YandereGirlfriend wrote: »Plaguebreak in PVE really lowered my time to kill annoying trash packs. Plaguebreak in PVP, using NPCs as bombs, helped me at least have a chance at killing a DK in Mara's. Now both of those aspects of the set are gone. I had golded out the set as it seemed to survive a patch or two, so I thought it was stable. Now, well, I am really disappointed. What is the next best way to clear out trash? Rush of agony?
Azureblight.
Works in trials but bad in dungeons and overland since trash won’t last long enough.
The reason they are removing proc on npc death isn't its overpowered in pve scenarios. You can wipe 30 people standing close to few NPC guards by just killing the NPC guards in cyrodiil with this set. Kill NPC guards> they explode>player dies> players start to explode and chain reaction as in the case of vicious death.
It is vicious death, but green and also procs on NPC. Which is to be honest easy to take advantage of.
The reason they are removing proc on npc death isn't its overpowered in pve scenarios. You can wipe 30 people standing close to few NPC guards by just killing the NPC guards in cyrodiil with this set. Kill NPC guards> they explode>player dies> players start to explode and chain reaction as in the case of vicious death.
It is vicious death, but green and also procs on NPC. Which is to be honest easy to take advantage of.
If you can kill a few 71k to 140k HP NPC guards that are standing near 30 players before 30 players can kill you, then message me your build so I can use it, please!
acastanza_ESO wrote: »The reason they are removing proc on npc death isn't its overpowered in pve scenarios. You can wipe 30 people standing close to few NPC guards by just killing the NPC guards in cyrodiil with this set. Kill NPC guards> they explode>player dies> players start to explode and chain reaction as in the case of vicious death.
It is vicious death, but green and also procs on NPC. Which is to be honest easy to take advantage of.
If you can kill a few 71k to 140k HP NPC guards that are standing near 30 players before 30 players can kill you, then message me your build so I can use it, please!
This happens literally all the time. The Guards HP numbers are completely irrelevant. It is extremely easy to nuke them before any players could react. Particularly the Mender guards.
So, why is Dark Convergence ok but this set needs this nerf? Used it in PvE, it's fun, but not an "I win" set..
After reading the 3rd week of PTS patch notes, I highly doubt Plaguebreak will get any change which really sucks and pisses me off. It's not that great of a set, and has a really unique and fun use that they are completely removing from the game rather than taking a small amount of effort to balance it (while it's not even broken). All they would have to do is cap the amount of PvE mobs calculate towards the total damage. Could be up to 500% for Enemy Non-players or roughly 10 mobs. I really hope they do SOMETHING rather than deleting a fun set entirely from almost all forms of content. Sure... I'll still use it in Cyrodiil but it was the only thing helping me enjoy overland and PvE content. Now they stripped that from players rather than taking an ounce of effort to do anything else. Very disappointed and hope something is done before Necrom launches.
I'm not going to stop complaining about this bad change. In a game full of dead sets, zos content to kill another one. Devs need to take some feedback on this, or explain why it's a change that needed to be made. Some video of a guy doing stuff that is beyond the ken of 99% of the playerbase is not what you balance around. I feel like I'm taking crazy pills when it comes to these fun police devs.
I'm not going to stop complaining about this bad change. In a game full of dead sets, zos content to kill another one. Devs need to take some feedback on this, or explain why it's a change that needed to be made. Some video of a guy doing stuff that is beyond the ken of 99% of the playerbase is not what you balance around. I feel like I'm taking crazy pills when it comes to these fun police devs.
Rather than focus on the 1%, look at all the people enjoying plaguebreak go boom on overland, and dungeons, and realise you're taking away players fun AGAIN.
Look, if pvp was such a concern, then make it only effect monsters, make it a pve set. Pvp already has vicious death and dark convergence.
But the pvp issues were also niche, if you died because you got kited over ads then learn from that and play smarter. Again, I don't see why the set had to change because of a clever side effect. This added an interesting dynamic to fights.
Well if they had stated from the get-go that this was done in an effort to separate PvP and PvE, it'd have been better, but there was zero mention of it at all, of it being part of the reason for it or that it's their goal or idea going forward, instead that in one or two dungeons it was completely destroying mobs and bosses by a handful of very skilled players, and that the AI didn't know how to handle it, so it was wiped out of PvE entirely. In PvP, sure, you could reach for the AI point, but it has no premise at all in PvE given the amount of, well, everything AI will get killed by because they don't react to it. They simple could have just said it wouldn't work on NPCs in PvP.
I am all for the separation of PvP and PvE, but I don't believe this was done with that in mind whatsoever. They saw a issue, and did what they do best.