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Plaguebreak should not punish self-cleanse

divnyi
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Yes, yet another Plaguebreak thread.

Ok, the idea of Plaguebreak is to counter for Cleanse from support skill line.
This is useful in Cyro, this is good buff against ball groups.

It's cool, I get it. Might even be the most balanced and impactful of the 3 new items (pre-nerf).

What's bad, is that it now punishes Wardens for their netch, and templar for AoE heal with self-cleanse. And imo, this shouldn't be the thing.

Proposal:
If the plaguebreak effect was cleansed, it spreads in 8m, re-infecting you and infecting all your allies.
If the plaguebreak effect was cleansed by your ally, you take <insane_number> damage.
  • dinokstrunz
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    divnyi wrote: »
    Yes, yet another Plaguebreak thread.

    Ok, the idea of Plaguebreak is to counter for Cleanse from support skill line.
    This is useful in Cyro, this is good buff against ball groups.

    It's cool, I get it. Might even be the most balanced and impactful of the 3 new items (pre-nerf).

    What's bad, is that it now punishes Wardens for their netch, and templar for AoE heal with self-cleanse. And imo, this shouldn't be the thing.

    Proposal:
    If the plaguebreak effect was cleansed, it spreads in 8m, re-infecting you and infecting all your allies.
    If the plaguebreak effect was cleansed by your ally, you take <insane_number> damage.

    Or you could just simply remove the auto cleanse from Netch? Watch where you're standing if you attempt to cleanse, the idea seems fine to me as you have time to manage the potential burst from Plaguebreaker. A lot more reasonable really.
  • Marcus_Aurelius
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    Or you could just simply remove the auto cleanse from Netch? Watch where you're standing if you attempt to cleanse, the idea seems fine to me as you have time to manage the potential burst from Plaguebreaker. A lot more reasonable really.

    Let use remove it from both PvP and PvE (yes, it's also usefull in PvE) just to counter a broken set.
    What a brilliant idea!
  • dinokstrunz
    dinokstrunz
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    Or you could just simply remove the auto cleanse from Netch? Watch where you're standing if you attempt to cleanse, the idea seems fine to me as you have time to manage the potential burst from Plaguebreaker. A lot more reasonable really.

    Let use remove it from both PvP and PvE (yes, it's also usefull in PvE) just to counter a broken set.
    What a brilliant idea!

    B)

  • Marcus_Aurelius
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    B)

    You guys already nerfed the heal from polar wind in my warden tank and now you want also to remove the self purge :D

  • Grandchamp1989
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    divnyi wrote: »
    Yes, yet another Plaguebreak thread.

    Ok, the idea of Plaguebreak is to counter for Cleanse from support skill line.
    This is useful in Cyro, this is good buff against ball groups.

    It's cool, I get it. Might even be the most balanced and impactful of the 3 new items (pre-nerf).

    What's bad, is that it now punishes Wardens for their netch, and templar for AoE heal with self-cleanse. And imo, this shouldn't be the thing.

    Proposal:
    If the plaguebreak effect was cleansed, it spreads in 8m, re-infecting you and infecting all your allies.
    If the plaguebreak effect was cleansed by your ally, you take <insane_number> damage.

    Or you could just simply remove the auto cleanse from Netch? Watch where you're standing if you attempt to cleanse, the idea seems fine to me as you have time to manage the potential burst from Plaguebreaker. A lot more reasonable really.

    Remove auto cleanse from netch to balance a broken set would royally screw up Tank PvE players.

    Warden is the go to tank for Blackrose Prison extactly because of the self cleanse.

    I cannot stress how bad of an idea it would be to punish classes, that will have game wide consquences, because of one unfortunately side effect of a new set.
  • ajkb78
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    The point of it is to punish cleanses full stop, whether self cleanse or cleanse others. Yes, it's a bit tougher on wardens than others because the netch auto cleanses while up, but you still have the choice to not put your netch up while in a tightly bunched situation where you're expecting plaguebreak. Some sets are more effective against some classes than others, that's life. Definitely a terrible idea to nerf a really nice, well thought out skill throughout the whole game just because of one class having a bit more difficulty countering one particular set in one aspect of the game.

    What with how strong wardens are in PvP anyway, it doesn't seem unreasonable if they have to take a bit more care with their netch.
  • divnyi
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    ajkb78 wrote: »
    The point of it is to punish cleanses full stop, whether self cleanse or cleanse others.

    Allow me to disagree. This sets were designed to counter ball groups.

