After thinking about this set, I'd be fine with it under the following conditions:
1. When wearing 5pc, player has a bright fire animation around him. This will help players avoid.
2. Cooldown after effect procs.
Till then its worse than "shield breaker is vs shields" in providing a balance to fighting large groups.
Just don't ball up and the bigger group still gets a gross numbers advantage and totally mitigates the 5th piece of this set. It just means EVERYONE needs to focus on self sustain and preservation, even in a big group, because if you're not keeping yourself alive you're a liability now. It removes the value of cannon-fodder from the game, can hide an "elite small man team" in 20 pugs anymore or you risk death.
I think this is the single greatest set I've seen, because the counterplay to it is something available to everyone, stop stacking. I've run in guilds that stack, Hijinx, IR, Shortbus, VE, etc. I understand the reason it is currently most beneficial is because it allows you to focus on specific roles, min-max for those roles and use the close proximity to suck up buffs and heals from each other, as well as that AoE cap RNG being a crutch. This gives players a reason to unstack, which, in theory, could help server performance and let us have fun pvp. Ultimately, the only thing that should be looked at is the radius, nearby isn't nearly a good enough description for me to be comfortable.
I can agree to this viewpoint.
I'm just highlighting that the community's request to deal with this issue was to provide ways to burst a group that won't overpower one playstyle over the other (if AOE caps are to remain.). We all agreed shieldbteaker was a lazy attempt to combat shield stack, I feel the same for this set.
But if the friendly fire side is true, then I'm OK with this set. It means most won't run it all the time (since it means your death too.)
I'll still absolutely run this set 100% of the time, even if it is friendly fire, you bomb 2 enemy groups with this set and you're gonna be able to die, go get a beer (or light your lighter in the mic if you're on xbox -.-), and let the AP flow.
I do agree that the friendly fire aspect will drastically reduce its use in general, but you can bet a tons of people will just switch to ranged magika DPS where they can, I could see Inevitable Det being the new meta if that's the caseSet seems dumb to me, guess I don't agree with the bandwagon on this one. The damage flying around is already sky-high, even with the new prox det numbers by themselves. And what happens when the fall damage 'fix' ends up being like the last 3+ fixes and it's still happening in game? With unreflectable meteors that potentially oneshot people, plus this set doing 14k damage? Maybe if it wasn't ZOS in charge of coding and balance this set could be a viable experiment, but any of the (very likely) problems that emerge from this set won't get fixed for months. Even if I'm the one behind the damage numbers, 1 and 2-shotting things is not healthy pvp; wrobel and wheeler need to pull their heads out of their ***
Aside from vamp dying from shooting star, you won't be one-shotted by meteor, a 200 cost ulti that can be blocked letting only 2k through and an ground AOE that you can avoid.
I think we need to accept death as a healthy effect for pvp, in both gameplay and server performance.
Death is healthy. But we're going full AOE FPS mode.
I tested out Magica NB last night for the first time in over a year. I have V15 magica stuff and I managed to crit an 18k prox det on players on live. Put me in next patch, double that value, than get me in all yellow gear and full raid buffs/war horn, stack that with Vicious Death and than multiply that by 12-16 players. Let's add in 10 meteors for good measure.
There ain't no reacting to that. You won't mitigate that with Nova or Veil.
Fights gonna be even faster than they are on live, and TTK already insanely low. I dunno wtf Zeni is on.
For standard play, I will probably do this -- replacing Kena with Valkyn or BS.
Well there you ***, you are a standard playaGhost-Shot wrote: »If you really want a serious zerg buster you might as well drop that kags for julianos, sustain will be *** but ALL the things will melt around you.
Need mah Kags to res @Ishammael
@Ghostbane , number 1 AFK sorc NA.Master_Kas wrote: »This could be the potential middle finger to AOE caps. Picture this, your 4 man Vicious Death group zerg bomb a full party, but there's a few survivors who didn't take the full blast - all the victims of the zerg bomb explode and kill those trying to flee from the scene.
I really have to see this set in action xD
People keep forgetting that the zerg can use this set too and has the protection of AoE caps
Has it been tested that the set has a cap?
After thinking about this set, I'd be fine with it under the following conditions:
1. When wearing 5pc, player has a bright fire animation around him. This will help players avoid.
2. Cooldown after effect procs.
Till then its worse than "shield breaker is vs shields" in providing a balance to fighting large groups.
