Amdar_Godkiller wrote: »Amdar_Godkiller wrote: »
It's useless against anything with a damage shield or anything that can block. And it's very easy to outheal since it's a 4 seconds channel.
.
The point is, it's impossible to mitigate it with some classes in medium armor, which is currently underperforming in PVP to such an extent that it's not even viable for the most part with certain classes.
Put another way, if you think soul assault is fine as is, then you should also be in favor of
1. Massively buffing shield breaker because it is effectively the MA trump card over LA in the same way that Soul Assault is an LA trump over MA, however the 2K damage from SB is much weaker than Soul Assault, therefore it needs a 50%-75% buff to keep the two "totally fair" un-counterable build options in line with one another. Any vote in favor of Soul Assault is also a vote for buffing the Sorc aBuser set. Obviously I'm being facetious, but this illustrates why Soul Assault IS IMBALANCED and needs to be changed.
2. 2% passive dodge chance for each piece of medium armor worn in exchange for the reduced sneak cost passive, which useless as sneak cost is already cheaper than any other aspect of the game. This would literally only give MA about 6%-11% more actual mitigation due to diminishing returns on different sources of mitigation. I would settle for 1% increased dodge chance to put shuffle back in line with the 20% it once provided. Alternatively, you could just add 5% dodge chance to both major and minor evasion.
Evasion/dodge chance only seems OP to some Mag users because it once was much stronger, and because the most fully viable medium armor class, Nightblades, can combine it with cloak and roll dodge to seemingly become unhittable if the three things are timed perfectly. The issues are created much more as a result of dodge roll mechanics and cloak mechanics though, than they are because of dodge chance from evasion, which isn't really that special or impactful compared to blocking (70% mitigation if you can afford it), or damage shields which:a. double your HP effectively, andb. fully mitigates crits. This is stronger at base crit damage modifier than major evasion in terms of mitigation and gets stronger against enemies with high crit modifier. At base modifier, it's worth 33% mitigation x attacker's crit chance. most builds in pvp sit at around 40% or so ( and would probably be higher if not for damage shields being uncrittable), which makes the mitigation from just the crits equal to 13%-14% on average for non templar non nightblade attackers with no cp in precise strikes or elfborn. This mitigation is additive unlike dodge chance because it is factored before resistance and other mitigating sources. It's equivalent to 8800 physical and spell resistance. That's more than you'd get from 2 pieces of chudan,
5 pieces of armor master, 5 pieces of fortified brass, etc. At best, a glass cannon medium armor user with no cp in anything mitigation related would get 12.5% mitigation from major evasion assuming his resistances are lower than 11300. Once again, we aren't even adding the mitigation provided by the bonus HP a damage shield gets you, which is 50%-90% increase to the amount of damage you can take.
With regard to cloak, this could and should be corrected by preventing cloak from causing attacks to miss and There is no logical explanation for why a person who becomes invisible, suddenly also becomes immune to single target attacks. If I punch the location where a man's face is, my fist does not go through it just because he disappears from my view. Cloak needs to have no effect on incoming damage. Period.
Also, by decreasing the base cost of dodge roll while increasing the cool-down penalty so all builds are at least capable of a single dodge roll in the heat of battle without being forced to walk throughout combat and completely avoid blocking.
Really, Break free, dodge roll, and block all need base cost reductions if we're being honest. We just need to consolidate and eliminate certain exploitable means of cost reduction. It sucks that a handful of builds that are unbalanced now cause all of us to have limited use of basic combat functions. The solution should never have been to nerf mechanics, when all that was necessary was cost reduction caps and/or a system that only factors in the highest source of cost reduction, instead of stacking all of them.
Light armor shouldn't be able to dodge roll as well as MA, but it should be able to do it much more reliably and cost-efficiently than it does (and logically, it should do it better than a guy wearing chainmail as well; I don't recall ever hearing of a band of knights tumbling there way to victory in battle, though it would be absurdly amusing spectacle to be sure).
3. A medium armor passive that grants 4% chance per piece of MA to purge all disabling effects, DOTs, and debuffs whenever you roll dodge more than once within its 4 second cooldown (this is simply logical balance, since it's high cost to dodge roll twice within its cooldown, because it requires rng, but also because it provides MA a means of dealing with defiles/dots, since NONE exists for non-templars aside from a very high cost Support skill). The need for this could be eliminated however with a monster set that gives a 1 pc bonus that is stam friendly and a 2 pc bonus that provides the wearer with a purge proc.
Damage shields double your mitigation in most instances especially considering their stupidly OP ability to cancel all crit damage, heavy armor and S&B more than doubles mitigation and allows easy access to resistance cap.
Medium armor OTOH provides 5% more resistance than Light armor and allows you to use a skill that gives you 15% dodge chance. It's effectively less than 15% mitigation after factoring the diminishing returns of CP and resistance based mitigation.
With CP HA users can reduce block cost (HA mitigation and makes medium armor sustain passives unnecessary) and receive greater benefit from roll dodge cost reduction as well. Light armor users can enhance damage shield strength (LA mitigation buffed multiplicatively with 5 other CP stars!). But for medium armor users, there is nothing but dodge roll cost reduction and diminishing returns from the resistance buffs and most cost reduction CP stars. It is stupid to invest in dodge roll as a MA user because you receive less total cost reduction from it than both HA and LA users (LOL!), due to medium armor passives.
