As a Plaguebreak user; please nerf Plaguebreak

  • Kalik_Gold
    Kalik_Gold
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    Muttsmutt wrote: »
    things don't even have to be Purged, if a target dies they explode just the same (the tooltip fails to mention that, but it's there. Case in point; it works in AOE farming PVE)

    are you serious???
    i wanted to run it in pve because it sounded good for trash stacks but was told "mobs don't purge"...
    yep, i'm off to try this, thank you.

    Pretty sure they don't and he has the CP gem slotted that makes things blow up when you kill them. But hey, I never used it in PvE...
    Main: (PvP & PvE)
    Ras Kalik a Redguard Templar, the Vestige

    PvP:
    Aurik Siet'ka a Redguard Necromancer
    Cacique the Sage of Ius a Redguard Warden
    Jux Blackheart a Redguard Nightblade
    Goliath of Hammerfell a Redguard Dragonknight
    Kaotik Von Dae'mon a Redguard* Sorcerer

    PvP: (Specialty)
    Tyrus Septim an Imperial Lycan Sorcerer
    Tsar af-Bomba a Redguard Vampiric Nightblade (Bomber)
    Movárth Piquine a Nord Vampiric Necromancer
    Uri Ice-Heart the Twin a Nord Vampiric Warden
    Voa a Priest of Sep a Redguard* Necromancer

    PvE:
    Cinan Tharn an Imperial Dragonknight (Tank)
    Bates Vesuius of Dawnstar an Imperial Dragonknight (Damage)
    Herzog Zwei the Genesis an Akavari* Templar (Healer)
    Tav'i at-Shinji a Redguard** Warden (One-Bar)
    Lucky Hunch the Gambler - a Redguard Nightblade (Thief)

    Leveling...
    Two-Big-Horns an Argonian Arcanist
    Styx of Akatosh a Goblin* Arcanist
    Zenovia at-Tura a Redguard** Sorcerer
    Yesi af-Kalik a Redguard Templar
    ======
    Passives of another race used. (RP)
    *Breton
    **Imperial




    __________________________Backstories:_________________________

    Ras Kalik the Vestige, a renown Redguard warrior; He has been blessed to save Tamriel from Molag Bal’s destructive Planemeld while reuniting the Five Companions. His further accomplishments after defeating Molag Bal, has been to stop the destruction of Morrowind, the Clockwork City, return order to the isle of Summerset and create a new king in Wrothgar and a queen in Elsywer. These events have made him a living legend and continue to lead him into new adventures throughout Tamriel, as well as into the hearts of many ladies including the Elf Queen, Aryenn. Over many years of adventurous travels, Ras Kalik had become a loner, until he re-visited his homeland of Alik'r.

    Alik'r and it's cities were overrun by the undead Ra-Netu and therefore he made an allegiance with Alik'r's own Ash'abah tribe. These Ash'abah with his help, cleansed the city of Sentinel in Alik'r desert and it's surrounding areas of the undead brought to life by the Withered Hand. After rescuing Sentinel from the undead zombies, King Fahara’jad’s personal bodyguard the Goliath of Hammerfell, who was given this name by Imperials in the region; was asked to assist the tribe after learning of the defeat of the Withered Hand to the Ash'abah. Kalik promised Goliath he would task him with fighting living enemies on the battlefield if he so desired. Goliath being a Yokudan warrior wields a massive sword in respect to the Ansei, a gift given by the Imperial, Cinan Tharn. Not many soldiers are able to wield double two handed weapons, but Goliath loves to get up and personal in a fight, so he also carries a giant maul, both weapons laced with magical flames.

    Jux Blackheart is a master thief that masquerades as a Bard at the Sisters of the Sands inn, with his younger sidekick Lucky Hunch for pilfering and gambling during this time. Jux was known to infiltrate any towns bank vault he came across and even delved into Ayelid ruins without detection. Kalik can vividly recall the night he met the famed thief. Jux found himself rummaging thru a slightly inebriated Kalik’s pocket for too long, on a full-mooned night and because of his greed and the glimmer of his golden armor in the moonlight. He lost his left pinky fingertip as a lesson! But in return, he gained a new friend, as it was his first time since a child being caught red-handed...

    Upon arrival back in the Alik'r after many moons of adventuring, Ras Kalik ventures to Bergama. Visiting The Winking Jackal, he runs into Jux Blackheart, who introduces him to the coin game Crowns vs Forebearers (Heads vs Tails) and Golden Dwemer (RBG).... Jux constantly takes gold from the unfortunate thru theft or gambling, his biggest gambling victim is actually his partner in crime known as Lucky Hunch the Gambler. Lucky doesn't mind losing any gold coins to Jux... as Jux saved him from Altmer slavers in Summerset, by stealing a key and sending him on a boat to the mainland years prior. Lucky spent years in slavery with Khajiits in Summerset and picked up the art of subterfuge, using illusion magic disguises and stealing there.

