RinaldoGandolphi wrote: »The problem is making Armor sets like this to counter game mechanics instead of making game mechanics designed to counter play styles.
For example, back in 1.x Flame Whip, Veiled Strike, Mage's Fury, and Punturing Strikes could NOT be dodged they could only be countered by blocking(which was not a big deal back then because stamina regen while blocking)
What WAS the big deal back then was Block cast because there was no unblockable skills (except Impulse that was quickly nerfed)
The issue with Block is there are no damaging skill that ignore it, and the non-damaging skills do ignore it (Fear, Rune Cage, and Fossilize) simply are not good enough, they are quickly broken out of and back to blocking...its impossible to do significant damage to these block tanks while they hold block. With all the increased healing passives and what not, this is what we have.
Shields have Shield Breaker, Shattering Blows, and Oblivion damage enchants that either ignore shields completely or significantly increase your damage against them thus allowing you to pressure a shield user under optimal conditions.
Simply put, the Answer is very simple:
Shattering Blow: Increases damage against damage shields AND Blocking Targets by X% and let it scale all the way up to 35%
Increasing damage against a blocking target by 35% with 100 point in Shattering Blows puts an end to this tape your right mouse button down nonsense without putting these broken armor sets in the game like Knight Slayer that are completely broken and will have to nerfed 6 months from now when they get around to it.
This is what i mean when i say band-aid fixes and they are not addressing the problems right the 1st time....All they gotta do is making Shattering Blows increase damage done to shields and blocking targets....problem solved without any need for clearly broken sets like this.
Ragnaroek93 wrote: »GreenSoup2HoT wrote: »stealthyevil wrote: »GreenSoup2HoT wrote: »As many probably know already, knight slayer plus torug's and oblivion dmge enchants, on sword n board stamina builds are beyond broken, bursting for 6 to 8k damage every 5 or so seconds. If this goes live it will absolutely crush the meta, it just doesn't have opposition. This is why i think oblivion damage should have it 's damage affected by battle spirit and get cut in half.
Knight Slayer and Torag's are Magicka set's. Stamina sword and board with these sets makes no sense. On the other hand Shield Breaker with Viper does pull the same 6-8k damage every 5 seconds or so too.
Knight Slaye.r
(2 items) Adds 967 Max Magicka
(3 items) Adds 129 Spell Damage
(4 items) Adds 1064 Max Health
(5 items) Your fully-charged Heavy Attacks against Players deal and additional 9% of their Max Health as Oblivion Damage.
Torugs Pact.
(2 items) Adds 129 Spell Damage
(3 items) Adds 1064 Max Health
(4 items) Adds 1935 Spell Resistance
(5 items) Increases the potency of your weapon's enchantment by by 30% and reduces the cooldown on the enchantment's proc by 1 second.
For some comparison. Knight Slayer is basically an all purpose shield breaker but is dependant on the enemys hp and is for magicka users. Magicka heavy attack are slow and clunky (with staffs). 20k health will only net 2k damage per heavy attack. While Shield Breaker against shields will do 2k per light attack for stamina and they are alot faster with weaving.
In my opinion i see no issue with this set. Its just a nice counter set to high hp targets or sheild users for magicka builds.
If you cannot see how this is broken on stamina builds with other sources of "Free Damage" then I'm not sure what to tell you. There is no counter to a build stacking oblivion damage on top of other free damage sources.
Why would a stamina build use 2 magicka sets when there are 2 stamina sets that would perform better already available. Whats the counter to shield breaker against a Sorc? Wrobel once said to slot more hots on Eso live if i remember correctly. These 2 magicka sets OP is talking about are not even that bad, they are counter-able by mostly stamina builds. Its a magicka setup to kill high hp targets or shield users.
I was surprised too but this crap really works on stamina builds. It's not unbeatable but it's no fun to play against and it just promotes boring gameplay. Even really bad players can perform well on these kind of builds. In my opinion it's even time for a general heavy attack nerf (make them bashable for example).
clocksstoppe wrote: »
clocksstoppe wrote: »
Those sets are very very bad in fighting anything that isn't a sorc or blazeplar.
Every other setup deals more damage, has more utility and is not pigeon holed into fighting one playstyle. These sets are already bad, don't make them worse.