Just don't ball up and the bigger group still gets a gross numbers advantage and totally mitigates the 5th piece of this set. It just means EVERYONE needs to focus on self sustain and preservation, even in a big group, because if you're not keeping yourself alive you're a liability now. It removes the value of cannon-fodder from the game, can hide an "elite small man team" in 20 pugs anymore or you risk death.
I think this is the single greatest set I've seen, because the counterplay to it is something available to everyone, stop stacking. I've run in guilds that stack, Hijinx, IR, Shortbus, VE, etc. I understand the reason it is currently most beneficial is because it allows you to focus on specific roles, min-max for those roles and use the close proximity to suck up buffs and heals from each other, as well as that AoE cap RNG being a crutch. This gives players a reason to unstack, which, in theory, could help server performance and let us have fun pvp. Ultimately, the only thing that should be looked at is the radius, nearby isn't nearly a good enough description for me to be comfortable.
I can agree to this viewpoint.
I'm just highlighting that the community's request to deal with this issue was to provide ways to burst a group that won't overpower one playstyle over the other (if AOE caps are to remain.). We all agreed shieldbteaker was a lazy attempt to combat shield stack, I feel the same for this set.
But if the friendly fire side is true, then I'm OK with this set. It means most won't run it all the time (since it means your death too.)
I'll still absolutely run this set 100% of the time, even if it is friendly fire, you bomb 2 enemy groups with this set and you're gonna be able to die, go get a beer (or light your lighter in the mic if you're on xbox -.-), and let the AP flow.
I do agree that the friendly fire aspect will drastically reduce its use in general, but you can bet a tons of people will just switch to ranged magika DPS where they can, I could see Inevitable Det being the new meta if that's the caseSet seems dumb to me, guess I don't agree with the bandwagon on this one. The damage flying around is already sky-high, even with the new prox det numbers by themselves. And what happens when the fall damage 'fix' ends up being like the last 3+ fixes and it's still happening in game? With unreflectable meteors that potentially oneshot people, plus this set doing 14k damage? Maybe if it wasn't ZOS in charge of coding and balance this set could be a viable experiment, but any of the (very likely) problems that emerge from this set won't get fixed for months. Even if I'm the one behind the damage numbers, 1 and 2-shotting things is not healthy pvp; wrobel and wheeler need to pull their heads out of their ***
Aside from vamp dying from shooting star, you won't be one-shotted by meteor, a 200 cost ulti that can be blocked letting only 2k through and an ground AOE that you can avoid.
I think we need to accept death as a healthy effect for pvp, in both gameplay and server performance.
You missed the point. If fall damage hasn't been fixed (just like the last few times they tried, said it was, and it wasn't) and you get oneshot by meteor because of lag fall damage, when you couple that with this set, it's going to be silly, and not in a good way. Either way, even without fall damage, people are hitting over 30k dmg with just prox det on PTS. That's moronic.
After thinking about this set, I'd be fine with it under the following conditions:
1. When wearing 5pc, player has a bright fire animation around him. This will help players avoid.
2. Cooldown after effect procs.
Till then its worse than "shield breaker is vs shields" in providing a balance to fighting large groups.
Just don't ball up and the bigger group still gets a gross numbers advantage and totally mitigates the 5th piece of this set. It just means EVERYONE needs to focus on self sustain and preservation, even in a big group, because if you're not keeping yourself alive you're a liability now. It removes the value of cannon-fodder from the game, can hide an "elite small man team" in 20 pugs anymore or you risk death.
I think this is the single greatest set I've seen, because the counterplay to it is something available to everyone, stop stacking. I've run in guilds that stack, Hijinx, IR, Shortbus, VE, etc. I understand the reason it is currently most beneficial is because it allows you to focus on specific roles, min-max for those roles and use the close proximity to suck up buffs and heals from each other, as well as that AoE cap RNG being a crutch. This gives players a reason to unstack, which, in theory, could help server performance and let us have fun pvp. Ultimately, the only thing that should be looked at is the radius, nearby isn't nearly a good enough description for me to be comfortable.
I can agree to this viewpoint.
