Seraphayel wrote: »Yes, let’s just remove the slightest bit of fun from a skill to make it another copy pasta of other skills. I‘d rather have them remove the spammable part and let it be an Oblivion + execute or whatever. We don’t need more spammables or 08/15 skills, we need something fresh and new and this is it. That it might be destroyed because of PvPers fearing the end result is just tragic but describes perfectly why everything in this game feels samey and therefore boring.
What’s the issue anyway? Everybody is way too tanky and there‘s too much self healing anyway. 1v1 battles take forever, I have no idea why y’all so afraid of this ability when we had the most annoying meta (where nothing really dies) for years now. A shakeup is desperately needed.
Seraphayel wrote: »Yes, let’s just remove the slightest bit of fun from a skill to make it another copy pasta of other skills. I‘d rather have them remove the spammable part and let it be an Oblivion + execute or whatever. We don’t need more spammables or 08/15 skills, we need something fresh and new and this is it. That it might be destroyed because of PvPers fearing the end result is just tragic but describes perfectly why everything in this game feels samey and therefore boring.
What’s the issue anyway? Everybody is way too tanky and there‘s too much self healing anyway. 1v1 battles take forever, I have no idea why y’all so afraid of this ability when we had the most annoying meta (where nothing really dies) for years now. A shakeup is desperately needed.
Seraphayel wrote: »Yes, let’s just remove the slightest bit of fun from a skill to make it another copy pasta of other skills. I‘d rather have them remove the spammable part and let it be an Oblivion + execute or whatever. We don’t need more spammables or 08/15 skills, we need something fresh and new and this is it. That it might be destroyed because of PvPers fearing the end result is just tragic but describes perfectly why everything in this game feels samey and therefore boring.
What’s the issue anyway? Everybody is way too tanky and there‘s too much self healing anyway. 1v1 battles take forever, I have no idea why y’all so afraid of this ability when we had the most annoying meta (where nothing really dies) for years now. A shakeup is desperately needed.
DerpyBossGamer wrote: »Seraphayel wrote: »Yes, let’s just remove the slightest bit of fun from a skill to make it another copy pasta of other skills. I‘d rather have them remove the spammable part and let it be an Oblivion + execute or whatever. We don’t need more spammables or 08/15 skills, we need something fresh and new and this is it. That it might be destroyed because of PvPers fearing the end result is just tragic but describes perfectly why everything in this game feels samey and therefore boring.
What’s the issue anyway? Everybody is way too tanky and there‘s too much self healing anyway. 1v1 battles take forever, I have no idea why y’all so afraid of this ability when we had the most annoying meta (where nothing really dies) for years now. A shakeup is desperately needed.
It's like you didn't read a word of what I wrote, where I specifically addressed the way this harms pvp, how it can be fixed without affecting pve at all, and how I have seen from personal experience on the PTS pvping for many hours this cycle that in just two weeks of people playing with oblivion damage the build meta has shifted and worsened the "tank meta" rather than fix it.
Oblivion Damage has now been designed to fulfill the role of a "giant slayer" in order to help balance its purpose, where it will deal much less damage to targets who do not specialize heavily into survivability, while becoming much stronger against high health targets. We also wanted to ensure that Oblivion Damage had a role in PvE, where it could be used as a base line without over-performing other forms of damage that require heavy investment to optimize their impact. Note that Oblivion Damage will continue to bypass all forms of mitigations and bonuses, and will be unable to critically strike.
Give it the same 7800 WD offensive stat scaling they gave to MDW.necro_the_crafter wrote: »Hope the mechanic make its way into live but adjusted so it wont be abused
This honestly needs more attention.
Provide a Cooldown to this script (this needs to be across both the single target and AoE spammable). I don't know how to word this but it needs to be on the character side of the system, no player should take Oblivion damage from this Script more than once every 3 seconds (I would also suggest changing this to 5 seconds because dueling with this ability the SECONDARY EFFECT was always in my top 3 damage sources).
Honestly now I'm worried because we're already at the 3 week marker and generally stuff past this point makes it into live.
I also think it's significantly worse than OP stated.
Realistically 6-8 players (built to be complete Tanks with no damage) will likely one shot anybody in the radius of the AoE damage. Because even if the AoE does 1-2k damage, by the time the first 4-5 players have cast opponents will be below the threshold and it will start scaling to 12%, 14%, and 16% oblivion damage. And really no counterplay to it, if you get pulled (even the set that's suppose to counter pulls gets countered lol) and they time it decently it's over.