I suggest that maybe evasion needs the equivalent of befoul in the red CP constellation: a CP star that increases the amount of dodge chance provided by evasion buffs. This is what medium armor focus should be.
Otherwise, as CP increases, Mag mitigation will continue to increase rapidly and from many sources will do so multiplicative with one another, while medium armor's mitigation will only increase by an exponentially diminishing margin.
So this world where Soul Assault is perfectly balanced and fine, is absolute nonsense. The only argument in favor of it being balanced presupposes that medium armor, must be unable to mitigate yet ANOTHER source of damage.
HA and LA can mitigate Soul Assault to a much greater degree, as has already been mentioned, so the only reason to slot it would be to kill specifically medium armor wearers, which is a ridiculous reason to slot a skill, because medium armor users are already the easiest to kill. Ergo, in order to argue in favor of Soul Assault's current balance, you must acknowledge and support how poorly medium armor is balanced.
Compare that to shield breaker, which was created because there are so few sources of damage that catastrophically affect light armor mitigation.
The issue is that there are already enough hard counters against MA, while there are so few means of attacking LA and HA users that entirely lack counterplay. The last thing we need is another ULTIMATE that insta-kills MA users. Eye of the Storm already exists for this unbalanced non-competitive purpose.
If you want it to remain this strong against MA, then lets push for a morph that deals oblivion damage and prevents the target from casting a damage shield during the channel, and the other morph deals bleed damage over time after the channel ends, and triples the cost of block. Then it's still OP, but at least balanced.
Try running some defensive options in medium. Medium Impreg/Brass are comparable in direct mitigation to heavy armor specs.
I've actually gotten pretty good at playing in medium armor, and I do use chudan at times and have an Armor Master setup as well, but having played PVP in all three types of armor, I still feel its objectively weaker than other armor set ups mostly because of the dodge roll cooldown (and I know this is also an issue for mag users, because it's tough to manage on my Magden at times), the fact that one second blocking can basically blow away 9K stamina (6.5K from block cost x 4 ticks, and 2.5K from the fact that blocking cuts off my regen), the fact that medium armor sets are just not as versatile in terms of utility as HA and LA sets, the fact that major evasion is laughably weak in terms of mitigation compared to damage shields and high resistances, and the fact that purging even with a high mag pool is rarely practical because of the ease with which you get debuffed/defiled currently and the 5K+ cost of the efficient morph (it can be used, but it's really hard to slot any other mag-costing skill then, kind of ruins class identity IMO).
The issue is that Line of Sight isn't as effective at avoiding damage as damage shields and huge resistances, and line of sight, not dodge roll or evasion, is the primary means of medium armor mitigation. Never mind that it's almost as effective in heavy and light armor. In medium your only as good as your ability to bend around props and trees without running, blocking, or roll dodging more than once every 5 seconds.It's like birth control strategies basically. Light armor is like using a condom. It's great so long as it doesn't break. Heavy armor is the pill, it's almost always effective, but comes with drawbacks and occasionally still fails.
Medium armor mitigation OTOH is the equivalent of pulling out, and hoping you get lucky (no pun intended).
Amdar_Godkiller wrote: »Amdar_Godkiller wrote: »
It's useless against anything with a damage shield or anything that can block. And it's very easy to outheal since it's a 4 seconds channel.
.
The point is, it's impossible to mitigate it with some classes in medium armor, which is currently underperforming in PVP to such an extent that it's not even viable for the most part with certain classes.
Put another way, if you think soul assault is fine as is, then you should also be in favor of
1. Massively buffing shield breaker because it is effectively the MA trump card over LA in the same way that Soul Assault is an LA trump over MA, however the 2K damage from SB is much weaker than Soul Assault, therefore it needs a 50%-75% buff to keep the two "totally fair" un-counterable build options in line with one another. Any vote in favor of Soul Assault is also a vote for buffing the Sorc aBuser set. Obviously I'm being facetious, but this illustrates why Soul Assault IS IMBALANCED and needs to be changed.
2. 2% passive dodge chance for each piece of medium armor worn in exchange for the reduced sneak cost passive, which useless as sneak cost is already cheaper than any other aspect of the game. This would literally only give MA about 6%-11% more actual mitigation due to diminishing returns on different sources of mitigation. I would settle for 1% increased dodge chance to put shuffle back in line with the 20% it once provided. Alternatively, you could just add 5% dodge chance to both major and minor evasion.
Evasion/dodge chance only seems OP to some Mag users because it once was much stronger, and because the most fully viable medium armor class, Nightblades, can combine it with cloak and roll dodge to seemingly become unhittable if the three things are timed perfectly. The issues are created much more as a result of dodge roll mechanics and cloak mechanics though, than they are because of dodge chance from evasion, which isn't really that special or impactful compared to blocking (70% mitigation if you can afford it), or damage shields which:a. double your HP effectively, andb. fully mitigates crits. This is stronger at base crit damage modifier than major evasion in terms of mitigation and gets stronger against enemies with high crit modifier. At base modifier, it's worth 33% mitigation x attacker's crit chance. most builds in pvp sit at around 40% or so ( and would probably be higher if not for damage shields being uncrittable), which makes the mitigation from just the crits equal to 13%-14% on average for non templar non nightblade attackers with no cp in precise strikes or elfborn. This mitigation is additive unlike dodge chance because it is factored before resistance and other mitigating sources. It's equivalent to 8800 physical and spell resistance. That's more than you'd get from 2 pieces of chudan,
5 pieces of armor master, 5 pieces of fortified brass, etc. At best, a glass cannon medium armor user with no cp in anything mitigation related would get 12.5% mitigation from major evasion assuming his resistances are lower than 11300. Once again, we aren't even adding the mitigation provided by the bonus HP a damage shield gets you, which is 50%-90% increase to the amount of damage you can take.
