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Onslaught Time Change

Casterial
Casterial
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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.
Edited by Casterial on October 8, 2019 3:32PM
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  • MCBIZZLE300
    MCBIZZLE300
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    remove cast time and ill be happy. I hate the cast times so much, worst idea 2019.
  • Casterial
    Casterial
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    mcb123 wrote: »
    remove cast time and ill be happy. I hate the cast times so much, worst idea 2019.

    I do agree, it adds to the counterplay and it's counterintuitive.

    It looks like it went off, wait it didn't? I have full ult? It's poorly implemented.

    @ZOS_BrianWheeler
    Daggerfall Covenant:Casterial Stamplar || Casterial DK || Availed NB || Castyrial Sorc || Spooky Casterial Necro
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  • Casterial
    Casterial
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    It'll be buried because it's a hated skill haha
    Daggerfall Covenant:Casterial Stamplar || Casterial DK || Availed NB || Castyrial Sorc || Spooky Casterial Necro
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  • Calboy
    Calboy
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    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 ;)
  • Casterial
    Casterial
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    Calboy wrote: »
    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 ;)

    Can't dizzy onslaught anymore.

    So you're saying immovable pots meta again? Cause I'll run them 1v1. I'm mainly speaking in 1v1 terms btw.(onslaught was meh already for 1vx/group play)

    Onslaught has a huge noise, the reason why bow on NB isn't nerfed is "sound que, dodgable" okay, onslaught - sound que, dodgeable.

    It already had a high level counterplay, this is just dumb down the game more.

    Onslaughts damage should have been nerfed heavily, not the timer. The time should have been dropped to 8-10 if dmg came down, but dmg stays and the buff is 5s which is ouch.

    Daggerfall Covenant:Casterial Stamplar || Casterial DK || Availed NB || Castyrial Sorc || Spooky Casterial Necro
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  • MartiniDaniels
    MartiniDaniels
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    Casterial 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.
  • Ragnarock41
    Ragnarock41
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    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.
  • Casterial
    Casterial
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    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.
    Daggerfall Covenant:Casterial Stamplar || Casterial DK || Availed NB || Castyrial Sorc || Spooky Casterial Necro
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  • Ragnarock41
    Ragnarock41
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    Casterial 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.
    Edited by Ragnarock41 on October 8, 2019 7:04PM
  • Davadin
    Davadin
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    they should just make this undodgeable and unblockable with 5 sec penetration at as much it penetrated on that particular target.
    August Palatine Davadin Bloodstrake - Nord Dragon Knight - PC NA - Gray Host
    Greymoor 6.0.7 PvP : Medium 2H/SnB The Destroyer
    Dragonhold 5.2.11 PvE : Medium DW/2H The Blood Furnace
    March 2021 (too lazy to add CP) PvP: Medium DW/Bow The Stabber
  • Casterial
    Casterial
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    Casterial 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.

    Only decrease damage if the time remains at 12s.

    I agree with everything else.
    Davadin wrote: »
    they should just make this undodgeable and unblockable with 5 sec penetration at as much it penetrated on that particular target.

    Might make it good, as the other quote said "cast time eats some of the timer" this should be fixed. It takes away like 3/10th a second. For 5 seconds that's a lot.
    Daggerfall Covenant:Casterial Stamplar || Casterial DK || Availed NB || Castyrial Sorc || Spooky Casterial Necro
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  • ChunkyCat
    ChunkyCat
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    It’s ok. Daylight savings is just a few weeks away.
  • silver1surfer69
    silver1surfer69
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    Casterial 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.
    PC/EU
    Starstréam - NB, Loveknight - HybridDK (4*), Stahlstrahlenreiter - StamDen, Azgul Grahl Bashrugk - HybridSorc (5*), Tínúvíél - StamCro, Thógard - StamPlar
  • silver1surfer69
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    The problem is onslaught doesnt seem to go off. It needs the target to be totally still to go off, when the target is moving the ult doesnt come out, except when the target dodge rolls, then it goes off and misses. Dawnbreaker does always go off after the 0.4 sec cause it has an area of effect not a single target. Anyone feeling the same? But tbh the 12sec 0 resistance of the target after is way to strong. Always thought that ever since i first read the patchnote back then and in game it prooves totally true.
    PC/EU
    Starstréam - NB, Loveknight - HybridDK (4*), Stahlstrahlenreiter - StamDen, Azgul Grahl Bashrugk - HybridSorc (5*), Tínúvíél - StamCro, Thógard - StamPlar
  • silver1surfer69
    silver1surfer69
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    My suggestion would be, remove cast time and give it like 60% resistance ignore for 6 sec (maybe 8 sec).
    PC/EU
    Starstréam - NB, Loveknight - HybridDK (4*), Stahlstrahlenreiter - StamDen, Azgul Grahl Bashrugk - HybridSorc (5*), Tínúvíél - StamCro, Thógard - StamPlar
  • mikey_reach
    mikey_reach
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    For all those builds that are vamps, all it takes is one mist form to render the dragonhold onslaught useless.
  • Casterial
    Casterial
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    My suggestion would be, remove cast time and give it like 60% resistance ignore for 6 sec (maybe 8 sec).

