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Occult Overload is too powerful

  • OnGodiDoDis
    OnGodiDoDis
    ✭✭✭
    Wolfpaw wrote: »
    Wolfpaw wrote: »
    Idk where to start with a response to that lol.

    12800 AOE oblivion damage that is undodgable, unblockable and cannot be mitigated, absolutely does outperform literally every proc set, skill and ult in the game… By a long shot.

    Also, none of the (experienced and well informed) players here who are writing detailed info on how this CP is broken, are wanting to Zerg around with 60ppl and are losing to this - They are annoyed that we are getting nuked from standing near a single NPC at a resource, or one other player when we are small scaling. It’s not a set that requires having a big group to punish you, it requires 1-2 other targets (including players, NPCs, engine guardian, sorc pets etc) to be close and it’s goodnight with no counter.

    If the solution is to social distance and play solo, away from any and all objectives (keeps and resources) on a multiplayer online game, then that is quite possibly the worst solution to an eso imbalance ive ever heard.

    Absolutely false, if you don't see numbers from sets, skills, & ults at 13k damage plus idk what to even say to that...

    and if players can't mitigate/think of solutions from a single npc/player oblivion pop of 12,800 damage, well, again no-cp/proc would be a better solution for those players pvp experience.

    Of course, the 12800 doesn't come on its own. It requires someone to deal enough damage to kill someone, so that dead player deal an additional 12800 damage to everyone else. Given that oblivion damage goes through all resistances and Battle Spirit, it is effectively a 25600 tooltip on a passive. If someone next to you took enough damage to die and now you take another 25600, how is that balanced?
    • Is your CP allocation too offensively heavy?
    • Has your health been adjusted?
    • Can you find ways to further mitigate prior damage to a possible occult overload proc?
    • All you need is a killing blow to proc occult overload, you sure about that?
    • How long do status effects last?
    • Can you remove status effects?
    • How is your battlefield awareness? You in a breach, choke point, or cornered?
    • Do you play solo in group content, if so, should your expectations and outcome be the same as a coordinated group?
    • Are you in a Dark Convergence cluster pop too often? If so what ways can you reduce that.
    • Are you aware of Occult Overload range? & if so why are you within 4m radius?
    • What skill are you using that require a range less than 4m?
    • What support skills are you using that require a range of less than 4m to an ally?

    Maybe if players start looking at solutions to their playstyle the solution wouldn't always be the forums asking for nerfs.
    I do, every update, & I hope the above few things I mention help.

    Possibly, less unnecessary nerf posts that take up valuable time and resources could be better spent on fixing real bugs and skills (Meteor for example) that are truly op and desync players.

    Final note, this is a fantasy mmorpg and not some esport, if players want less of the fantasy part in pvp combat they should join the no-cp/proc campaign zos has provided.

    my 2¢

    I would also like to point out that you may be forgetting that Keeps and Outposts exist in this game. The entire point is to capture and defend them. How are we going to flip flags if we aren't stacked on them? By playing the game the way it was intended, we get punished?
  • Wolfpaw
    Wolfpaw
    ✭✭✭✭✭
    ✭✭
    Wolfpaw wrote: »
    Wolfpaw wrote: »
    Idk where to start with a response to that lol.

    12800 AOE oblivion damage that is undodgable, unblockable and cannot be mitigated, absolutely does outperform literally every proc set, skill and ult in the game… By a long shot.

    Also, none of the (experienced and well informed) players here who are writing detailed info on how this CP is broken, are wanting to Zerg around with 60ppl and are losing to this - They are annoyed that we are getting nuked from standing near a single NPC at a resource, or one other player when we are small scaling. It’s not a set that requires having a big group to punish you, it requires 1-2 other targets (including players, NPCs, engine guardian, sorc pets etc) to be close and it’s goodnight with no counter.

    If the solution is to social distance and play solo, away from any and all objectives (keeps and resources) on a multiplayer online game, then that is quite possibly the worst solution to an eso imbalance ive ever heard.