For that matter, there need to be hard counters to shieldstack just like there are hard counters to any other defence
clocksstoppe wrote: »
Except those sets are terrible for game balance and don't use game mechanics to counter builds.
theamazingx wrote: »Oblivion damage is what bosses do when the devs want a oneshot to be a oneshot. Block, resists, flat reductions, dk shell, doesn't matter. It won't get nerfed as a whole because it's literally a game mechanic.
Seems like they just wanted to buff counterplay of ultratanks amd shieldstackers. They went overboard with one single addition (knightslayer) so the focus should just be on that. I think the main problem we're seeing here is that this counterplay build will still be very affective against anyone. I'd suggest making Knightslayer only proc on blocks, in the same way shieldbreaker only pops on shields. Using both will wreck shieldstacking permablockers, but will be a waste against one or the other.
Sandman929 wrote: »Everyone keeps bring up shieldstacking, but it doesn't seem like the free damage has anything to do with shields.
Sandman929 wrote: »Everyone keeps bring up shieldstacking, but it doesn't seem like the free damage has anything to do with shields.
Oblivion damage goes through everything, so this setup will also help you against shieldstackers.
It will be more effective against PvP tanks tho.
Sandman929 wrote: »Sandman929 wrote: »Everyone keeps bring up shieldstacking, but it doesn't seem like the free damage has anything to do with shields.
Oblivion damage goes through everything, so this setup will also help you against shieldstackers.
It will be more effective against PvP tanks tho.
Sure it will help with shieldstackers, but it sounds like it's pretty good free damage against anyone. Blocking, shielded, tanky, or otherwise.
theamazingx wrote: »Sandman929 wrote: »Sandman929 wrote: »Everyone keeps bring up shieldstacking, but it doesn't seem like the free damage has anything to do with shields.
Oblivion damage goes through everything, so this setup will also help you against shieldstackers.
It will be more effective against PvP tanks tho.
Sure it will help with shieldstackers, but it sounds like it's pretty good free damage against anyone. Blocking, shielded, tanky, or otherwise.
It's not that it's free damage *to* shields, it just ignores the shield and hits their health directly.
Sneaky-Snurr wrote: »I've said this before jokingly but I can't believe that this has become a direct concern to me.
My take on all the changes is that ZOS want us to play more with LA, HA, blocks, dodge-rolls, bash in tandem to occasional skill spams. Like how the original combat system intended for us to play.
Kinda like Skyrim, Oblivion and other single-player ES games of old. I don't know what to feel about that though.
Stop crying and l2adapt.
NightbladeMechanics wrote: »Oblivion damage builds. Interesting. So the removal of counterplay has come this far, that the damage type with no mitigation whatsoever can have "builds."
Knight's Slayer + Shieldbreaker with Pirate Skeleton and infused weapons and oblivion glyphs > Torug's by the way...
What's shieldbreaker gonna do vs mag dks and templars, vs pretty much any stamina char on heavy armor? No, torug's infused alone procs oblivion for 3k and reduce it's cooldown.
NightbladeMechanics wrote: »NightbladeMechanics wrote: »Oblivion damage builds. Interesting. So the removal of counterplay has come this far, that the damage type with no mitigation whatsoever can have "builds."
Knight's Slayer + Shieldbreaker with Pirate Skeleton and infused weapons and oblivion glyphs > Torug's by the way...
What's shieldbreaker gonna do vs mag dks and templars, vs pretty much any stamina char on heavy armor? No, torug's infused alone procs oblivion for 3k and reduce it's cooldown.
You don't need shieldbreaker to kill those specs. Not to mention igneous will still be used by many dks.
But keep in mind that many people will be using light armor or harness magicka on their templars and dks next patch.
And infused has a similar effect as torug's. You should be using infused with your torug's at the very least. Shieldbreaker would just be adapting to a light armor shield meta and ending fights against those builds faster.
NightbladeMechanics wrote: »NightbladeMechanics wrote: »Oblivion damage builds. Interesting. So the removal of counterplay has come this far, that the damage type with no mitigation whatsoever can have "builds."
Knight's Slayer + Shieldbreaker with Pirate Skeleton and infused weapons and oblivion glyphs > Torug's by the way...
