- 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!
- 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.
- 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:
- 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.
- 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.