    Absolutely false, if you don't see numbers from sets, skills, & ults at 13k damage plus idk what to even say to that...

    and if players can't mitigate/think of solutions from a single npc/player oblivion pop of 12,800 damage, well, again no-cp/proc would be a better solution for those players pvp experience.

    Of course, the 12800 doesn't come on its own. It requires someone to deal enough damage to kill someone, so that dead player deal an additional 12800 damage to everyone else. Given that oblivion damage goes through all resistances and Battle Spirit, it is effectively a 25600 tooltip on a passive. If someone next to you took enough damage to die and now you take another 25600, how is that balanced?
    • Is your CP allocation too offensively heavy?
    • Has your health been adjusted?
    • Can you find ways to further mitigate prior damage to a possible occult overload proc?
    • All you need is a killing blow to proc occult overload, you sure about that?
    • How long do status effects last?
    • Can you remove status effects?
    • How is your battlefield awareness? You in a breach, choke point, or cornered?
    • Do you play solo in group content, if so, should your expectations and outcome be the same as a coordinated group?
    • Are you in a Dark Convergence cluster pop too often? If so what ways can you reduce that.
    • Are you aware of Occult Overload range? & if so why are you within 4m radius?
    • What skill are you using that require a range less than 4m?
    • What support skills are you using that require a range of less than 4m to an ally?

    Maybe if players start looking at solutions to their playstyle the solution wouldn't always be the forums asking for nerfs.
    I do, every update, & I hope the above few things I mention help.

    Possibly, less unnecessary nerf posts that take up valuable time and resources could be better spent on fixing real bugs and skills (Meteor for example) that are truly op and desync players.

    Final note, this is a fantasy mmorpg and not some esport, if players want less of the fantasy part in pvp combat they should join the no-cp/proc campaign zos has provided.

    my 2¢

    I would also like to point out that you may be forgetting that Keeps and Outposts exist in this game. The entire point is to capture and defend them. How are we going to flip flags if we aren't stacked on them? By playing the game the way it was intended, we get punished?

    You can flip flags w/o being within a 4m radius of other players, stack and pay, same goes for repairing walls and doors.
  • OnGodiDoDis
    OnGodiDoDis
    ✭✭✭
    Wolfpaw wrote: »
    Wolfpaw wrote: »
    Wolfpaw wrote: »
    Idk where to start with a response to that lol.

    12800 AOE oblivion damage that is undodgable, unblockable and cannot be mitigated, absolutely does outperform literally every proc set, skill and ult in the game… By a long shot.

    Also, none of the (experienced and well informed) players here who are writing detailed info on how this CP is broken, are wanting to Zerg around with 60ppl and are losing to this - They are annoyed that we are getting nuked from standing near a single NPC at a resource, or one other player when we are small scaling. It’s not a set that requires having a big group to punish you, it requires 1-2 other targets (including players, NPCs, engine guardian, sorc pets etc) to be close and it’s goodnight with no counter.

    If the solution is to social distance and play solo, away from any and all objectives (keeps and resources) on a multiplayer online game, then that is quite possibly the worst solution to an eso imbalance ive ever heard.

    Absolutely false, if you don't see numbers from sets, skills, & ults at 13k damage plus idk what to even say to that...

    and if players can't mitigate/think of solutions from a single npc/player oblivion pop of 12,800 damage, well, again no-cp/proc would be a better solution for those players pvp experience.

    Of course, the 12800 doesn't come on its own. It requires someone to deal enough damage to kill someone, so that dead player deal an additional 12800 damage to everyone else. Given that oblivion damage goes through all resistances and Battle Spirit, it is effectively a 25600 tooltip on a passive. If someone next to you took enough damage to die and now you take another 25600, how is that balanced?
    • Is your CP allocation too offensively heavy?
    • Has your health been adjusted?
    • Can you find ways to further mitigate prior damage to a possible occult overload proc?
    • All you need is a killing blow to proc occult overload, you sure about that?
    • How long do status effects last?
    • Can you remove status effects?
    • How is your battlefield awareness? You in a breach, choke point, or cornered?
    • Do you play solo in group content, if so, should your expectations and outcome be the same as a coordinated group?
    • Are you in a Dark Convergence cluster pop too often? If so what ways can you reduce that.
    • Are you aware of Occult Overload range? & if so why are you within 4m radius?
    • What skill are you using that require a range less than 4m?
    • What support skills are you using that require a range of less than 4m to an ally?

