I honestly don't hate the idea of an oblivion damage DoT. I really like these patch notes changes, it feels like ZOS really took player feedback into account. Balancing and tuning will likely still need to happen, but I think overall these patch notes were solid. I'm really happy with the unique take on oblivion damage and I'm curious to see how it'll end up working in pvp.
I honestly don't hate the idea of an oblivion damage DoT. I really like these patch notes changes, it feels like ZOS really took player feedback into account. Balancing and tuning will likely still need to happen, but I think overall these patch notes were solid. I'm really happy with the unique take on oblivion damage and I'm curious to see how it'll end up working in pvp.
If it's not bursty or sustained pressure I doubt it'll be used at all.
I honestly don't hate the idea of an oblivion damage DoT. I really like these patch notes changes, it feels like ZOS really took player feedback into account. Balancing and tuning will likely still need to happen, but I think overall these patch notes were solid. I'm really happy with the unique take on oblivion damage and I'm curious to see how it'll end up working in pvp.
If it's not bursty or sustained pressure I doubt it'll be used at all.
This 100% needed to happen, I commend ZoS for correcting this before it went live.
I'm worried this will be a second coming of Sload's call. For those who do not remember, when Summerset came out there was a set called Sload's Call which everyone uses. DMGing any enemy applied a dot which did oblivion damage. It was horrible. Nightblades couldn't cloak, Templars ran out of Mag having to purge it, DKs and Wardens did mostly fine. Sorcs struggled with the dmg going through sheilds.
It was hell on earth (Tamriel)
MentalxHammer wrote: »This 100% needed to happen, I commend ZoS for correcting this before it went live.
Agreed. TY ZOS for listening to our concerns and making changesI'm worried this will be a second coming of Sload's call. For those who do not remember, when Summerset came out there was a set called Sload's Call which everyone uses. DMGing any enemy applied a dot which did oblivion damage. It was horrible. Nightblades couldn't cloak, Templars ran out of Mag having to purge it, DKs and Wardens did mostly fine. Sorcs struggled with the dmg going through sheilds.
It was hell on earth (Tamriel)
From testing it doesn't seem to be too oppressive. I like that it scales with the opponents max health, so it won't be oppressive if you run a reasonable amount of health, but punishing for people building unnecessarily high HP in PvP.
I'm worried this will be a second coming of Sload's call. For those who do not remember, when Summerset came out there was a set called Sload's Call which everyone uses. DMGing any enemy applied a dot which did oblivion damage. It was horrible. Nightblades couldn't cloak, Templars ran out of Mag having to purge it, DKs and Wardens did mostly fine. Sorcs struggled with the dmg going through sheilds.
It was hell on earth (Tamriel)
I'm worried this will be a second coming of Sload's call. For those who do not remember, when Summerset came out there was a set called Sload's Call which everyone uses. DMGing any enemy applied a dot which did oblivion damage. It was horrible. Nightblades couldn't cloak, Templars ran out of Mag having to purge it, DKs and Wardens did mostly fine. Sorcs struggled with the dmg going through sheilds.
It was hell on earth (Tamriel)
Not sure why some ppl try to play down the (former) problem and just talk about 4,5K/3s and don't talk about the execute and the affix and focus scripts?SkaraMinoc wrote: »Not sure why 4.5k oblivion damage every 3 seconds needed a nerf. That's not significant at all and yes I did test it on PTR.
But okay let's keep listening to the dueling community who hyperfocuses, overanalyzes, and criticizes anything that could possibly be halfway decent so it doesn't make it to Live. We can't have good skills or damage in the game. No fun allowed.
SkaraMinoc wrote: »Not sure why ~3k oblivion damage every 3 seconds needed a nerf. That's not significant at all and yes I did test it on PTS.
If a guaranteed oblivion damage DoT with execute scaling as secondary skill effect is useless to you, that's a you problem.
Seraphayel wrote: »If a guaranteed oblivion damage DoT with execute scaling as secondary skill effect is useless to you, that's a you problem.
