TheEndBringer wrote: »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!
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.
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.
TheEndBringer wrote: »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!
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.
That's a debate worth having, but if Netch is changed it should be based on the the skill's power relative to it's function within the Warden kit, not because of it's interaction with Plaguebreak. One set shouldn't be the cause of an ability being nerfed.
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.
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.
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 wrote: »Dude, I design the ball group comps.
neferpitou73 wrote: »The goal is to reduce the number of purges cast, not eliminate it entirely.
neferpitou73 wrote: »Besides, the complaint about ball groups is that they are invulnerable to siege damage
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.
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.
Cool, ball groups are strong, who argues? How this adds to the discussion?
Any cost changes on purges will not stop ball groups using purges. Plaguebreak did stop purges.
Did ballgroups adapt? Yes, but now they are less cancerous. And it's good.neferpitou73 wrote: »Dude, I design the ball group comps.neferpitou73 wrote: »The goal is to reduce the number of purges cast, not eliminate it entirely.
I see the conflict of interests hereneferpitou73 wrote: »Besides, the complaint about ball groups is that they are invulnerable to siege damage
That is an issue that needs to address separately: make siege effects unpurgeable.
Greasytengu wrote: »The problem isnt that plaguebreak stops purge spamming, its that it stops all purges. Its no longer a skill than can be used, the risk is too great!
Its not even punishing the Ball groups, they just remove purge and heal more to compensate. They had that figure out within a day of the set being released.
neferpitou73 wrote: »Making siege effects unpurgeable is going to destroy pugs as well because they won't have the healing to overcome the damage. Since they can no longer purge it.
neferpitou73 wrote: »You're basically saying here that you want purge eliminated from the game.
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.
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.
And by the way you really want a FREE cast skill that gives recoveries, major sorcery/brutality, a cleanse that can be spammed if needed, to have zero drawbacks? I would love to have that free button on my magdk jesus.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.