    Maybe if players start looking at solutions to their playstyle the solution wouldn't always be the forums asking for nerfs.
    I do, every update, & I hope the above few things I mention help.

    Possibly, less unnecessary nerf posts that take up valuable time and resources could be better spent on fixing real bugs and skills (Meteor for example) that are truly op and desync players.

    Final note, this is a fantasy mmorpg and not some esport, if players want less of the fantasy part in pvp combat they should join the no-cp/proc campaign zos has provided.

    my 2¢

    I would also like to point out that you may be forgetting that Keeps and Outposts exist in this game. The entire point is to capture and defend them. How are we going to flip flags if we aren't stacked on them? By playing the game the way it was intended, we get punished?

    You can flip flags w/o being within a 4m radius of other players, stack and pay, same goes for repairing walls and doors.

    😂
  • Wolfpaw
    Wolfpaw
    ✭✭✭✭✭
    ✭✭
    Wolfpaw wrote: »
    Wolfpaw wrote: »
    Wolfpaw wrote: »
    Idk where to start with a response to that lol.

    12800 AOE oblivion damage that is undodgable, unblockable and cannot be mitigated, absolutely does outperform literally every proc set, skill and ult in the game… By a long shot.

    Also, none of the (experienced and well informed) players here who are writing detailed info on how this CP is broken, are wanting to Zerg around with 60ppl and are losing to this - They are annoyed that we are getting nuked from standing near a single NPC at a resource, or one other player when we are small scaling. It’s not a set that requires having a big group to punish you, it requires 1-2 other targets (including players, NPCs, engine guardian, sorc pets etc) to be close and it’s goodnight with no counter.

    If the solution is to social distance and play solo, away from any and all objectives (keeps and resources) on a multiplayer online game, then that is quite possibly the worst solution to an eso imbalance ive ever heard.

    Absolutely false, if you don't see numbers from sets, skills, & ults at 13k damage plus idk what to even say to that...

    and if players can't mitigate/think of solutions from a single npc/player oblivion pop of 12,800 damage, well, again no-cp/proc would be a better solution for those players pvp experience.

    Of course, the 12800 doesn't come on its own. It requires someone to deal enough damage to kill someone, so that dead player deal an additional 12800 damage to everyone else. Given that oblivion damage goes through all resistances and Battle Spirit, it is effectively a 25600 tooltip on a passive. If someone next to you took enough damage to die and now you take another 25600, how is that balanced?
    • Is your CP allocation too offensively heavy?
    • Has your health been adjusted?
    • Can you find ways to further mitigate prior damage to a possible occult overload proc?
    • All you need is a killing blow to proc occult overload, you sure about that?
    • How long do status effects last?
    • Can you remove status effects?
    • How is your battlefield awareness? You in a breach, choke point, or cornered?
    • Do you play solo in group content, if so, should your expectations and outcome be the same as a coordinated group?
    • Are you in a Dark Convergence cluster pop too often? If so what ways can you reduce that.
    • Are you aware of Occult Overload range? & if so why are you within 4m radius?
    • What skill are you using that require a range less than 4m?
    • What support skills are you using that require a range of less than 4m to an ally?

    Maybe if players start looking at solutions to their playstyle the solution wouldn't always be the forums asking for nerfs.
    I do, every update, & I hope the above few things I mention help.

    Possibly, less unnecessary nerf posts that take up valuable time and resources could be better spent on fixing real bugs and skills (Meteor for example) that are truly op and desync players.

    Final note, this is a fantasy mmorpg and not some esport, if players want less of the fantasy part in pvp combat they should join the no-cp/proc campaign zos has provided.

    my 2¢

    I would also like to point out that you may be forgetting that Keeps and Outposts exist in this game. The entire point is to capture and defend them. How are we going to flip flags if we aren't stacked on them? By playing the game the way it was intended, we get punished?

