nokturnihs wrote: »Occult Overload has been one of the few globally available group pops for trash mobs outside of a couple PvP sets... The changes planned for it in U36 make it seem useless, not worth a slottable. It already had conditionals (proc on kill, small AOE pop, status effect required). ZOS is nerfing the crap out of it in the upcoming patch and not sure why anyone would waste the time after the change....
Anyone think the changes to OO are good? Or is this just another grind enhancement change that makes the game less fun and more grindy?
nokturnihs wrote: »Occult Overload has been one of the few globally available group pops for trash mobs outside of a couple PvP sets... The changes planned for it in U36 make it seem useless, not worth a slottable. It already had conditionals (proc on kill, small AOE pop, status effect required). ZOS is nerfing the crap out of it in the upcoming patch and not sure why anyone would waste the time after the change....
Anyone think the changes to OO are good? Or is this just another grind enhancement change that makes the game less fun and more grindy?
I posted something about this regarding healing but anyways the problem is OO is way way too strong in PvP.
In other words, even tall builds with strong mitigation are dropping like domino's every time this thing goes. I'm talking dmg around 12.8k, 25.6k, 32.5k+... solely from OO by itself. Since OO became a thing PvP is all about bombing now and is no fun at all. It just feels like everyone is dying when there is no real reason for it, especially since unfort its the players with weak health and armor who are the main catalyst.
Why they dont just change THE OBVIOUS on it from oblivion damage to magic damage or something so its still ok for pve and greatly lessened for pvp. They need more rocket scientists in the office!
Why they dont just change THE OBVIOUS on it from oblivion damage to magic damage or something so its still ok for pve and greatly lessened for pvp. They need more rocket scientists in the office!
That would make it likely weaker in PVE than it is now. Since mobs have resistances, and it is very unlikely, in a situation where this CP is even remotely useful, you have full penetration against the mobs. Since oblivion damage ignores all resistances, you aren't needing to debuff each individual enemy to make this useful.
Why they dont just change THE OBVIOUS on it from oblivion damage to magic damage or something so its still ok for pve and greatly lessened for pvp. They need more rocket scientists in the office!
That would make it likely weaker in PVE than it is now. Since mobs have resistances, and it is very unlikely, in a situation where this CP is even remotely useful, you have full penetration against the mobs. Since oblivion damage ignores all resistances, you aren't needing to debuff each individual enemy to make this useful.
It would still have a greater impact on pvp as resistances are generally higher and better than the u36 plan.
nokturnihs wrote: »Anyone think the changes to OO are good? Or is this just another grind enhancement change that makes the game less fun and more grindy?
nokturnihs wrote: »As mainly a PvE players it gets tiring to see more grind come out of these nerfs. That's my main gripe about it I guess. Pushing more grind back into casual PvE content....
FrancisCrawford wrote: »I've barely considered running it in PvE because it's useless against many bosses and weak against most others.
What have I been missing?
nokturnihs wrote: »As mainly a PvE players it gets tiring to see more grind come out of these nerfs. That's my main gripe about it I guess. Pushing more grind back into casual PvE content....
The CP is designed for PvP, look at the damage type.
In PvE is just ridicolous how strong it is against groups of trash mobs, I can't understand why PvErs love soo much this kind of zero effort nukes in an already soo easy content.
better question is why they decided to make it oblivion damage.
you get few sources of oblivion damage, one of which is a glyph and the other is an underwhelming 5 pc set, then you get this giant source out of nowhere that requires you to kill a weakling to proc it.
Sometimes I swear it feels like VD isn't being mitigated at all also. As in- two people will die next to me and I'll take 24k damage, and I'll be at resist cap on a tank build as well as being a dark elf, I should be able to block a lot of this damage. I guess it crits?
Finedaible wrote: »I like the concept and the option of oblivion damage because the tank meta will forever be a thing in PvP. However I think they have been going about it the wrong way by making all single-target sources of Oblivion damage exceedingly weak up to this point by subjecting them to health scaling (Decrease Health enchant, Knight Slayer, Sload's Semblance) and then introducing a VERY strong AOE option that is NOT subject to any health scaling in the form of Occult Overload; It should be the other way around with stronger single target and weaker AoE. Even with this nerf Occult Overload already does more damage than those other options. An enemy player would need to have 100k hp for Knight Slayer to reach its cap of 8000 for example, and at that point I doubt the set would help you much lol. The % hp scaling on oblivion damage should be adjusted slightly upwards imo, or make it punish things stacking absurd resistances a bit more.
YandereGirlfriend wrote: »Finedaible wrote: »I like the concept and the option of oblivion damage because the tank meta will forever be a thing in PvP. However I think they have been going about it the wrong way by making all single-target sources of Oblivion damage exceedingly weak up to this point by subjecting them to health scaling (Decrease Health enchant, Knight Slayer, Sload's Semblance) and then introducing a VERY strong AOE option that is NOT subject to any health scaling in the form of Occult Overload; It should be the other way around with stronger single target and weaker AoE. Even with this nerf Occult Overload already does more damage than those other options. An enemy player would need to have 100k hp for Knight Slayer to reach its cap of 8000 for example, and at that point I doubt the set would help you much lol. The % hp scaling on oblivion damage should be adjusted slightly upwards imo, or make it punish things stacking absurd resistances a bit more.
Definitely.
I've heard tell of a time (apparently right before I started playing during mid-Summerset) when Oblivion Damage and Sload's were both wickedly OP but they have WAY over-corrected in the opposite direction, nerfing it into Oblivion itself (ironic). Since I have been playing, Oblivion Damage has (outside of OO...) never been worth using.
Ramping up the health-scaling would work wonders. TBH, I'm not even sure why some of these sets are capped - like, if you're cheesing Health-stacking that much you sort of deserve it, IMO (not that anyone is currently maxing out these sets).
better question is why they decided to make it oblivion damage.
you get few sources of oblivion damage, one of which is a glyph and the other is an underwhelming 5 pc set, then you get this giant source out of nowhere that requires you to kill a weakling to proc it.
Sometimes I swear it feels like VD isn't being mitigated at all also. As in- two people will die next to me and I'll take 24k damage, and I'll be at resist cap on a tank build as well as being a dark elf, I should be able to block a lot of this damage. I guess it crits?