    Hrothgar to counter tankiness of stacked group.
    Dank Conversion to screw up their coordinated movement.
    Plaguebreak to counter cleanse spam.

    It wasn't intended to be single-player destroyer. And also it packs OP dot anyways, so it's not like it's useless - Plaguebreak stamsorcs are literally high MMR cancerous meta in BGs because they can dot the whole group and you can't catch them.
  • TequilaFire
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    Finally the class behind a paywall gets countered.
    How do you think Templars feel?
    But we will deal with it.
    Edited by TequilaFire on September 23, 2021 1:28PM
  • Marcus_Aurelius
    Marcus_Aurelius
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    Finally the class behind a paywall gets countered.
    How do you think Templars feel?
    But we will deal with it.

    Dude, 1500 Crown. And free with all new version of the game.
    Just stop.
  • Marcus_Aurelius
    Marcus_Aurelius
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    ajkb78 wrote: »
    What with how strong wardens are in PvP anyway, it doesn't seem unreasonable if they have to take a bit more care with their netch.

    How can I take care when I don't know when the next plaguebreaker will land on me?
    When should i cast it? When no one is around and not fighting? When it is useless? When I don't have any one around ?
    Please share your wisodm with me, when should i cast it to have some more care?

  • ealdwin
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    ajkb78 wrote: »
    What with how strong wardens are in PvP anyway, it doesn't seem unreasonable if they have to take a bit more care with their netch.

    How can I take care when I don't know when the next plaguebreaker will land on me?
    When should i cast it? When no one is around and not fighting? When it is useless? When I don't have any one around ?
    Please share your wisodm with me, when should i cast it to have some more care?

    Furthermore, consider that Netch is one of the main skills a Warden uses as it's their sustain tool and Major Sorcery/Brutality source. Taking more care with Netch due to Plaguebreak means choosing to make themselves less powerful because of one set. Not to mention, with the application-conditions and lack of cooldown for Plaguebreak, one cast of Netch could technically lead to 5 Plaguebreak explosions (Applied before the skill is cast, and then applied again during each of the 5 second periods between netch cleanses), provided a Warden survives that.

    I don't even play Wardens in PVP, but can see how problematic the current form of Plaguebreak is, because it doesn't punish spamming (ie. repeated use in a very short period of time) of cleanse, but rather punishes all uses of cleanse unilaterally. It needs adjusting.

    Edit: Oh, and a skill should never be adjusted because of a set. If a set is causing issues in relation to a skill, the set should be changed, not the skill. A set falling into disuse is ok, since it can usually be replaced. A skill falling into disuse is harder to replace.
    Edited by ealdwin on September 23, 2021 2:45PM
  • TequilaFire
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    Finally the class behind a paywall gets countered.
    How do you think Templars feel?
    But we will deal with it.

    Dude, 1500 Crown. And free with all new version of the game.
    Just stop.

    Sorry no get out of jail free card just because you can self purge.
    And to the point of the set a large makeup of "ball" groups are Wardens.
    Edited by TequilaFire on September 23, 2021 1:57PM
  • katorga
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    I gotta say, I like the set. Cleverly designed. Interesting. And very rock paper scissors. Easily avoidable, except for Wardens. :D

    I think it is the most original set they have released in a while.

  • KingzZVI
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    It just shouldnt hit as hard as it does, 40k burst cause someone purges is just dumb. "But it stops people from spamming purge" who cares that apart of the game. Half the people who use the ballgroup argument about this set doesnt understand that the reason ballgroups are so tanky and "unbillable" is cause they play the game at a hardcore level, its the same way in pve.Some pve groups cant do godslayer like others cause there not as good thats just how the game is should we nerf pve so people who dont put in the work get titles others worked hard for? Not at all just like we shouldnt put broken sets like plaguebreak in to do 40k damage on people for playing in there role
  • Stx
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    People who defend these sets just have grudges against large groups.

    There is no scenario where a 40k+ proc is balanced. None. Its completely broken, and anyone who cares even a little about game balance knows this.