    You can flip flags w/o being within a 4m radius of other players, stack and pay, same goes for repairing walls and doors.

    😂

    I will continue to enjoy the fireworks :wink:
    Edited by Wolfpaw on 21 August 2022 20:34
  • Iriidius
    Iriidius
    ✭✭✭✭
    Wolfpaw wrote: »
    Wolfpaw wrote: »
    Idk where to start with a response to that lol.

    12800 AOE oblivion damage that is undodgable, unblockable and cannot be mitigated, absolutely does outperform literally every proc set, skill and ult in the game… By a long shot.

    Also, none of the (experienced and well informed) players here who are writing detailed info on how this CP is broken, are wanting to Zerg around with 60ppl and are losing to this - They are annoyed that we are getting nuked from standing near a single NPC at a resource, or one other player when we are small scaling. It’s not a set that requires having a big group to punish you, it requires 1-2 other targets (including players, NPCs, engine guardian, sorc pets etc) to be close and it’s goodnight with no counter.

    If the solution is to social distance and play solo, away from any and all objectives (keeps and resources) on a multiplayer online game, then that is quite possibly the worst solution to an eso imbalance ive ever heard.

    Absolutely false, if you don't see numbers from sets, skills, & ults at 13k damage plus idk what to even say to that...

    and if players can't mitigate/think of solutions from a single npc/player oblivion pop of 12,800 damage, well, again no-cp/proc would be a better solution for those players pvp experience.

    Of course, the 12800 doesn't come on its own. It requires someone to deal enough damage to kill someone, so that dead player deal an additional 12800 damage to everyone else. Given that oblivion damage goes through all resistances and Battle Spirit, it is effectively a 25600 tooltip on a passive. If someone next to you took enough damage to die and now you take another 25600, how is that balanced?
    • Is your CP allocation too offensively heavy?
    • Has your health been adjusted?
    • Can you find ways to further mitigate prior damage to a possible occult overload proc?
    • All you need is a killing blow to proc occult overload, you sure about that?
    • How long do status effects last?
    • Can you remove status effects?
    • How is your battlefield awareness? You in a breach, choke point, or cornered?
    • Do you play solo in group content, if so, should your expectations and outcome be the same as a coordinated group?
    • Are you in a Dark Convergence cluster pop too often? If so what ways can you reduce that.
    • Are you aware of Occult Overload range? & if so why are you within 4m radius?
    • What skill are you using that require a range less than 4m?
    • What support skills are you using that require a range of less than 4m to an ally?

    Maybe if players start looking at solutions to their playstyle the solution wouldn't always be the forums asking for nerfs.
    I do, every update, & I hope the above few things I mention help.

    Possibly, less unnecessary nerf posts that take up valuable time and resources could be better spent on fixing real bugs and skills (Meteor for example) that are truly op and desync players.

    Final note, this is a fantasy mmorpg and not some esport, if players want less of the fantasy part in pvp combat they should join the no-cp/proc campaign zos has provided.

    my 2¢

    So if i dont want get killed by occult overload i shouldnt play solo because as a solo player i cant expect the same results as an organized group?
    Playing solo is something i should avoid to not get killed by occult overload, a cp star created to help players kill groups? I have to play in group to not get punished for playing in a group?
    Players have many problems they could solve themselve insteat of asking for nerfs. Occult Overload is not one of those problems. Do you really think it is intended that anti group tools kill solo players because they stood near 2 npc guards with no counterplay other than not standing beneath the guards. Everyone knows it is broken, even the ones abusing it.
    Finding a solution to occult overload and avoiding it means to extremely limit yourself.

    Edited by Iriidius on 21 August 2022 21:53
  • Wolfpaw
    Wolfpaw
    ✭✭✭✭✭
    ✭✭
    Iriidius wrote: »
    Wolfpaw wrote: »
    Wolfpaw wrote: »
    Idk where to start with a response to that lol.

    12800 AOE oblivion damage that is undodgable, unblockable and cannot be mitigated, absolutely does outperform literally every proc set, skill and ult in the game… By a long shot.