With regard to cloak, this could and should be corrected by preventing cloak from causing attacks to miss and There is no logical explanation for why a person who becomes invisible, suddenly also becomes immune to single target attacks. If I punch the location where a man's face is, my fist does not go through it just because he disappears from my view. Cloak needs to have no effect on incoming damage. Period.
Also, by decreasing the base cost of dodge roll while increasing the cool-down penalty so all builds are at least capable of a single dodge roll in the heat of battle without being forced to walk throughout combat and completely avoid blocking.
Really, Break free, dodge roll, and block all need base cost reductions if we're being honest. We just need to consolidate and eliminate certain exploitable means of cost reduction. It sucks that a handful of builds that are unbalanced now cause all of us to have limited use of basic combat functions. The solution should never have been to nerf mechanics, when all that was necessary was cost reduction caps and/or a system that only factors in the highest source of cost reduction, instead of stacking all of them.
Light armor shouldn't be able to dodge roll as well as MA, but it should be able to do it much more reliably and cost-efficiently than it does (and logically, it should do it better than a guy wearing chainmail as well; I don't recall ever hearing of a band of knights tumbling there way to victory in battle, though it would be absurdly amusing spectacle to be sure).
3. A medium armor passive that grants 4% chance per piece of MA to purge all disabling effects, DOTs, and debuffs whenever you roll dodge more than once within its 4 second cooldown (this is simply logical balance, since it's high cost to dodge roll twice within its cooldown, because it requires rng, but also because it provides MA a means of dealing with defiles/dots, since NONE exists for non-templars aside from a very high cost Support skill). The need for this could be eliminated however with a monster set that gives a 1 pc bonus that is stam friendly and a 2 pc bonus that provides the wearer with a purge proc.
Damage shields double your mitigation in most instances especially considering their stupidly OP ability to cancel all crit damage, heavy armor and S&B more than doubles mitigation and allows easy access to resistance cap.
Medium armor OTOH provides 5% more resistance than Light armor and allows you to use a skill that gives you 15% dodge chance. It's effectively less than 15% mitigation after factoring the diminishing returns of CP and resistance based mitigation.
With CP HA users can reduce block cost (HA mitigation and makes medium armor sustain passives unnecessary) and receive greater benefit from roll dodge cost reduction as well. Light armor users can enhance damage shield strength (LA mitigation buffed multiplicatively with 5 other CP stars!). But for medium armor users, there is nothing but dodge roll cost reduction and diminishing returns from the resistance buffs and most cost reduction CP stars. It is stupid to invest in dodge roll as a MA user because you receive less total cost reduction from it than both HA and LA users (LOL!), due to medium armor passives.
I suggest that maybe evasion needs the equivalent of befoul in the red CP constellation: a CP star that increases the amount of dodge chance provided by evasion buffs. This is what medium armor focus should be.
Otherwise, as CP increases, Mag mitigation will continue to increase rapidly and from many sources will do so multiplicative with one another, while medium armor's mitigation will only increase by an exponentially diminishing margin.
So this world where Soul Assault is perfectly balanced and fine, is absolute nonsense. The only argument in favor of it being balanced presupposes that medium armor, must be unable to mitigate yet ANOTHER source of damage.
HA and LA can mitigate Soul Assault to a much greater degree, as has already been mentioned, so the only reason to slot it would be to kill specifically medium armor wearers, which is a ridiculous reason to slot a skill, because medium armor users are already the easiest to kill. Ergo, in order to argue in favor of Soul Assault's current balance, you must acknowledge and support how poorly medium armor is balanced.
Compare that to shield breaker, which was created because there are so few sources of damage that catastrophically affect light armor mitigation.
The issue is that there are already enough hard counters against MA, while there are so few means of attacking LA and HA users that entirely lack counterplay. The last thing we need is another ULTIMATE that insta-kills MA users. Eye of the Storm already exists for this unbalanced non-competitive purpose.
If you want it to remain this strong against MA, then lets push for a morph that deals oblivion damage and prevents the target from casting a damage shield during the channel, and the other morph deals bleed damage over time after the channel ends, and triples the cost of block. Then it's still OP, but at least balanced.
Try running some defensive options in medium. Medium Impreg/Brass are comparable in direct mitigation to heavy armor specs.
I've actually gotten pretty good at playing in medium armor, and I do use chudan at times and have an Armor Master setup as well, but having played PVP in all three types of armor, I still feel its objectively weaker than other armor set ups mostly because of the dodge roll cooldown (and I know this is also an issue for mag users, because it's tough to manage on my Magden at times), the fact that one second blocking can basically blow away 9K stamina (6.5K from block cost x 4 ticks, and 2.5K from the fact that blocking cuts off my regen), the fact that medium armor sets are just not as versatile in terms of utility as HA and LA sets, the fact that major evasion is laughably weak in terms of mitigation compared to damage shields and high resistances, and the fact that purging even with a high mag pool is rarely practical because of the ease with which you get debuffed/defiled currently and the 5K+ cost of the efficient morph (it can be used, but it's really hard to slot any other mag-costing skill then, kind of ruins class identity IMO).