    Plaguebreak is a really cool set, it reminds me of unstable affliction from wow. But it's so broken right now it's hilarious.
  • TequilaFire
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    If you don't want 40k hits then spread out because a hit that high means it proc'd off several players.
    The explosion deals an additional 10% damage per enemy hit.
    You have to be careful zerg surfing as well as in a group.
    BTW I play in an organized group most of the time so no grudge against groups unless they are EP or AD. lol
    Edited by TequilaFire on September 23, 2021 7:04PM
  • AhSeLYaG
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    Lol anothet 40 k topic
    İ wanna paste my comment here too


    40 k. İt is not realisric at all.
    İ m using Pb on my nb. Fully buffed it has a damage tooltip of 12.5 k
    Battle spirit and its halved. Resistences and its nearly halved . 5 mins ago i hit a group with it 5 people and it hit for 6 k averege. İf you really hit for 40 k with it you must be stacking 30 people in 8 meters and you really deserved the result which this set is made for. İ really wonder and wanna see a screen shot of pb hitting for 40 k.😁 how many people were stacking on each other and howlong to get a 40 k proc if its really true!
  • KingzZVI
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    Stx wrote: »
    People who defend these sets just have grudges against large groups.

    There is no scenario where a 40k+ proc is balanced. None. Its completely broken, and anyone who cares even a little about game balance knows this.

    Plaguebreak is a really cool set, it reminds me of unstable affliction from wow. But it's so broken right now it's hilarious.

    4w2uuwlx9dk1.png
    People are trying to argue for it cause they hate ballgroups, its busted needs fixed just like hrothgar and dc nerf.
  • MashmalloMan
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    KingzZVI wrote: »
    Stx wrote: »
    People who defend these sets just have grudges against large groups.

    There is no scenario where a 40k+ proc is balanced. None. Its completely broken, and anyone who cares even a little about game balance knows this.

    Plaguebreak is a really cool set, it reminds me of unstable affliction from wow. But it's so broken right now it's hilarious.

    4w2uuwlx9dk1.png
    People are trying to argue for it cause they hate ballgroups, its busted needs fixed just like hrothgar and dc nerf.

    Lol look at all the names stacked beside each other. Looks like it did its job to the best of its ability. Also, that isn't 40k from 1 hit, thats 2 hits. 2 people in that pack purged despite seeing the green cloud on them. Vicious Death and DC would work just as effective to killing your entire group, you may have actually been the one purging seeing as you have 6 ticks of the dot on you :P.
    Edited by MashmalloMan on September 23, 2021 10:59PM
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • MashmalloMan
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    I've used the set on a dot build and I've played as Templar against it (BG perspective).

    Using it: I found it to be underwhelming, the dot is not strong at all, the burst damage is hit or miss and even if it does fire off, it's most likely random so you rarely get a chance to capitalize on it. Timed burst is much more useful (eg, Hrothgar, DC, VAT 2H, Deadlands, etc) as you know exactly when to time a combo. The plus sides is how it allows you to be more comfortable playing a dot heavy setup like DK's, knowing that you're oponent can't easily purge all your effects with 1 button press. It also gives a pretty good minor defoul uptime, I'd see this as more of an auxillary set to augment that playstyle, rather than a bread and butter set.

    The only times it felt really powerful is when potatoes would cleanse the effect using a Ritual synergy, as time with the patch has gone on longer players have learned how to deal with the set. Some people seem to troll their team by purposely purging, but I'm not entirely sure about that. The effect on the player is very noticable with the big green stink cloud. I could go entire matches without seeing the explosion proc once.

    Reminds me of the effect Meteor has on newer players where they don't notice the telegraph and how to counter it. Eventually, they figure out to time their block and then the ultimate loses a lot of it's killing potential. This is also why the set is so strong in Cyro for killing ball groups which are notorious for containing countless Zerglings that spam from the back of a pack and press any synergy that appears on their screen. 1vX in this game is only possible for a reason, the "X" usually contains 90% Zerglings. Any fight between 1 and multiple equally skilled players will eventually favour the group.

    Playing against it on Templar: Templars do not need to purge to survive despite what some may think, they can stack a crazy amount of long lasting hots before combat even begins. Honour the Dead will heal you for 6-8k without a crit. You can also hot up, move slightly away from your team and place Ritual down while having the effect on you and still easily heal through the explosion without doing anything extra, without the scaling of multiple targets the damage done is in the range of 3-5k. I didn't find it to be that intrusive as one of the biggest classes in the game to use purge effectively.

    For Warden's.. it's a little bit more of a problem because Netch automatically purges effects for you, so you can't exactly counter the set like a Templar can. In that scenario, a build using PB with very little negative effects can wreck a Warden because they know the netch has a higher likelihood to purge it which kind of goes against the idea I mentioned that it's a great set for dot builds seeing as that would actually hurt the sets likelihood to explode.

