Oh I don't think anyone is complaining about the cost of soul gems. The point myself and I believe others were trying to make is that the cost of soul gems will help to balance the use of these skills. People arn't going to be going into Cyrodil spamming the skills when it's costing them 50k an hour to do so.
Oh I don't think anyone is complaining about the cost of soul gems. The point myself and I believe others were trying to make is that the cost of soul gems will help to balance the use of these skills. People arn't going to be going into Cyrodil spamming the skills when it's costing them 50k an hour to do so.
It's not that much more than we spend on potions.
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.
Oh I don't think anyone is complaining about the cost of soul gems. The point myself and I believe others were trying to make is that the cost of soul gems will help to balance the use of these skills. People arn't going to be going into Cyrodil spamming the skills when it's costing them 50k an hour to do so.
xylena_lazarow wrote: »100% promise that soul gems won't even register as something gatekeeping broke PvPers, gems will still be worth pennies compared to the usual hard gold barriers like Columbine, Hakeijos, Perfect Roe, Dreugh Wax, etc.
The problem here is that the flat scaling enables 50k hp tankhealbots to also deal threatening levels of damage. From 41m range, and it's oblivion damage, and it has execute scaling. Good thing we nerfed flat scaling MDW though right?
Oh I don't think anyone is complaining about the cost of soul gems. The point myself and I believe others were trying to make is that the cost of soul gems will help to balance the use of these skills. People arn't going to be going into Cyrodil spamming the skills when it's costing them 50k an hour to do so.
It's not that much more than we spend on potions.
Except you're going to have to afford both.
I imagine Oblivion's Foe is going to be a peak farming set with this skill. Buy thousands of empty gems, put the set on, and fill a gem every time you kill something. You could farm stacks of these in endless archive, or public dungeon loops.
MashmalloMan wrote: »Oh I don't think anyone is complaining about the cost of soul gems. The point myself and I believe others were trying to make is that the cost of soul gems will help to balance the use of these skills. People arn't going to be going into Cyrodil spamming the skills when it's costing them 50k an hour to do so.xylena_lazarow wrote: »100% promise that soul gems won't even register as something gatekeeping broke PvPers, gems will still be worth pennies compared to the usual hard gold barriers like Columbine, Hakeijos, Perfect Roe, Dreugh Wax, etc.
The problem here is that the flat scaling enables 50k hp tankhealbots to also deal threatening levels of damage. From 41m range, and it's oblivion damage, and it has execute scaling. Good thing we nerfed flat scaling MDW though right?
Thank you, my point was the cost shouldn't even be a topic of balance discussion as if it somehow justifies any sort of power. It does not. It's negligible if you're smart about filling empty soul gems for 1/10th the cost.Oh I don't think anyone is complaining about the cost of soul gems. The point myself and I believe others were trying to make is that the cost of soul gems will help to balance the use of these skills. People arn't going to be going into Cyrodil spamming the skills when it's costing them 50k an hour to do so.
It's not that much more than we spend on potions.
Except you're going to have to afford both.
Weapon poisons are an additional consumable expense, yet it was meta to use in pvp for years. It still would be if enchants weren't as useful for burst and buffed status effects.I imagine Oblivion's Foe is going to be a peak farming set with this skill. Buy thousands of empty gems, put the set on, and fill a gem every time you kill something. You could farm stacks of these in endless archive, or public dungeon loops.
You don't need to slot Oblivion's Foe or a Soul Magic skill to benefit from the passive to fill a Soul Gem. What you may be thinking of is Oblivion's Edge:
- (2 items) Adds 657 Critical Chance
- (3 items) Adds 129 Weapon and Spell Damage
- (4 items) Adds 129 Stamina Recovery
- (5 items) Adds 258 Weapon and Spell Damage, When you kill an enemy, you fill an empty Soul Gem and heal for 5906 Health. The heal can occur once every 10 seconds and scales off the higher of your Max Magicka or Stamina.
MashmalloMan wrote: »Oh I don't think anyone is complaining about the cost of soul gems. The point myself and I believe others were trying to make is that the cost of soul gems will help to balance the use of these skills. People arn't going to be going into Cyrodil spamming the skills when it's costing them 50k an hour to do so.xylena_lazarow wrote: »100% promise that soul gems won't even register as something gatekeeping broke PvPers, gems will still be worth pennies compared to the usual hard gold barriers like Columbine, Hakeijos, Perfect Roe, Dreugh Wax, etc.