The issue is that Line of Sight isn't as effective at avoiding damage as damage shields and huge resistances, and line of sight, not dodge roll or evasion, is the primary means of medium armor mitigation. Never mind that it's almost as effective in heavy and light armor. In medium your only as good as your ability to bend around props and trees without running, blocking, or roll dodging more than once every 5 seconds.It's like birth control strategies basically. Light armor is like using a condom. It's great so long as it doesn't break. Heavy armor is the pill, it's almost always effective, but comes with drawbacks and occasionally still fails.
Medium armor mitigation OTOH is the equivalent of pulling out, and hoping you get lucky (no pun intended).
Joy_Division wrote: »Soul Assault does not snare anymore.
Radiant destruction can be interupted by bashing
Which is absolutely worthless if you are 12m away, though I do often roll dodge and bash when they are actually in front of me...but most often they will RD while you are fighting another opponent from behind you, which severely limits your options in the real world. In Cyrodiil its rare indeed to get into a 1v1 with a templar....you and whatever group you are in either outnumber your opponents 3 to 1, or vice versa. Radiant Destruction and Soul Assault just are not as weak as you seem to think in the real world, although I do stick almost exclusively to no-CP Sotha Sil, so that may make a difference in my experience. I can see how RD would be worthless in CP campaigns where ever fight turns into a long drawn-out affair.
Personally I wouldn't want to be associated with the OP's uniformed argument, but that's your choice.
You're still complaining about RD? I'll trade you that right now straight up for fossilize. There's zero chance a DK will take that unless they wants to impress people with a target dummy parse.
You said it yourself: "In Cyrodiil its rare indeed to get into a 1v1 with a templar". Yeah, gee, I wonder why that could possibly be the case. That people out there just whining "Whah BoL healbotz take no skillz" "RD is instant death no counterplay!" "Whah RD has been nerfed 12 times, it's still OP plz nerf I suck lolz" have completely eviscerated the viability of running out there on a templar by itself in Cyrodiil.
No CP the ability is even worse because it's too expensive, you lose out on the bonus damage because sustain is terrible, and getting interrupted pretty much drains your already empty stam pool.
Personally, I would be very hesitant to come onto these forums and admit in public that I struggle Vs anything in this game. Especially when I get Soul Assaulted and Jesus Beamed every night - every night - by Xv1 heroes and do not find these attacks particularly difficult to counter.
lol, I wasnt claiming it was OP, just that it does show up often enough on my death recap that obviously plenty of people still use it, just like mages wrath, or executioner. None of these are OP, all are still used often.
As for not being difficult to counter....its not a big deal in 1v1, its another matter entirely for a MDK in Xv1...the only way that doesn't eat through your resources is to use mist form and retreat...MDKs have a limited stam pool so blocking may or may not be possible at any given point in a fight...and while healing ward, mutagen, and coagulating blood work fine 1v1, they are far less effective Xv1. All well and good if you have something close to LOS the beam...but in the middle of a field its not a good situation. Claim what you want, but the limited mobility you have as a DK makes it a dangerous ability...and that's fine, its a hard counter to wings...no big deal, its not OP by any means but in the real world it can be a problem for magicka builds lacking real mobility, this really applies more to SA than RD, but RD is far from useless when used in the situation described above...which happens often(this assumes its cast at under 25% health)
Zenimax, I have been playing this game since BETA on PC and I mainly play a NON CP BG's and these 2 abilities have far and beyond out performed any other skill's I've encountered whilst playing.
Soul Assault:
Soul assault by far the strongest ult in the game, but why? This skill is by far the most unbalance single target ability in the game. In non CP battlegrounds the average soul assault is 20k damage. You can't interrupt you can CC the caster, it slows you down so LOS is very difficult not to mention LOS is super situational especially in BG's and open world PVP. I believe this has to get a huge damage reduction or some sort of realistic counter. Blocking SA will leave you with zero stam and still hit like a truck through block. Over all there is no balance to this skill what so ever if this skill isn't adjusted then this game will never succeed in BG's. And since you are putting BG's to full game I'm guessing you want it to do well.
Radiant Destruction:
The only execute in the game that acts like a single target damage ability, there is no reduce damage if you have 100% health or 25% health this skill needs to be reworked and bug tested to make sure it's working inline with other executes. It is the only execute in the game that can do 10k+ damage even if you have 100% health it happens time and time again. Damage reduction and amend the execute range because clearly this skill is not working as intended and is over performing by 10 fold on other executes.
I realise this is a slight rant but it's so frustrating playing your combo's and timing attacks and someone can just press 1 button and instantly kill you with no viable counters.
I want what's best for this game and currently with these two skills how they perform are borderline game breaking.
Please provide positive feedback to this post. I realise templar's and SA users will hate this because who want's there build nerf'd but for a better overall PVP and BG's experience surely it's worth it. Surely pressing 1 button for instant dealth can't be good for the game. I just want to promote skill based PVP.
Just my opinion at the end of the day and would be interested to hear from Zenimax and the rest of the community.
