remove cast time and ill be happy. I hate the cast times so much, worst idea 2019.
Maybe don't use onslaught if your not cc immune? This is a good change by zos. It's simple counter play to cc but it's also simple counterplay to onslaught once cc immune.
Also 5 seconds it's plenty of time to get a dizzy and/or an execute in to finish an opponent as that's all that's generally needed post onslaught. Just don't get cced
It'll be buried because it's a hated skill haha
Ragnarock41 wrote: »I feel like what made this skill viable was the d.swing knock-up.
With that gone it will be a lot harder to hit now.
However for what its worth, it was a better corrosive armor that also did massive burst damage, for cheaper cost. It needed some kind of nerf.
Ragnarock41 wrote: »I feel like what made this skill viable was the d.swing knock-up.
With that gone it will be a lot harder to hit now.
However for what its worth, it was a better corrosive armor that also did massive burst damage, for cheaper cost. It needed some kind of nerf.
It did, I think damage was the main element. The buff was nice. But I get it.
Ragnarock41 wrote: »Ragnarock41 wrote: »I feel like what made this skill viable was the d.swing knock-up.
With that gone it will be a lot harder to hit now.
However for what its worth, it was a better corrosive armor that also did massive burst damage, for cheaper cost. It needed some kind of nerf.
It did, I think damage was the main element. The buff was nice. But I get it.
I wouldn't even complain about it if it didn't result in a nerf to corrosive armor.(After testing onslaught people decided its interaction with dots was too strong, therefore zenimax nerfed both onslaught and corrosive armor)
Honestly, I see two good solutions to solve this problem:
1. reduce the cast time. Its too long as of right now.
2. Increase uptime since cast time eats some of it anyways. 6-8 secs sounds ideal as you said.
as for decreasing the damage I'm not sure. This thing is hard to land, and it looks like the sort of ability that would really hurt, so it should hurt.
they should just make this undodgeable and unblockable with 5 sec penetration at as much it penetrated on that particular target.
Onslaught nerf is okay, but the time being 5 seconds and has a cast time provided too much counterplay. One knockback for example ruins onslaught.
Three Potential Routes:
× increase time to 6-8s
× decrease dmg, increase timer back to 12
× remove cast time
The nerf now isn't bad. But the counterplay is too easy now.
Knockback - 3-5 seconds wasted going back to them.
Dodge roll - no buff given, skill missed
Block - no damage taken, buff given
CC - 1-2 seconds wasted trying to break free, especially if the cc is fear.
Also, test onslaught. It doesn't give you pen equal to armor ignored. It's only about 21.2k or something. I tested it on people with 24k, 28k, 30k, and 36k resis and only got 21.2k pen.
silver1surfer69 wrote: »My suggestion would be, remove cast time and give it like 60% resistance ignore for 6 sec (maybe 8 sec).
silver1surfer69 wrote: »Onslaught nerf is okay, but the time being 5 seconds and has a cast time provided too much counterplay. One knockback for example ruins onslaught.
Three Potential Routes:
× increase time to 6-8s
× decrease dmg, increase timer back to 12
× remove cast time
The nerf now isn't bad. But the counterplay is too easy now.
Knockback - 3-5 seconds wasted going back to them.
Dodge roll - no buff given, skill missed
Block - no damage taken, buff given
CC - 1-2 seconds wasted trying to break free, especially if the cc is fear.
Also, test onslaught. It doesn't give you pen equal to armor ignored. It's only about 21.2k or something. I tested it on people with 24k, 28k, 30k, and 36k resis and only got 21.2k pen.
how did u test it? if it is just the number shown in combat metrics then im pretty sure its wrong cuase it always shows YOUR own resistance value as penetration. Its always the same number.
Onslaught nerf is okay, but the time being 5 seconds and has a cast time provided too much counterplay. One knockback for example ruins onslaught.
Three Potential Routes:
× increase time to 6-8s
× decrease dmg, increase timer back to 12
× remove cast time
The nerf now isn't bad. But the counterplay is too easy now.
Knockback - 3-5 seconds wasted going back to them.
Dodge roll - no buff given, skill missed
Block - no damage taken, buff given
CC - 1-2 seconds wasted trying to break free, especially if the cc is fear.
Also, test onslaught. It doesn't give you pen equal to armor ignored. It's only about 21.2k or something. I tested it on people with 24k, 28k, 30k, and 36k resis and only got 21.2k pen.
MartiniDaniels wrote: »It'll be buried because it's a hated skill haha
ZOS: Our most dear and cherished spec lost immortality option and female pet in U23 and playerbase is on decline because of that, so we are hastily fixing this. 30k resistance 10k+ shield spammers won't melt running out of magicka in onslaughts anymore and also you are granted projectile immunity, so you can freely teleport around looking for opportunity to burst somebody and can always safely teleport away in case you were focused. Flapper is back too. Plz return. Unfortunately, we were unable to nerf shade and DK dots to the oblivion, so you still need to deal with those pesky loons somehow.
https://www.youtube.com/watch?v=6qY5zPCdarEsilver1surfer69 wrote: »MartiniDaniels wrote: »It'll be buried because it's a hated skill haha
ZOS: Our most dear and cherished spec lost immortality option and female pet in U23 and playerbase is on decline because of that, so we are hastily fixing this. 30k resistance 10k+ shield spammers won't melt running out of magicka in onslaughts anymore and also you are granted projectile immunity, so you can freely teleport around looking for opportunity to burst somebody and can always safely teleport away in case you were focused. Flapper is back too. Plz return. Unfortunately, we were unable to nerf shade and DK dots to the oblivion, so you still need to deal with those pesky loons somehow.
Great!:) Make a video like that^^https://www.youtube.com/watch?v=6qY5zPCdarE
silver1surfer69 wrote: »MartiniDaniels wrote: »It'll be buried because it's a hated skill haha
ZOS: Our most dear and cherished spec lost immortality option and female pet in U23 and playerbase is on decline because of that, so we are hastily fixing this. 30k resistance 10k+ shield spammers won't melt running out of magicka in onslaughts anymore and also you are granted projectile immunity, so you can freely teleport around looking for opportunity to burst somebody and can always safely teleport away in case you were focused. Flapper is back too. Plz return. Unfortunately, we were unable to nerf shade and DK dots to the oblivion, so you still need to deal with those pesky loons somehow.
Great!:) Make a video like that^^https://www.youtube.com/watch?v=6qY5zPCdarE
silver1surfer69 wrote: »My suggestion would be, remove cast time and give it like 60% resistance ignore for 6 sec (maybe 8 sec).
Like what? I guess some people may go back to using Dawnbreaker, but the damage on Onslaught is pretty incredible, even if the penetration were to go away completely. I've never seen any other ultimate hit me for 11.8k, and that's even when taking +25% extra damage from one of the Leap morphs due to Stage 4 Vampirism, or +20% from Dawnbreaker.silver1surfer69 wrote: »My suggestion would be, remove cast time and give it like 60% resistance ignore for 6 sec (maybe 8 sec).
anything less than 100% at rank 4 will make sure people slot another ulti.....
Yea, that was a silly suggestion, and demonstrates how spoiled some Stam builds are by having easy access to really strong ultimates. Some people actually think that Onslaught should be undodgeable and unblockable, but don't seem to see any problems with the state of Meteor.