No, it‘s a problem of the ongoing PvP meta where DoTs are subpar in basically all scenarios, Oblivion damage or execute scaling left aside. It ticks in best case scenarios for 2,8k/2s or 1,5k/1s damage which is already not much.
Another issue with this change is that it buffs classes/builds that already have execute abilities and nerfs classes that don’t. MagCro and MagDen are struck with no proper execute (MagDK as well but they have enough pressure already), while already very potent execute classes like Sorc, NB and Templar get an additional DoT on top of their already overperforming execute abilities. Does nobody recognize a problem here? This change is weakening weak PvP builds even further.
For PvE Scribing is either way not of significant importance due to everything besides trifectas & co. being too easy anyway.
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.
dcam86b14_ESO wrote: »So just rework your build ...adapt to overcome , its that simple
Seraphayel wrote: »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.
I read exactly what you wrote, maybe you didn’t read what I wrote. I basically advocate for this skill to stay exactly as is for PvP. That Oblivion damage part is completely irrelevant for PvE, PvE is already so easy that it doesn’t need things like this at all. It’s something that’s tailormade for PvP and yet you want it changed for PvP - and I just say no to that, because it would destroy its main purpose of mainly being a PvP skill with that combination. Basically anything that shifts the meta right now is welcome.
Necrotech_Master wrote: »
to go along with this, the only way you will ever see ticks of 2800 or 1500 is if the target has 100k max hp or greater
will likely never see this in pvp unless the current emp was a necromancer running goliath form lol
to give more realistic scenarios:
35k hp target: 2.8% = 980 dmg, 1.5% = 525 dmg
45k hp target: 2.8% = 1260 dmg, 1.5% = 625 dmg
MashmalloMan wrote: »Necrotech_Master wrote: »
to go along with this, the only way you will ever see ticks of 2800 or 1500 is if the target has 100k max hp or greater
will likely never see this in pvp unless the current emp was a necromancer running goliath form lol
to give more realistic scenarios:
35k hp target: 2.8% = 980 dmg, 1.5% = 525 dmg
45k hp target: 2.8% = 1260 dmg, 1.5% = 625 dmg
Pretty sure the design idea is to melt the more common tanky builds in execute, while still being effective for ridiculously high HP builds too. You need to consider the execute scaling gives up to +100% damage, on a 50k HP target, the damage will double and cap out. On anything above 50k hp, you will start wasting a bit of power in execute, but the base damage still improves above execute.
If execute wasn't a part of the power budget, they wouldn't of added it to begin with. It's disingenuous to not include it.
50k hp target:
- Soul Burst = 2.8%/2s for 10s = 1400 dmg scaling up to 2800, the cap
- Wield Soul = 1.5%/1s for 5s = 750 dmg scaling up to 1500, the cap
100k hp target:
- Soul Burst = 2.8%/2s for 10s = 2800 dmg capped regardless of execute
- Wield Soul = 1.5%/1s for 5s = 1500 dmg capped regardless of execute
75k hp target:
- Soul Burst = 2.8%/2s for 10s = 2100 dmg scaling up to 2800, the cap
- Wield Soul = 1.5%/1s for 5s = 1125 dmg scaling up to 1500, the cap
In reality, most targets will be in the 35-45k range like you showed for sure, but Oblivion damage isn't meant for the average build, it's meant for hp stacking tanks, so it makes perfect sense you'd only get around 60-75% the value (when considering execute) for that type of player.
Necrotech_Master wrote: »MashmalloMan wrote: »Necrotech_Master wrote: »
to go along with this, the only way you will ever see ticks of 2800 or 1500 is if the target has 100k max hp or greater
will likely never see this in pvp unless the current emp was a necromancer running goliath form lol
to give more realistic scenarios:
35k hp target: 2.8% = 980 dmg, 1.5% = 525 dmg
45k hp target: 2.8% = 1260 dmg, 1.5% = 625 dmg
Pretty sure the design idea is to melt the more common tanky builds in execute, while still being effective for ridiculously high HP builds too. You need to consider the execute scaling gives up to +100% damage, on a 50k HP target, the damage will double and cap out. On anything above 50k hp, you will start wasting a bit of power in execute, but the base damage still improves above execute.
