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Nerf Onslaught please !!!!! :s

Aixy
Aixy
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Nerf Onslaught please !!!!! :s
  • VaranisArano
    VaranisArano
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    I have the terrible feeling that the Devs read that as "They want an onslaught of nerfs? Okay, if you insist..."

    More seriously, do you have a particular aspect of Onslaught that needs to be nerfed? The damage? The extra effects?
    Be specific. Otherwise, this is a pointless nerf thread.
  • Casterial
    Casterial
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    It's not that op... I know many who survive mine. Sure, it increases damage. Just be survival mode for the time.
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  • Epicasballs
    Epicasballs
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    It has a cast time AND audio que. You can break cc and roll before it goes off. React faster.
  • Maulkin
    Maulkin
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    Be specific. Otherwise, this is a pointless nerf thread.

    True. so here

    Nerf the redonkulous 12" penetration duration down to 4" or 6". Compare it will buffs from Colossus or Soul Harvest in duration.

    Make the penetration only work against the targets hit. Currently, some dude Onslaughts someone else. Then 10 seconds later I come round the corner and get sent packing by a 10k Dizzy buffed by an Onslaught that I never heard or saw.
    EU | PC | AD
  • Casterial
    Casterial
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    Maulkin wrote: »
    Be specific. Otherwise, this is a pointless nerf thread.

    True. so here

    Nerf the redonkulous 12" penetration duration down to 4" or 6". Compare it will buffs from Colossus or Soul Harvest in duration.

    Make the penetration only work against the targets hit. Currently, some dude Onslaughts someone else. Then 10 seconds later I come round the corner and get sent packing by a 10k Dizzy buffed by an Onslaught that I never heard or saw.

    This would make it useless.

    The real nerf would be duration 12->10, or 8.

    I think nerfing it to only apply against target removes it's open world utility completely.

    Anything less than 8 makes it imo a bad ult for it's cost and cost would have to correlate.
    Edited by Casterial on September 17, 2019 5:08PM
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  • MartiniDaniels
    MartiniDaniels
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    It is easily dodgeable and requires cool head to use. So many times I heard it during roll-dodge, when people used it without cc, being hungry for a kill and I myself do this too, because you constantly forget it has that slight casting time window, and you are thinking or I can land it now and then cc, to have full benefits of penetration while target is stunned... wasted.
    The only thing they can do is slightly decrease damage, maybe 10%-15% not more. Penetration duration shouldn't be reduced, this skill is counter against resistance stacking and so it should remain.
  • Maulkin
    Maulkin
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    Casterial wrote: »
    Maulkin wrote: »
    Be specific. Otherwise, this is a pointless nerf thread.

    True. so here

    Nerf the redonkulous 12" penetration duration down to 4" or 6". Compare it will buffs from Colossus or Soul Harvest in duration.

    Make the penetration only work against the targets hit. Currently, some dude Onslaughts someone else. Then 10 seconds later I come round the corner and get sent packing by a 10k Dizzy buffed by an Onslaught that I never heard or saw.

    This would make it useless.

    The real nerf would be duration 12->10, or 8.

    I think nerfing it to only apply against target removes it's open world utility completely.

    No it doesn’t. Bonkers statement.

    It’s already a high dmg AoE ability pal. You hit 5 targets with it, you get 5 target penetration. You don’t need to get penetration against all of Cyrodiil for it to be good.

    Although I do reserve some judgement about how it will work with the nerfed Dizzy. The Dizzy knockback made it a 100% guaranteed land. I’m interested to see how that plays out. Although the off balance is a very strong effect too.
    EU | PC | AD
  • Casterial
    Casterial
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    Maulkin wrote: »
    Casterial wrote: »
    Maulkin wrote: »
    Be specific. Otherwise, this is a pointless nerf thread.

    True. so here

    Nerf the redonkulous 12" penetration duration down to 4" or 6". Compare it will buffs from Colossus or Soul Harvest in duration.

    Make the penetration only work against the targets hit. Currently, some dude Onslaughts someone else. Then 10 seconds later I come round the corner and get sent packing by a 10k Dizzy buffed by an Onslaught that I never heard or saw.

    This would make it useless.

    The real nerf would be duration 12->10, or 8.

    I think nerfing it to only apply against target removes it's open world utility completely.

    No it doesn’t. Bonkers statement.

    It’s already a high dmg AoE ability pal. You hit 5 targets with it, you get 5 target penetration. You don’t need to get penetration against all of Cyrodiil for it to be good.

    Although I do reserve some judgement about how it will work with the nerfed Dizzy. The Dizzy knockback made it a 100% guaranteed land. I’m interested to see how that plays out. Although the off balance is a very strong effect too.

    Nerfing it's time to 8 seconds from 12 already means maybe you have the time to kill 1 or 2. To get that good aoe it's EXTREMELY close range aoe.