I run a Stam Sorc in Non CP BG's with 5 Medium, 1 light, 1 heavy. So yes i'm not super tanky with 7 heavy but why should I have to, just not to get 1 shot by SA?
Thanks for reading if you did and will be happy to read feedback.
Amdar_Godkiller wrote: »Amdar_Godkiller wrote: »
It's useless against anything with a damage shield or anything that can block. And it's very easy to outheal since it's a 4 seconds channel.
.
The point is, it's impossible to mitigate it with some classes in medium armor, which is currently underperforming in PVP to such an extent that it's not even viable for the most part with certain classes.
Put another way, if you think soul assault is fine as is, then you should also be in favor of
1. Massively buffing shield breaker because it is effectively the MA trump card over LA in the same way that Soul Assault is an LA trump over MA, however the 2K damage from SB is much weaker than Soul Assault, therefore it needs a 50%-75% buff to keep the two "totally fair" un-counterable build options in line with one another. Any vote in favor of Soul Assault is also a vote for buffing the Sorc aBuser set. Obviously I'm being facetious, but this illustrates why Soul Assault IS IMBALANCED and needs to be changed.
2. 2% passive dodge chance for each piece of medium armor worn in exchange for the reduced sneak cost passive, which useless as sneak cost is already cheaper than any other aspect of the game. This would literally only give MA about 6%-11% more actual mitigation due to diminishing returns on different sources of mitigation. I would settle for 1% increased dodge chance to put shuffle back in line with the 20% it once provided. Alternatively, you could just add 5% dodge chance to both major and minor evasion.
Evasion/dodge chance only seems OP to some Mag users because it once was much stronger, and because the most fully viable medium armor class, Nightblades, can combine it with cloak and roll dodge to seemingly become unhittable if the three things are timed perfectly. The issues are created much more as a result of dodge roll mechanics and cloak mechanics though, than they are because of dodge chance from evasion, which isn't really that special or impactful compared to blocking (70% mitigation if you can afford it), or damage shields which:a. double your HP effectively, andb. fully mitigates crits. This is stronger at base crit damage modifier than major evasion in terms of mitigation and gets stronger against enemies with high crit modifier. At base modifier, it's worth 33% mitigation x attacker's crit chance. most builds in pvp sit at around 40% or so ( and would probably be higher if not for damage shields being uncrittable), which makes the mitigation from just the crits equal to 13%-14% on average for non templar non nightblade attackers with no cp in precise strikes or elfborn. This mitigation is additive unlike dodge chance because it is factored before resistance and other mitigating sources. It's equivalent to 8800 physical and spell resistance. That's more than you'd get from 2 pieces of chudan,
5 pieces of armor master, 5 pieces of fortified brass, etc. At best, a glass cannon medium armor user with no cp in anything mitigation related would get 12.5% mitigation from major evasion assuming his resistances are lower than 11300. Once again, we aren't even adding the mitigation provided by the bonus HP a damage shield gets you, which is 50%-90% increase to the amount of damage you can take.
With regard to cloak, this could and should be corrected by preventing cloak from causing attacks to miss and There is no logical explanation for why a person who becomes invisible, suddenly also becomes immune to single target attacks. If I punch the location where a man's face is, my fist does not go through it just because he disappears from my view. Cloak needs to have no effect on incoming damage. Period.
Also, by decreasing the base cost of dodge roll while increasing the cool-down penalty so all builds are at least capable of a single dodge roll in the heat of battle without being forced to walk throughout combat and completely avoid blocking.
Really, Break free, dodge roll, and block all need base cost reductions if we're being honest. We just need to consolidate and eliminate certain exploitable means of cost reduction. It sucks that a handful of builds that are unbalanced now cause all of us to have limited use of basic combat functions. The solution should never have been to nerf mechanics, when all that was necessary was cost reduction caps and/or a system that only factors in the highest source of cost reduction, instead of stacking all of them.
Light armor shouldn't be able to dodge roll as well as MA, but it should be able to do it much more reliably and cost-efficiently than it does (and logically, it should do it better than a guy wearing chainmail as well; I don't recall ever hearing of a band of knights tumbling there way to victory in battle, though it would be absurdly amusing spectacle to be sure).
3. A medium armor passive that grants 4% chance per piece of MA to purge all disabling effects, DOTs, and debuffs whenever you roll dodge more than once within its 4 second cooldown (this is simply logical balance, since it's high cost to dodge roll twice within its cooldown, because it requires rng, but also because it provides MA a means of dealing with defiles/dots, since NONE exists for non-templars aside from a very high cost Support skill). The need for this could be eliminated however with a monster set that gives a 1 pc bonus that is stam friendly and a 2 pc bonus that provides the wearer with a purge proc.
Damage shields double your mitigation in most instances especially considering their stupidly OP ability to cancel all crit damage, heavy armor and S&B more than doubles mitigation and allows easy access to resistance cap.
Medium armor OTOH provides 5% more resistance than Light armor and allows you to use a skill that gives you 15% dodge chance. It's effectively less than 15% mitigation after factoring the diminishing returns of CP and resistance based mitigation.
With CP HA users can reduce block cost (HA mitigation and makes medium armor sustain passives unnecessary) and receive greater benefit from roll dodge cost reduction as well. Light armor users can enhance damage shield strength (LA mitigation buffed multiplicatively with 5 other CP stars!). But for medium armor users, there is nothing but dodge roll cost reduction and diminishing returns from the resistance buffs and most cost reduction CP stars. It is stupid to invest in dodge roll as a MA user because you receive less total cost reduction from it than both HA and LA users (LOL!), due to medium armor passives.