And this will be possible on a 3 second cooldown...
Ball groups will only be killable by other ball groups doing the EXACT same thing because there will be no reason to not just build for complete survivability with this. Literally no damage required, It's all in one ability.
Been calling out this ability as a problem from Day 1 of the PTS.
Generally they build somewhat for damage and generally there is a longer cooldown between "bombs" because it's utilizing ultimates. As long as you rotate individuals pulling this can be done every 3 seconds (is there an internal cooldown for non CC pulls, I forget, if so every 8 seconds).
So you're used to 40k health ball groups, now you'll see 50k health ball groups with 2 tank sets, cuz why not?
They are already a huge problem but at least currently there bombs are pretty spaced out. This is literally buffing them.
Aiden_Ayzaria wrote: »A solution to satisfy everyone would be to put a per target cooldown similar to what they did with Snake in the Stars. Basically it would mean a target can only be affected by an instance of Anchorite's cruelty damage from any source once every 3 seconds. It would prevent zergs and coordinated group spamming oblivion damage at you, also preventing the soul wield + soul burst combo where people can chain these oblivion damage sources with very high uptime.
@DerpyBossGamer
I'm doubling down on everything he stated. I'm seeing the EXACT same results. In a 5 minute fight I used 50 soul gems. 50... There's an average of a soul gem every 6 seconds. And we thought potions were a lot to upkeep... Just wait.
DerpyBossGamer wrote: »Aiden_Ayzaria wrote: »A solution to satisfy everyone would be to put a per target cooldown similar to what they did with Snake in the Stars. Basically it would mean a target can only be affected by an instance of Anchorite's cruelty damage from any source once every 3 seconds. It would prevent zergs and coordinated group spamming oblivion damage at you, also preventing the soul wield + soul burst combo where people can chain these oblivion damage sources with very high uptime.
I think putting a per target cooldown on Anchorites Cruelty would be a great change and should absolutely happen, but that still leaves the problem of Wield Soul as a single target spammable. Against typical PvP builds the oblivion damage itself is hitting for over 7k when the execute is in play, which makes it a guaranteed kill confirm against pretty much anyone under 10k hp. Oblivion damage is always top 3 damage on CMX even when playing burst builds like magsorc where I'm hitting 8-12k frags on top of that. This oblivion damage is a far worse problem than people in this thread seem to realize.
I think basing the oblivion damage off of offensive stats and hitting 8% of max hp at some high weapon/spell damage level level like master's dw is an interesting possible change and would certainly discourage the gameplay that the oblivion damage is leaning towards right now.
Comparing this skill is Knight Slayer is entirely missing the point. Knight Slayer is a proc set that requires you to sacrifice two global skill cooldowns to get off one heavy attack for 8% of their max hp of oblivion damage. A fully charged heavy attack can be stopped with a stun, with kiting, etc. Wield Soul is a SPAMMABLE ABILITY that deals that damage in addition to having the upfront damage of a spammable and giving the enemy major defile or yourself major vitality for four seconds and in the next two seconds you are able to use any skill you need to such as a heal, a mobility skill, a crowd control skill, a burst skill, etc, and then just cast oblivion damage again. Not to mention this oblivion damage also executes so people with 5-7k hp left underneath a 15k ward die instantly. This is not comparable at all.
If oblivion damage is to be kept on the skill, it has to be reduced to a value lower than that of Knight Slayer--like 4%--and also have the execute removed. It will still be the strongest spammable in the game; the oblivion damage will still be ridiculously oppressive; it will still allow it to function as a "giant slayer" skill, but it will not make the game unplayable without running this spammable as it is on PTS at the moment.
In terrms of the damage cap, you need to be fighting a target with over 120k hp to hit the cap on the oblivion damage (60k to hit the cap with the execute at full strength).
If anyone truly doubts the magnitude of the issue, I invite you to duel me on the PTS. I will play any class of your choosing.
Apropos of nothing, you can buy filled soul gems from the vendors in trial lobbys.
Seraphayel wrote: »Yes, let’s just remove the slightest bit of fun from a skill to make it another copy pasta of other skills. I‘d rather have them remove the spammable part and let it be an Oblivion + execute or whatever. We don’t need more spammables or 08/15 skills, we need something fresh and new and this is it. That it might be destroyed because of PvPers fearing the end result is just tragic but describes perfectly why everything in this game feels samey and therefore boring.
What’s the issue anyway? Everybody is way too tanky and there‘s too much self healing anyway. 1v1 battles take forever, I have no idea why y’all so afraid of this ability when we had the most annoying meta (where nothing really dies) for years now. A shakeup is desperately needed.