    I know people like the effect of netch auto purging 1 effect every 5s, but maybe it's time to rethink that? What if instead, it purged 3 effects on cast. A free self purge of 3 effects on cast is a solid middle ground between the 6 effects over 25s and the 5 effects Templars can purge with a 4k cost skill. Using the skill more reactively instead of proactively seems a bit more balanced as well. Purges are very strong.
    Edited by MashmalloMan on September 23, 2021 10:56PM
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • neferpitou73
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    KingzZVI wrote: »
    Stx wrote: »
    People who defend these sets just have grudges against large groups.

    There is no scenario where a 40k+ proc is balanced. None. Its completely broken, and anyone who cares even a little about game balance knows this.

    Plaguebreak is a really cool set, it reminds me of unstable affliction from wow. But it's so broken right now it's hilarious.

    4w2uuwlx9dk1.png
    People are trying to argue for it cause they hate ballgroups, its busted needs fixed just like hrothgar and dc nerf.

    Lol look at all the names stacked beside each other. Looks like it did its job to the best of its ability. Also, that isn't 40k from 1 hit, thats 2 hits. 2 people in that pack purged despite seeing the green cloud on them. Vicious Death and DC would work just as effective to killing your entire group, you may have actually been the one purging seeing as you have 6 ticks of the dot on you :P.

    That was originally my screenshot. That proc occurred after one of our templars habitually activated ritual to heal on a door after a keep capture (when all of the groups and zergs were running out the door). 40k dmg from one set is ridiculous no matter how you slice it. I'd be more inclined to agree with you if the set had an obvious visual aura like inev det, but it doesn't (how do you expect me to find a dull green cloud in the middle of a battle?) The set also has ridiculous potential for abuse, you could easily plant a 2man purge group on another faction that follows groups around and deliberately purges with the effect on them.

    While we're at it let's also list all the things that affected by this set:

    -Curse Eater (which is now useless)
    -Stendarr's
    -Netch
    -Ritual
    -Purge

    and I'm sure I'm forgetting some here and there. All this because ZOS couldn't find a way to nerf purge. For completeness let's list a couple of ways:

    -reduce number of effects cleansed
    -cost increase
    -cost ramping
    -cooldown on use

    All of which would have stopped the purging problem.

    In case it's not clear I absolutely despise this set. Not because of my bias towards groups (I play in Ravenwatch) but because it's representative of ZOS' flawed design philosophy of adding sets to fix game mechanics issues. Using a base game mechanic should not make you instantly blow up your group.
    Edited by neferpitou73 on September 24, 2021 3:25AM
  • ealdwin
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    KingzZVI wrote: »
    Stx wrote: »
    People who defend these sets just have grudges against large groups.

    There is no scenario where a 40k+ proc is balanced. None. Its completely broken, and anyone who cares even a little about game balance knows this.

    Plaguebreak is a really cool set, it reminds me of unstable affliction from wow. But it's so broken right now it's hilarious.

    4w2uuwlx9dk1.png
    People are trying to argue for it cause they hate ballgroups, its busted needs fixed just like hrothgar and dc nerf.

    Lol look at all the names stacked beside each other. Looks like it did its job to the best of its ability. Also, that isn't 40k from 1 hit, thats 2 hits. 2 people in that pack purged despite seeing the green cloud on them. Vicious Death and DC would work just as effective to killing your entire group, you may have actually been the one purging seeing as you have 6 ticks of the dot on you :P.

    That was originally my screenshot. That proc occurred after one of our templars habitually activated ritual to heal on a door after a keep capture (when all of the groups and zergs were running out the door). 40k dmg from one set is ridiculous no matter how you slice it. I'd be more inclined to agree with you if the set had an obvious visual aura like inev det, but it doesn't (how do you expect me to find a dull green cloud in the middle of a battle?) The set also has ridiculous potential for abuse, you could easily plant a 2man purge group on another faction that follows groups around and deliberately purges with the effect on them.

    While we're at it let's also list all the things that affected by this set:

    -Curse Eater (which is now useless)
    -Stendarr's
    -Netch
    -Ritual
    -Purge

    and I'm sure I'm forgetting some here and there. All this because ZOS couldn't find a way to nerf purge. For completeness let's list a couple of ways:

    -reduce number of effects cleansed
    -cost increase
    -cost ramping
    -cooldown on use

    All of which would have stopped the purging problem.