If execute wasn't a part of the power budget, they wouldn't of added it to begin with. It's disingenuous to not include it.
50k hp target:
- Soul Burst = 2.8%/2s for 10s = 1400 dmg scaling up to 2800, the cap
- Wield Soul = 1.5%/1s for 5s = 750 dmg scaling up to 1500, the cap
100k hp target:
- Soul Burst = 2.8%/2s for 10s = 2800 dmg capped regardless of execute
- Wield Soul = 1.5%/1s for 5s = 1500 dmg capped regardless of execute
75k hp target:
- Soul Burst = 2.8%/2s for 10s = 2100 dmg scaling up to 2800, the cap
- Wield Soul = 1.5%/1s for 5s = 1125 dmg scaling up to 1500, the cap
In reality, most targets will be in the 35-45k range like you showed for sure, but Oblivion damage isn't meant for the average build, it's meant for hp stacking tanks, so it makes perfect sense you'd only get around 60-75% the value (when considering execute) for that type of player.
i wasnt sure if it still retained the execute portion when they shifted it to a dot lol, and i dont think i ever heard an answer when i had asked a few weeks ago in an early thread about the oblivion execute if the dmg cap applied before or after the execute scaling (i had assumed before though)
Necrotech_Master wrote: »MashmalloMan wrote: »Necrotech_Master wrote: »
to go along with this, the only way you will ever see ticks of 2800 or 1500 is if the target has 100k max hp or greater
will likely never see this in pvp unless the current emp was a necromancer running goliath form lol
to give more realistic scenarios:
35k hp target: 2.8% = 980 dmg, 1.5% = 525 dmg
45k hp target: 2.8% = 1260 dmg, 1.5% = 625 dmg
Pretty sure the design idea is to melt the more common tanky builds in execute, while still being effective for ridiculously high HP builds too. You need to consider the execute scaling gives up to +100% damage, on a 50k HP target, the damage will double and cap out. On anything above 50k hp, you will start wasting a bit of power in execute, but the base damage still improves above execute.
If execute wasn't a part of the power budget, they wouldn't of added it to begin with. It's disingenuous to not include it.
50k hp target:
- Soul Burst = 2.8%/2s for 10s = 1400 dmg scaling up to 2800, the cap
- Wield Soul = 1.5%/1s for 5s = 750 dmg scaling up to 1500, the cap
100k hp target:
- Soul Burst = 2.8%/2s for 10s = 2800 dmg capped regardless of execute
- Wield Soul = 1.5%/1s for 5s = 1500 dmg capped regardless of execute
75k hp target:
- Soul Burst = 2.8%/2s for 10s = 2100 dmg scaling up to 2800, the cap
- Wield Soul = 1.5%/1s for 5s = 1125 dmg scaling up to 1500, the cap
In reality, most targets will be in the 35-45k range like you showed for sure, but Oblivion damage isn't meant for the average build, it's meant for hp stacking tanks, so it makes perfect sense you'd only get around 60-75% the value (when considering execute) for that type of player.
i wasnt sure if it still retained the execute portion when they shifted it to a dot lol, and i dont think i ever heard an answer when i had asked a few weeks ago in an early thread about the oblivion execute if the dmg cap applied before or after the execute scaling (i had assumed before though)
It's still an execute, and the cap is applied before.
I'm worried this will be a second coming of Sload's call. For those who do not remember, when Summerset came out there was a set called Sload's Call which everyone uses. DMGing any enemy applied a dot which did oblivion damage. It was horrible. Nightblades couldn't cloak, Templars ran out of Mag having to purge it, DKs and Wardens did mostly fine. Sorcs struggled with the dmg going through sheilds.
It was hell on earth (Tamriel)