    Kaotik Von’Daemon an outcast, and a half-caste between a Breton mother and a Redguard father. Kaotik become a pariah due to his conjuration of Daedra pets. He was taught healing magic during his childhood years by his Breton mother. His father due to Redguard customs exiled him from the desert, sending him by wagon caravan to be a soldier in the war in Cyrodiil. He happened to meet Kalik while traveling from Alik'r, during this long caravan ride the caravan he was in was ambushed in Bangkorai by a group of bandits. Kalik by chance was also traveling thru this area on his Auridon Warhorse (which was bestowed to him by his friend, Darien Gautier). During this ambush, Kalik was able to rescue five hostages from the bandits. Kaotik was the first rescued, and Ras Kalik also recruited him to be in the Ash'abah tribe. These core Ash'abah tribesmen may never be seen together in travel as they partake in their own adventures but they always know what each other is doing; as they frequent a hideout in northern Bankorai. Their hideout an old Orc castle ruin, is kept watch by Nuzhimeh and she passes messages written between them, and frequently they also enjoy her company and her bed.

    The other men rescued were a Dunmer banker, an Imperial mercenary and two other soldiers, an Imperial and a Breton Knight, stating proudly he was an Akavir descendent. One of the Imperials, Cinan, claimed to be related to Abnur Tharn the Battlemage of the Imperial Elder Council (One of Ras Kalik's mentors in the Five Companions). Cinan Tharn was really Abnur's drunkard treasure hunting illegitimate son. He was caught smuggling artifacts out of the Ayleid ruins in Cyrodiil and the elder of the two Imperials was Tyrus Septim a retired Imperial navy battle-mage (now a Lycan mercenary living in the city of Rimmen) and guard to the Tharn family. As much as Abnur Tharn hated his half-sister Euraxia, he dislikes his bas†ard son Cinan more. Tyrus now a ruffian and privateer had been paid by Abnur Tharn to watch over Cinan as much as possible. Cinan Tharn a drunkard, loves to drink at least a quarter barrel of Nord mead before he raids various delves and dungeons for relics to sell on the black market. Cinan also plans to one day, run an illegal gambling ring... which he thinks will net him more gold for his wares.

    The Dunmer captive shackled to the Imperials looked familiar to Kalik from his time in Morrowind.... and he recognized him as Tythis Andromo a House Telvanni slave-owner and banker from Vvardenfell. During a rough interrogation to Tythis, Ras Kalik learnt why the bandits accosted him. The racist Dunmer was providing slaves as soldiers for the Three Banner War. The bandits were trying to negotiate a lucrative ransom for Andromo and the Imperials.... Kalik did not need any of this gold and he could never set Tythis free as he did with the two Imperial soldiers. His past involvement with slavery and war crimes, made Kalik's blood boil. He chose not to execute Tythis, as he figured the worse punishment for this former rich and opulent slave owner, is to now be an imprisoned servant for Ras Kalik and the tribe.

    Herzog Zwei the Genesis a reknown Imperial/Akavirri battle-mage. His roots going back to Akavir through his mother’s bloodline. (His mother is descended from the Akaviri, through Versidue-Shae, and his Imperial father met her in Hakoshae, while traveling) Herzog earned the nickname "the Genesis" from his father as a child, as he was his mother's first born child, and last, as she tragically died in child-birth.

    Herzog was seeking to purchase an artifact from Cinan Tharn, before their capture and was meeting Tyrus while in Rimmen, who introduced him to Cinan. This artifact being the Ayelid artifact; the sword Sinweaver. After their rescue and the exchange of gold to Cinan for the sword he decided to slip away before Ras Kalik could question who he was, and why the Akavir descendant really wanted that sword. Herzog was headed to Nagastani — An Ayleid ruin in eastern Cyrodiil. He had read in scrolls that the Sword would give him magical powers to meet his mothers spirit, if he performed an Ayleid ritual at an old shrine hidden there. Equipped with the artifact sword, he was off to start his own adventure but Ras Kalik, did indeed notice the sword however and instead sent a letter to Jux Blackheart (whom also was interested in Ayleid treasures), to attempt to find Herzog and acquire the sword. (*Azani Blackheart in Elder Scroll's Oblivion is Jux's descendant some 747 years later)

