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Rofl at the Vicious Death Set..

  • Soulac
    Soulac
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    Satiar wrote: »
    Minno wrote: »
    Lexxypwns wrote: »
    Minno wrote: »
    Lexxypwns wrote: »
    Minno wrote: »
    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 case
    Zheg wrote: »
    Set 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.

    This is theory, but that ain´t gonna happen.
    R.I.P Dawnbreaker / Auriel´s Bow
    Member of the Arena Guild and the overpowered Banana Squad.
    Nathaerizh aka Cat - Nightblade V16 - EU

    - Meow -
  • Zheg
    Zheg
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    Ghostbane wrote: »
    Ishammael wrote: »
    Ghostbane wrote: »
    Ishammael wrote: »
    For standard play, I will probably do this -- replacing Kena with Valkyn or BS.

    Well there you ***, you are a standard playa ;)
    Ghost-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: »
    Alucardo 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 :trollface:

    Has it been tested that the set has a cap?

    Haven't seen much testing posted so far. I'm going to be spending the weekend trying out sets. CD, range, cap, whether it's KB or not, whether it procs from fall damage initiated by your meteor/leap/rune, whether it procs from siege - all of these are things zos should be telling us when they come out with new sets, and then we can verify with testing if they actually work as intended or not.
  • Manoekin
    Manoekin
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    Zheg wrote: »
    Minno wrote: »
    Lexxypwns wrote: »
    Minno wrote: »
    Lexxypwns wrote: »
    Minno wrote: »
    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 case
    Zheg wrote: »
    Set 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.
  • laksikus
    laksikus
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    @laksikus:

    Somebody posted a pic in the PTS with jewelry. Here:

    r8oXg2K.png

    thx
  • Minno
    Minno
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    Zheg wrote: »
    Minno wrote: »
    Lexxypwns wrote: »
    Minno wrote: »
    Lexxypwns wrote: »
    Minno wrote: »
    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 case
    Zheg wrote: »
    Set 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.

    Regarding fall dmg, its likely that was bundled under the reflect properties of the skill via the code. In order to combat the fall dmg, they had to remove its reflective nature. But without seeing the code or a response from ZOS, hard to say.

    The bug, should be attacked with extreme action, and not considered apart of the gameplay balance.

    30k on PTS seems high. While some people report that dmg, with my health at 27-29k, I've yet to be hit by such a high prox det number.

    This set will be wrong but if its friendly dmg, I'll allow it. It's possible this effect is also reflectable?
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • ataggs
    ataggs
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    Zheg wrote: »
    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.

    I think I might need to run your stupid high health build.
      Confirmed Casual
    • Templar DC- Zee Taggs
    • Templar EP- Zoola
    • Templar AD- Old Zoola
  • Zheg
    Zheg
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    Manoekin wrote: »
    Zheg wrote: »
    Minno wrote: »
    Lexxypwns wrote: »
    Minno wrote: »
    Lexxypwns wrote: »
    Minno wrote: »
    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 case
    Zheg wrote: »
    Set 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
    Edited by Zheg on February 5, 2016 9:05PM
  • Manoekin
    Manoekin
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    ✭✭
    Zheg wrote: »
    Manoekin wrote: »
    Zheg wrote: »
    Minno wrote: »
    Lexxypwns wrote: »
    Minno wrote: »
    Lexxypwns wrote: »
    Minno wrote: »
    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 case
    Zheg wrote: »
    Set 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.
  • Makkir
    Makkir
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    Rylana wrote: »
    Ghostbane wrote: »
    Rylana wrote: »
    5 Death, 4 Magnus 3 will?
    5 Kags 4 Death, 3 will?

    2 kena, 5 Death, 5 Kags :trollface:

    I.... actually like this plan. You sir, are evil as hell.

    Its absolutely optimal and worth missing the 3pc jewelry sets.
    In fact you can swap out Death for Fasallas Guile if you want to move from Zerg busting to small scale pvp.
  • Satiar
    Satiar
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    Manoekin wrote: »
    Zheg wrote: »
    Manoekin wrote: »
    Zheg wrote: »
    Minno wrote: »
    Lexxypwns wrote: »
    Minno wrote: »
    Lexxypwns wrote: »
    Minno wrote: »
    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 case
    Zheg wrote: »
    Set 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.
    Vehemence -- Commander and Raid Lead -- Tri-faction PvP
    Knights Paravant -- Co-GM and Raid Lead -- AD Greyhost



  • Elong
    Elong
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    ✭✭
    Satiar wrote: »
    Manoekin wrote: »
    Zheg wrote: »
    Manoekin wrote: »
    Zheg wrote: »
    Minno wrote: »
    Lexxypwns wrote: »
    Minno wrote: »
    Lexxypwns wrote: »
    Minno wrote: »
    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 case
    Zheg wrote: »
    Set 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.

    I think more people will be running magelight so it will be harder to stealth bomb as well? There will be some very interesting times ahead.
  • Xsorus
    Xsorus
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    My DK i think will be 5 Vicious/5 Elfborn/2 Valkyn

    my NB will be 5 Vicious/5 Alchemist/2 Valkyn I think? actually not sure on this one.
  • Manoekin
    Manoekin
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    Vicious does not proc if you die from fall damage caused by an enemy players ability.
  • Lexxypwns
    Lexxypwns
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    Manoekin wrote: »
    Vicious does not proc if you die from fall damage caused by an enemy players ability.