The problem here is that the flat scaling enables 50k hp tankhealbots to also deal threatening levels of damage. From 41m range, and it's oblivion damage, and it has execute scaling. Good thing we nerfed flat scaling MDW though right?
Thank you, my point was the cost shouldn't even be a topic of balance discussion as if it somehow justifies any sort of power. It does not. It's negligible if you're smart about filling empty soul gems for 1/10th the cost.Oh I don't think anyone is complaining about the cost of soul gems. The point myself and I believe others were trying to make is that the cost of soul gems will help to balance the use of these skills. People arn't going to be going into Cyrodil spamming the skills when it's costing them 50k an hour to do so.
It's not that much more than we spend on potions.
Except you're going to have to afford both.
Weapon poisons are an additional consumable expense, yet it was meta to use in pvp for years. It still would be if enchants weren't as useful for burst and buffed status effects.I imagine Oblivion's Foe is going to be a peak farming set with this skill. Buy thousands of empty gems, put the set on, and fill a gem every time you kill something. You could farm stacks of these in endless archive, or public dungeon loops.
You don't need to slot Oblivion's Foe or a Soul Magic skill to benefit from the passive to fill a Soul Gem. What you may be thinking of is Oblivion's Edge:
- (2 items) Adds 657 Critical Chance
- (3 items) Adds 129 Weapon and Spell Damage
- (4 items) Adds 129 Stamina Recovery
- (5 items) Adds 258 Weapon and Spell Damage, When you kill an enemy, you fill an empty Soul Gem and heal for 5906 Health. The heal can occur once every 10 seconds and scales off the higher of your Max Magicka or Stamina.
Yeah, Edge was what I meant. Not foe.
Necrotech_Master wrote: »in terms of the actual dmg provided by the proc, i dont see it as an issue still, it can only occur every 3 seconds, and has the same base value as knight slayer (8% hp dmg)
if you run 35k hp would be 2800 dmg taken from this proc if your over 50% hp, and since it could occur only every 3 seconds, that would be about 930 dps equivalent, on par or slightly above that of some dots, it would add more pressure if the enemy got into execute range
the execute scaling would actually maybe have better chance to kill people through all of the awful mitigation out there and help alleviate the tank meta, tank means nothing to oblivion dmg
if 2 tanky people go at it, this one proc while it might show higher on combat metrics, would still be unlikely to kill each other if they are playing optimally
they would simply mitigate most of the non oblivion dmg
could they tweak it a bit? i wouldnt have an issue if they dropped the base oblivion dmg from like 8 to 5%, or keep 8% but maybe drop the execute portion (without the execute it would be functionally equivalent to knight slayer, but your not giving up a full 5pc set or heavy attacking to get the bonus)
It does that. 8% is still a lot for a secondary effect, however.One new way to handle this, and oblivion damage in general, could be to scale it with how much of a glass cannon the player is. What if the amount of oblivion damage dealt depends on how little health, resistance and shields you have?
Ganking isn't the issue.EDIT: You could actually make dealing oblivion damage give you a 5-10 second debuff that prevent's invisibility, like when someone uses detect pots on you. This would make it far more risky for a ganker to use so it rewards glass cannon players who don't use invis or cloak.
It does that. 8% is still a lot for a secondary effect, however.One new way to handle this, and oblivion damage in general, could be to scale it with how much of a glass cannon the player is. What if the amount of oblivion damage dealt depends on how little health, resistance and shields you have?
Edit: And while I'm all for damage actually being mitigated by resistances and shields, ignoring them is the entire point of oblivion damage.
I can see it being used if goes higher than 8% because of execute scaling, or if the % could go higher than 8% for glass cannons. Snipe -> LA -> Oblivion damage -> Cloak would be easy mode for NB gankers in that case.EDIT: You could actually make dealing oblivion damage give you a 5-10 second debuff that prevent's invisibility, like when someone uses detect pots on you. This would make it far more risky for a ganker to use so it rewards glass cannon players who don't use invis or cloak.
Ganking isn't the issue.
AmishDefector wrote: »What about changing the value to cap at 5% of max health and then get rid of the 30% damage reduction from vampire while battle spirit is active or reduce its value in half?