    In case it's not clear I absolutely despise this set. Not because of my bias towards groups (I play in Ravenwatch) but because it's representative of ZOS' flawed design philosophy of adding sets to fix game mechanics issues. Using a base game mechanic should not make you instantly blow up your group.

    A ramping cost on Purge (the Support skill) would be the most efficient way of addressing Purge-spamming. Give it the Streak treatment with a 33% cost increase if cast again within X seconds. A further step would be to change Efficient Purge to a self-only cleanse, so that Purge as a group cleanse remains with a high cost to cast.

    Cooldowns on skills should be avoided, just because they tend to run counter to the general quick, on-demand feeling of combat in ESO.

    The on-cast cleanses on Curse Eater, Ritual, and Netch all are self purges, which isn't the problem, so don't need ramping cost. Ritual's group cleanse is a synergy, and so has a cooldown between uses. Stendarr's has a cooldown, because it's a set and cooldowns are one of the ways of balancing set effect powers with each other. Only Purge really needs to be affected.

    Plaguebreak could really use an adjustment, and I stand by the idea that either a cooldown needs added to the application part of the ability, a plague immunity of 20s needs to be introduced so that those who survive the blast can't have it easily reapplied, or the scaling mechanic needs to be eliminated or toned down. As it stands, it's a version of Inevitable Detonation with a DoT that can be applied via a light hit (aka no cost). Something needs changed there.
    Edited by ealdwin on September 24, 2021 6:15AM
  • divnyi
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    ealdwin wrote: »
    A ramping cost on Purge (the Support skill) would be the most efficient way of addressing Purge-spamming. Give it the Streak treatment with a 33% cost increase if cast again within X seconds. A further step would be to change Efficient Purge to a self-only cleanse, so that Purge as a group cleanse remains with a high cost to cast.

    Neither will help vs balls, they will allocate more than 1 person for purge spam if needed.

    This set needs to be balanced to be ballbreaker, but not 1vs1 cleanse breaker.

    As it stands now, it gives competitive proc DoT that has 0 CD on application but with extra utility.
    And it would be sad if damage part of proc DoT was nerfed to tone it down, as it will make it unwanted in general.
    Smart rules on when the explosion happens would help.
  • mzprx
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    well, i use Ritual of Retribution in PvE and PvP. it's an awesome DoT. sadly, it has a purge built in it, so i am kind of doomed. thing is, most of the time i don't use the Ritual to purge meself. i use it to provide a warm welcome to anyone and everyone that want to come close and have a chat about the latest developments in AvA. kind of like "stand your ground" thing. i guess i could use Caltrops, but they do like half of the damage (or even less), or i don't know. so yeah, Wardens and Templars are not enjoying themselves ATM..
    EU/NA @Schwifty9 (DC)

    owner of the Imgakin monkey
  • neferpitou73
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    divnyi wrote: »
    ealdwin wrote: »
    A ramping cost on Purge (the Support skill) would be the most efficient way of addressing Purge-spamming. Give it the Streak treatment with a 33% cost increase if cast again within X seconds. A further step would be to change Efficient Purge to a self-only cleanse, so that Purge as a group cleanse remains with a high cost to cast.

    Neither will help vs balls, they will allocate more than 1 person for purge spam if needed.

    This set needs to be balanced to be ballbreaker, but not 1vs1 cleanse breaker.

    As it stands now, it gives competitive proc DoT that has 0 CD on application but with extra utility.
    And it would be sad if damage part of proc DoT was nerfed to tone it down, as it will make it unwanted in general.
    Smart rules on when the explosion happens would help.

    Depends on how much the cost ramps. If you decrease the number of effects cleansed and increase the cost cleansed, they won't be able to compensate no matter how many healers they have. I'll do the math later if I'm feeling motivated.
  • divnyi
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    divnyi wrote: »
    ealdwin wrote: »
    A ramping cost on Purge (the Support skill) would be the most efficient way of addressing Purge-spamming. Give it the Streak treatment with a 33% cost increase if cast again within X seconds. A further step would be to change Efficient Purge to a self-only cleanse, so that Purge as a group cleanse remains with a high cost to cast.

    Neither will help vs balls, they will allocate more than 1 person for purge spam if needed.

    This set needs to be balanced to be ballbreaker, but not 1vs1 cleanse breaker.

    As it stands now, it gives competitive proc DoT that has 0 CD on application but with extra utility.
    And it would be sad if damage part of proc DoT was nerfed to tone it down, as it will make it unwanted in general.
    Smart rules on when the explosion happens would help.