I suggest that maybe evasion needs the equivalent of befoul in the red CP constellation: a CP star that increases the amount of dodge chance provided by evasion buffs. This is what medium armor focus should be.
Otherwise, as CP increases, Mag mitigation will continue to increase rapidly and from many sources will do so multiplicative with one another, while medium armor's mitigation will only increase by an exponentially diminishing margin.
So this world where Soul Assault is perfectly balanced and fine, is absolute nonsense. The only argument in favor of it being balanced presupposes that medium armor, must be unable to mitigate yet ANOTHER source of damage.
HA and LA can mitigate Soul Assault to a much greater degree, as has already been mentioned, so the only reason to slot it would be to kill specifically medium armor wearers, which is a ridiculous reason to slot a skill, because medium armor users are already the easiest to kill. Ergo, in order to argue in favor of Soul Assault's current balance, you must acknowledge and support how poorly medium armor is balanced.
Compare that to shield breaker, which was created because there are so few sources of damage that catastrophically affect light armor mitigation.
The issue is that there are already enough hard counters against MA, while there are so few means of attacking LA and HA users that entirely lack counterplay. The last thing we need is another ULTIMATE that insta-kills MA users. Eye of the Storm already exists for this unbalanced non-competitive purpose.
If you want it to remain this strong against MA, then lets push for a morph that deals oblivion damage and prevents the target from casting a damage shield during the channel, and the other morph deals bleed damage over time after the channel ends, and triples the cost of block. Then it's still OP, but at least balanced.
Try running some defensive options in medium. Medium Impreg/Brass are comparable in direct mitigation to heavy armor specs.
I've actually gotten pretty good at playing in medium armor, and I do use chudan at times and have an Armor Master setup as well, but having played PVP in all three types of armor, I still feel its objectively weaker than other armor set ups mostly because of the dodge roll cooldown (and I know this is also an issue for mag users, because it's tough to manage on my Magden at times), the fact that one second blocking can basically blow away 9K stamina (6.5K from block cost x 4 ticks, and 2.5K from the fact that blocking cuts off my regen), the fact that medium armor sets are just not as versatile in terms of utility as HA and LA sets, the fact that major evasion is laughably weak in terms of mitigation compared to damage shields and high resistances, and the fact that purging even with a high mag pool is rarely practical because of the ease with which you get debuffed/defiled currently and the 5K+ cost of the efficient morph (it can be used, but it's really hard to slot any other mag-costing skill then, kind of ruins class identity IMO).
The issue is that Line of Sight isn't as effective at avoiding damage as damage shields and huge resistances, and line of sight, not dodge roll or evasion, is the primary means of medium armor mitigation. Never mind that it's almost as effective in heavy and light armor. In medium your only as good as your ability to bend around props and trees without running, blocking, or roll dodging more than once every 5 seconds.It's like birth control strategies basically. Light armor is like using a condom. It's great so long as it doesn't break. Heavy armor is the pill, it's almost always effective, but comes with drawbacks and occasionally still fails.
Medium armor mitigation OTOH is the equivalent of pulling out, and hoping you get lucky (no pun intended).
Line of sight is the absolute best mitigation tool in the game dude
Zenimax, I have been playing this game since BETA on PC and I mainly play a NON CP BG's and these 2 abilities have far and beyond out performed any other skill's I've encountered whilst playing.
Soul Assault:
Soul assault by far the strongest ult in the game, but why? This skill is by far the most unbalance single target ability in the game. In non CP battlegrounds the average soul assault is 20k damage. You can't interrupt you can CC the caster, it slows you down so LOS is very difficult not to mention LOS is super situational especially in BG's and open world PVP. I believe this has to get a huge damage reduction or some sort of realistic counter. Blocking SA will leave you with zero stam and still hit like a truck through block. Over all there is no balance to this skill what so ever if this skill isn't adjusted then this game will never succeed in BG's. And since you are putting BG's to full game I'm guessing you want it to do well.
Radiant Destruction:
The only execute in the game that acts like a single target damage ability, there is no reduce damage if you have 100% health or 25% health this skill needs to be reworked and bug tested to make sure it's working inline with other executes. It is the only execute in the game that can do 10k+ damage even if you have 100% health it happens time and time again. Damage reduction and amend the execute range because clearly this skill is not working as intended and is over performing by 10 fold on other executes.
I realise this is a slight rant but it's so frustrating playing your combo's and timing attacks and someone can just press 1 button and instantly kill you with no viable counters.
I want what's best for this game and currently with these two skills how they perform are borderline game breaking.
Please provide positive feedback to this post. I realise templar's and SA users will hate this because who want's there build nerf'd but for a better overall PVP and BG's experience surely it's worth it. Surely pressing 1 button for instant dealth can't be good for the game. I just want to promote skill based PVP.
Just my opinion at the end of the day and would be interested to hear from Zenimax and the rest of the community.
I run a Stam Sorc in Non CP BG's with 5 Medium, 1 light, 1 heavy. So yes i'm not super tanky with 7 heavy but why should I have to, just not to get 1 shot by SA?
Thanks for reading if you did and will be happy to read feedback.
