Drummerx04 wrote: »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.
For classes/builds that can't dodge and cloak constantly during a 3+ minute battle, mitigation via block + armor or damage shields is the way to survive. Oblivion damage bypasses both. On the 4 second cooldown, that cannot be reduced by anything (current stage) it's already empowering higher numbers of players against small numbers of players.
Exhibit 1: Shields + mistform = lol nope we have light attacks.
Next patch we will probably see more of this except the damage health numbers will be higher, and it will take fewer people to achieve the same effect.
No, not everyone will run torug's and infused oblivion damage, I know I probably won't, but the problem is the same as shield breaker. Bad players who hate damage shields will get the build that ignores them and spam light attacks from the safety in numbers and basically wreck people.
What has the pvp community been saying about proc sets for the last year? The instant unavoidable damage is too strong and empowers zergs... proc sets finally get nerfed and what do we get? Instant unavoidable unresistable damage procing with every other light attack. Oh, and the proc can be placed on literally any build and set combination with essentially 0 downside.
But you are right, we should just roll over and take it because you have to dodge things instead of shielding them.
This game, someone is always crying about something.
No more nerfs, lets think outside the box. How about the next 3 patches ZOS you just buff. like the proc set meta, you could have buffed mitigations, nope had to nerf to make the cry babies happy.
GreenSoup2HoT wrote: »Drummerx04 wrote: »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.
For classes/builds that can't dodge and cloak constantly during a 3+ minute battle, mitigation via block + armor or damage shields is the way to survive. Oblivion damage bypasses both. On the 4 second cooldown, that cannot be reduced by anything (current stage) it's already empowering higher numbers of players against small numbers of players.
Exhibit 1: Shields + mistform = lol nope we have light attacks.
Next patch we will probably see more of this except the damage health numbers will be higher, and it will take fewer people to achieve the same effect.
No, not everyone will run torug's and infused oblivion damage, I know I probably won't, but the problem is the same as shield breaker. Bad players who hate damage shields will get the build that ignores them and spam light attacks from the safety in numbers and basically wreck people.
What has the pvp community been saying about proc sets for the last year? The instant unavoidable damage is too strong and empowers zergs... proc sets finally get nerfed and what do we get? Instant unavoidable unresistable damage procing with every other light attack. Oh, and the proc can be placed on literally any build and set combination with essentially 0 downside.
But you are right, we should just roll over and take it because you have to dodge things instead of shielding them.
Your healing ward elusive mist combo doesn't work anymore? Reminds me almost how unreliable dodge roll is but its not even close.
Nobody cares if you died to an outnumbered fight. All you have provided is that you failed to adapt. Your just posting evidence that stacking shields is becoming less of an ez-mode strategy and zos is making it harder to 1vX again.
Most of the people complaining about oblivion are the triple shield stacking sorcs who refuse to slot any heals outside of healing ward. Just goes to show that light armour sorcs are no longer tanky due to oblivion. You are fragile without heals or else oblivion will kill you and it should.
I honestly see no problem with oblivion. Only potenail problem is the cooldown reduction with infused or torags. If a shield user only relies on healing ward and shields.... oblivion should be the counter.
Best bet it to slot resto ult and maybe run troll king.... but anything i say will be ridiculed because theres no such thing as adapting and changing meta sorc builds. If theres a counter to a meta sorc build its the counter that needs to be nerfed. Adapting on a mag sorc in the same sentence is forbidden.
There is NO counter to unresistable damage.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
TL;DR
Nerf oblivion 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.
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.
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.
This is really disingenuous.
You're literally saying that rally/vigor are not able to outheal a player doing nothing but spamming heavy attacks on you and that after x seconds you will die unless there's additional sources of healing. There's no problem with that? Being forced on the defensive constantly by something as stupid as heavy attack spam?
What if it's 2 players? 6k DPS from light attack spam from 2 players? Being effective in PvP is now reduced to knowing how to spam light or heavy attacks and with the bar being set this low you're basically going to die almost any time the numbers in a fight arent in your favor.
Guess we should all just never leave the homebase without a pocket healer. Too bad 5 people spamming light attacks will probably also annihilate a 30k health healer build in 3 seconds after HotR hits
You should have a Chance to win if you know how to Play the game and not lose against complete idiots who do nothing than spamming light/heavy attacks without leaving counterplay. you will never 1vX Players that are the same skill Level as you but you can win a 1vX against bad Players. But with stupid hard Counters numbers will always win and that is just bad desing. There is a disadvantage while fighting against 5 Players but that doesn't f*cking means that you should have no Chance to win because someone is using one single thingThe 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.
This is really disingenuous.