What's shieldbreaker gonna do vs mag dks and templars, vs pretty much any stamina char on heavy armor? No, torug's infused alone procs oblivion for 3k and reduce it's cooldown.
You don't need shieldbreaker to kill those specs. Not to mention igneous will still be used by many dks.
But keep in mind that many people will be using light armor or harness magicka on their templars and dks next patch.
And infused has a similar effect as torug's. You should be using infused with your torug's at the very least. Shieldbreaker would just be adapting to a light armor shield meta and ending fights against those builds faster.
How big is the burst on Knight + Torug + Infused + Oblivion Dmg?
What is the base dmg of the Oblivion Dmg weapon glyph? 3k?
From memory:
Infused is 40% and -1s.
Torug is 30% and -1s.
Can someone update the numbers for me? I don't have PTS installed.
@NBrookusSneaky-Snurr wrote: »I've said this before jokingly but I can't believe that this has become a direct concern to me.
My take on all the changes is that ZOS want us to play more with LA, HA, blocks, dodge-rolls, bash in tandem to occasional skill spams. Like how the original combat system intended for us to play.
Kinda like Skyrim, Oblivion and other single-player ES games of old. I don't know what to feel about that though.
So ZOS wants everyone to be stamina with all those bashes, blocks and dodges? Seems unlikely... and doesn't match Skyrim at all.
Sneaky-Snurr wrote: »Go ahead and play Skyrim...So ZOS wants everyone to be stamina with all those bashes, blocks and dodges? Seems unlikely... and doesn't match Skyrim at all.
If you're playing as a caster, you definitely don't do any light or heavy attacks unless you dual wield a weapon with your spell.
NightbladeMechanics wrote: »NightbladeMechanics wrote: »Oblivion damage builds. Interesting. So the removal of counterplay has come this far, that the damage type with no mitigation whatsoever can have "builds."
Knight's Slayer + Shieldbreaker with Pirate Skeleton and infused weapons and oblivion glyphs > Torug's by the way...
What's shieldbreaker gonna do vs mag dks and templars, vs pretty much any stamina char on heavy armor? No, torug's infused alone procs oblivion for 3k and reduce it's cooldown.
You don't need shieldbreaker to kill those specs. Not to mention igneous will still be used by many dks.
But keep in mind that many people will be using light armor or harness magicka on their templars and dks next patch.
And infused has a similar effect as torug's. You should be using infused with your torug's at the very least. Shieldbreaker would just be adapting to a light armor shield meta and ending fights against those builds faster.
How big is the burst on Knight + Torug + Infused + Oblivion Dmg?
What is the base dmg of the Oblivion Dmg weapon glyph? 3k?
From memory:
Infused is 40% and -1s.
Torug is 30% and -1s.
Can someone update the numbers for me? I don't have PTS installed.
RinaldoGandolphi wrote: »The problem is making Armor sets like this to counter game mechanics instead of making game mechanics designed to counter play styles.
For example, back in 1.x Flame Whip, Veiled Strike, Mage's Fury, and Punturing Strikes could NOT be dodged they could only be countered by blocking(which was not a big deal back then because stamina regen while blocking)
What WAS the big deal back then was Block cast because there was no unblockable skills (except Impulse that was quickly nerfed)
The issue with Block is there are no damaging skill that ignore it, and the non-damaging skills do ignore it (Fear, Rune Cage, and Fossilize) simply are not good enough, they are quickly broken out of and back to blocking...its impossible to do significant damage to these block tanks while they hold block. With all the increased healing passives and what not, this is what we have.
Shields have Shield Breaker, Shattering Blows, and Oblivion damage enchants that either ignore shields completely or significantly increase your damage against them thus allowing you to pressure a shield user under optimal conditions.
Simply put, the Answer is very simple:
Shattering Blow: Increases damage against damage shields AND Blocking Targets by X% and let it scale all the way up to 35%
Increasing damage against a blocking target by 35% with 100 point in Shattering Blows puts an end to this tape your right mouse button down nonsense without putting these broken armor sets in the game like Knight Slayer that are completely broken and will have to nerfed 6 months from now when they get around to it.
This is what i mean when i say band-aid fixes and they are not addressing the problems right the 1st time....All they gotta do is making Shattering Blows increase damage done to shields and blocking targets....problem solved without any need for clearly broken sets like this.