    It's capped at 21.2k ignored.
    Daggerfall Covenant:Casterial Stamplar || Casterial DK || Availed NB || Castyrial Sorc || Spooky Casterial Necro
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  • Casterial
    Casterial
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    Casterial 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.

    Harvens extended stats, another stats moderator, and tested on a friend using multiple sets. I'm also 25k resis
    Edited by Casterial on October 9, 2019 7:34AM
    Daggerfall Covenant:Casterial Stamplar || Casterial DK || Availed NB || Castyrial Sorc || Spooky Casterial Necro
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  • Darkenarlol
    Darkenarlol
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    just imagine for a second that onslaught

    has received some magic twin brother ulti.

    same cost same effects. just on magica scaling weapon


    i'm sure that 90+% of current onslaught anti-nerf crowd

    will cry an yell here untill it gets x2 cast time and cost increase,

    damage reduced to less than spammable level and penetration

    bonus will become a +1k pen for 1 sec or removed at all...




  • ThePedge
    ThePedge
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    Give us pre-elseweyr onslaught
  • leepalmer95
    leepalmer95
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    Casterial 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.

    Im against cast time in general but, are you really sitting here saying onslaught is too easily 'countered' now? The skill is still stupidly strong even with 5s of basically 30-40% dmg increase.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • OrderoftheDarkness
    OrderoftheDarkness
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    Overall a well-designed nerf. I Agree with Ragnarok41, the onslaught should not exceed Corrosive Armor in all settings.
    Imho the cast time allows you to cancel the Onslaught it's a plus not a minus.
    Edited by OrderoftheDarkness on October 9, 2019 11:58AM
  • silver1surfer69
    silver1surfer69
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    Casterial 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

    PC/EU
    Starstréam - NB, Loveknight - HybridDK (4*), Stahlstrahlenreiter - StamDen, Azgul Grahl Bashrugk - HybridSorc (5*), Tínúvíél - StamCro, Thógard - StamPlar
  • OrderoftheDarkness
    OrderoftheDarkness
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    Casterial 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

    LOL
  • MartiniDaniels
    MartiniDaniels
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    Casterial 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

    Still actual video :D
  • ku5h
    ku5h
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    Davadin wrote: »
    they should just make this undodgeable and unblockable with 5 sec penetration at as much it penetrated on that particular target.

    Wouldn't that be way to strong?! IMO it would delete ppl without any counterplay.

  • Davadin
    Davadin
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    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.....
    August Palatine Davadin Bloodstrake - Nord Dragon Knight - PC NA - Gray Host
    Greymoor 6.0.7 PvP : Medium 2H/SnB The Destroyer
    Dragonhold 5.2.11 PvE : Medium DW/2H The Blood Furnace
    March 2021 (too lazy to add CP) PvP: Medium DW/Bow The Stabber
  • wheem_ESO
    wheem_ESO
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    Davadin 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.....
    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.
    ku5h wrote: »
    Davadin wrote: »
    they should just make this undodgeable and unblockable with 5 sec penetration at as much it penetrated on that particular target.

    Wouldn't that be way to strong?! IMO it would delete ppl without any counterplay.
    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.
  • echo2omega
    echo2omega
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    I know right?

    It's not like there are 15 different sources of major protection. ( like literally).
    Oh. You can very easily maintain major protection uptime at 100% too.

    But the DPS skills that actually let you kill players are the problem...
    Lets nerf those instead of addressing the real issues in the game.
  • Dr_Ganknstein
    Dr_Ganknstein
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    It's probably the most OP ability in the game right now.
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