    I use onslaught daily, biggest most OP thing imo is the time. This is coming from someone who uses it and wouldn't want it nerfed.

    Honestly nerf dmg / duration and it'll be fine. But with it having a cast time, loud sound, you might as well make it cost 80-100 to tickle and last 6-8 seconds


    As said above though, with the tanky meta this is the counter.

    Damage could come down if you leave duration. But I miss maybe 1/3 the time lol
    Edited by Casterial on September 17, 2019 5:26PM
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  • Vlad9425
    Vlad9425
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    Seriously? More nerf threads? This community is insane maybe you would prefer if they nerfed every decent ability so that we are forced to light attack everything to death smh
  • Casterial
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    Vlad9425 wrote: »
    Seriously? More nerf threads? This community is insane maybe you would prefer if they nerfed every decent ability so that we are forced to light attack everything to death smh

    Just being is back to soft caps, 5k hp is Mac, Regen is 175. Dmg is 155. True balance
    Edited by Casterial on September 17, 2019 5:27PM
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  • Gunzork
    Gunzork
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    This ultimate needed to be nerfed way more than any dots!
  • Kadoin
    Kadoin
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    Maulkin wrote: »
    Be specific. Otherwise, this is a pointless nerf thread.

    True. so here

    Nerf the redonkulous 12" penetration duration down to 4" or 6". Compare it will buffs from Colossus or Soul Harvest in duration.

    Make the penetration only work against the targets hit. Currently, some dude Onslaughts someone else. Then 10 seconds later I come round the corner and get sent packing by a 10k Dizzy buffed by an Onslaught that I never heard or saw.

    Stop it. What are you trying to do, make combat "slow?" :D
  • MartiniDaniels
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    Kadoin wrote: »
    Maulkin wrote: »
    Be specific. Otherwise, this is a pointless nerf thread.

    True. so here

    Nerf the redonkulous 12" penetration duration down to 4" or 6". Compare it will buffs from Colossus or Soul Harvest in duration.

    Make the penetration only work against the targets hit. Currently, some dude Onslaughts someone else. Then 10 seconds later I come round the corner and get sent packing by a 10k Dizzy buffed by an Onslaught that I never heard or saw.

    Stop it. What are you trying to do, make combat "slow?" :D

    I just wanna stack 35k+ resistances + major protection + undeath and farm noobs, I don't wanna somebody nullify my immortality with one ultimate.
  • Casterial
    Casterial
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    Kadoin wrote: »
    Maulkin wrote: »
    Be specific. Otherwise, this is a pointless nerf thread.

    True. so here

    Nerf the redonkulous 12" penetration duration down to 4" or 6". Compare it will buffs from Colossus or Soul Harvest in duration.

    Make the penetration only work against the targets hit. Currently, some dude Onslaughts someone else. Then 10 seconds later I come round the corner and get sent packing by a 10k Dizzy buffed by an Onslaught that I never heard or saw.

    Stop it. What are you trying to do, make combat "slow?" :D

    I just wanna stack 35k+ resistances + major protection + undeath and farm noobs, I don't wanna somebody nullify my immortality with one ultimate.

    It's too easy to build resistance. In medium I have more... Lol
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  • wheem_ESO
    wheem_ESO
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    This ultimate needs some big nerfs. I think a lot of Stamina players have been spoiled by essentially always having really strong, high damage, low cost ultimates available. I've seen Onslaughts up to ~12k damage in no-CP, which is several thousand more than Leap generally does, even if it's the fire damage morph getting +25% damage against my stage 4 Vampire. And 12 seconds of massive penetration on top of that damage is just flat out silly. I've been hit by 2 Ricochet Skulls in a row, from a magicka Necromancer, that each did ~7k damage, and I'm not even the person he hit with his 2-hand ultimate (again...on a magicka build).

    If Onslaught is really so balanced against other available Ultimates, how about it gets made more "magicka friendly" while you StamBros can all have meteor instead. I mean, telegraphs are telegraphs, right? You'll surely enjoy paying an extra 50 ultimate for an ability that gives a lot of advance warning, does half the damage, and doesn't provide any penetration. But, you get a ground-based DOT afterward, woo!
  • Kadoin
    Kadoin
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    Kadoin wrote: »
    Maulkin wrote: »
    Be specific. Otherwise, this is a pointless nerf thread.

    True. so here

    Nerf the redonkulous 12" penetration duration down to 4" or 6". Compare it will buffs from Colossus or Soul Harvest in duration.

    Make the penetration only work against the targets hit. Currently, some dude Onslaughts someone else. Then 10 seconds later I come round the corner and get sent packing by a 10k Dizzy buffed by an Onslaught that I never heard or saw.

