Waffennacht wrote: »If you can't out heal a 3 sec heavy attack then...
You need healz
The infused buff hasn't even made it to live servers and I've already encountered a mag dk using knight slayer, infused 1H with oblivion glyph. With heavy attack weaves on a 20k health target that works out as about 3400 damage per second (20000*0.09)+(2400*(2/3)) assuming oblivion glyh procs every 1.5 seconds with infused.
Strider_Roshin wrote: »Unresistable damage? No counterplay? It's like you're wearing medium armor or something. Thankfully it's not as bad. This is going be a culture shocker to you shield stackers, but to us medium armor wearers it's just another day in Cyrodiil.
Big wall of text inc! Note this thread is about oblivion damage in pvp only.
Counterplay to high heal builds is stack debuffs on them.
Counterplay to high resist builds is stack penetration and unblockable stuns (i.e fear/fossilise)
etc etc
There is NO counter to unresistable damage.
The infused buff hasn't even made it to live servers and I've already encountered a mag dk using knight slayer, infused 1H with oblivion glyph. With heavy attack weaves on a 20k health target that works out as about 3400 damage per second (20000*0.09)+(2400*(2/3)) assuming oblivion glyh procs every 1.5 seconds with infused.
Oblivion damage was originally intended to counter extremely high shields sizes and prevent shield stackers from having a guaranteed survival every time they popped healing ward, adding in some risk to relying totally on shields.
Then of course you'd successfully 1vX group then they would all equip shield breaker and light attack you to death, leaving you no counterplay (turned the tables too far the other way).
And oblivion damage deals full amount through every mitigation type in game... resists? Doesn't count. Major/minor protection? Doesn't Count? Mistform? Also doesn't count.
Whereas shields breaker was to counter shields tackers, knight slayer was to counter high health builds....with the addition of oblivion glyphs on infused weapons both sets are too effective against anyone and everything, especially when used Xv1.
So my suggestion revolves around those 3 things: shields breaker, knight slayer, oblivion glyph, and ultimately means removing oblivion damage from the game entirely.
Oblivion glyph: Of the three 'absorb' glyhs this one makes the least sense.
Absorb magicka glyph deals magic damage and restores magicka, ok makes sense.
Absorb stamina glyph deals magic damage and restores stamina, should deal physical/poison damage but again, makes sense.
Absob health glyph....deals 1900 unresistable damage....and restores nothing.
I would at least change it to be consistent with the other two; deal magic damage and restore health. Or make it a counter to the disease damage status effect, give it a chance to proc minor mending.
Shield breaker: purpose is to finish off low health shield stacking targets.
Note this set was introduced to the game before the champion point system with the 'shield shatterer' passive, which fulfills near enough the same purpose.
I can think of two options to be the new 5 part of this set: allow crits against shields while this set is equipped or gain major berserk against shielded targets under 25% health. Both would allow the wearer to put greater pressure on shielded targets without completely bypassing a key element of someones build / playstyle.
What with most shield builds in cyrodil using resto ulti anyway maybe neither option by itself is strong enough!
Knight slayer:
I think this set, by name and what the 5 part does, was intended to counter high health block tanks, but like many other new sets fails in its purpose because it relies on shaky foundations (oblivion damage) without being interesting or innovative in what it does.
Ignoring this set for a moment, the 'ordinary' counter to tanky builds is using unblockable ccs such as fear or fossilise to get the target to drop block and/or attacks which deal their full damage whether the target is blocking or not, such as sorcs curse (I think that's the only skill).
So if oblivion damage was to be removed knight slayer could use those two mechanics.
Option 1: Grants the wearer the ability to cc through block, and any DoT effects active on the target at the time of cc are consumed to deal the remainder of their damage instantly (delayed burst attacks such as purifying light or curse count as DoT effects for the purposes of this set).
^^^probably the most powerful option and second part of set should be looked at carefully
Option 2: Every time you attack a target, the more your attacks are mitigated (armour, major/minor protection, block etc does NOT include shields) you gain a stack of 'frenzy'. Frenzy can be tiered up every 4 seconds to a maximum of 5 stacks, and can only proc if your outgoing attack is mitigated for more than 60% of it's damage.
1 stack: attacks apply minor breach and minor fracture lasting for 3 seconds
2 stacks: effects of 1 stack + minor defile
3: first 2 stacks + minor vulnerability
4:first 3 stacks + a rapidly ticking bleed with low damage (5000 magic damage over 10 seconds, but ticks every 0.25 seconds)
5:first 4 stacks + appies minor cowardice (ulti cost increased by 30%)
^^^this option is essentially a berserker style set, the more you see your attacks aren't doing anything you get really angry and start going ham on the target. Not sure if the effects should apply as debuffs to the target or buffs to the wearer (increased pen, minor/major berserk, reduced ult cost etc)
If you've read all the way to the end...thank youmy opinion is that there should never be mechanics in the game that have no counterplay to them, because unless you fix those base mechanics you end up nerfing playstyles and contributing to forcing everyone into running similar builds, reducing diversity and making everything samey...