You're literally saying that rally/vigor are not able to outheal a player doing nothing but spamming heavy attacks on you and that after x seconds you will die unless there's additional sources of healing. There's no problem with that? Being forced on the defensive constantly by something as stupid as heavy attack spam?
What if it's 2 players? 6k DPS from light attack spam from 2 players? Being effective in PvP is now reduced to knowing how to spam light or heavy attacks and with the bar being set this low you're basically going to die almost any time the numbers in a fight arent in your favor.
Guess we should all just never leave the homebase without a pocket healer. Too bad 5 people spamming light attacks will probably also annihilate a 30k health healer build in 3 seconds after HotR hits
If you are being attacked by 5 people you really should be annihilated no matter how much health you have. The whole 1vX mentality is plaguing this games balancing. You are not supposed to kill 5 opponents alone. You should have a disadvantage if you are outnumbered. Stop balancing the game around the big-e-peen "I can solo 20 scrubs" guys.
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.
This is really disingenuous.
You're literally saying that rally/vigor are not able to outheal a player doing nothing but spamming heavy attacks on you and that after x seconds you will die unless there's additional sources of healing. There's no problem with that? Being forced on the defensive constantly by something as stupid as heavy attack spam?
What if it's 2 players? 6k DPS from light attack spam from 2 players? Being effective in PvP is now reduced to knowing how to spam light or heavy attacks and with the bar being set this low you're basically going to die almost any time the numbers in a fight arent in your favor.
Guess we should all just never leave the homebase without a pocket healer. Too bad 5 people spamming light attacks will probably also annihilate a 30k health healer build in 3 seconds after HotR hits
If you are being attacked by 5 people you really should be annihilated no matter how much health you have. The whole 1vX mentality is plaguing this games balancing. You are not supposed to kill 5 opponents alone. You should have a disadvantage if you are outnumbered. Stop balancing the game around the big-e-peen "I can solo 20 scrubs" guys.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
TequilaFire wrote: »Skill? You mean hopping up and down and rolling like a bowling ball while running around a tree?
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.
This is really disingenuous.
You're literally saying that rally/vigor are not able to outheal a player doing nothing but spamming heavy attacks on you and that after x seconds you will die unless there's additional sources of healing. There's no problem with that? Being forced on the defensive constantly by something as stupid as heavy attack spam?
What if it's 2 players? 6k DPS from light attack spam from 2 players? Being effective in PvP is now reduced to knowing how to spam light or heavy attacks and with the bar being set this low you're basically going to die almost any time the numbers in a fight arent in your favor.
Guess we should all just never leave the homebase without a pocket healer. Too bad 5 people spamming light attacks will probably also annihilate a 30k health healer build in 3 seconds after HotR hits
If you are being attacked by 5 people you really should be annihilated no matter how much health you have. The whole 1vX mentality is plaguing this games balancing. You are not supposed to kill 5 opponents alone. You should have a disadvantage if you are outnumbered. Stop balancing the game around the big-e-peen "I can solo 20 scrubs" guys.
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.
This is really disingenuous.
You're literally saying that rally/vigor are not able to outheal a player doing nothing but spamming heavy attacks on you and that after x seconds you will die unless there's additional sources of healing. There's no problem with that? Being forced on the defensive constantly by something as stupid as heavy attack spam?
What if it's 2 players? 6k DPS from light attack spam from 2 players? Being effective in PvP is now reduced to knowing how to spam light or heavy attacks and with the bar being set this low you're basically going to die almost any time the numbers in a fight arent in your favor.
Guess we should all just never leave the homebase without a pocket healer. Too bad 5 people spamming light attacks will probably also annihilate a 30k health healer build in 3 seconds after HotR hits
If you are being attacked by 5 people you really should be annihilated no matter how much health you have. The whole 1vX mentality is plaguing this games balancing. You are not supposed to kill 5 opponents alone. You should have a disadvantage if you are outnumbered. Stop balancing the game around the big-e-peen "I can solo 20 scrubs" guys.
I don't give a crap about 1vX.
I do care about a fun, engaging and rewarding PvP experience. Do you really want to play a game where the outcome of a fight is always predetermined based on which side brings more numbers to said fight? That's already what it is 90% of the time. Don't let some stupid 1vX videos mislead you.
You should have a Chance to win if you know how to Play the game and not lose against complete idiots who do nothing than spamming light/heavy attacks without leaving counterplay. you will never 1vX Players that are the same skill Level as you but you can win a 1vX against bad Players. But with stupid hard Counters numbers will always win and that is just bad desing. There is a disadvantage while fighting against 5 Players but that doesn't f*cking means that you should have no Chance to win because someone is using one single thingThe 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.
This is really disingenuous.
