This is the first step to better balance the interaction of Oblivion Damage in the game on player abilities; in a future update, we plan to introduce a scaling mechanism so these enchantments may be better suited to taking down high health targets to meet their intended goal.
brandonv516 wrote: »I fail to see how this pushes "tanky PvP".
Scaling does the exact opposite because it would do more damage against a tanky/high health player and less against someone in light armor.
brandonv516 wrote: »I fail to see how this pushes "tanky PvP".
Scaling does the exact opposite because it would do more damage against a tanky/high health player and less against someone in light armor.
I'm really, really curious to see how on earth they are going to apply this to PvE. Does that mean the 1.8 million health world bosses are considered tanky and are dealt 100k+ damage from these enchantments? Or are they just going to suck in PvE like they do right now anyway?
You already give up damage by building tanky. This whole idea that bleeds and oblivion damage need to punish tanky targets is silly. What's the point of being tanky then?
What this really comes down to is the same old argument heard across every mmo ever. Players are annoyed by tanky targets and so they complain on the forums. Tanks are a part of mmo's, just like glass cannons, gank builds, and everything else. There is no magic tank build that deals tons of damage and can tank tons of damage while also sustaining resources.
brandonv516 wrote: »You already give up damage by building tanky. This whole idea that bleeds and oblivion damage need to punish tanky targets is silly. What's the point of being tanky then?
What this really comes down to is the same old argument heard across every mmo ever. Players are annoyed by tanky targets and so they complain on the forums. Tanks are a part of mmo's, just like glass cannons, gank builds, and everything else. There is no magic tank build that deals tons of damage and can tank tons of damage while also sustaining resources.
Not true at all. There are many heavy armor toting "tanks" out there that can "have their cake and eat it too".
You must not get out a lot.
brandonv516 wrote: »You already give up damage by building tanky. This whole idea that bleeds and oblivion damage need to punish tanky targets is silly. What's the point of being tanky then?
What this really comes down to is the same old argument heard across every mmo ever. Players are annoyed by tanky targets and so they complain on the forums. Tanks are a part of mmo's, just like glass cannons, gank builds, and everything else. There is no magic tank build that deals tons of damage and can tank tons of damage while also sustaining resources.
Not true at all. There are many heavy armor toting "tanks" out there that can "have their cake and eat it too".
You must not get out a lot.
Prove it?
Show me a tanky build that doesn't give up damage. Every build choice in this game comes with a trade off, that's the beauty of it. It could be argued that specific set bonuses like fury are over performing, but that's a separate issue.
brandonv516 wrote: »You already give up damage by building tanky. This whole idea that bleeds and oblivion damage need to punish tanky targets is silly. What's the point of being tanky then?
What this really comes down to is the same old argument heard across every mmo ever. Players are annoyed by tanky targets and so they complain on the forums. Tanks are a part of mmo's, just like glass cannons, gank builds, and everything else. There is no magic tank build that deals tons of damage and can tank tons of damage while also sustaining resources.
Not true at all. There are many heavy armor toting "tanks" out there that can "have their cake and eat it too".
You must not get out a lot.
Prove it?
Show me a tanky build that doesn't give up damage. Every build choice in this game comes with a trade off, that's the beauty of it. It could be argued that specific set bonuses like fury are over performing, but that's a separate issue.
It does not make sense that oblivion damage would scale with stats carte blanche as OP is suggesting. Oblivion damage enchants scale with the quality and level of the enchant just like every other damage procing enchant in the game. Is would not make sense to have this scale of both quality and everything else in the build and not follow the same rules as similar enchants.
Link?
Consumables
Decrease Health Enchant (Oblivion damage): Reduced the damage of this enchant by 33%.
Developer Comment:
Spoiler
Since these enchantments bypass Battle Spirit and other forms of mitigation such as Resistances and Block, these are far stronger than standard elemental damage proc enchantments like Fiery Weapon. This is the first step to better balance the interaction of Oblivion Damage in the game on player abilities; in a future update, we plan to introduce a scaling mechanism so these enchantments may be better suited to taking down high health targets to meet their intended goal.
If you create mechanics that specifically counter tanky builds, then what's the point of even having the option to build tanky?
To gain more health, resists, or block mitigation, you already give up damage and or sustain.
Plus there is already something you can add to your build if you want to bust tanks, penetration. Bleeds already ignore armor, so why do they need to deal MORE damage against higher armored characters? That makes no sense at all.
The bottom line is people hate it when they cant kill players and they complain.
brandonv516 wrote: »If you create mechanics that specifically counter tanky builds, then what's the point of even having the option to build tanky?
To gain more health, resists, or block mitigation, you already give up damage and or sustain.
Plus there is already something you can add to your build if you want to bust tanks, penetration. Bleeds already ignore armor, so why do they need to deal MORE damage against higher armored characters? That makes no sense at all.
The bottom line is people hate it when they cant kill players and they complain.
I never said bleeds need to do more damage against tankier setups than what they do now.
I said they need to apply a scaling mechanism to bleeds much like they will to Oblivion damage in the future.
Did you ever think that might mean a lesser effect to players with light/medium armor, less resistances, less health, etc.?
No you didn't because you instantly got hot and bothered by an opinion.
brandonv516 wrote: »If you create mechanics that specifically counter tanky builds, then what's the point of even having the option to build tanky?
To gain more health, resists, or block mitigation, you already give up damage and or sustain.
Plus there is already something you can add to your build if you want to bust tanks, penetration. Bleeds already ignore armor, so why do they need to deal MORE damage against higher armored characters? That makes no sense at all.
The bottom line is people hate it when they cant kill players and they complain.
I never said bleeds need to do more damage against tankier setups than what they do now.
I said they need to apply a scaling mechanism to bleeds much like they will to Oblivion damage in the future.
Did you ever think that might mean a lesser effect to players with light/medium armor, less resistances, less health, etc.?
No you didn't because you instantly got hot and bothered by an opinion.
Sorry, but because someone disagrees with your opinion doesn't mean they are upset.
I dont think any scaling needs to happen at all. Light and medium armor dont need protection from bleeds or oblivion damage. That was the choice you made by choosing more damage and sustain on your armor instead of resists and health.
I dont think a mechanic needs to be introduced to punish tanky builds or protect squishy players, because all armor types are viable and strong right now.