Necrotech_Master wrote: »Apropos of nothing, you can buy filled soul gems from the vendors in trial lobbys.
which people will do when they run out of stocks
at that point it will start being a notice able gold sink if people continue eating 1000s of soul gems every day
at some point it might even be worth buying soul gems on guild stores if the cost is better
assuming the cost of the filled soul gem is like at least 150g each, 1 stack of 200 is 30,000 gold worth, and using say 2500 soul gems per day of pvp (lowball rough estimate), thats 12-13 stacks per day or 360k-390k soul gems per day if your paying the NPC vendor prices (could be more if my 150g from the npc estimate is low lol)
and this is only counting soul gems being consumed for the oblivion proc use, not rezing or recharging weapons
it wont be a problem initially, but maybe 3-6 months later that will be when the complaints about soul gem cost start lol
the people who have deep gold pockets might take longer to notice
Necrotech_Master wrote: »Apropos of nothing, you can buy filled soul gems from the vendors in trial lobbys.
which people will do when they run out of stocks
at that point it will start being a notice able gold sink if people continue eating 1000s of soul gems every day
at some point it might even be worth buying soul gems on guild stores if the cost is better
assuming the cost of the filled soul gem is like at least 150g each, 1 stack of 200 is 30,000 gold worth, and using say 2500 soul gems per day of pvp (lowball rough estimate), thats 12-13 stacks per day or 360k-390k soul gems per day if your paying the NPC vendor prices (could be more if my 150g from the npc estimate is low lol)
and this is only counting soul gems being consumed for the oblivion proc use, not rezing or recharging weapons
it wont be a problem initially, but maybe 3-6 months later that will be when the complaints about soul gem cost start lol
the people who have deep gold pockets might take longer to notice
Pretty sure a full soulgeam from a Mystic costs 500 gold. So you're looking at $100,000 for a stack of 200. It won't take long at all for Guild Trader prices to match the vender prices. Empty soul gems are 50gold but you obviouly have to fill them.
So yes, it might be abused for the first few weeks, maybe a month but then the cost will start catching up to people and the usage will drop off massively.
MashmalloMan wrote: »Necrotech_Master wrote: »Apropos of nothing, you can buy filled soul gems from the vendors in trial lobbys.
which people will do when they run out of stocks
at that point it will start being a notice able gold sink if people continue eating 1000s of soul gems every day
at some point it might even be worth buying soul gems on guild stores if the cost is better
assuming the cost of the filled soul gem is like at least 150g each, 1 stack of 200 is 30,000 gold worth, and using say 2500 soul gems per day of pvp (lowball rough estimate), thats 12-13 stacks per day or 360k-390k soul gems per day if your paying the NPC vendor prices (could be more if my 150g from the npc estimate is low lol)
and this is only counting soul gems being consumed for the oblivion proc use, not rezing or recharging weapons
it wont be a problem initially, but maybe 3-6 months later that will be when the complaints about soul gem cost start lol
the people who have deep gold pockets might take longer to notice
Pretty sure a full soulgeam from a Mystic costs 500 gold. So you're looking at $100,000 for a stack of 200. It won't take long at all for Guild Trader prices to match the vender prices. Empty soul gems are 50gold but you obviouly have to fill them.
So yes, it might be abused for the first few weeks, maybe a month but then the cost will start catching up to people and the usage will drop off massively.
You're totally right. Except this passive exists for a reason, it's just never been useful until now. You don't even need to slot a soul magic ability. This passive is effective all the time.I'm perplexed to hear people think the gem cost is even a concern when we've complained about the economy being inflated due to missing gold sinks for years. There are multiple being added this patch and I'm seeing complaints about them despite them being good steps in the right direction.
- Filled soul gems can never surpass the 500g guild trader cost because they can be obtained from NPC's, this means it will most likely peak at 300-400g.
- Lazy players will purchase filled soul gems from mystics or guild traders for x7-x10 the cost.
- Smart players will purchase and carry 100s to even 1000s of empty soul gems for 50g each, play as they normally would, then sell the excess filled gems to said lazy players. Effectively, introducing a mini crafting job.
I'd suggest focusing on the topic of the oblivion damage. The soul gem cost to use these abilities is probably one of the coolest interactions they've added to the game to revitalize trivialized 10 year old content.
- Grimoires
- Scripts
- Empty Soul Gems
- Soul Gems
- Guild Trader 14 day limit over 30 days