Safe travels and see you in cyrodil / battlegrounds!
The infused buff hasn't even made it to live servers and I've already encountered a mag dk using knight slayer, infused 1H with oblivion glyph. With heavy attack weaves on a 20k health target that works out as about 3400 damage per second (20000*0.09)+(2400*(2/3)) assuming oblivion glyh procs every 1.5 seconds with infused.
3,400 damage every second... I can deal far more than that with just about any decent build.
On your 20k health guy, that build has a 5.8 second TTK, assuming no heals. Vigor and Rally will heal ~1.5-2k per tick each, raising that TTK to 22.2 seconds.
Assuming you aren't using dumb food (by that I mean, you are using food with +health on it) , most players in PvP will have 12,000+5000+4000 health, or 21k health (actually most PvP-centric toons tend to be closer to 25k). This means your unmitigated TTK on a PvP build is 7.1s (27s with hots up). This does not include other burst heals like burning embers, siphoning attacks/strikes, BoL, soothing spores, rally recasts, dark conversion/deal, twilight matriach heal, healing ward heals... I can go on.
Oblivion Glyphs are going to be fine. The sky isn't falling. Slot some heals or run with a healer in your group.
Strider_Roshin wrote: »Unresistable damage? No counterplay? It's like you're wearing medium armor or something. Thankfully it's not as bad. This is going be a culture shocker to you shield stackers, but to us medium armor wearers it's just another day in Cyrodiil.
Strider_Roshin wrote: »Unresistable damage? No counterplay? It's like you're wearing medium armor or something. Thankfully it's not as bad. This is going be a culture shocker to you shield stackers, but to us medium armor wearers it's just another day in Cyrodiil.
I play my stamblade more than my mag sorc...go figure.
GreenSoup2HoT wrote: »Lol these threads.
Shield users get some beefy counter play and throw hissy fits. Regular enchants hit me harder and apply debuffs to me while in medium.
The counter play is healing. There are no status effects with oblivion.
Yes oblivion damage is gonna be strong. Yes Infused Torags is gonna be very strong if not meta for single target mag users.
but the fact is shield/heavy s+b users had the easy life and as soon as they need to adapt and adjust their build they go insane and cry nerf.
cry about the cooldown reduction of infused or torags. thats what really makes oblivion too strong. or how enchants apply on certain ability dots.
Counterplay to high heal builds is stack debuffs on them.
Counterplay to high resist builds is stack penetration and unblockable stuns (i.e fear/fossilise)
etc etc
Counterplay to high heal builds is stack debuffs on them.
Counterplay to high resist builds is stack penetration and unblockable stuns (i.e fear/fossilise)
etc etc
Templars don't have debuff that can be used in 1v1, and thus cant counter high heal builds.
Templar don't have unblockable CC, and thus cant counter high resist builds.
Just saying @ZOS.
Good luck with using this debuff class ability in 1v1 or anywhere beside Xv1. And will take even more luck to use this penetration ability as magicka Templar.paulsimonps wrote: »Counterplay to high heal builds is stack debuffs on them.
Counterplay to high resist builds is stack penetration and unblockable stuns (i.e fear/fossilise)
etc etc
Templars don't have debuff that can be used in 1v1, and thus cant counter high heal builds.
Templar don't have unblockable CC, and thus cant counter high resist builds.
Just saying @ZOS.
Templars have Major Defile in a class ability. They also have an ability with Minor Fracture and Breach.
dwemer_paleologist wrote: »if you play a <snip> templar, then you are not used to being killed in PvP
Then of course you'd successfully 1vX group then they would all equip shield breaker and light attack you to death, leaving you no counterplay (turned the tables too far the other way).
dwemer_paleologist wrote: »if you play a sorcerer or dragonight or templar, then you are not used to being killed in PvP, but, PvP is for killing other players. you will die, and us nightblades die on a constant basis, but after reading the responces in this thread, it makes me think that everyone commenting here just doesent want anyone to die in PvP.
well i got news for you, no matter what is in every single patch you are going to find that there is ways to kill other people in PvP. sorry, but that's what happens in PvP.
Waffennacht wrote: »dwemer_paleologist wrote: »if you play a sorcerer or dragonight or templar, then you are not used to being killed in PvP, but, PvP is for killing other players. you will die, and us nightblades die on a constant basis, but after reading the responces in this thread, it makes me think that everyone commenting here just doesent want anyone to die in PvP.
well i got news for you, no matter what is in every single patch you are going to find that there is ways to kill other people in PvP. sorry, but that's what happens in PvP.
I cloak outta your comment