    Also, none of the (experienced and well informed) players here who are writing detailed info on how this CP is broken, are wanting to Zerg around with 60ppl and are losing to this - They are annoyed that we are getting nuked from standing near a single NPC at a resource, or one other player when we are small scaling. It’s not a set that requires having a big group to punish you, it requires 1-2 other targets (including players, NPCs, engine guardian, sorc pets etc) to be close and it’s goodnight with no counter.

    If the solution is to social distance and play solo, away from any and all objectives (keeps and resources) on a multiplayer online game, then that is quite possibly the worst solution to an eso imbalance ive ever heard.

    Absolutely false, if you don't see numbers from sets, skills, & ults at 13k damage plus idk what to even say to that...

    and if players can't mitigate/think of solutions from a single npc/player oblivion pop of 12,800 damage, well, again no-cp/proc would be a better solution for those players pvp experience.

    Of course, the 12800 doesn't come on its own. It requires someone to deal enough damage to kill someone, so that dead player deal an additional 12800 damage to everyone else. Given that oblivion damage goes through all resistances and Battle Spirit, it is effectively a 25600 tooltip on a passive. If someone next to you took enough damage to die and now you take another 25600, how is that balanced?
    • Is your CP allocation too offensively heavy?
    • Has your health been adjusted?
    • Can you find ways to further mitigate prior damage to a possible occult overload proc?
    • All you need is a killing blow to proc occult overload, you sure about that?
    • How long do status effects last?
    • Can you remove status effects?
    • How is your battlefield awareness? You in a breach, choke point, or cornered?
    • Do you play solo in group content, if so, should your expectations and outcome be the same as a coordinated group?
    • Are you in a Dark Convergence cluster pop too often? If so what ways can you reduce that.
    • Are you aware of Occult Overload range? & if so why are you within 4m radius?
    • What skill are you using that require a range less than 4m?
    • What support skills are you using that require a range of less than 4m to an ally?

    Maybe if players start looking at solutions to their playstyle the solution wouldn't always be the forums asking for nerfs.
    I do, every update, & I hope the above few things I mention help.

    Possibly, less unnecessary nerf posts that take up valuable time and resources could be better spent on fixing real bugs and skills (Meteor for example) that are truly op and desync players.

    Final note, this is a fantasy mmorpg and not some esport, if players want less of the fantasy part in pvp combat they should join the no-cp/proc campaign zos has provided.

    my 2¢

    So if i dont want get killed by occult overload i shouldnt play solo because as a solo player i cant expect the same results as an organized group?
    Playing solo is something i should avoid to not get killed by occult overload, a cp star created to help players kill groups? I have to play in group to not get punished for playing in a group?
    Players have many problems they could solve themselve insteat of asking for nerfs. Occult Overload is not one of those problems. Do you really think it is intended that anti group tools kill solo players because they stood near 2 npc guards with no counterplay other than not standing beneath the guards. Everyone knows it is broken, even the ones abusing it.
    Finding a solution to occult overload and avoiding it means to extremely limit yourself.

    I play solo 3 nights a week, group the rest, & have no problem with it. Does OO kill me once in awhile, sure, but it's usually my fault. The back and forth makes a good discussion, but there's really nothing more I can add to the discussion at this point.

    gg
    Edited by Wolfpaw on 21 August 2022 22:42
  • Danse_Mayhem
    Danse_Mayhem
    ✭✭✭✭
    That’s because you’re reaching mate.

    “I have no issues with it” whilst listing some far-fetched ways to avoid this, isn’t really addressing the issue of this CP being horribly OP and triple the damage it should be doing.

    I know how healing is now, and maybe without OO and every second player wearing plaguebreak, then fights could be a stalemate, but that’s more of a sign that healing needs toning down, not fixing it by adding ridiculously high one shots to pvp.