    And so the Redguard, Imperial and Akaviri men parted ways ... While Ras Kalik went off to Elsweyr to encounter the latest threat to Tamriel, with Abnur Tharn and Sai Sahan - - DRAGONS!! Little did Ras Kalik know a few people were awaiting him in Senchal besides Sai. A necromancer survived his attack on the Withered Hand, while in Alik'r. The necromancer known as Auriek Siet'ka is also following him to the land of the Khajiits and Cacique the Sage of Ius a Shaman mystic who has become attuned spiritually with Tu'whacca (a Redguard God) and Ius (the Animal God), after being burned severely by the escaped dragons in Elsywer, is awaiting his arrival also. Aurik is a soldier of the Daggerfall Covenant that was introduced to necromancy while in the military, even though this magicka art is not spoken of openly by most of the Military leaders. He came to Alik'r and worked with the Withered Hand before Ras Kalik intervened on their plans. After the defeat of the Withered Hand, he aligned with the Worm Cult, and is constantly adapting and perfecting his necromantic arts.

    After his journey to Rimmen, Kalik heads south to Senchal, in the southern regions of Elyswer. This new adventure will also put him on a path to meet a strange Redguard man. The stranger which was infected with an untreated Peyrite disease and also was the exiled from the Order of the New Moon cult, due to his sickness. He originally joined the cult to worship Laatvulon, the green dragon, mistakenly thinking it was the Daedric prince Peyrite. This confused and suffering cultist is known as Tsar al-Bomba and he is on a path to spread the disease. He was originally infected in Orccrest while recruiting members there. Can Ras Kalik and the shaman Cacique cure this poor soul, only time will tell. Little does Tsar al-Bomba know, that his infection is tied to Vampirism, and eventually the desire for blood will take over his mind. Senchal also offers Kalik his latest love interest... Aeliah. Whom he fondly led thru battles with the Dragonguard.

    After the trek thru the heat, tropical and desert climate of Northern and Southern Elyswer, Ras Kalik heads north to the cold mountain range of Skyrim. His companion friend Lyris beckons for him with a letter sent by crow...

    Movárth Piquine - a former vampire hunter (now infected), within the Fighter's Guild (and a secretive necromancer) was in Skyrim working with the Morthaal Guard. On a patrol mission he was caught in Frewien's ice curse outside of Morthaal with the frozen undead. Movárth's vampiric infection kept him from becoming an undead minion to the curse. He was able to use necromantic ice-magic to encase himself safely until he was freed with Freiwen, when the Vestige Ras Kalik broke the curse.

    Uri Ice-Heart - brother of Urfon Ice-Heart. The twin sons of Atli and Oljourn Ice-Heart. The Ice-Heart family are originally from Markarth but now reside on the Jerall Mountain range near Cyrodiil, with their younger sister Araki. The twins had joined the Winterborn Reachmen while living in Markarth. Urfon pushed west to Orsinium with the Winterborn Clan, leaving his family behind. Uri stayed behind with his parents and sister to live in the family cabin for safety, avoiding the Vampire plague infiltrating the Reach. After news reaches him and he hears of Urfon's death... Uri leaves and heads home and is seeking vengeance. Meanwhile, his sister has also moved on to Windhelm to join the Fighter's guild. He will visit his sister, once before going to seek vengeance and she will craft him armor mixed with ice, called Stalhrim armor. Uri fearing death, after his brother's passing, falls victim to the convincing talk of Movárth at a Nordic tavern, and will also becomes a vampire.

    {time moves forward through the hour-glass}
    PS5/NA - Ras Kalik a Redguard Templar - Daggerfall Covenant • 1550+ Champion
    Returning player - 2017-2022, back in 25'
  • Woodenplank
    Woodenplank
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    Kalik_Gold wrote: »
    Pretty sure they don't and he has the CP gem slotted that makes things blow up when you kill them. But hey, I never used it in PvE...

