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 wrote: »
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 wrote: »dinokstrunz wrote: »
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 wrote: »
dinokstrunz 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.
The point of it is to punish cleanses full stop, whether self cleanse or cleanse others.
TequilaFire wrote: »Finally the class behind a paywall gets countered.
How do you think Templars feel?
But we will deal with it.
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.
Marcus_Aurelius 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?
Marcus_Aurelius wrote: »TequilaFire wrote: »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.
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.

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.
People are trying to argue for it cause they hate ballgroups, its busted needs fixed just like hrothgar and dc nerf.
MashmalloMan 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.
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.
neferpitou73 wrote: »MashmalloMan 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.
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.
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.
neferpitou73 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.
neferpitou73 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.
neferpitou73 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.
Marcus_Aurelius wrote: »dinokstrunz wrote: »
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!