Seraphayel wrote: »See and that’s where I disagree, it absolutely should be Oblivion damage particularly with PvP in mind.
ZOS can change whatever they want for this skill, but Oblivion damage and the execute mechanic should stay as they are. I would love if they would add some flavor for each class so this really could become either a spammable w/o Oblivion damage / execute or could stay the Oblivion damage execute as it is now.
It just won’t happen for Gold Road anymore, way too late for that. I‘m curious to see what changes they’ll do with the next PTS build, but that most likely will be it for Scribing balancing until the Q3 update.
@Bucky_13 Your idea sounds great in my opinion, glass cannons should hit like a truck, tanks shouldn’t.
StaticWave wrote: »AmishDefector wrote: »What about changing the value to cap at 5% of max health and then get rid of the 30% damage reduction from vampire while battle spirit is active or reduce its value in half?
It shouldn't be oblivion damage. Oblivion damage is supposed to be difficult to acquire, and if acquired, should come with major trade-offs. For example, Star Venom, Sloads, and Knight Slayer are 5-piece sets that deal oblivion damage. Star Venom only lasts 4s and has a 12s cooldown, and doesn't stack with other Star Venom effects. Sloads has a chance to deal oblivion damage over time, but the tooltip is not significant. Knight Slayer has the same tooltip as Wield Soul's oblivion proc, but requires you to full charge a heavy attack. Wearing an Infused Staff/2H can let you proc oblivion glyph every 2.5s, but you are sacrificing 3k pen for that.
Wield Soul and Soul Burst's oblivion damage don't have any trade-offs at all. The proc condition is also super easy. Imagine you're in Cyrodiil on a 30k HP build and 3 players hit you with Wield Soul from range, with each spammable dealing 5k damage, totaling 15k. You block all 3 of them and only take 6k damage from the spammable, but you still take 7.2k true damage through block. You see how problematic that is?
MashmalloMan wrote: »Oh I don't think anyone is complaining about the cost of soul gems. The point myself and I believe others were trying to make is that the cost of soul gems will help to balance the use of these skills. People arn't going to be going into Cyrodil spamming the skills when it's costing them 50k an hour to do so.xylena_lazarow wrote: »100% promise that soul gems won't even register as something gatekeeping broke PvPers, gems will still be worth pennies compared to the usual hard gold barriers like Columbine, Hakeijos, Perfect Roe, Dreugh Wax, etc.
The problem here is that the flat scaling enables 50k hp tankhealbots to also deal threatening levels of damage. From 41m range, and it's oblivion damage, and it has execute scaling. Good thing we nerfed flat scaling MDW though right?
Thank you, my point was the cost shouldn't even be a topic of balance discussion as if it somehow justifies any sort of power. It does not. It's negligible if you're smart about filling empty soul gems for 1/10th the cost.Oh I don't think anyone is complaining about the cost of soul gems. The point myself and I believe others were trying to make is that the cost of soul gems will help to balance the use of these skills. People arn't going to be going into Cyrodil spamming the skills when it's costing them 50k an hour to do so.
It's not that much more than we spend on potions.
Except you're going to have to afford both.
Weapon poisons are an additional consumable expense, yet it was meta to use in pvp for years. It still would be if enchants weren't as useful for burst and buffed status effects.I imagine Oblivion's Foe is going to be a peak farming set with this skill. Buy thousands of empty gems, put the set on, and fill a gem every time you kill something. You could farm stacks of these in endless archive, or public dungeon loops.
You don't need to slot Oblivion's Foe or a Soul Magic skill to benefit from the passive to fill a Soul Gem. What you may be thinking of is Oblivion's Edge:
- (2 items) Adds 657 Critical Chance
- (3 items) Adds 129 Weapon and Spell Damage
- (4 items) Adds 129 Stamina Recovery
- (5 items) Adds 258 Weapon and Spell Damage, When you kill an enemy, you fill an empty Soul Gem and heal for 5906 Health. The heal can occur once every 10 seconds and scales off the higher of your Max Magicka or Stamina.
Yeah, Edge was what I meant. Not foe.
I usually just toss Soul Splitting Trap everywhere in Crimson Cove and listen to the slot machine go. I wonder if Edge can triple stack with Trap and Soul Lock.
ETA: They all stack. 3x soul gems filled off of one mob when Soul Lock procs.