Holy crap these two abilities are sooooo easy to counter.... I mean really easy to counter. what class are you playing? DK just shield, sorc? chain cast your one button shield, night blade? just use hide and the ability is spent and gone templar... shield or out heal it. with any class just break line of sight.
TequilaFire wrote: »If while wearing MA you stop trying to build 6K damage builds you would have resources to block and mitigate damage.
Amdar_Godkiller wrote: »TequilaFire wrote: »If while wearing MA you stop trying to build 6K damage builds you would have resources to block and mitigate damage.
Not a glass cannon build. I'm a Were Warden with roughly 4K weapon and spell damage. I've got as much of a reduction into block cost and mitigation as my build can afford, but as has been mentioned, it's 17K Stam to block SA, and even then you are taking damage. Next patch I might be able to make a few slight adjustments, but in general, I still don't see any reasonable counterplay for the skill aside from maybe invisibility pots.
Can you immobilize someone using soul assault and cause them to lose their lock on you by rolling to their left or right (like 3 O'Clock to them)?
ShadowMonarch wrote: »Amdar_Godkiller wrote: »TequilaFire wrote: »If while wearing MA you stop trying to build 6K damage builds you would have resources to block and mitigate damage.
Not a glass cannon build. I'm a Were Warden with roughly 4K weapon and spell damage. I've got as much of a reduction into block cost and mitigation as my build can afford, but as has been mentioned, it's 17K Stam to block SA, and even then you are taking damage. Next patch I might be able to make a few slight adjustments, but in general, I still don't see any reasonable counterplay for the skill aside from maybe invisibility pots.
Can you immobilize someone using soul assault and cause them to lose their lock on you by rolling to their left or right (like 3 O'Clock to them)?
You can walk around any object to LOS.
Amdar_Godkiller wrote: »ShadowMonarch wrote: »Amdar_Godkiller wrote: »TequilaFire wrote: »If while wearing MA you stop trying to build 6K damage builds you would have resources to block and mitigate damage.
Not a glass cannon build. I'm a Were Warden with roughly 4K weapon and spell damage. I've got as much of a reduction into block cost and mitigation as my build can afford, but as has been mentioned, it's 17K Stam to block SA, and even then you are taking damage. Next patch I might be able to make a few slight adjustments, but in general, I still don't see any reasonable counterplay for the skill aside from maybe invisibility pots.
Can you immobilize someone using soul assault and cause them to lose their lock on you by rolling to their left or right (like 3 O'Clock to them)?
You can walk around any object to LOS.
I understand that. In those instances where there exists an object to walk around and "line of sight" the caster, I don't have an issue with the skill. It's when there isn't any such obstruction that I'm asking. Does Soul Assault give soft CC immunity? And also does the caster have to be facing the target the entire time or does it always remain locked on?
Soul assault by far the strongest ult in the game, but why?
it slows you down so LOS is very difficult
The only execute in the game that acts like a single target damage ability
It is the only execute in the game that can do 10k+ damage even if you have 100% health
Just as predicted Templars and SA users hating... I'll just get my coat and forget trying to improve this games PVP...
ShadowMonarch wrote: »Amdar_Godkiller wrote: »ShadowMonarch wrote: »Amdar_Godkiller wrote: »TequilaFire wrote: »If while wearing MA you stop trying to build 6K damage builds you would have resources to block and mitigate damage.
Not a glass cannon build. I'm a Were Warden with roughly 4K weapon and spell damage. I've got as much of a reduction into block cost and mitigation as my build can afford, but as has been mentioned, it's 17K Stam to block SA, and even then you are taking damage. Next patch I might be able to make a few slight adjustments, but in general, I still don't see any reasonable counterplay for the skill aside from maybe invisibility pots.
Can you immobilize someone using soul assault and cause them to lose their lock on you by rolling to their left or right (like 3 O'Clock to them)?
You can walk around any object to LOS.
I understand that. In those instances where there exists an object to walk around and "line of sight" the caster, I don't have an issue with the skill. It's when there isn't any such obstruction that I'm asking. Does Soul Assault give soft CC immunity? And also does the caster have to be facing the target the entire time or does it always remain locked on?
It works the same way as any other beam does, and you cannot cc sombody while they are casting it.
In majority of situations its better to pop your heals and just burst the caster, more often then not you will kill them while they are completely vulnerable while they cast.
At some point you are going to have to accept that every build has hard counters. SA is your hard counter so you need to play near LOS or be ready to get beamed when you are out of position.
ShadowMonarch wrote: »Amdar_Godkiller wrote: »ShadowMonarch wrote: »Amdar_Godkiller wrote: »TequilaFire wrote: »If while wearing MA you stop trying to build 6K damage builds you would have resources to block and mitigate damage.
Not a glass cannon build. I'm a Were Warden with roughly 4K weapon and spell damage. I've got as much of a reduction into block cost and mitigation as my build can afford, but as has been mentioned, it's 17K Stam to block SA, and even then you are taking damage. Next patch I might be able to make a few slight adjustments, but in general, I still don't see any reasonable counterplay for the skill aside from maybe invisibility pots.
Can you immobilize someone using soul assault and cause them to lose their lock on you by rolling to their left or right (like 3 O'Clock to them)?
You can walk around any object to LOS.