I'm just highlighting that the community's request to deal with this issue was to provide ways to burst a group that won't overpower one playstyle over the other (if AOE caps are to remain.). We all agreed shieldbteaker was a lazy attempt to combat shield stack, I feel the same for this set.
But if the friendly fire side is true, then I'm OK with this set. It means most won't run it all the time (since it means your death too.)
I'll still absolutely run this set 100% of the time, even if it is friendly fire, you bomb 2 enemy groups with this set and you're gonna be able to die, go get a beer (or light your lighter in the mic if you're on xbox -.-), and let the AP flow.
I do agree that the friendly fire aspect will drastically reduce its use in general, but you can bet a tons of people will just switch to ranged magika DPS where they can, I could see Inevitable Det being the new meta if that's the caseSet seems dumb to me, guess I don't agree with the bandwagon on this one. The damage flying around is already sky-high, even with the new prox det numbers by themselves. And what happens when the fall damage 'fix' ends up being like the last 3+ fixes and it's still happening in game? With unreflectable meteors that potentially oneshot people, plus this set doing 14k damage? Maybe if it wasn't ZOS in charge of coding and balance this set could be a viable experiment, but any of the (very likely) problems that emerge from this set won't get fixed for months. Even if I'm the one behind the damage numbers, 1 and 2-shotting things is not healthy pvp; wrobel and wheeler need to pull their heads out of their ***
Aside from vamp dying from shooting star, you won't be one-shotted by meteor, a 200 cost ulti that can be blocked letting only 2k through and an ground AOE that you can avoid.
I think we need to accept death as a healthy effect for pvp, in both gameplay and server performance.
You missed the point. If fall damage hasn't been fixed (just like the last few times they tried, said it was, and it wasn't) and you get oneshot by meteor because of lag fall damage, when you couple that with this set, it's going to be silly, and not in a good way. Either way, even without fall damage, people are hitting over 30k dmg with just prox det on PTS. That's moronic.
Oh yeah, and what about all of those poor shlubs that are stuck in 3+ minute long load screens and/or crash because ZOS can't code for ***? Now they blow up their friends with 16k flame damage when most hp in pvp sits near 25k? Again, moronic. We need a working game before sets like this can be introduced imo.
After thinking about this set, I'd be fine with it under the following conditions:
1. When wearing 5pc, player has a bright fire animation around him. This will help players avoid.
2. Cooldown after effect procs.
Till then its worse than "shield breaker is vs shields" in providing a balance to fighting large groups.
Just don't ball up and the bigger group still gets a gross numbers advantage and totally mitigates the 5th piece of this set. It just means EVERYONE needs to focus on self sustain and preservation, even in a big group, because if you're not keeping yourself alive you're a liability now. It removes the value of cannon-fodder from the game, can hide an "elite small man team" in 20 pugs anymore or you risk death.
I think this is the single greatest set I've seen, because the counterplay to it is something available to everyone, stop stacking. I've run in guilds that stack, Hijinx, IR, Shortbus, VE, etc. I understand the reason it is currently most beneficial is because it allows you to focus on specific roles, min-max for those roles and use the close proximity to suck up buffs and heals from each other, as well as that AoE cap RNG being a crutch. This gives players a reason to unstack, which, in theory, could help server performance and let us have fun pvp. Ultimately, the only thing that should be looked at is the radius, nearby isn't nearly a good enough description for me to be comfortable.
I can agree to this viewpoint.
I'm just highlighting that the community's request to deal with this issue was to provide ways to burst a group that won't overpower one playstyle over the other (if AOE caps are to remain.). We all agreed shieldbteaker was a lazy attempt to combat shield stack, I feel the same for this set.
But if the friendly fire side is true, then I'm OK with this set. It means most won't run it all the time (since it means your death too.)
I'll still absolutely run this set 100% of the time, even if it is friendly fire, you bomb 2 enemy groups with this set and you're gonna be able to die, go get a beer (or light your lighter in the mic if you're on xbox -.-), and let the AP flow.