    TY for testing this sir
  • Jsmalls
    Jsmalls
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    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.
    Edited by Jsmalls on February 6, 2016 1:39AM
  • Satiar
    Satiar
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    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
    Vehemence -- Commander and Raid Lead -- Tri-faction PvP
    Knights Paravant -- Co-GM and Raid Lead -- AD Greyhost



  • Jsmalls
    Jsmalls
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    Satiar 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

    Just trying to make popcorn
  • umagon
    umagon
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    This set makes me think of d2 necromancers and their corpse explosion builds. I wouldn't be surprised if it does work like that seeing how they code things.
  • Yolokin_Swagonborn
    Yolokin_Swagonborn
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    LOL if this set procs off NPCs. I felt like I was solo-defending a keep and got hit with this off an NPC. there might have been another player around but I didnt see any.

    If it does proc off NPCs every flag is going to be a bombfest.

    zR3Cfa2.png


    EDIT: Actually I think I was wearing engine guardian at that time. If that's what happened, RIP using that set in pvp or pets.
    Edited by Yolokin_Swagonborn on February 6, 2016 8:49PM
  • Septimus_Magna
    Septimus_Magna
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    Rylana wrote: »
    Lexxypwns wrote: »
    Rylana wrote: »
    Ghostbane wrote: »
    Rylana wrote: »
    5 Death, 4 Magnus 3 will?
    5 Kags 4 Death, 3 will?

    2 kena, 5 Death, 5 Kags :trollface:

    I.... actually like this plan. You sir, are evil as hell.

    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

    Proxy Det > shields > Power Surge > Mage Light > Invi pot > 2x light attack > booom > profit
    PC - EU (AD)
    Septimus Mezar - Altmer Sorcerer
    Septimus Rulanir - Orsimer Templar
    Septimus Desmoru - Khajiit Necromancer
    Septimus Iroh - Dunmer Dragon Knight
    Septimus Thragar - Dunmer Nightblade
    Septimus Jah'zar - Khajiit Nightblade
    Septimus Nerox - Redguard Warden
    Septimus Ozurk - Orsimer Sorcerer
  • Rainingblood
    Rainingblood
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    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.
    Edited by Rainingblood on February 6, 2016 4:55PM
    Phoebe Anderson
  • Zheg
    Zheg
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    ✭✭✭✭
    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.
  • Derra
    Derra
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    ✭✭✭✭✭
    Sanct16 wrote: »
    Quoting myself:
    Sanct16 wrote: »
    Xsorus wrote: »
    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.
    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.
    Keep in mind tho it will be only 7,5k hits in pvp because Battle Spirit.

    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.
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Cody
    Cody
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    its going to be fun to watch thats for sure. lol
  • Lexxypwns
    Lexxypwns
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    ✭✭✭✭
    Satiar 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

    I'd argue if 30 people can't step 6m to the side to not be in caught in the bomb that they're the ones not showing skilled or strategic gameplay

    <3 miss you guys :(
    Zheg 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.



    With all due respect, This complaint is absolutely crazy man because everything you're talking about is hard countered by one simple mechanic, stop stacking and spread out. If the 24 people just take a few steps away from each other they won't get hit with prox det enough to scale the damage out of control and the vicious death explosion won't hit anyone. You don't have to change your gear, skills, or anything, just a simple change of tactics completely negates the effectiveness of these abilities against larger groups
    Edited by Lexxypwns on February 6, 2016 7:52PM
  • Manoekin
    Manoekin
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    ✭✭
    Derra wrote: »
    Sanct16 wrote: »
    Quoting myself:
    Sanct16 wrote: »
    Xsorus wrote: »
    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.
    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.
    Keep in mind tho it will be only 7,5k hits in pvp because Battle Spirit.

    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.

    It is affected afaik, but I'm getting crits upwards of 14-15k and I'm an Imperial Templar.
    Zheg 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.

    Do some testing. The stuff you're posting or responding too isn't entirely correct.
  • zyk
    zyk
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    Sets like this can be entertaining, but aren't my cup of tea. It is too gimmicky.

    But I'm oldschool. I think all PVP without friendly fire is cheesy and tacky. If you want to spam grenades all day, you should have to worry about killing your friends too.

    Even though friendly fire is not viable in this game, I would prefer the gameplay to be designed as if it were.

    I have adapted and do bomb often, but this game has the potential to be so much more than coordinated roflbombs and so-called "one shot" combos.
    Edited by zyk on February 6, 2016 8:12PM
  • ksimpscnub18_ESO
    ksimpscnub18_ESO
    ✭✭✭
    Rylana wrote: »
    Ishammael wrote: »
    Lexxypwns wrote: »
    Rylana wrote: »
    Ghostbane wrote: »
    Rylana wrote: »
    5 Death, 4 Magnus 3 will?
    5 Kags 4 Death, 3 will?

    2 kena, 5 Death, 5 Kags :trollface:

    I.... actually like this plan. You sir, are evil as hell.

    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).
    Ghostbane wrote: »
    Rylana wrote: »
    5 Death, 4 Magnus 3 will?
    5 Kags 4 Death, 3 will?

    2 kena, 5 Death, 5 Kags :trollface:

    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

    I think it's funny all the dks that think they will be good again because of broken set ideas. Lol that plan would be great aside from the 75K in vicious death procs you just ate in that scenario.
    Edited by ksimpscnub18_ESO on February 6, 2016 8:23PM
    Tikijim DC NB
    Wakka Flame DC DK
    Nearcyde DC Templar

  • Satiar
    Satiar
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    ✭✭✭
    @Lexxypwns

    I'll make sure to spread out the next time I'm inside a keep trying to take it with 20 people vs 70. Thanks for the advice :/
    Vehemence -- Commander and Raid Lead -- Tri-faction PvP
    Knights Paravant -- Co-GM and Raid Lead -- AD Greyhost



  • Elong
    Elong
    ✭✭✭✭✭
    ✭✭
    Zheg 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.

    Hadn't thought of that. Surely when your engine dies it doesn't blow up??? Anyone tested that?
This discussion has been closed.