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Throwing sets at the problem

Woodenplank
Woodenplank
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  1. ZOS Balance idea:
    To prevent people from repeatedly spamming Dodge Roll with reckless abandon, a 'roll fatigue' debuff is stacked, increasing the cost of further subsequent rolls. In fact, once you get past 4 rolls in a row, we start adding 2 stacks at a time!
  2. ZOS Balance idea:
    To prevent people from repeatedly spamming Sorcerer Bolt Escape with reckless abandon, a 'bolt escape fatigue' debuff is stacked, increasing the cost of further subsequent bolt escapes.
  3. ZOS Balance idea:
    To prevent people from repeatedly casting Purge with reckless abandon, we've added a set to the game which, if your enemy happens to be using it, will immediately punish you and any innocent bystanders in your general vicinity if you use Purge or any other cleansing effect even once.

Now I know the Plaguebreak set has been discussed to death, but I promise this is only a stepping stone to adressing a larger issue.
Setting aside for the nonce the issue of attempting to fix fundamental game issues via item sets, I must say that Plague Break never even fufilled its stated purpose.
The set procs on its DoT "expiring" before the full 10 sec duration runs out, but this includes premature death, of course. Meaning that, even now after a several rounds of nerfs, the set still functions as another Vicious Death - with the added flavour of triggering off of purges as well.
Moreover, the set doesn't punish "repeatedly casting," but punishes a single cast - with immediate effect! If they truly wanted to punish excessive purging, wouldn't a more appropiate effect be something like: Leaves an irremovable DoT on enemies, lasting for 10 seconds. Whenever a cleansing effect would've removed the DoT, refresh the duration and increase damage tick by X%.
This way the set would
(A) Not be VD 2.0;
(B) actually punish multiple Purges;
(C) Not punish, say, Templars and Wardens who'd like to use their class skills without potentially nuking their own friends.


But in any case, Plaguebreak is not the problem, but a symptom of a problem. An example of ZOS' continued attempts to address central game issues - related to core mechanics - by slappin' a New-set bandaid on the issue.
  • MagSorcs shield stacking to point of invincibility? Introducing Shield-Breaker, for a nifty 12% extra damage vs. shields!
  • AoE-caps made it too hard to take on large group, and we gutted Proximity Detonation? Introducing Vicious Death! Every ally near you is now a potential bomb!
  • Purge-spam makes it hard to take down groups with siege and debuffs? Introducing Vicious Death with Purge-punish Plaguebreak! Every ally near you is now a potential bomb Every purging spell could kill you!
  • Tanks stacking seemingly infinite resistances? Turn it against them with the Hrothgarr set! And also blast nearby innocent bystanders, just because.
  • Not being able to Purge spam makes people complain about being bogged down with slows and roots? Introducing Snow Treaders! With Mythics™ you can disable a game mechanic of your choice!
  • Coordinated groups stacking too many HoTs (Echoing Vigor, Radiating Regen,...)? Well now you can have enemies drink snake venom whenever they try to heal themselves; introducing Snake In The Stars!
  • ...

I apologize for all the drab snark of trying to make a point, but I hope the point gets across. I'm not the first to raise this issue, nor will I be the last; for the devs don't seem to learn from their mistake - that attempting to fix core issues with new item sets only ever introduces new problems. I think the issue boils down to two main points:
  1. Balancing sets is hard -Historially counter sets have often been (A) undertuned and ineffective; or (B) overtuned and effective outside their intended use - Plaguebreak being a strong example of the latter, Hrothgarr's Chill an example of the former. PB doesn't just punish excessive Purging, but any purging. Hrothgarr's manages a decent proc vs. heavy tanks, and virtually no damage against mid-tier armors. Throw in the possibility of PVE- or PVP-oriented sets having uses in the opposite camp, and you've got a recipe for disasters.
    This means that many counter sets eventually receive nerfs, spawning a whole slew of unhappy Players who golded out their sets, only to have them nerfed into the dirt later.
  2. Sets are a random counter to a definite problem - To put it succintly; counter sets are only a problem, if you run into someone using them. No Plaguebreaks around? You can Purge to your hearts content. No Snake in the Stars? Hots stacking works as well as always. Everyone not wearing Shieldbreaker will still struggle against shields, etc. etc. Ofc, in large Cyrodiil battles the likelihood of someone wearing the counter set tends towards 100%, but it's never a gaurantee.
I believe it's high time ZOS took the scary option of changing base mechanics.
  • Purge being spammed? Add a Fatigue debuff, just like Roll Dodge or Bolt Escape.
  • Healing stacked too high? Make subsequent applications of the same ability drop effectiveness (1st Echoing Vigor is 100%, second is e.g. half of that, third even lower, and so on).
  • Worried about too many people in Cyrodiil stacking too close and being unkillable? Remove AoE caps (see? They already did this one. Nice change. Thank you!)
  • ...
Don't get me wrong, I like funky sets that shake the game up a bit. But it should be an extension of game mechanics, not a half-measure attempt at fixing them.
Source for dev quote on Plaguebreak:
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.

samp curse-you-for-nerfing-our-new-favourite-set thread:

p.s. I know it's beating a dead horse at this point, but the horse keeps spitting out proc sets, so I feel it's our duty to keep making suggestions like this.
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.
  • Artim_X
    Artim_X
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    Lot's of great points! Sets that affect mechanics can be interesting, but sets shouldn't be the primary solution to countering other mechanics.
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Stun
    https://media.giphy.com/media/Av0zcKH3i2BkaY1GXW/giphy.gif/https://c.tenor.com/jQHdFftrgwMAAAAC/tenor.gif
    • Roleplay Damage Dealing Build.
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (infused/shock enchant), and Kinras's jewelry (bloodthirsty with spell damage enchant)/lightning staff (infused/flame/weapon damage enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Shocking Soul (Shock damage, Class Mastery Signature Script, and Empower), and Power Overload.
    • Ability-Bar 2: Storm Pulsar, Streak, Shock Reach, Unstable Wall of Storms, Shocking Burst (Shock Damage, remove 1 negative effect, and interrupt) and Thunderous Rage.
      Solo: Use Kinras's chest, replace Mora with Ring of the Pale Order, and use a heavy Slimcraw piece for max critical.
    Electric-Pets
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExNHVjemwxZHI2ZmQ2bTg1ZG0xOTZ3b2QwajBzNGxmaHh6OXRpN3p6YSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/eBgWizk5dmZRS/giphy.gif
    • Stress free one bar pet build .
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants. No chest piece), 1 medium Slimecraw for max spell critical (Divines, medium, Max Mag Enchants), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant ring and necklace (bloodthirsty with spell damage enchant), Oakensoul ring (bloodthirsty with spell damage enchant)
    • Ability-Bar: Daedric Prey, Summon Volatile Familiar, Bound Armaments, Unstable Wall of Storms, Summon Twilight Matriarch, and Greater storm Atronach.
    Electric-Heal
    https://media.giphy.com/media/5ibGIHneWS6ek/giphy.gif
    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
    Electric-Ward
    https://media.giphy.com/media/Wa0TGmtDvwW3e/giphy.gif
    • My Meme Tank Build that uses high resistance and variety of wards.
    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Iceheart (1 light and 1 medium. Divines and Prismatic Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), Combat Physician restoration staff (Infused with hardening enchant), and combat physician ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
    https://media.giphy.com/media/ukDQiYZzRAxMZKcK86/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (medium chest and body pieces light. All Impenetrable with Prismatic Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Prismtaic Enchants). Knight Slayer (Swift with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Regenerative Ward, and Shatter Soul.
    Dawnfang
    https://media.tenor.com/ogWfvDdsqBIAAAAd/anime-black-clover.gif
    • My casual one bar heavy attack Templar build that primarily utilizes Aedric Spear abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward/Breath of life, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver.
    Eye of the Queen
    https://i.pinimg.com/originals/fd/44/1c/fd441c8242af6ec35ada94496feb0901.gif
    • My casual one bar heavy attack Arcanist build that primarily utilizes Herald of the Tome abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Escalating Runeblades, Pragmatic Fatecarver, Cephaliarch's Flail, Rune of Displacement, Inspired Scholarship/Evolving Runemend, and The Languid Eye.
    Eye of the King
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExOTAzdjV1eTgwbDFmM3lrZmxuMXRqdDR3Y3h1ZDRpajR0M3VjZzQ3NSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/zXmbOaTpbY6mA/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Escalating Runeblades, Race Against Time, Rune of Uncanny Adoration, Evolving Runemend, Resolving Vigor, and Life Giver.
    PvE Starter Gear
    https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif
    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
    https://media.giphy.com/media/sdEkeWpiaGz0A/giphy.gif
    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
    https://media.giphy.com/media/cT3wMhLGQWdKU/giphy.gif
    • PvP: The Steed for speed. Gotta go fast!
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
    https://media.giphy.com/media/l4FGDAx6u3hthMhgI/giphy.gif
    • DPS: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Fighting Finesse, Master-at-Arms, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp/Arcanist: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
    https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif
    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar/arcanist will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
  • Woodenplank
    Woodenplank
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    Artim_X wrote: »
    Lot's of great points! Sets that affect mechanics can be interesting, but sets shouldn't be the primary solution to countering other mechanics.

    Exactly.
    For instance a set like Mechanical Acuity flips Critical Hit considerations upside down. Because you actually want as little crit chance as possible, and stack crit damage instead.
    But a Crit is still a Crit, and your best defense against Mechanical Acuity is still Critical Resistance... Same as any other crit-oriented damage build.
    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.
  • Necrotech_Master
    Necrotech_Master
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    hrothgars was actually overtuned when it first came out, then they over-nerfed it after they fixed a bug with it

    it originally was 26% of the sum of resistances, but had a bug where it was ignoring battle spirit

    instead of fixing the bug with battle spirit and leaving it as a niche set, they nerfed it too by cutting its dmg in half (so between the bug fix and the nerf it took -75% dmg hit in pvp), which is why its rarely used nowadays

    i dont think its necessarily a problem to add sets that add a niche way to play and alter a game mechanic

    i will definitely agree on set balance, when something is seen as too powerful, everyone is going to use it (i would actually say the biggest offender of this in pvp is probably maras balm, which has had to get nerfed in almost every patch since it came out), i think plague is far more balanced than maras, people need to die in pvp and fights need to end instead of 20-30 min stalemates constantly that only break due to one side getting a reinforcement zerg
    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 (fully filled out with current game), as well as almost every antiquity furnishing on display to preview them

    in progress: acquiring mundus stones (currently only have the thief)

    feel free to stop by and use the facilities
  • Finedaible
    Finedaible
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    This is primarily why I dislike this trend of adding sets to counter other sets in PvP these last two years. Plaguebreak, Dark Convergence, Nocturnal's Ploy, Hrothgar's Chill, Mara's Balm, Shellsplitter, Snake in the Stars, some of these were very problematic sets, which then required the other sets to be introduced to 'counter' them. Counters should not exist solely within set bonuses and a conditional proc, they should exist within player SKILLS (abilities) so that all players have fair access to them. The way it is now, you either take your chances you don't come across one or more of these sets (pretty rare that you don't in large-scale pvp) or you can somehow grind up and carry all the counter sets with you, which is a massive waste of time and character bag space.
  • Jamie_Aubrey
    Jamie_Aubrey
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    Lets add "Anti ball group sets" but the ball groups end up using them anyway

    Glad I play No CP and no longer have to suffer with this
    RETIRED FROM ESO
    PC/EU
    Former Empress & Grand Overlord Vex Valentino
  • Woodenplank
    Woodenplank
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    i will definitely agree on set balance, when something is seen as too powerful, everyone is going to use it (i would actually say the biggest offender of this in pvp is probably maras balm, which has had to get nerfed in almost every patch since it came out), i think plague is far more balanced than maras,
    For what it's worth, when PB first came out it was near ubiquitous in every game mode. Cyrodiil zergs? Everyone got it. Cyrodiil ball groups? It was a stronger Vicious Death --> so ofc. they used it.
    Battlegrounds where you'll only blast 4 people at most? --> Plaguebreak.
    1v1s where it was amazing DoT pressure and also NOPE'd on Templar's Ritual or Warden Netchs? --> Plaguebreak.
    ...people need to die in pvp and fights need to end instead of 20-30 min stalemates constantly that only break due to one side getting a reinforcement zerg

    I agree that time to kill could go down several notches, but I believe sets like Hrothgarr's Chill and Plaguebreak are disingenious ways of doing it. Because those sets punish/punished you for being in the vicinity of someone who screws up.

    Even if you're running a lightweight build relying on speed and shields, if you happen to be within 7m of a 40k/40k tank monster when they're hit with Hrothgarr's, you're going to be hit just as hard (and won't have resistances to deal with it).
    Even if you've never even unlocked the Purge Skill on your bars, and you've unslotted your Ritual of Retribution or Betty Netch or whatever, just being close to someone using a random purge can blow you up in an instant.

    If ZOS wants time to kill going down, they should go to the source, rather than applying sets that may address the issue in a roundabout way. Nerf HotS stacking by nerfing the stacking of HotS, nerf Purge spam by making Purge spam too expensive to keep up, etc. etc.

    Now, I won't say counter builds shouldn't exist at all, but ZOS shouldn't assume that the existence of a counter set will solve fundamental issues.
    Tanks and Tank-killers should be legit PVP roles in my opinion, but Hrothgarr's was never a good solution imho: before or after nerf.
    Finedaible wrote: »
    This is primarily why I dislike this trend of adding sets to counter other sets in PvP these last two years. Plaguebreak, Dark Convergence, Nocturnal's Ploy, Hrothgar's Chill, Mara's Balm, Shellsplitter, Snake in the Stars, some of these were very problematic sets, which then required the other sets to be introduced to 'counter' them. Counters should not exist solely within set bonuses and a conditional proc, they should exist within player SKILLS (abilities) so that all players have fair access to them. The way it is now, you either take your chances you don't come across one or more of these sets (pretty rare that you don't in large-scale pvp) or you can somehow grind up and carry all the counter sets with you, which is a massive waste of time and character bag space.

    Just my point (well; one of them).
    If an organized group is aggressively Purge spamming you have to *hope* someone with Plaguebreak comes along and uses it competently. If you equip PB yourself, then you'll be missing out on some other counter set.

    I also think ZOS could do more with Class abilities as well. Right now Negate is one of a kind, and nothing else really stops group bursts in the same way. But other classes should also have neat tools for PVP. A Necromancer DoT that siphons Healing Over Time buffs?
    I don't know. -- I won't claim to have all the answers, of course. But I'm fairly confident adding more sets isn't it.
    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.
  • YandereGirlfriend
    YandereGirlfriend
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    Just want to say that there isn't any cap on AOE ability damage.

    There ARE caps typically on debuffs applied by abilities (e.g. Minor Vulnerability on Lotus Fan) but that is only for the extra effect of the ability.

    However, basically every heal in the game IS capped at 6 targets per tick.

    Just wanting to clarify mechanics.
  • Woodenplank
    Woodenplank
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    Just want to say that there isn't any cap on AOE ability damage.

    There ARE caps typically on debuffs applied by abilities (e.g. Minor Vulnerability on Lotus Fan) but that is only for the extra effect of the ability.

    However, basically every heal in the game IS capped at 6 targets per tick.

    Just wanting to clarify mechanics.

    I'm well aware. When I referenced AoE caps, I was talking about the old mechanic where Area of Effect damage abilities were indeed capped at a certain max damage.
    People hated it so fervently that it was eventually removed - but not before a set like Vicious Death was introduced in an attempt to mediate the issue.
    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.
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