I do agree that the friendly fire aspect will drastically reduce its use in general, but you can bet a tons of people will just switch to ranged magika DPS where they can, I could see Inevitable Det being the new meta if that's the caseSet seems dumb to me, guess I don't agree with the bandwagon on this one. The damage flying around is already sky-high, even with the new prox det numbers by themselves. And what happens when the fall damage 'fix' ends up being like the last 3+ fixes and it's still happening in game? With unreflectable meteors that potentially oneshot people, plus this set doing 14k damage? Maybe if it wasn't ZOS in charge of coding and balance this set could be a viable experiment, but any of the (very likely) problems that emerge from this set won't get fixed for months. Even if I'm the one behind the damage numbers, 1 and 2-shotting things is not healthy pvp; wrobel and wheeler need to pull their heads out of their ***
Aside from vamp dying from shooting star, you won't be one-shotted by meteor, a 200 cost ulti that can be blocked letting only 2k through and an ground AOE that you can avoid.
I think we need to accept death as a healthy effect for pvp, in both gameplay and server performance.
You missed the point. If fall damage hasn't been fixed (just like the last few times they tried, said it was, and it wasn't) and you get oneshot by meteor because of lag fall damage, when you couple that with this set, it's going to be silly, and not in a good way. Either way, even without fall damage, people are hitting over 30k dmg with just prox det on PTS. That's moronic.
Fall damage isn't caused by a player. It's something easily tested. This set also won't wipe an entire group unless they're all standing within the roughly 6 meter radius.
After thinking about this set, I'd be fine with it under the following conditions:
1. When wearing 5pc, player has a bright fire animation around him. This will help players avoid.
2. Cooldown after effect procs.
Till then its worse than "shield breaker is vs shields" in providing a balance to fighting large groups.
Just don't ball up and the bigger group still gets a gross numbers advantage and totally mitigates the 5th piece of this set. It just means EVERYONE needs to focus on self sustain and preservation, even in a big group, because if you're not keeping yourself alive you're a liability now. It removes the value of cannon-fodder from the game, can hide an "elite small man team" in 20 pugs anymore or you risk death.
I think this is the single greatest set I've seen, because the counterplay to it is something available to everyone, stop stacking. I've run in guilds that stack, Hijinx, IR, Shortbus, VE, etc. I understand the reason it is currently most beneficial is because it allows you to focus on specific roles, min-max for those roles and use the close proximity to suck up buffs and heals from each other, as well as that AoE cap RNG being a crutch. This gives players a reason to unstack, which, in theory, could help server performance and let us have fun pvp. Ultimately, the only thing that should be looked at is the radius, nearby isn't nearly a good enough description for me to be comfortable.
I can agree to this viewpoint.
I'm just highlighting that the community's request to deal with this issue was to provide ways to burst a group that won't overpower one playstyle over the other (if AOE caps are to remain.). We all agreed shieldbteaker was a lazy attempt to combat shield stack, I feel the same for this set.
But if the friendly fire side is true, then I'm OK with this set. It means most won't run it all the time (since it means your death too.)
I'll still absolutely run this set 100% of the time, even if it is friendly fire, you bomb 2 enemy groups with this set and you're gonna be able to die, go get a beer (or light your lighter in the mic if you're on xbox -.-), and let the AP flow.
I do agree that the friendly fire aspect will drastically reduce its use in general, but you can bet a tons of people will just switch to ranged magika DPS where they can, I could see Inevitable Det being the new meta if that's the caseSet seems dumb to me, guess I don't agree with the bandwagon on this one. The damage flying around is already sky-high, even with the new prox det numbers by themselves. And what happens when the fall damage 'fix' ends up being like the last 3+ fixes and it's still happening in game? With unreflectable meteors that potentially oneshot people, plus this set doing 14k damage? Maybe if it wasn't ZOS in charge of coding and balance this set could be a viable experiment, but any of the (very likely) problems that emerge from this set won't get fixed for months. Even if I'm the one behind the damage numbers, 1 and 2-shotting things is not healthy pvp; wrobel and wheeler need to pull their heads out of their ***
Aside from vamp dying from shooting star, you won't be one-shotted by meteor, a 200 cost ulti that can be blocked letting only 2k through and an ground AOE that you can avoid.
I think we need to accept death as a healthy effect for pvp, in both gameplay and server performance.
You missed the point. If fall damage hasn't been fixed (just like the last few times they tried, said it was, and it wasn't) and you get oneshot by meteor because of lag fall damage, when you couple that with this set, it's going to be silly, and not in a good way. Either way, even without fall damage, people are hitting over 30k dmg with just prox det on PTS. That's moronic.