    The CP gem you're thinking of is Occult Overload.
    But I can assure you Plaguebreak does work against PVE.
    rJhd3YT.png
    Edited by Woodenplank on January 10, 2022 3:22PM
    I think it is central to ESO's well-being to critique the developers when they change the game (or fail to change something).
    But the negativity can be exhausting, so I vow to post 50/50 negativity and appreciation.
  • AuraStorm43
    AuraStorm43
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    Plaguebreak should be changed so the explosion only triggers on death
  • Woodenplank
    Woodenplank
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    Plaguebreak should be changed so the explosion only triggers on death

    So you just want another Vicious Death?
    (With medium body pieces)
    I think it is central to ESO's well-being to critique the developers when they change the game (or fail to change something).
    But the negativity can be exhausting, so I vow to post 50/50 negativity and appreciation.
  • DestroyerPewnack
    DestroyerPewnack
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    I don't know if anyone remembers, but before ZOS introduced the 3 broken PvP sets, we HAD a way to deal with zergs. Bombers. Using Mechanical Acuity. They destroyed that set, which was working perfectly fine, and gave us Dark Convergence, Plaguebreak and Hrothgar, all of which were (and some would argue still are,) massively overtuned.
  • Kwoung
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    Plaguebreak should be changed so the explosion only triggers on death

    Actually, Plaguebreak should be changed to do what the tooltip says it does, explode when removed(purged). That was what the intention of the set was, and I strongly suspect it exploding on death is a bug. Death should not be considered removal, as it wasn't removed, you simply died with Plaguebreak on you, so it was never removed and as far as I am concerned, your corpse still has it on you.

    FYI: The only reason this set was put in the game was to combat ball groups that ran around constantly purging any ill effect that landed on them. ZOS thought this would help kill them, but it didn't, it just became another toxic set because ball groups simply stopped purging and it also exploded on death, something that rarely happens to ball groups.
    Edited by Kwoung on January 13, 2022 3:50AM
  • MindOfTheSwarm
    MindOfTheSwarm
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    Sun7dance wrote: »
    HyekAr wrote: »
    The only fine set which make some stamina players have a fun in pve and u want to remove it? [...]

    Exactly!
    If proccs do your work for you, then something is simply wrong!

    Of course stam isn't allowed to have nice things. lol

    Ok, please explain, why it is a stamina set.

    Uh, it is medium armor.

    This means nothing with the armor changes. Light Armor offer more pen and more Chance and Magicka recovery. Medium offers Crit Damage and Weapons and Spell Damage with Stamina Recovery.
    So really all it comes down to is do you need the recovery? Penetration? If the answer is no. Then Medium is perfectly viable and in some cases optimal on a Magicka toon.
    Edited by MindOfTheSwarm on January 13, 2022 3:53AM
  • Kwoung
    Kwoung
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    Sun7dance wrote: »
    HyekAr wrote: »
    The only fine set which make some stamina players have a fun in pve and u want to remove it? [...]

    Exactly!
    If proccs do your work for you, then something is simply wrong!

    Of course stam isn't allowed to have nice things. lol

    Ok, please explain, why it is a stamina set.

    Uh, it is medium armor.

    This means nothing with the armor changes. Light Armor offer more pen and more Chance and Magicka recovery. Medium offers Crit Damage and Weapons and Spell Damage with Stamina Recovery.
    So really all it comes down to is do you need the recovery? Penetration? If the answer is no. Then Medium is perfectly viable and in some cases optimal on a Magicka toon.

    Not to mention wearing it on jewelry/weapons, just like the heavy armor set Medusa is used.
    Edited by Kwoung on January 13, 2022 4:36AM
  • TequilaFire
    TequilaFire
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    But Jewlery and weapons are reserved for VD with all medium plaguebreak body pieces work much better on my stamblade. lol
    I switch out VD for Spriggan's which works well for the PvE I do.
    I don't play magicka so I was coming from a stam perspective.
    And as always it is the total build combo of sets that become OP.
    Edited by TequilaFire on January 13, 2022 4:36PM
  • Brrrofski
    Brrrofski
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    Kwoung wrote: »
    Plaguebreak should be changed so the explosion only triggers on death

    Actually, Plaguebreak should be changed to do what the tooltip says it does, explode when removed(purged). That was what the intention of the set was, and I strongly suspect it exploding on death is a bug. Death should not be considered removal, as it wasn't removed, you simply died with Plaguebreak on you, so it was never removed and as far as I am concerned, your corpse still has it on you.

    FYI: The only reason this set was put in the game was to combat ball groups that ran around constantly purging any ill effect that landed on them. ZOS thought this would help kill them, but it didn't, it just became another toxic set because ball groups simply stopped purging and it also exploded on death, something that rarely happens to ball groups.

    Yeh, it should just be purges.

    Why does it work on my 3 man group that gets pulled into a group with dark convergence, ulti dump, one of us dies, we all die.

    And yeh, a 12 man group should kill my 3 man group.

    But not because they have a set that groups up and a set that blows us all up when one of us dies.

    Dark convergence and plaguebreak are absolutely carrying people that couldn't kill anyone without it.

    Some of the groups deleting people were cannon fodder 6 months ago.
  • Tan9oSuccka
    Tan9oSuccka
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    Let’s be honest here. PB and DC are a carry for bad players and makes good players indestructible.

    Pretty much everyone is running those sets, might be time to adjust.

    Even in BGs I see it. Always some clown Necro trying to get some cheap proc kills.
  • Necrotech_Master
    Necrotech_Master
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    Kwoung wrote: »
    Plaguebreak should be changed so the explosion only triggers on death

    Actually, Plaguebreak should be changed to do what the tooltip says it does, explode when removed(purged). That was what the intention of the set was, and I strongly suspect it exploding on death is a bug. Death should not be considered removal, as it wasn't removed, you simply died with Plaguebreak on you, so it was never removed and as far as I am concerned, your corpse still has it on you.

    FYI: The only reason this set was put in the game was to combat ball groups that ran around constantly purging any ill effect that landed on them. ZOS thought this would help kill them, but it didn't, it just became another toxic set because ball groups simply stopped purging and it also exploded on death, something that rarely happens to ball groups.

    i dont think its counting "being removed" on dying (i would have to check its tooltip to see if that got updated)

    definitely not a bug either because it was explicitly mentioned in the patch that made changes to this set (update 32 deadlands patch) (relevant part below):

    Plaguebreak:
    • This set now has a 2 second delay before it starts dealing damage and ticks every 2 seconds rather than every second.
    • Increased the damage per tick by approximately 82%, resulting in an approximate 18% loss in damage over its total duration.
    • Reduced the damage of the explosion by approximately 52%, but increased the scaling per target to 50%, up from 10%.
    • This set now properly fires its explosion when the target dies while under the effect of the Damage over Time.

    based on the wording of that last change, it sounds like explode on death was intended from the start but that part was itself bugged
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Urvoth
    Urvoth
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    It's a bugged set that will apply to blastbones and blow up when blastbones explodes. If you're a necro fighting pple using plaguebreak, your own blastbones can blow up your team.
  • axi
    axi
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    xDeusEJRx wrote: »
    Kwoung wrote: »
    I think the only change that needs to be made is, it shouldn't go off on death, that should be left to Vicious Death. If Plaguebreak only exploded on purge like the tooltip implies, it would be fine. I mean seriously, dying is considered removing an effect???

    As it is now, it is Vicious Death on steroids and actually pairs with Vicious Death pretty nicely, in which case you become a one person zerg killing machine.

    Disagree tbh, there's not enough classes running around with purge to justify it only proccing off just purges. It's supposed to proc a chain reaction burst, but problem is, you can't reliably do this via purging. Not everyone has a purge. So if one templar or warden purges every few seconds, you'll get a few explosions that hit a group, but it won't be effective at group wiping because again, not everyone is running around with purge. I think the chain reaction burst is the best part of it, but it can only be done reliably on kill(which happens at keep battles with guards, but IMO it's supposed to be that effective as that's where the zerg fights happen and it's supposed to break up large groups

    Unless they increase the damage from purges, I can't see that being effective enough to run IMO. Any effective healer can just heal you back to full health with one burst heal from low health

    This set was designed to deal with zergs where there is always a purge usually AoE purge spammed on others. Of course it backfired because ZoS thinks all they need to deal with zergs is to just throw some set into the game.
    Edited by axi on January 13, 2022 11:02PM
  • Fizzyapple
    Fizzyapple
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    rabble.rabble.rabble

    I use it sometimes and it is quite strong and I see your point.

    I think I'm still bummed that they destroyed (imo) the only decent frost set for us frost warden hopefuls by essentially turning off Hrothgar's Chill. Not a single winter skill procs the set, not even the skills that clear state in the tooltip the exact requirements that are listed in Hrothgar's tooltip. Frost wardens not being able to proc what I feel is a frost warden set at least thematically makes me die a little inside.
  • AuraNebula
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    So what you're really saying is buff vd and get rid of plaugebreak. 😈

    [snip]

    [Edited for Real World Politics]
    Edited by Psiion on January 15, 2022 12:03AM
  • Emmagoldman
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    Sun7dance wrote: »
    HyekAr wrote: »
    The only fine set which make some stamina players have a fun in pve and u want to remove it? [...]

    Exactly!
    If proccs do your work for you, then something is simply wrong!

    Of course stam isn't allowed to have nice things. lol

    Ok, please explain, why it is a stamina set.

    Uh, it is medium armor.