You're literally saying that rally/vigor are not able to outheal a player doing nothing but spamming heavy attacks on you and that after x seconds you will die unless there's additional sources of healing. There's no problem with that? Being forced on the defensive constantly by something as stupid as heavy attack spam?
What if it's 2 players? 6k DPS from light attack spam from 2 players? Being effective in PvP is now reduced to knowing how to spam light or heavy attacks and with the bar being set this low you're basically going to die almost any time the numbers in a fight arent in your favor.
Guess we should all just never leave the homebase without a pocket healer. Too bad 5 people spamming light attacks will probably also annihilate a 30k health healer build in 3 seconds after HotR hits
If you are being attacked by 5 people you really should be annihilated no matter how much health you have. The whole 1vX mentality is plaguing this games balancing. You are not supposed to kill 5 opponents alone. You should have a disadvantage if you are outnumbered. Stop balancing the game around the big-e-peen "I can solo 20 scrubs" guys.
You should have a Chance to win if you know how to Play the game and not lose against complete idiots who do nothing than spamming light/heavy attacks without leaving counterplay. you will never 1vX Players that are the same skill Level as you but you can win a 1vX against bad Players. But with stupid hard Counters numbers will always win and that is just bad desing. There is a disadvantage while fighting against 5 Players but that doesn't f*cking means that you should have no Chance to win because someone is using one single thingThe 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.
This is really disingenuous.
You're literally saying that rally/vigor are not able to outheal a player doing nothing but spamming heavy attacks on you and that after x seconds you will die unless there's additional sources of healing. There's no problem with that? Being forced on the defensive constantly by something as stupid as heavy attack spam?
What if it's 2 players? 6k DPS from light attack spam from 2 players? Being effective in PvP is now reduced to knowing how to spam light or heavy attacks and with the bar being set this low you're basically going to die almost any time the numbers in a fight arent in your favor.
Guess we should all just never leave the homebase without a pocket healer. Too bad 5 people spamming light attacks will probably also annihilate a 30k health healer build in 3 seconds after HotR hits
If you are being attacked by 5 people you really should be annihilated no matter how much health you have. The whole 1vX mentality is plaguing this games balancing. You are not supposed to kill 5 opponents alone. You should have a disadvantage if you are outnumbered. Stop balancing the game around the big-e-peen "I can solo 20 scrubs" guys.
Nope. Skill can help you win a 1v2. Maybe 1v3 if you are really good. Not a 1v5. You can't balance stuff under the premise of "if 5 people use it on one guy he will not be able to fight back." There is 5 people there. If they all hit you at once with any somewhat decent skill you will die. It's fine. This is how it is supposed to be.
I have a very specific issue with balancing around 1vX. Stuff that is considerd OP in 1vX can be absolutely fine in a 3v6, 4v7 or even 2v5. All the 1vXers ever achieved were nerfs to decent skills and playstyles.
You should have a Chance to win if you know how to Play the game and not lose against complete idiots who do nothing than spamming light/heavy attacks without leaving counterplay. you will never 1vX Players that are the same skill Level as you but you can win a 1vX against bad Players. But with stupid hard Counters numbers will always win and that is just bad desing. There is a disadvantage while fighting against 5 Players but that doesn't f*cking means that you should have no Chance to win because someone is using one single thingThe 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.
This is really disingenuous.
You're literally saying that rally/vigor are not able to outheal a player doing nothing but spamming heavy attacks on you and that after x seconds you will die unless there's additional sources of healing. There's no problem with that? Being forced on the defensive constantly by something as stupid as heavy attack spam?
What if it's 2 players? 6k DPS from light attack spam from 2 players? Being effective in PvP is now reduced to knowing how to spam light or heavy attacks and with the bar being set this low you're basically going to die almost any time the numbers in a fight arent in your favor.
Guess we should all just never leave the homebase without a pocket healer. Too bad 5 people spamming light attacks will probably also annihilate a 30k health healer build in 3 seconds after HotR hits
If you are being attacked by 5 people you really should be annihilated no matter how much health you have. The whole 1vX mentality is plaguing this games balancing. You are not supposed to kill 5 opponents alone. You should have a disadvantage if you are outnumbered. Stop balancing the game around the big-e-peen "I can solo 20 scrubs" guys.
Nope. Skill can help you win a 1v2. Maybe 1v3 if you are really good. Not a 1v5. You can't balance stuff under the premise of "if 5 people use it on one guy he will not be able to fight back." There is 5 people there. If they all hit you at once with any somewhat decent skill you will die. It's fine. This is how it is supposed to be.
I have a very specific issue with balancing around 1vX. Stuff that is considerd OP in 1vX can be absolutely fine in a 3v6, 4v7 or even 2v5. All the 1vXers ever achieved were nerfs to decent skills and playstyles.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus