Buff Plagued/Diseased Inflicting perks

Looks at Sacred Ground Anointed. Increased Healing is capped at 50%, Sacred Ground gives 50%… I guess this is mental too, right?

This is actually false, because there are very few sources of Disease widely available. The only one avaiable to most players in Plagued Crits, and multiple Plagued Crits do not stack. The only way to stack Disease is to use multiple different abilities/perks… of which there is only a few:

Scream, Grenades, Infected Throw, Plagued Strikes and Crits…

True, but all 3 hits have to connect for that and there are ways to lessen the impact with fortify/weaken so it’s not as bad overall.

I’ll concede that they could raise it to 30% for stuff like P. Crit since it’s more conditional. I would imagine Infected throw is that high because it’s so hard to hit with.

Isn’t it 50% more of the incoming healing source’s strength?

Anyway, healing probably still needs to be adjusted a little, but the tweak needs to be done on healing itself and not by making max disease easy.

Introducing more sources of disease could help too, but stacking multiple debufs including disease is already overkill and hard for most people to survive.

The only Way they should adjust healing would be in specific game modes OPR only maby?

Stop complaining about stuff as a “general issue”. Coz healers are just fine in Wars and do NOT need more nerfs or adjustments in there. So if devs make any changes to weapons, they need to start doing in in specific game modes and not just nerfing the weapon overall

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That’s my point. if every player ran a source there would likely be multiple sources stacking just like a single player stacking it themselves, but this would mean that players would have to sacrifice other builds to always run those skills/weapons.
If each player can hit 40% with 1 source it makes it trivial to meet the cap. You wouldn’t even need to coordinate for that.

Not really cause it needs to be simulationeuos applied to effectly stack, everyone running and placing it at different times is not going to be helpful. Best is to have one person stacking multiple or have a co-ordinated group split it between them. Both options force VG/Hatchet/BB to be used.

How is it mental when it’s barely enough to keep someone alive

It is exact same as Disease… they both actually operate on the same variable (datasheet call it Anointed). Disease is just a negative to that variable, while Anoited is a Positive.

Honestly the biggest offender is Sacred Ground, the ability to cap Anoited with one skill is what people are complaining about and it is what makes Disease seem ineffective. SG+Divine is 60% Anoited, then is you Scream+Plagued its -54%, thats a net +4%. You haven’t even reach the negative threshold, to actually reach Disease cap through SG+Divine you would need to almost use every available source of Disease in the game concurrently. This is why people are complaining about Disease, because SG renders it useless in most cases. If Anoited on SG was 25% instead of 50%, then the current Disease numbers on abilities make more sense.

False statement. You can tank for days in SG, it is not barely keeping anyone alive it is making them near unkillable. I play Heavy Support mage and can stand in SG for days, and seen bruisers/BB users tank multiple players in SG. You can see the multiple posts about people complaining about Disease or that thier is no effect anti-heal. And the case they are refering to is vs SG.

Everyone placing it at different times is not stacking. You know this and I know this so there is no reason to mention this.
I don’t see anything wrong with that forcing specific builds/playstyles for specific tasks.
If all the values are 40% then everyone can hit cap without even thinking of their builds or trying to coordinate. It would also affect general healing an not just LS which is what people find problematic.

Thanks for clarifying.

This is why LS abilities should be looked at (according to game mode) instead of a broad sweep with a super buffed disease which then affects all forms of healing.

I am definitely not agreeing with the 40% idea, I am just stating that there is a problem that cannot be ignored.

My solution would be the following:

  • Reduce Anoited on Sacred Ground to 25%.
  • Improve usability QoL of Hatchet Throwing Tree (indirectly improving Infected Throw)
  • Add more sources of Disease (new perks/new weapons/etc.)

I hope that with the July patch that Weapon Perks will be stronger on Weapons, that maybe some old perks will get disease when on Weapons. Or just rework some of old unused perks to have disease.

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The idea of making perks work differently on weapons than when on armour (like adding disease) could open up some sweet builds and would also keep the BiS crowd sort of happy, since it wouldn’t just be higher values than what their current gear holds.

I truly hope they make it unique, and not just higher numbers.

If it is just higher numbers then Putrifying Scream will be BiS on VG and it will basically be 40% or higher Disease lol, and this thread gets its wish.

The higher numbers also won’t work for all perks, as some of them don’t scale. e.g. Nullifying Oblivion.

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False statement. You can tank for days in SG

Flamethrower without explicitly running fire resist is enough to keep you pressured and healing yourself. No aim required, infinite 0s CD.

Spear applies 30% rend if they land any cC on you, of which they have plenty. This is huge pressure even by itself. One spear can keep a healer totally occupied. You want to tell me that this is ‘near unkillable’ when all it takes is for a mage or bruiser to show up, apply 20% rend and kill you under rend cap?

VG can quite easily wind up disease capping you all by itself. Mitigating any bonus you would’ve received under SG. It also undoes any fortify you’d have buillt up through removing it with oblivion, or rending you.

And the case they are refering to is vs SG.

Whether, as a DPS player, you are willing to admit it or not. SG is the lynchpin in the balance. It’s a big thing. Make it weaker and the survivability of everyone comes down dramatically. This is not a good thing. The game is already bursty enough as it is. What do you want, 10s duration arena matches or something?

False statement. SG is +50% Anointed, Scream is -30% Anoited… that is Net +20% Anoited, which nowhere were the Disease Cap (which is -50% Anoited for reference).

If you want to comment on weapons using thier debuffs, then you need to also take into consideration the users abilities. In my case as I was highlighting I use entomb/purity to remove debuffs, as well as run 2 Fire gems (as BB/Flamethrower is very common in my meta). Obviously any tank or support needs to account for thier meta, but given than you can literally tank for days.

I was refering to non-healers tanking for days.

I do agree that CG is the lynchpin, and that is exact why it needs to be nerfed. No-one is complaining about Disease vs single target healers i.e. those who use DE+LE. And I disagree that overall survivabiliy will go down, instead it will just create more build diversity (e.g. an uptick of single target healers, especially now that Refreshing DE is fixed) and it will also make Disease more viable and therefore we will see more DPS build diversity as well.

False Statement. 3v3 when no team has a healer does not last 10 secs.

And if you nerf SG you need to buff other things then.

False Statement. 3v3 when no team has a healer does not last 10 secs.

Okay. If competent DPS players match their burst/CC the match is as good as over in 10 seconds.

Hi there ReadyPlayer, looks like youve sparked quite the discussion on this subject. It’s great to see so much feedback in this post and I will get it sent up to the Dev team so they can take a look. Thanks all and have a wonderful week!

Rejoice the PTR has these changes that buff Disease abilities.

I didn’t see these changes in the patch notes. What exactly got changed?