    Rings and weapon...... easy right ;)
  • ArgoCye
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    The set is fine. If you’re dying to plaguebreak you need to be better. Zero issues with it in pve
  • katanagirl1
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    ArgoCye wrote: »
    The set is fine. If you’re dying to plaguebreak you need to be better. Zero issues with it in pve

    So what are you saying then, if you’re PvE? Of course you won’t die to it in PvE.
    Khajiit Stamblade main
    Dark Elf Magsorc
    Redguard Stamina Dragonknight
    Orc Stamplar PVP
    Breton Magsorc PVP
    Dark Elf Magden
    Khajiit Stamblade
    Khajiit Stamina Arcanist

    PS5 NA
  • Fizzyapple
    Fizzyapple
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    ArgoCye wrote: »
    The set is fine. If you’re dying to plaguebreak you need to be better. Zero issues with it in pve

    So what are you saying then, if you’re PvE? Of course you won’t die to it in PvE.

    Yeah that's a bit confusing. As a warden that runs netch I see the effects of PB often enough but I rarely die by it. Truth be told I don't know how many times I've died while infected close to a groupmate who by virtue of playing smart die by my side from the resulting explosion though.

    DC and PB have been crutches for so-so players since release but just like all the variations of the broken DK build that are everywhere atm (at least 2 per bgs fme):

    https://forums.elderscrollsonline.com/en/discussion/596584/30-40k-heavy-attacks-are-tasty#latest
    https://www.youtube.com/watch?v=ZdZPdV4A0BY


    For the most part the players who rely on these things aren't taken seriously. That's why you never see a top player running these builds or using these tactics. It's really easy to ID these builds in-combat and/or by the scoreboard. It's like a bad knock-off of a LV handbag.

    Overtime you start to recognize one another in bgs if not by name than by playstyle and I never recognize a single one of them. I dismiss these players and their scores unless they are being a pain.
    Edited by Fizzyapple on February 14, 2022 7:46AM
  • StarOfElyon
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    I love getting pulled by Dark Convergence and having Vicious Death and plague carrier on my death recap. Such skilled game play.
  • katanagirl1
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    Ha, at least in BGs the most DC you could possibly see at once would be 4 per opposing team, same with PB. Unless one player is wearing both sets.

    In Cyro though, it’s like everyone is wearing these sets. You could have dozens of each in a single melee fight.

    EDIT: correction
    Edited by katanagirl1 on February 15, 2022 5:54AM
    Khajiit Stamblade main
    Dark Elf Magsorc
    Redguard Stamina Dragonknight
    Orc Stamplar PVP
    Breton Magsorc PVP
    Dark Elf Magden
    Khajiit Stamblade
    Khajiit Stamina Arcanist

    PS5 NA
  • Vulkunne
    Vulkunne
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    First off, I believe this set is just the latest symptom in a long line of misguided attempts to fix game mechanics by releasing new sets - but that's how ZOS likes to do things for now, so I won't get into it.
    • (2 items) Adds 1487 Offensive Penetration
    • (3 items) Adds 129 Weapon Damage and Spell Damage
    • (4 items) Adds 129 Weapon Damage and Spell Damage
    • (5 items) Dealing direct damage to an enemy, who is not a Plague Carrier, turns them into a Plague Carrier for 10 seconds, dealing 1715 Disease Damage over the duration. If the plague is removed early, it explodes, infecting enemies within 8 meters of the carrier and dealing 712 Disease Damage. The explosion deals an additional 50% damage per enemy hit. This effect can occur once per attack and scales off the higher of your Weapon or Spell Damage.

    It was designed to "punish larger groups for casting Purge with reckless abandon" - And it did that in a way; such that you're either part of a "Ball Group" which has the defenses/healing to power through it any way, or you're a part of disorganized rabble which will get absolutely obliterated if someone decides to use a Cleanse Synergy.
    Anyhow, I digress. The set does make it punishing to spam Purges - but it does so much more than that. I use it in Cyrodiil, sure. But I also use it in Battlegrounds, or in PVE (yes, the dot/explosion also applies to PVE monsters) - things don't even have to be Purged, if a target dies they explode just the same (the tooltip fails to mention that, but it's there. Case in point; it works in AOE farming PVE)
    At this point it's simply better than most other damage sets for Stamina (potentially).

    Compare it to a set like Syvarra's Scales
    • (2 items) Adds 1206 Maximum Health
    • (3 items) Adds 1096 Maximum Stamina
    • (4 items) Adds 1096 Maximum Magicka, Reduces your damage taken from Guards by 20%.
    • (5 items) When you deal damage, you cause a burst of lamia poison that deals 900 Poison Damage in a 5 meter radius and an additional 10272 Poison Damage over 6 seconds to all enemies hit. This effect can occur once every 7 seconds and scales off the higher of your Weapon or Spell Damage.

    Viper's Sting
    • (2 items) Adds 657 Critical Chance
    • (3 items) Adds 1096 Maximum Stamina
    • (4 items) Adds 657 Critical Chance
    • (5 items) When you deal damage with a Martial melee attack, you deal an additional 6400 Poison Damage over 4 seconds. This effect can occur once every 4 seconds and scales off the higher of your Weapon or Spell Damage.

    or Sheer Venom, which can only be applied with Execute abilities.
    • (2 items) Adds 1096 Max Stamina
    • (3 items) Adds 129 Weapon and Spell Damage
    • (4 items) Adds 129 Weapon and Spell Damage
    • (5 items) When you deal damage with an Execute ability you infect the enemy, dealing 6576 Poison Damage over 6 seconds and dealing up to 100% more damage to enemies under 100% Health. This effect can occur every 6 seconds per target.
    These sets do 1712, 1600, or 1096-2192 (at best!) DPS with their procs. Plague only does 1177 - lower, but somehow still comparable no?
    Disregarding for the moment how Plaguebreak has an almost ideal offensive stat line of Penetration, Weapon Damage, Weapon Damage, you might prefer one of above sets in a 1v1 scenario - assuming your opponent doesn't use any sort of Purges - but in virtually any other scenario, Plaguebreak far outshines these sets (and most other proc sets at the moment)

    Say you're a Warden - who, like most Wardens, likes to use Betty Netch summon, which purges a negative effect once every 5 seconds. If you're fighting, say, a stamDK with Plaguebreak, you'll probably be hit with Noxious Breath (Dot+Major Breach), Venomous Claw (DoT) and the Plaguebreak. Leaving you with a nice 25% chance to nuke yourself (and anyone around) if the Netch happens to purge the wrong effect.
    Or say you're a Templar, and you like to use Cleansing Ritual (either morph) because it's a nice aura for dueling in (healing/damage) - better hope no one has Plaguebreak on you, because that's gonna hurt - incidentally, any rando who uses your Synergy might also nuke you.

    Now, you might be thinking; well, Vicious Death can also be used to nuke groups like that. But I would argue that Plaguebreak is simply stronger than VD in every way.

    Now, for a reference Weapon Damage of 5500 (not at all optimal, but just a reference point), Vicious Death does 18500 death-explosion damage.
    Plaguebreak "only" does 4000, but it scales with 50% per target. Meaning that Plaguebreak would out-damage VD once there are 4+ enemies hit. Considering that Plaguebreak also has greater radius (8m vs. the 5m of VD) this is a fairly easy condition to meet, even in Battlegrounds.
    Furthermore, while VD's (5)-piece bonus is USELESS in 1v1 scenarios, Plaguebreak remains very competitive with other DoT-proc sets. And in all this, we're not even taking into account that Plaguebreak reacts to purges.

    I'm not sure exactly how this set should be nerfed; but I definitely think it should be - and I'll find something else to use, but right now it's simply too good to pass up.

    I think ZOS should instead look towards "fixing" these game mechanics by... actually changing the game mechanics, rather than this patchwork of item sets.
    Make a Purge cost-buffer like what's existed for roll-dodges and Streak/Ball-Lightning for years, so you can't spam it senselessly? Reduce the efficiency of things like purge, such that players at least have to build towards purging, if they want to keep it up?
    I don't have all the answers, of course, but I'm fairly certain Plaguebreak isn't it.


    ZOS's own descriptions of the set, for refererence:
    "Similar to Dark Convergence, we targeted large groups again with this set, focusing on their ability to have numerous purges running, making locking them down and bleeding them out incredibly difficult to do. Now, larger groups must purge more carefully, running the risk of setting off ticking time bombs and having to heal up the aftermath instead of repeatedly casting it with reckless abandon"
    https://forums.elderscrollsonline.com/en/discussion/584299/pc-mac-patch-notes-v7-1-5-waking-flame-update-31

    Currently, this set feels like it is a better version of most Damage over Time sets, such as Hunter's Venom or Viper's Sting, where it can output decent pressure but with the added bonus of an explosion if removed early. We've toned down both the Damage over Time and the damage of the explosion against low target counts, while increasing the damage against large target counts to ensure it continues smashing groups who are chain casting purges with reckless abandon. Overall, this should help reduce the need to purge the set and make it far less oppressive to fight against as a solo or low group count player.
    https://forums.elderscrollsonline.com/en/discussion/590109/pc-mac-patch-notes-v7-2-5-deadlands-update-32

    EDIT:

    For those commenting on it being a "Stamina set" - If you use it on weapons/Jewelry there is absolutely nothing about it that makes it maladapted for magicka builds - in fact, I've seen plenty of magicka builds using this.
    It's Offensive Penetration, Weapon/Spell Damage, Weapon/Spell Damage and a proc which scales of the higher of your weapon/spell damage - perfectly fine for any build, as long as you don't use it on body pieces.