    Stop it. What are you trying to do, make combat "slow?" :D

    I just wanna stack 35k+ resistances + major protection + undeath and farm noobs, I don't wanna somebody nullify my immortality with one ultimate.

    I hate onslaught, but I still don't think its a nerf. I mean its pretty funny when you get surrounded and 8+ 2H users on live use it at once. I don't use the skill, but as long as its possible to be a super tank, then I guess it has its justification. It is also an ultimate...
  • Casterial
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    wheem_ESO wrote: »
    This ultimate needs some big nerfs. I think a lot of Stamina players have been spoiled by essentially always having really strong, high damage, low cost ultimates available. I've seen Onslaughts up to ~12k damage in no-CP, which is several thousand more than Leap generally does, even if it's the fire damage morph getting +25% damage against my stage 4 Vampire. And 12 seconds of massive penetration on top of that damage is just flat out silly. I've been hit by 2 Ricochet Skulls in a row, from a magicka Necromancer, that each did ~7k damage, and I'm not even the person he hit with his 2-hand ultimate (again...on a magicka build).

    If Onslaught is really so balanced against other available Ultimates, how about it gets made more "magicka friendly" while you StamBros can all have meteor instead. I mean, telegraphs are telegraphs, right? You'll surely enjoy paying an extra 50 ultimate for an ability that gives a lot of advance warning, does half the damage, and doesn't provide any penetration. But, you get a ground-based DOT afterward, woo!

    I don't think you know class identity for stamina. Theyre made to hit hard. If a fight goes on, often stamina loses.

    Leap cost less and does 8-18k damage easily depending on who's behind that leap. Honestly, if probably be using dawnbreaker more still if it wasn't such crap and missed 90% of the time in duels. I think onslaught is fair play. It does have a lot of packing punch damage though. Again, you need to select one thing to nerf, not everything.
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  • Chilly-McFreeze
    Chilly-McFreeze
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    wheem_ESO wrote: »
    This ultimate needs some big nerfs. I think a lot of Stamina players have been spoiled by essentially always having really strong, high damage, low cost ultimates available. I've seen Onslaughts up to ~12k damage in no-CP, which is several thousand more than Leap generally does, even if it's the fire damage morph getting +25% damage against my stage 4 Vampire. And 12 seconds of massive penetration on top of that damage is just flat out silly. I've been hit by 2 Ricochet Skulls in a row, from a magicka Necromancer, that each did ~7k damage, and I'm not even the person he hit with his 2-hand ultimate (again...on a magicka build).

    If Onslaught is really so balanced against other available Ultimates, how about it gets made more "magicka friendly" while you StamBros can all have meteor instead. I mean, telegraphs are telegraphs, right? You'll surely enjoy paying an extra 50 ultimate for an ability that gives a lot of advance warning, does half the damage, and doesn't provide any penetration. But, you get a ground-based DOT afterward, woo!

    Strawman. Next stop would be "nerf dawnbreaker" again, right? Why don't you ask for Meteor to be a good ultimate instead?
  • Stibbons
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    Duration should be 5 seconds. Just too op now.
  • Aurie
    Aurie
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    I have the terrible feeling that the Devs read that as "They want an onslaught of nerfs? Okay, if you insist..."

    Haha that's the way I read it!

  • Dominion_Nightblade
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    If they nerf onslaught, I will never forgive you.
  • MartiniDaniels
    MartiniDaniels
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    Casterial wrote: »
    Kadoin wrote: »
    Maulkin wrote: »
    Be specific. Otherwise, this is a pointless nerf thread.

    True. so here

    Nerf the redonkulous 12" penetration duration down to 4" or 6". Compare it will buffs from Colossus or Soul Harvest in duration.

    Make the penetration only work against the targets hit. Currently, some dude Onslaughts someone else. Then 10 seconds later I come round the corner and get sent packing by a 10k Dizzy buffed by an Onslaught that I never heard or saw.

    Stop it. What are you trying to do, make combat "slow?" :D

    I just wanna stack 35k+ resistances + major protection + undeath and farm noobs, I don't wanna somebody nullify my immortality with one ultimate.

    It's too easy to build resistance. In medium I have more... Lol

    Yes, and the more we stack, the more it brings. Basically fortified brass/armor master + bloodspawn which has great uptime if you under ton of damage sources net you ~ extra 15k resistances for the cost of maybe 700-800 buffed weapon damage. Given that standard effective weapon power is ~7-8k (no-CP), you lose ~10% of offensive capability for 30% more durability, which is clearly good trade off.
    35k - 12k standard magicka penetration = 23k/660=35%. So 20k tooltip will hit you for 6500 in that case, while in "damage" setup: 20k - 12k standard magicka penetration = 8k/660=12% -> 8800. 8800/6500 = 35% difference or 6500/8800 = 27%. So at average it is roughly 30% difference of incoming damage given how math in this game works. Overall base weapon/spell power (without sets) is much higher then base resistances, so anybody who will come from PVE with dps setup, (even if switched to PVP dps sets and impen) is in such huge disadvantage in comparison to sturdy builds, so that is when noob farm begin.