    You’ll see people are passionately defending this because we care about the objective balance of pvp, not just our individual ability to avoid it. We are hoping @ZOS_GinaBruno (and anyone at zos) takes into account these concerns without having to see arguments to keep a broken mechanic just because you don’t see the bigger picture.
    ▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬
    DAMN THIS COMMENT IS FANCY!
    ▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬

    YouTube.com/DarkProjectMayhem
  • kurbbie_s
    kurbbie_s
    ✭✭✭
    charley222 wrote: »
    yea the most unskillful and brainless passive that make melee feel so bad too the point melee dont want to melee anymore and stay far just shooting arrow

    j0aunvhp1rzj.png

    you know it only procs when you die right? [snip]

    [edited for profanity bypass]
    Edited by ZOS_Icy on 3 September 2022 16:39
  • gamma71
    gamma71
    ✭✭✭✭
    This passive is too overtuned. It deals 12800 oblivion damage. This means that even with battlespirit active, it still deals that 12800. Which in turn means that it would be a 25600 tooltip if it was any other kind of damage. This 12800 goes through Mist Form as well because oblivion damage ignores all forms of damage mitigation. What in the world was the combat team thinking...?

    There not thinking. Same reason we yoyo back and forth to dps meta to tank meta instead of trying to balance from the center.
  • Holycannoli
    Holycannoli
    ✭✭✭✭✭
    ✭✭
    Wolfpaw wrote: »
    You can flip flags w/o being within a 4m radius of other players, stack and pay, same goes for repairing walls and doors.

    Large enough group and you're gonna be within 4m. It's gonna happen.

    See the thing is if it's not 12,800 damage for 50 points it might not be worth investing in at all. Not necessarily a bad thing but this is one of those all-or-nothing things. It will only be either so strong that it's worth investing it or not strong enough to bother investing it. It can't be anything in between.
    Edited by Holycannoli on 20 September 2022 13:30
  • afkpro
    afkpro
    ✭✭✭
    players using oo and/or vd are giving up a cp slot and/or 5 piece set to bomb. seems fair to me. with raid/ball groups, it's kinda necessary.
  • OnGodiDoDis
    OnGodiDoDis
    ✭✭✭
    afkpro wrote: »
    players using oo and/or vd are giving up a cp slot and/or 5 piece set to bomb. seems fair to me. with raid/ball groups, it's kinda necessary.

    There are players out there with PB, VD, and OO. AoE damage is so high that it only requires one person to die to kill everyone nearby.
  • YandereGirlfriend
    YandereGirlfriend
    ✭✭✭✭✭
    ✭✭✭✭✭
    afkpro wrote: »
    players using oo and/or vd are giving up a cp slot and/or 5 piece set to bomb. seems fair to me. with raid/ball groups, it's kinda necessary.

    There are players out there with PB, VD, and OO. AoE damage is so high that it only requires one person to die to kill everyone nearby.

    Indeed. All you need is a single squishy or a lucky string of Crits to set the proc damage cascade into motion.

    And having to slot only a single CP star on your DDs and to have one other person wearing PB is a bargain-basement price for the power.
  • afkpro
    afkpro
    ✭✭✭
    There are players out there with PB, VD, and OO. AoE damage is so high that it only requires one person to die to kill everyone nearby.

    that's the trade-off. if people are gonna run large raid and/or ball groups, they will potentially be vulnerable to oo/vd. if someone is purging/cleansing pb, that's on the newbie to learn.

    so far, people here want a nerf but not offering alternative balancing. raid/ball groups are still strong, but nerfing the tools available to beat them would make them unbeatable.
  • EmEm_Oh
    EmEm_Oh
    ✭✭✭✭✭
    Wolfpaw wrote: »
    It's fine as is, go play no-cp.

    Stop asking for nerfs.

    I would agree. Considering how many players use it, I don't get hit that much. I don't stand in the center of a group, either. It's great for PVE mobs, and I hope we don't have another knee-jerk reactionary nerf that will ruin PVE enjoyment.
  • kurbbie_s
    kurbbie_s
    ✭✭✭
    EmEm_Oh wrote: »
    Wolfpaw wrote: »
    It's fine as is, go play no-cp.

    Stop asking for nerfs.