    Yeah its powerful, so what?

    The lag is so harrible its one of the only sets that kills zergs.

    If you want power balanced in PvP then lets fix the lag problem first so we can use Snipe and Wrecking Blow again like in the good old days and have an actual battle.
    “You speak of justice? Of cowardice? I will show you the justice of the grave and the true meaning of fear.”
  • Vulkunne
    Vulkunne
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    Brrrofski wrote: »
    Yeh, it's way too strong. Half of Cyrodiil is wearing it.

    Imagine thinking it was a Stam set haha. Mag and Stam are wearing this. It's much better than VD.

    But, Dark Convergence needs looking at first. That what makes plaguebreak even more potent.

    People use it because it works against zergs. Not because its OP.

    Doing anything to nerf this set is going to give ball groups a buff. Please leave it be.
    “You speak of justice? Of cowardice? I will show you the justice of the grave and the true meaning of fear.”
  • katanagirl1
    katanagirl1
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    Vulkunne wrote: »
    Brrrofski wrote: »
    Yeh, it's way too strong. Half of Cyrodiil is wearing it.

    Imagine thinking it was a Stam set haha. Mag and Stam are wearing this. It's much better than VD.

    But, Dark Convergence needs looking at first. That what makes plaguebreak even more potent.

    People use it because it works against zergs. Not because its OP.

    Doing anything to nerf this set is going to give ball groups a buff. Please leave it be.

    The players using these sets don’t care about ball groups, they use them because they are easy sets to get and even easier to use.
    Khajiit Stamblade main
    Dark Elf Magsorc
    Redguard Stamina Dragonknight
    Orc Stamplar PVP
    Breton Magsorc PVP
    Dark Elf Magden
    Khajiit Stamblade
    Khajiit Stamina Arcanist

    PS5 NA
  • milllaurie
    milllaurie
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    Vulkunne wrote: »
    Brrrofski wrote: »
    Yeh, it's way too strong. Half of Cyrodiil is wearing it.

    Imagine thinking it was a Stam set haha. Mag and Stam are wearing this. It's much better than VD.

    But, Dark Convergence needs looking at first. That what makes plaguebreak even more potent.

    People use it because it works against zergs. Not because its OP.

    Doing anything to nerf this set is going to give ball groups a buff. Please leave it be.

    The players using these sets don’t care about ball groups, they use them because they are easy sets to get and even easier to use.

    Good convergence bombs are a challenge to pull off. It requires as much setup as a bomb on a nightblade, the timing has to be on point and in a case of a harmonic magcro you have to build up more expensive ult than a nb has.
    Sure you can just be annoying and cc ppl with convergence but that is just annoying at best.
  • Sandman929
    Sandman929
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    I don't mind Plaguebreak...seems weird that ZOS has created a way to kill members of your own faction with this set and they don't seem to care.
  • MEBengalsFan2001
    MEBengalsFan2001
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    Plaguebreak would be better as a set if the devs did this.

    You infect your target with the plague dealing x disease damage every second for 8 seconds and you inflict major defile on your target while inflicted with the plague. Any enemy within 5m of your target are also inflicted with the plague. For players that cleanse the plague cause X damage within 8m. For non players if killed they explode doing X damage to non players enemies within 8m.

    I would go back to the original dot ticks as well making it more annoying as a set for ball groups. I would also allow a stack of plaguebreak per a group member within 8M of the player infected, meaning a group of 12 players that are within 8m could each get up to 12 different plaguebreak on them.

    This update would make it more dangerous if you run in tight knit ball group.



  • Rogue_WolfESO
    Rogue_WolfESO
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    Leave it the hell alone, and keep it as it is. I really enjoy this set as ZoS intended it.
  • furiouslog
    furiouslog
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    I object to two things about the set:

    1. It renders the Purify synergy useless to the point where it's actually a nuisance if it's on top of the synergy stack. It can prevent execution of anything synergy dependent.
    2. Randos that are not in your group can purge you and get you killed. In Blackreach, I noticed a player who swapped factions to follow a ball group around and keep putting purges on them to increase chances of their opponents successfully killing them. A secret 13th group member. Pretty lame, but also effective if that person can keep up.

    Everything else can be handled with combat awareness.
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