Fall damage isn't caused by a player. It's something easily tested. This set also won't wipe an entire group unless they're all standing within the roughly 6 meter radius.
The problem, mano, is that it's not one single change, it's when you combine all of the insane damage options that are now coming and couple that with a clear lack of increase in mitigation. Besides the DK bubble, mitigation in general was heavily nerfed, including the benefit of nova/veil as ground based mitigation. Even without seeing the new sets and just hearing pieces of the incoming skill changes, weeks ago it already sounded like the meta was going even more glass cannon dps. Templars are going to be running around popping unstable core, inevitable dets, and jesus beams till they proc this set. Sorcs will be doing the same thing they've always done, just better. It might be lame, but I always loved mitigation ults like nova and veil, I felt like they added a depth of play that allowed for strategy and skill. I don't see them being anywhere near as functional in the coming meta, and I see that as a major loss.
I'll be testing the numbers for myself this weekend, so I'll hold off on too much pre-judgment for the patch changes, but at a quick glance it looks like it's a magicka glass cannon meta, with siege.
Edit: also, until testing verifies that it doesn't, I plan for the worst when it comes to zos coding, so yes, I'm concerned that fall damage will still trigger the set proc
After thinking about this set, I'd be fine with it under the following conditions:
1. When wearing 5pc, player has a bright fire animation around him. This will help players avoid.
2. Cooldown after effect procs.
Till then its worse than "shield breaker is vs shields" in providing a balance to fighting large groups.
Just don't ball up and the bigger group still gets a gross numbers advantage and totally mitigates the 5th piece of this set. It just means EVERYONE needs to focus on self sustain and preservation, even in a big group, because if you're not keeping yourself alive you're a liability now. It removes the value of cannon-fodder from the game, can hide an "elite small man team" in 20 pugs anymore or you risk death.
I think this is the single greatest set I've seen, because the counterplay to it is something available to everyone, stop stacking. I've run in guilds that stack, Hijinx, IR, Shortbus, VE, etc. I understand the reason it is currently most beneficial is because it allows you to focus on specific roles, min-max for those roles and use the close proximity to suck up buffs and heals from each other, as well as that AoE cap RNG being a crutch. This gives players a reason to unstack, which, in theory, could help server performance and let us have fun pvp. Ultimately, the only thing that should be looked at is the radius, nearby isn't nearly a good enough description for me to be comfortable.
I can agree to this viewpoint.
I'm just highlighting that the community's request to deal with this issue was to provide ways to burst a group that won't overpower one playstyle over the other (if AOE caps are to remain.). We all agreed shieldbteaker was a lazy attempt to combat shield stack, I feel the same for this set.
But if the friendly fire side is true, then I'm OK with this set. It means most won't run it all the time (since it means your death too.)
I'll still absolutely run this set 100% of the time, even if it is friendly fire, you bomb 2 enemy groups with this set and you're gonna be able to die, go get a beer (or light your lighter in the mic if you're on xbox -.-), and let the AP flow.
I do agree that the friendly fire aspect will drastically reduce its use in general, but you can bet a tons of people will just switch to ranged magika DPS where they can, I could see Inevitable Det being the new meta if that's the caseSet seems dumb to me, guess I don't agree with the bandwagon on this one. The damage flying around is already sky-high, even with the new prox det numbers by themselves. And what happens when the fall damage 'fix' ends up being like the last 3+ fixes and it's still happening in game? With unreflectable meteors that potentially oneshot people, plus this set doing 14k damage? Maybe if it wasn't ZOS in charge of coding and balance this set could be a viable experiment, but any of the (very likely) problems that emerge from this set won't get fixed for months. Even if I'm the one behind the damage numbers, 1 and 2-shotting things is not healthy pvp; wrobel and wheeler need to pull their heads out of their ***
Aside from vamp dying from shooting star, you won't be one-shotted by meteor, a 200 cost ulti that can be blocked letting only 2k through and an ground AOE that you can avoid.
I think we need to accept death as a healthy effect for pvp, in both gameplay and server performance.
