Oblivion Damage on Scribing Skills Cannot go Live

  • Sluggy
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    NoSoup 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.

    It's not that much more than we spend on potions.
  • jaws343
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    I imagine Oblivion's Edge 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.

    *wrong set name initially
    Edited by jaws343 on May 1, 2024 5:26PM
  • sarahthes
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    Sluggy wrote: »
    NoSoup 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.

    It's not that much more than we spend on potions.

    Except you're going to have to afford both.
  • Hottytotz
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    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.

    The whole point of this scribing skill out of the like 9 others is that its a spammable...... Its what its there for........
  • xylena_lazarow
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    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?
    PC/NA || CP/Cyro || RIP soft caps
  • MashmalloMan
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    NoSoup 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.
    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.

    sarahthes wrote: »
    Sluggy wrote: »
    NoSoup 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.

    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.

    jaws343 wrote: »
    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.

    Edited by MashmalloMan on May 1, 2024 5:20PM
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  • jaws343
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    NoSoup 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.
    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.

    sarahthes wrote: »
    Sluggy wrote: »
    NoSoup 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.

    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.

    jaws343 wrote: »
    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.
  • sarahthes
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    The same people who complain about having to farm columbine are going to take time out of their day to farm soul gems?
  • Necrotech_Master
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    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)
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • virtus753
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    jaws343 wrote: »
    NoSoup 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.
    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.

    sarahthes wrote: »
    Sluggy wrote: »
    NoSoup 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.

    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.

    jaws343 wrote: »
    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.
    Edited by virtus753 on May 1, 2024 8:52PM
  • StaticWave
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    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)

    Except that this "DoT" goes through resistances, shields, and blocking. Now slap an Oblivion dmg enchant on an Infused staff, which has a 2.5s glyph cooldown, and you're dealing ~4k - 4.5k true damage every 3 seconds. Not even Way of Fire on a NB can deal that much when critting, and it still requires you to stack weapon damage, crit chance, penetration, and sacrifice an entire 5 piece set to do so. It will still be mitigated by your target's resistances or block. It's like slapping an improved Way of Fire proc on your spammable lol.

    Since Soul Burst and Wield Soul have their own cooldowns for the oblivion damage, you can absolutely combine them together to deal 2.8k x 2 = 5600 true damage every 3 seconds, like this:

    y0zch27vs89p.png


    You legit could build 50k HP and still have the potential to get someone low if you time a burst combo right. For example:

    6w8ctjjl8mqk.png


    The 2 empty slots are for Wield Soul and Soul Burst. Now check the tooltip for Crystal Weapon and Curse before Battle Spirit:

    17ctgln78rn2.png
    2dg25tam2wvj.png

    8.6k Cwep and 11.9k Curse. With Battle Spirit that's 4.3k Cwep and 5.9k. With 82% crit damage and 21k pen fully buffed, you're going to deal around 4k-4.5k crit Cwep and 5k-6k crit Curse against a tanky opponent, totalling 9-10k.

    Now assuming I have another spammable in place of Wield Soul. At best it's going to give me 4k-5k extra burst. 15k is decent burst, but not enough to be lethal. A NB can hit that with a single bow proc. HOWEVER, the oblivion damage is going to change that equation completely. Add 5.6k TRUE damage to that and you're now doing 20k+ burst on a 49k HP tank.

    You know what sucks? You will need to buy the chapter to kill those tanks by using Oblivion damage to counter them. You almost cannot win next patch unless you cash out for the chapter lol.



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    PC NA

    Main:
    Static Wave - AD stamsorc

  • AmishDefector
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    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?
  • Bucky_13
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    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 they player who casts the attack have? The more you have the less potent the Oblivion damage gets to the point where a tank with 50k health and lots of resist + a shield hits like a wet noodle, like 50 oblivion damage per hit.

    Meanwhile, a 12k health player with no shields and 2k resistance hits like a truck. It would probably be based on current max health, so players can't cheese it by intentionally going down to 5% health, attack and then heal up in 2 seconds.

    Yes, it would mean that NB's would have a field day, but they would also be encouraged to be even more squishy and easy to be killed by other players.

    Scaling it from weapon/spell damage would mainly benefit organized groups with buffers, as in ball groups. By making it stronger the less defense you have, it will probably benefit solo players and zerglings more.