I understand that. In those instances where there exists an object to walk around and "line of sight" the caster, I don't have an issue with the skill. It's when there isn't any such obstruction that I'm asking. Does Soul Assault give soft CC immunity? And also does the caster have to be facing the target the entire time or does it always remain locked on?
It works the same way as any other beam does, and you cannot cc sombody while they are casting it.
In majority of situations its better to pop your heals and just burst the caster, more often then not you will kill them while they are completely vulnerable while they cast.
At some point you are going to have to accept that every build has hard counters. SA is your hard counter so you need to play near LOS or be ready to get beamed when you are out of position.
Fur_like_snow wrote: »I built a magicka nightblade specifically to counter rolly polly dodge roll medium armour 1vX builds and honestly SA works better than it should because players don't seem to understand how to counter it properly.
CatchMeTrolling wrote: »Fur_like_snow wrote: »I built a magicka nightblade specifically to counter rolly polly dodge roll medium armour 1vX builds and honestly SA works better than it should because players don't seem to understand how to counter it properly.
So you built a character specifically designed to xv1 someone?
Amdar_Godkiller wrote: »ShadowMonarch wrote: »Amdar_Godkiller wrote: »ShadowMonarch wrote: »Amdar_Godkiller wrote: »TequilaFire wrote: »If while wearing MA you stop trying to build 6K damage builds you would have resources to block and mitigate damage.
Not a glass cannon build. I'm a Were Warden with roughly 4K weapon and spell damage. I've got as much of a reduction into block cost and mitigation as my build can afford, but as has been mentioned, it's 17K Stam to block SA, and even then you are taking damage. Next patch I might be able to make a few slight adjustments, but in general, I still don't see any reasonable counterplay for the skill aside from maybe invisibility pots.
Can you immobilize someone using soul assault and cause them to lose their lock on you by rolling to their left or right (like 3 O'Clock to them)?
You can walk around any object to LOS.
I understand that. In those instances where there exists an object to walk around and "line of sight" the caster, I don't have an issue with the skill. It's when there isn't any such obstruction that I'm asking. Does Soul Assault give soft CC immunity? And also does the caster have to be facing the target the entire time or does it always remain locked on?
It works the same way as any other beam does, and you cannot cc sombody while they are casting it.
In majority of situations its better to pop your heals and just burst the caster, more often then not you will kill them while they are completely vulnerable while they cast.
At some point you are going to have to accept that every build has hard counters. SA is your hard counter so you need to play near LOS or be ready to get beamed when you are out of position.
Well that's all I was asking because everything I'd tried was not working. There is no way for a Stamden to mitigate Soul Assault. Bursting is only really viable for me in wolf form because warden burst in human form takes time.
Guess I'll be switching to blessed meridia jewelry and sword and board.
Sweet!!... Give me an ultimate that destroys your build! SA is still way over tuned against stamina. I can hit 15k soul assaults through block on medium armor FYI.So a medium armor rolly-poly stam sorc get's killed by Soul Assault and starts crying for nerfs? How about we stop for a second and assume, that Soul Assault is supposed to be a hard counter to your build? You are supposed to get wiped by it and be disentegrated like a good boy.
It's useless against anything with a damage shield or anything that can block. And it's very easy to outheal since it's a 4 seconds channel.
Same with Jesusbeam. It's a hard counter to your defense. You are supposed to have a hard time facing it.
As uninformed as OP is, I’m thinking a lot of you guys haven’t gotten a chance to get hit by quickblade’s 133k dmg tooltip soul assault yet.
Zenimax, I have been playing this game since BETA on PC and I mainly play a NON CP BG's and these 2 abilities have far and beyond out performed any other skill's I've encountered whilst playing.
Soul Assault:
Soul assault by far the strongest ult in the game, but why? This skill is by far the most unbalance single target ability in the game. In non CP battlegrounds the average soul assault is 20k damage. You can't interrupt you can CC the caster, it slows you down so LOS is very difficult not to mention LOS is super situational especially in BG's and open world PVP. I believe this has to get a huge damage reduction or some sort of realistic counter. Blocking SA will leave you with zero stam and still hit like a truck through block. Over all there is no balance to this skill what so ever if this skill isn't adjusted then this game will never succeed in BG's. And since you are putting BG's to full game I'm guessing you want it to do well.
Radiant Destruction:
The only execute in the game that acts like a single target damage ability, there is no reduce damage if you have 100% health or 25% health this skill needs to be reworked and bug tested to make sure it's working inline with other executes. It is the only execute in the game that can do 10k+ damage even if you have 100% health it happens time and time again. Damage reduction and amend the execute range because clearly this skill is not working as intended and is over performing by 10 fold on other executes.
I realise this is a slight rant but it's so frustrating playing your combo's and timing attacks and someone can just press 1 button and instantly kill you with no viable counters.
I want what's best for this game and currently with these two skills how they perform are borderline game breaking.
Please provide positive feedback to this post. I realise templar's and SA users will hate this because who want's there build nerf'd but for a better overall PVP and BG's experience surely it's worth it. Surely pressing 1 button for instant dealth can't be good for the game. I just want to promote skill based PVP.
Just my opinion at the end of the day and would be interested to hear from Zenimax and the rest of the community.
I run a Stam Sorc in Non CP BG's with 5 Medium, 1 light, 1 heavy. So yes i'm not super tanky with 7 heavy but why should I have to, just not to get 1 shot by SA?
Thanks for reading if you did and will be happy to read feedback.