You missed the point. If fall damage hasn't been fixed (just like the last few times they tried, said it was, and it wasn't) and you get oneshot by meteor because of lag fall damage, when you couple that with this set, it's going to be silly, and not in a good way. Either way, even without fall damage, people are hitting over 30k dmg with just prox det on PTS. That's moronic.
Fall damage isn't caused by a player. It's something easily tested. This set also won't wipe an entire group unless they're all standing within the roughly 6 meter radius.
The problem, mano, is that it's not one single change, it's when you combine all of the insane damage options that are now coming and couple that with a clear lack of increase in mitigation. Besides the DK bubble, mitigation in general was heavily nerfed, including the benefit of nova/veil as ground based mitigation. Even without seeing the new sets and just hearing pieces of the incoming skill changes, weeks ago it already sounded like the meta was going even more glass cannon dps. Templars are going to be running around popping unstable core, inevitable dets, and jesus beams till they proc this set. Sorcs will be doing the same thing they've always done, just better. It might be lame, but I always loved mitigation ults like nova and veil, I felt like they added a depth of play that allowed for strategy and skill. I don't see them being anywhere near as functional in the coming meta, and I see that as a major loss.
I'll be testing the numbers for myself this weekend, so I'll hold off on too much pre-judgment for the patch changes, but at a quick glance it looks like it's a magicka glass cannon meta, with siege.
Edit: also, until testing verifies that it doesn't, I plan for the worst when it comes to zos coding, so yes, I'm concerned that fall damage will still trigger the set proc
I'm going to test it once I get home in about half an hour. My feelings so far are that the players are creative. Yes DPS against large groups stacked tightly together is going to be higher, and mitigation was reduced. I'm thinking of ways around it, and I think it can work. The game won't be played the same way, but that doesn't mean everyone has to run in small 6 man groups to accomplish things. We'll see how it all goes though.
After thinking about this set, I'd be fine with it under the following conditions:
1. When wearing 5pc, player has a bright fire animation around him. This will help players avoid.
2. Cooldown after effect procs.
Till then its worse than "shield breaker is vs shields" in providing a balance to fighting large groups.
Just don't ball up and the bigger group still gets a gross numbers advantage and totally mitigates the 5th piece of this set. It just means EVERYONE needs to focus on self sustain and preservation, even in a big group, because if you're not keeping yourself alive you're a liability now. It removes the value of cannon-fodder from the game, can hide an "elite small man team" in 20 pugs anymore or you risk death.
I think this is the single greatest set I've seen, because the counterplay to it is something available to everyone, stop stacking. I've run in guilds that stack, Hijinx, IR, Shortbus, VE, etc. I understand the reason it is currently most beneficial is because it allows you to focus on specific roles, min-max for those roles and use the close proximity to suck up buffs and heals from each other, as well as that AoE cap RNG being a crutch. This gives players a reason to unstack, which, in theory, could help server performance and let us have fun pvp. Ultimately, the only thing that should be looked at is the radius, nearby isn't nearly a good enough description for me to be comfortable.
I can agree to this viewpoint.
I'm just highlighting that the community's request to deal with this issue was to provide ways to burst a group that won't overpower one playstyle over the other (if AOE caps are to remain.). We all agreed shieldbteaker was a lazy attempt to combat shield stack, I feel the same for this set.
But if the friendly fire side is true, then I'm OK with this set. It means most won't run it all the time (since it means your death too.)
I'll still absolutely run this set 100% of the time, even if it is friendly fire, you bomb 2 enemy groups with this set and you're gonna be able to die, go get a beer (or light your lighter in the mic if you're on xbox -.-), and let the AP flow.
I do agree that the friendly fire aspect will drastically reduce its use in general, but you can bet a tons of people will just switch to ranged magika DPS where they can, I could see Inevitable Det being the new meta if that's the caseSet seems dumb to me, guess I don't agree with the bandwagon on this one. The damage flying around is already sky-high, even with the new prox det numbers by themselves. And what happens when the fall damage 'fix' ends up being like the last 3+ fixes and it's still happening in game? With unreflectable meteors that potentially oneshot people, plus this set doing 14k damage? Maybe if it wasn't ZOS in charge of coding and balance this set could be a viable experiment, but any of the (very likely) problems that emerge from this set won't get fixed for months. Even if I'm the one behind the damage numbers, 1 and 2-shotting things is not healthy pvp; wrobel and wheeler need to pull their heads out of their ***
Aside from vamp dying from shooting star, you won't be one-shotted by meteor, a 200 cost ulti that can be blocked letting only 2k through and an ground AOE that you can avoid.