    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.
    Edited by Bucky_13 on May 3, 2024 7:06AM
  • ToRelax
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    Bucky_13 wrote: »
    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?
    It does that. 8% is still a lot for a secondary effect, however.
    Edit: And while I'm all for damage actually being mitigated by resistances and shields, ignoring them is the entire point of oblivion damage.
    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.
    Edited by ToRelax on May 3, 2024 6:50AM
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  • Bucky_13
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    ToRelax wrote: »
    Bucky_13 wrote: »
    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?
    It does that. 8% is still a lot for a secondary effect, however.
    Edit: And while I'm all for damage actually being mitigated by resistances and shields, ignoring them is the entire point of oblivion damage.

    What I mean by my idea is that if a player have 12k health and low resist, no shield, and they attack a player with 30k health, they deal 8% of that players 30k health. So 2400 damage dealt.

    If a player have 50k health, 20k resist and shields, and they attack a player with 30k health, they deal 0.1% of that players 30k health. So 30 damage dealt

    The % dealt to enemies scales based on attacking player's health, resist and shields. Say, from 0.1% to 8%
    ToRelax wrote: »
    Bucky_13 wrote: »
    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.
    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.
    Edited by Bucky_13 on May 3, 2024 7:14AM
  • StaticWave
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    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?
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    Main:
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  • Seraphayel
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    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.
    Edited by Seraphayel on May 3, 2024 8:09AM
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  • StaticWave
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    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.

    Easily accessible Oblivion damage is a bad game design for combat balance, and history has shown that through posts like these:

    Pre-nerf Infused on DW weapons with Oblivion glyph:

    https://forums.elderscrollsonline.com/en/discussion/comment/5569571#Comment_5569571

    Sloads:

    https://forums.elderscrollsonline.com/en/discussion/489809/dot-meta-vs-the-sloads-aprocalypse
    https://forums.elderscrollsonline.com/en/discussion/418283/just-get-rid-of-sloads-already/p1

    All of them were rightfully nerfed. It makes zero sense to bring it back. Besides, these abilities are locked behind a paywall, so that brings the pay-to-win factor into considering as well. I've already demonstrated that a 49k HP build can still achieve respectable burst by using these scribe abilities. You will have to buy the chapter to have a chance at countering them too. It's not healthy for the game.
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  • Necrotech_Master
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    StaticWave 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)
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Finedaible
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    Oblivion damage should scale with enemy resistances and not their health. In PvP you can stack resistances way above the mitigation cap, but in PvE enemies have a hard cap on resistances. This would have resolved ZoS's dilemma years ago surrounding oblivion damage in both game modes.
  • the1andonlyskwex
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    Time to dust off my glass cannon healer build.

    We need more oblivion damage (to make mitigation less powerful) and more damage that scales off of target health (to counteract health stacking). I vote for more oblivion damage, not less.
  • Wereswan
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    virtus753 wrote: »
    jaws343 wrote: »
    NoSoup 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.
    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.

    sarahthes wrote: »
    Sluggy wrote: »
    NoSoup 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.

    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.

    jaws343 wrote: »
    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.

    Good to know; crafting on a bunch of alts buries me in empties, and even with Soul-Splitting Trap, it's tedious work filling them all.
  • StaticWave
    StaticWave
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    StaticWave 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.

    Edited by StaticWave on May 4, 2024 4:11AM
    Platform:
    PC NA

    Main:
    Static Wave - AD stamsorc

  • Necrotech_Master
    Necrotech_Master
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    StaticWave wrote: »
    StaticWave 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.

    true

    it does already feel like sometimes i want to switch to more oblivion dmg to actually help get more kills, but theres never been a lot of good options for oblivion dmg

    though in some ways i do almost wish that people died in here as easily as someone dies in a first person shooter where time to kill is usually seconds
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • sarahthes
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    LOL well I guess this isn't a concern anymore.
  • acastanza_ESO
    acastanza_ESO
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    sarahthes wrote: »
    LOL well I guess this isn't a concern anymore.

    Neither is farming the scripts to be able to slot them....
  • Seraphayel
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    Great, they killed the only thing Scribing needed to provide, a class-agnostic ranged execute ability. Thanks for nothing I guess.
    Edited by Seraphayel on May 6, 2024 7:55PM
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • grzes848909
    grzes848909
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    Seraphayel wrote: »
    Great, they killed the only thing Scribing needed to provide, a class-agnostic ranged execute ability. Thanks for nothing I guess.

    they might add new scripts and skills in later updates no? They still could add focus script for excute
  • Jsmalls
    Jsmalls
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    This 100% needed to happen, I commend ZoS for correcting this before it went live.
  • ToRelax
    ToRelax
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    Can someone test whether the DoTs now stack from multiple casters on the same target? Other than that the numbers sound fairly reasonable at first glance.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
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