP Magicka Dragonknight
    Marche-dans-la-tempête, PVE Sorcerer Tank
    Alric Sombremont, PVE Stamina Sorcerer
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