I think we need to accept death as a healthy effect for pvp, in both gameplay and server performance.
You missed the point. If fall damage hasn't been fixed (just like the last few times they tried, said it was, and it wasn't) and you get oneshot by meteor because of lag fall damage, when you couple that with this set, it's going to be silly, and not in a good way. Either way, even without fall damage, people are hitting over 30k dmg with just prox det on PTS. That's moronic.
Fall damage isn't caused by a player. It's something easily tested. This set also won't wipe an entire group unless they're all standing within the roughly 6 meter radius.
The problem, mano, is that it's not one single change, it's when you combine all of the insane damage options that are now coming and couple that with a clear lack of increase in mitigation. Besides the DK bubble, mitigation in general was heavily nerfed, including the benefit of nova/veil as ground based mitigation. Even without seeing the new sets and just hearing pieces of the incoming skill changes, weeks ago it already sounded like the meta was going even more glass cannon dps. Templars are going to be running around popping unstable core, inevitable dets, and jesus beams till they proc this set. Sorcs will be doing the same thing they've always done, just better. It might be lame, but I always loved mitigation ults like nova and veil, I felt like they added a depth of play that allowed for strategy and skill. I don't see them being anywhere near as functional in the coming meta, and I see that as a major loss.
I'll be testing the numbers for myself this weekend, so I'll hold off on too much pre-judgment for the patch changes, but at a quick glance it looks like it's a magicka glass cannon meta, with siege.
Edit: also, until testing verifies that it doesn't, I plan for the worst when it comes to zos coding, so yes, I'm concerned that fall damage will still trigger the set proc
I'm going to test it once I get home in about half an hour. My feelings so far are that the players are creative. Yes DPS against large groups stacked tightly together is going to be higher, and mitigation was reduced. I'm thinking of ways around it, and I think it can work. The game won't be played the same way, but that doesn't mean everyone has to run in small 6 man groups to accomplish things. We'll see how it all goes though.
Closest thing I can think of is old VE fights with Nexus and Meth emp with broken Dawnbreaker. Instant win/loss fights. Insane burst.
But of course, we had barrier than.
I predict much stealth bombing, no one wants to be out in the open next patch. No one.
jyates214b14_ESO wrote: »WTB Vicious Death set, name your price. Please let me jump on a flag with a nonreflectable meteor, prox det with 100% bonus damage, and this perk. Teach you not to ball zerg me with 30 people.
jyates214b14_ESO wrote: »WTB Vicious Death set, name your price. Please let me jump on a flag with a nonreflectable meteor, prox det with 100% bonus damage, and this perk. Teach you not to ball zerg me with 30 people.
That skilled and strategic gameplay tho

2 kena 5 alchemist 5 death?
Also, I can't wait to turn my sorc into an overload bot, shoot a few zerglings from range and watch the joy!
omg lol. erm....a....gerd. Spell power pot + procs = ALLAHU AKBAR
Rainingblood wrote: »So bad... Like there needed to be another reason to make you wonder what the hell ZoS is thinking. Do they really think this won't be exploitable? People already gushing about how they'll be able to solo entire raids now... "Now there's finally balance! How dare that group of 24 streamroll my 3-man gank group!" What? Good grief...
Just reading all the giggity-goos from certain players in this thread should be enough to push them make some changes, or at least some clarifications.
Quoting myself:Keep in mind tho it will be only 7,5k hits in pvp because Battle Spirit.I think that Vicious Death will destroy zergballs tbh. Combined with the increased deto damage a small group can bomb the zergball and burst them, and if they kill some the Vicious Death procs will start a chain reaction.Here is whats going to happen on live..
Groups are going to spam you with ID now...Most will be running Vicious Death set..once one of you dies..its going to set of a Chain of death and destruction.
jyates214b14_ESO wrote: »WTB Vicious Death set, name your price. Please let me jump on a flag with a nonreflectable meteor, prox det with 100% bonus damage, and this perk. Teach you not to ball zerg me with 30 people.