Necrotech_Master wrote: »StaticWave wrote: »AmishDefector wrote: »What about changing the value to cap at 5% of max health and then get rid of the 30% damage reduction from vampire while battle spirit is active or reduce its value in half?
It shouldn't be oblivion damage. Oblivion damage is supposed to be difficult to acquire, and if acquired, should come with major trade-offs. For example, Star Venom, Sloads, and Knight Slayer are 5-piece sets that deal oblivion damage. Star Venom only lasts 4s and has a 12s cooldown, and doesn't stack with other Star Venom effects. Sloads has a chance to deal oblivion damage over time, but the tooltip is not significant. Knight Slayer has the same tooltip as Wield Soul's oblivion proc, but requires you to full charge a heavy attack. Wearing an Infused Staff/2H can let you proc oblivion glyph every 2.5s, but you are sacrificing 3k pen for that.
Wield Soul and Soul Burst's oblivion damage don't have any trade-offs at all. The proc condition is also super easy. Imagine you're in Cyrodiil on a 30k HP build and 3 players hit you with Wield Soul from range, with each spammable dealing 5k damage, totaling 15k. You block all 3 of them and only take 6k damage from the spammable, but you still take 7.2k true damage through block. You see how problematic that is?
well you pointed out the problem with current oblivion dmg, it all mostly kind of sucks
people need to die in pvp, i see no problem with have a tool to do that
i completely agree though that this being locked behind a paywall is kind of problematic, as well as a bit of grind, and then eventually down the line the cost of soul gems (i dont think people realize how fast they are going to burn through those, even if there are ways to produce more thats still going to be an added gold cost along with pots/poisons/food)
i dont think it should remove the oblivion dmg option, but i wouldnt be opposed if they nerfed it in some way (removing execute, reducing the oblivion % dmg, or a mix of both)
StaticWave wrote: »Necrotech_Master wrote: »StaticWave wrote: »AmishDefector wrote: »What about changing the value to cap at 5% of max health and then get rid of the 30% damage reduction from vampire while battle spirit is active or reduce its value in half?
It shouldn't be oblivion damage. Oblivion damage is supposed to be difficult to acquire, and if acquired, should come with major trade-offs. For example, Star Venom, Sloads, and Knight Slayer are 5-piece sets that deal oblivion damage. Star Venom only lasts 4s and has a 12s cooldown, and doesn't stack with other Star Venom effects. Sloads has a chance to deal oblivion damage over time, but the tooltip is not significant. Knight Slayer has the same tooltip as Wield Soul's oblivion proc, but requires you to full charge a heavy attack. Wearing an Infused Staff/2H can let you proc oblivion glyph every 2.5s, but you are sacrificing 3k pen for that.
Wield Soul and Soul Burst's oblivion damage don't have any trade-offs at all. The proc condition is also super easy. Imagine you're in Cyrodiil on a 30k HP build and 3 players hit you with Wield Soul from range, with each spammable dealing 5k damage, totaling 15k. You block all 3 of them and only take 6k damage from the spammable, but you still take 7.2k true damage through block. You see how problematic that is?
well you pointed out the problem with current oblivion dmg, it all mostly kind of sucks
people need to die in pvp, i see no problem with have a tool to do that
i completely agree though that this being locked behind a paywall is kind of problematic, as well as a bit of grind, and then eventually down the line the cost of soul gems (i dont think people realize how fast they are going to burn through those, even if there are ways to produce more thats still going to be an added gold cost along with pots/poisons/food)
i dont think it should remove the oblivion dmg option, but i wouldnt be opposed if they nerfed it in some way (removing execute, reducing the oblivion % dmg, or a mix of both)
There are other ways to make people die without resorting to a specific damage mechanic of the game. All that would do is force people to run oblivion damage if they want to kill anybody. I would rather ZOS nerf the current overperforming defensive mechanics like Undeath, built in 15% dmg mitigation with Battle Spirit, easy access to mitigation, ease of stacking weapon/spell damage and crit healing, ease of stacking high HP, and cross-healing. ZOS will also have to nerf the damage counterpart of the equation too or people will get 1-2 shotted everytime they PvP. That means lowering the damage power creep by reducing sources of crit damage, ease of access to penetration, etc.
Seraphayel wrote: »Great, they killed the only thing Scribing needed to provide, a class-agnostic ranged execute ability. Thanks for nothing I guess.