    Depends on how much the cost ramps. If you decrease the number of effects cleansed and increase the cost cleansed, they won't be able to compensate no matter how many healers they have. I'll do the math later if I'm feeling motivated.

    It doesn't matter. Ball would run cleanse on every char and rotate that if needed.
  • KingzZVI
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    divnyi wrote: »
    divnyi wrote: »
    ealdwin wrote: »
    A ramping cost on Purge (the Support skill) would be the most efficient way of addressing Purge-spamming. Give it the Streak treatment with a 33% cost increase if cast again within X seconds. A further step would be to change Efficient Purge to a self-only cleanse, so that Purge as a group cleanse remains with a high cost to cast.

    Neither will help vs balls, they will allocate more than 1 person for purge spam if needed.

    This set needs to be balanced to be ballbreaker, but not 1vs1 cleanse breaker.

    As it stands now, it gives competitive proc DoT that has 0 CD on application but with extra utility.
    And it would be sad if damage part of proc DoT was nerfed to tone it down, as it will make it unwanted in general.
    Smart rules on when the explosion happens would help.

    Depends on how much the cost ramps. If you decrease the number of effects cleansed and increase the cost cleansed, they won't be able to compensate no matter how many healers they have. I'll do the math later if I'm feeling motivated.

    It doesn't matter. Ball would run cleanse on every char and rotate that if needed.

    Adjusting to the game is how ballgroups play lol. Your arguing against players who take there time and prefect there styles or play whether you agree with there play or not. I dont agree with people with 40-60k health on seige but here we are.
  • neferpitou73
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    divnyi wrote: »
    divnyi wrote: »
    ealdwin wrote: »
    A ramping cost on Purge (the Support skill) would be the most efficient way of addressing Purge-spamming. Give it the Streak treatment with a 33% cost increase if cast again within X seconds. A further step would be to change Efficient Purge to a self-only cleanse, so that Purge as a group cleanse remains with a high cost to cast.

    Neither will help vs balls, they will allocate more than 1 person for purge spam if needed.

    This set needs to be balanced to be ballbreaker, but not 1vs1 cleanse breaker.

    As it stands now, it gives competitive proc DoT that has 0 CD on application but with extra utility.
    And it would be sad if damage part of proc DoT was nerfed to tone it down, as it will make it unwanted in general.
    Smart rules on when the explosion happens would help.

    Depends on how much the cost ramps. If you decrease the number of effects cleansed and increase the cost cleansed, they won't be able to compensate no matter how many healers they have. I'll do the math later if I'm feeling motivated.

    It doesn't matter. Ball would run cleanse on every char and rotate that if needed.

    Dude, I design the ball group comps. I know exactly what we would do. I'm telling you that if they ramped up the cost enough it would reduce the number of purges we could cast per second. The goal is to reduce the number of purges cast, not eliminate it entirely. Besides, the complaint about ball groups is that they are invulnerable to siege damage because of 1 or 2 purge spammers. If you force every person in the group to self cleanse (I am NOT force this) you're eliminating that complaint; since random pug groups can self purge just the same way.

    While we're add it, eliminate the heal on cleanse. That is ridiculously OP with how much hp people run today.
    Edited by neferpitou73 on September 24, 2021 5:17PM
  • DrSlaughtr
    DrSlaughtr
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    Or you could just simply remove the auto cleanse from Netch? Watch where you're standing if you attempt to cleanse, the idea seems fine to me as you have time to manage the potential burst from Plaguebreaker. A lot more reasonable really.

    Let use remove it from both PvP and PvE (yes, it's also usefull in PvE) just to counter a broken set.
    What a brilliant idea!

    People have been complaining about the free, spammable netch for a long time (rightfully so). I think it should lose the cleanse, too. It's still a crazy good skill without it.
    I drink and I stream things.
  • Vaoh
    Vaoh
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    This set should only proc when purged by another player. This means Purge, Templar ritual, etc.

    Furthermore, they should really adjust the Purge ability already:

    PURGE
    Cost: 11,745 Magicka
    Cleanse yourself, removing up to 3 negative effects immediately.

    EFFICIENT PURGE
    Cost: 3915 Magicka
    Cleanse yourself, removing up to 3 negative effects immediately.
    Effect: Greatly reduces the cost.

    CLEANSE
    Cost: 11,745 Magicka
    Cleanse yourself and your group, removing up to 3 negative effects immediately.
    Effect: Cleanses you and your group.
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