That skilled and strategic gameplay tho
Rainingblood wrote: »So bad... Like there needed to be another reason to make you wonder what the hell ZoS is thinking. Do they really think this won't be exploitable? People already gushing about how they'll be able to solo entire raids now... "Now there's finally balance! How dare that group of 24 streamroll my 3-man gank group!" What? Good grief...
Just reading all the giggity-goos from certain players in this thread should be enough to push them make some changes, or at least some clarifications.
That's the level of player they're catering to though. Pretty much the entire patch demonstrates that, it's not just this one set. If it's true that it procs off npcs, guess we won't be seeing people running engine guardian any more. As of this patch, getting wins against the 60-70 reds that have replaced the various guilds on NA PC azura and instead just all roll together for every single engagement is difficult enough simply because of the numbers. Getting wins against those numbers is going to be even less likely with this patch. While it's no surprise that wrobel and wheeler don't have the foggiest on how to balance pvp, it also shouldn't be a surprise that the idjits on these forums got what they've been asking for and pvp is even less balanced against bigger numbers. 3 want to wipe 24? Only way to do that is to make it so literally everyone can just blow up, hence the 35k prox dets on PTS and sets like this. It will be sooooo skillful for people to prox, run in and drop an ult, dat elite smallman spec.
Quoting myself:Keep in mind tho it will be only 7,5k hits in pvp because Battle Spirit.I think that Vicious Death will destroy zergballs tbh. Combined with the increased deto damage a small group can bomb the zergball and burst them, and if they kill some the Vicious Death procs will start a chain reaction.Here is whats going to happen on live..
Groups are going to spam you with ID now...Most will be running Vicious Death set..once one of you dies..its going to set of a Chain of death and destruction.
Well i really hope battlespirit does not apply to this set since it´s only working on enemy players.
You may ask why - because for this exact reason (set only working on players) we were told shieldbreaker was not affected by battlespirit.
Rainingblood wrote: »So bad... Like there needed to be another reason to make you wonder what the hell ZoS is thinking. Do they really think this won't be exploitable? People already gushing about how they'll be able to solo entire raids now... "Now there's finally balance! How dare that group of 24 streamroll my 3-man gank group!" What? Good grief...
Just reading all the giggity-goos from certain players in this thread should be enough to push them make some changes, or at least some clarifications.
That's the level of player they're catering to though. Pretty much the entire patch demonstrates that, it's not just this one set. If it's true that it procs off npcs, guess we won't be seeing people running engine guardian any more. As of this patch, getting wins against the 60-70 reds that have replaced the various guilds on NA PC azura and instead just all roll together for every single engagement is difficult enough simply because of the numbers. Getting wins against those numbers is going to be even less likely with this patch. While it's no surprise that wrobel and wheeler don't have the foggiest on how to balance pvp, it also shouldn't be a surprise that the idjits on these forums got what they've been asking for and pvp is even less balanced against bigger numbers. 3 want to wipe 24? Only way to do that is to make it so literally everyone can just blow up, hence the 35k prox dets on PTS and sets like this. It will be sooooo skillful for people to prox, run in and drop an ult, dat elite smallman spec.
2 kena 5 alchemist 5 death?
Also, I can't wait to turn my sorc into an overload bot, shoot a few zerglings from range and watch the joy!
For pure burst, this (using DW).
For standard play, I will probably do this -- replacing Kena with Valkyn or BS.
I might keep my Nereneth, that lich crystal + a deathbomb might make for hysterical effect as well.
Leap + Det + Lich Crystal + Someone dies, chain reaction, BATS IMPULSE, DRAW ESSENCE, MORE BATS, MRE LEAP, MORE DEATHS, MWA HAHAHAAHHAHAHAHAHAAHAHAHAHAHAA
Rainingblood wrote: »So bad... Like there needed to be another reason to make you wonder what the hell ZoS is thinking. Do they really think this won't be exploitable? People already gushing about how they'll be able to solo entire raids now... "Now there's finally balance! How dare that group of 24 streamroll my 3-man gank group!" What? Good grief...
Just reading all the giggity-goos from certain players in this thread should be enough to push them make some changes, or at least some clarifications.
That's the level of player they're catering to though. Pretty much the entire patch demonstrates that, it's not just this one set. If it's true that it procs off npcs, guess we won't be seeing people running engine guardian any more.