    Onslaught equalizes all this, so I think it should remain. And since onslaught has major weakness of cast time and being dodgeable and sound cue, I don't think it is OP. Yeah, it kills fast but it can be wasted fast without effect as well if opponent counter-acts properly.
  • Casterial
    Casterial
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    Stibbons wrote: »
    Duration should be 5 seconds. Just too op now.

    Too short to be utilized, 1 cc and the Ulta wasted basically. No.
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  • Casterial
    Casterial
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    Casterial wrote: »
    Kadoin wrote: »
    Maulkin wrote: »
    Be specific. Otherwise, this is a pointless nerf thread.

    True. so here

    Nerf the redonkulous 12" penetration duration down to 4" or 6". Compare it will buffs from Colossus or Soul Harvest in duration.

    Make the penetration only work against the targets hit. Currently, some dude Onslaughts someone else. Then 10 seconds later I come round the corner and get sent packing by a 10k Dizzy buffed by an Onslaught that I never heard or saw.

    Stop it. What are you trying to do, make combat "slow?" :D

    I just wanna stack 35k+ resistances + major protection + undeath and farm noobs, I don't wanna somebody nullify my immortality with one ultimate.

    It's too easy to build resistance. In medium I have more... Lol


    Onslaught equalizes all this, so I think it should remain. And since onslaught has major weakness of cast time and being dodgeable and sound cue, I don't think it is OP. Yeah, it kills fast but it can be wasted fast without effect as well if opponent counter-acts properly.

    Yeah, people just need to adapt. Majority of the players in these nerf threads just sit there auto attacking air. Then cry "nerf pls" when they die to someone who used a skill.
    Edited by Casterial on September 17, 2019 6:07PM
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  • IamDestiny
    IamDestiny
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    I think you guys are out of your mind and not just a little.

    By any means think whatever you want your wrong.
    Onslaught is by far the most overpowered ability in the game.

    Not only do you get an ability that does a small AOE that ignores ALL resistances, but on top of that you get 12 SECONDS of free physical and spell penetration.

    I remember the outcries about incap being too strong this tops incap by a lot.

    You know instead of nerfing dizzy they should have nerfed onslaught which is the real problem in that scenario.
    A majority of players actually play PvP and know whats OP and what is NOT and Onslaught falls in the category if SUPER OP.
    You know when you start seeing magicka players trying onslaught you should think very hard about whether its OP or not.

    We all know how the next patch is gonna turn out. 90% of the players are gonna use onslaught. simple.
    Casterial wrote: »
    Stibbons wrote: »
    Duration should be 5 seconds. Just too op now.

    Too short to be utilized, 1 cc and the Ulta wasted basically. No.

    Well thats a L2P issue nothing else.
  • wheem_ESO
    wheem_ESO
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    Casterial wrote: »
    Stibbons wrote: »
    Duration should be 5 seconds. Just too op now.

    Too short to be utilized, 1 cc and the Ulta wasted basically. No.
    Like I said before, a lot of Stam players are really spoiled by having easy access to great, cheap ultimates. Counter-CC'ing you and limiting your 100% penetration to only affecting 1-3 global cooldowns + light attacks would still be inferior to simply blocking a highly telegraphed Meteor, dodge rolling a highly telegraphed Colossus, counter-CC'ing + moving away from a Permafrost, etc...All of which cost more than Onslaught, by the way.
  • technohic
    technohic
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    Maulkin wrote: »
    Be specific. Otherwise, this is a pointless nerf thread.

    True. so here

    Nerf the redonkulous 12" penetration duration down to 4" or 6". Compare it will buffs from Colossus or Soul Harvest in duration.

    Make the penetration only work against the targets hit. Currently, some dude Onslaughts someone else. Then 10 seconds later I come round the corner and get sent packing by a 10k Dizzy buffed by an Onslaught that I never heard or saw.

    Oh please. Every guy wants to brag it up but lets be honest. You aren't getting no 12 inches of penetration.
    Edited by technohic on September 18, 2019 1:56AM
  • Darkenarlol
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    just give it flat 60% damage and duration nerf

    and increase cost for 30%

    so pvpers can share our pve pain =D
  • Canned_Apples
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    The ez-mode/generic Dizzy+Dizzy/Shalks+Onslaught+Executioner combo can no longer be easily executed- so there's no need to nerf it.
  • xylena_lazarow
    xylena_lazarow
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    People land Onslaught?
    PC/NA || Cyro/BGs || retired until Dagon brings a new dawn of PvP metas
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