    I would agree. Considering how many players use it, I don't get hit that much. I don't stand in the center of a group, either. It's great for PVE mobs, and I hope we don't have another knee-jerk reactionary nerf that will ruin PVE enjoyment.

    first time since game released that pve was screwed. Oh no the horror. Welcome to the club. PvPers have been screwed every patch since morrowind, and the game was created and designed with us in mind. How do you think that makes us feel when they dropped the main thing the game was about to cater the crowd that plays once or twice a week?
  • Baconlad
    Baconlad
    ✭✭✭✭✭
    Don't think I've ever been killed by that...I don't use it cause I never see kills with it
  • J18696
    J18696
    ✭✭✭✭✭
    Never thought we would see the day where a single champion point was stronger than a entire 5pc set
    PC NA Server
    @J18696
    Characters
    Pridē - Dragonknight
    Vanıty - Arcanist
  • Dem_kitkats1
    Dem_kitkats1
    ✭✭✭✭
    afkpro wrote: »
    There are players out there with PB, VD, and OO. AoE damage is so high that it only requires one person to die to kill everyone nearby.

    that's the trade-off. if people are gonna run large raid and/or ball groups, they will potentially be vulnerable to oo/vd. if someone is purging/cleansing pb, that's on the newbie to learn.

    so far, people here want a nerf but not offering alternative balancing. raid/ball groups are still strong, but nerfing the tools available to beat them would make them unbeatable.

    It's not a trade off for raid/ball groups because they have so much healing and mitigation to damage that players are not at all vulnerable. It's rare for a random to be quick enough, and have enough damage to execute a kill, at the right time, around a raid team to even proc OO/VD. Again, forcing players to not stand anywhere near NPCs to capture points/rss is against the design of the game, and forcing players to spread out from eachother takes away numerous methods to counter large groups. OO is just another thing that does a lot for organized groups and little for anyone else.
    kurbbie_s wrote: »
    charley222 wrote: »
    yea the most unskillful and brainless passive that make melee feel so bad too the point melee dont want to melee anymore and stay far just shooting arrow

    j0aunvhp1rzj.png

    you know it only procs when you die right? [snip]

    [edited for profanity bypass]

    "We hate tank metas....but for fear of a slottable tank up and don't die"
  • MidniteOwl1913
    MidniteOwl1913
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    I believe OC is one of the things that gets nerfed in the next update. Check the new patch notes on the test server.

    PS5/NA
  • Necrotech_Master
    Necrotech_Master
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    I believe OC is one of the things that gets nerfed in the next update. Check the new patch notes on the test server.

    definitely is

    the dmg cap on it will be reduced to about 5185, and it will not be able to chain explode due to a 1 second cooldown

    i think the dmg on it is fine, it will still be about the same as VD for most people, but it wont be able to chain kill like VD (it could still help VD chain explode though with the extra dmg)
    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
  • YandereGirlfriend
    YandereGirlfriend
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    I'm sort of on the fence with this change.

    On the one hand, in most realistic scenarios this is still more raw damage than you can get out of any other CP star (especially with the unlocked target cap) but on the other hand this is objectively a very hefty nerf, especially if you were already good at bombing (e.g. most/all of your damage is dealt within 1-2 GCD).

    However, I don't think that this will materially affect the balance of power between zone groups and organized groups in Cyrodiil. Its biggest impact will probably come in GvG situations where it will likely decrease the incidence of clean wipes.
  • Iriidius
    Iriidius
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    Isnt chain killing what vicious death, plaguebreak and occult overload are made for. Now one player cant bomb a group with it anymore multiple players can still proc multi occult overload. The previous target cap of 6 was also stupid, a bombing tool shouldnt loose effektiveness against larger groups. But it still jumps from NPCs onto Players. Seems like occult overload is most effective to kill solo players by killing nearby npcs and second most effective for zergs killing small groups. What outnumbered players need to kill zergs is a tool that also works against healstacking zergs and doesnt require you to kill a 35k hp tank that heals 20k per second first.
    Edited by Iriidius on 23 September 2022 00:06
  • OnGodiDoDis
    OnGodiDoDis
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    It's ok, everybody. We won. Thank you all for helping make PvP a less awful place.
    Edited by OnGodiDoDis on 25 September 2022 00:50
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