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.
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.
But that probably means sacrificing a 5pc to a set that has weak 2-4 boni and a 5pc that’s entirely useless outside SA (Oblivion’s Foe). You can do a lot of absurd things in this game if your really build for it. I still would say SA isn’t that overboard after it lost the snare.
Chilly-McFreeze wrote: »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.
But that probably means sacrificing a 5pc to a set that has weak 2-4 boni and a 5pc that’s entirely useless outside SA (Oblivion’s Foe). You can do a lot of absurd things in this game if your really build for it. I still would say SA isn’t that overboard after it lost the snare.
Oblivion's Foe buffs Soul Trap, not Soul Assault. At least the tooltip says so. Wouldn't trust tooltips too much anyway.
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.
SA doesn’t snare anymore, I believe it was removed last patch. Makes LOS easier... I also run a medium armor Stam sorc and I laugh at soul assault. It may get me 1 out of 10 times, but typically I’ll see maybe a lethal arrow or poison inject on my death recap as well. Try popping a vigor or dark deal while being SA’d, and use your Stam sorc mobility to LOS.
Maybe 10k from full health to zero is what he meant? One of the benefits of radiant is if you have huge damage hitting ur target you don't have to react to ur target reaching 25%. But if casted from 100% health and you have buddies wrecking him, as toon as he drops to 25% health. Boom he has to block to be turned to goo.
Still not as good as sorc execute though...
Just pop Vigor and use Dark Deal. Should be easy to outheal.I find SA is very good at killing medium armor stamsorc
Anyone has a good counter?
Obviously LOS is one but when you cannot, what do you do?
CatchMeTrolling wrote: »
Maybe you have improper CP distribution?
Maybe you have improper CP distribution?
Maybe you have improper CP distribution?
Edit : nop I checked CP red allocation is fine, I think it is one of those specialized nightblade that makes crazy high damages on medium armor with soul assault, need to find the counter
Almost everyone I know that plays this game agrees that medium armor is a joke. Any class that can get away from it usually does. And SA is broken against medium and some heavy builds. If you actually have an interest in balance, and aren’t crutching on the ultimate, I’m not sure how you could argue otherwise. It’s not good against shields, block tanks, and for group utility, but guess what?.. You can slot two ultimates. Radiant is a joke now FYI. But it does exactly what it should since that is the go to for MagPlar Zerglings who spam it from full health. Someday they might figure out about Purifying Light.ShadowMonarch wrote: »Amdar_Godkiller wrote: »ShadowMonarch wrote: »Classic case of inexperienced player crying about something he doesn't fully understand.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.
Moronic idea.
Stop crying you need a buff and get better at the game, nothing is wrong with the play style its the player that hasn't learn how to play it yet.
utterly moronic.
You'll have to be more specific. I proposed several elaborate and moronic ideas, guy who regularly whines on this message board about Stam Wardens and MagSorcs being too OP, who plays Magblade almost exclusively, and who just last month said, concerning the current state of stam builds:
"every stamclass is the exact same pile of crap with a new gimmic."
that's your own quote on the current state of stamina, so clearly you don't really disagree with my moronic assessment of the issue, at least not fully.
You just have a limited understanding of builds/life in general and disapprove of any and all things that might get in the way of your cowardly play style because for some reason you're getting buried by two classes that are currently much weaker than your own.
http://img.memecdn.com/keyboard-warriors_o_468725.jpg
And in truth, though it was for the sake of absurdity, I wasn't really asking for a buff or nerf to any class, or build, just the balancing of an ultimate so that it isn't disproportionately strongest against the weakest armor type in pvp. That could be a buff that makes it more effective against heavy and light armor, or a nerf that provides counter play for medium armor users.
If you have original ideas for the game that are productive, then suggest them, but don't waltz in, drop a load, and act like others who suggest changes and improvements are doing it because they are as gutless and unaware as you have shown yourself to be. Especially considering your post history is literally littered with constant QQing, entitlement, and idiotic, cliched accusations of the game turning P2W because you suck vs Wardens.
"nothing is wrong with the play style its the player that hasn't learn how to play it yet."
-some keyboard warrior
Thanks for the irony,
A. Godkiller
Max Level characters:
PVP Stamina WereWarden - Whitney the Widowmaker
PVP Stam Sorc - Rhythmic Jim Nasty
Hybrid Vamp DK healer - Amdar Godkiller
Magden Vamp duelist and BG build- Mara Godkiller
PVE Stamblade - Dora of Lahora
PVP Mag DK - Mean Faustine
PVE Mag Sorc - Elyon Nefili
PVP Magplar - Bags-the-Dead
Not yet max level characters:
Stamplar - Sir Bas Tardeyes Level 29
Magblade - OK Annie Level 19
1300+ CP on two accounts
XBX NA
All of your ideas are based on buffing medium armor stam builds and dodge roll spamming.
Lets go down the list.
You want:
1. A buff to shield breaker, a set that completely, 100% mitigates, an entire form of defense with no counter play.
2. You want 2% passive dodge chance per medium armor piece just for wearing medium armor when zos already had to nerf shuffle and dodge chance because it was over preforming.
3. You want a 4% per armor chance to instantly purge all effects when you dodge roll.
Absolutely moronic ideas. Maybe you should come back when you finish 6th grade and we can talk about it.
It is. But this game shouldn’t be balanced around it. Terrain is available to every class. Until the day they give me a 100 point ultimate that summons a rock and a tree to run around, I will say SA is over powered against medium.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