Royalthought wrote: »Royalthought wrote: »leepalmer95 wrote: »leepalmer95 wrote: »No everything needs to be nerfed because it is performing well. We just need to buff the other ultimates to make then feel worthy while. Like removing the cast time off dawnbreaker and giving incap major defile back at 120 ult. Allow corrosive to give dk dots both physical and spell penetration. Give stam templar a decent offensive ult. Stam sorc and stam warden have no physical damage ultimate. Give them decent class options, and less people will gravitate toward 2h ult.
If you made all other ultimated on par with current onslaught then the game would be run around and whoever has ult first wins.
That assumes that firing that off wins and it's not true. It's definitely strong. But most players seem to get away CC and evade after hearing it. Only time I see it landing and people eating it is when its someone really bad, or theres a bunch of people to where its harder to spot where the sound came from and who's juiced. But then again; if there's enough people in the area, good luck getting onslaught to go off.
I mean; its definitely stronger than most the other ultimate so balance needs done; but I really don't want to see all ultimate become meteor and really not feel all that effective
They could literally just reduce the pen to 30% for 8s, still be super strong and likely the best ult in the game for pvp still.
Said this before but onslaught is simply a counter to high resistance.
When builds that survive via roll dodge get hit with abilities that ignore it they're forced to have enough resistance to survive it or be hard countered.
Similarly builds that survive via high resistance get hit with onslaught they're force to rely on mobility or be hard countered.
The only changes that would make sense is the removal of the AoE effect, it's ability to add penetration to undodgable attacks and a shorter duration. But the 100% penetration is fine as a counter just as abilities that ignore 100% of roll dodge are.
Imagine ultimate that would make all your attacks undodgeable for 12 seconds, because that would be to rolldodge-builds what onslaught is to high resist-builds. Would you like to be that dodgeroll spammer whos main defense would be 100% neutralized for 12 seconds just because attacker chose to use specific ultimate?
Penetration counters resistances, but both sides need to make sacrifices to gain something. Someone who builds for high resistances sacrifices other thing, just like someone who stacks penetration sacrifices. There needs to be trade-offs.
If you want to counter high resistances use lover mundus, sharpened weapons, spriggan/spinner, stack blue cp to penetration and use skills or sets that provide even more penetration or reduce targets resists.
It`s debateable if we have access to enough penetration to sufficiently counter the amount of resistances possible to have, but 100% penetration from one single ultimate for sure is not balanced. There simply isn`t enough trade-offs for user of that ulti to justify enormous amount of power possible to gain.
I agree with leepalmer95 here, even if onslaught penetrated only 30% of targets armor it would be legit and popular ultimate, in its current form it`s grossly overperforming.
False. you don not need to sacrifice offense for defense and vice versa.
That type of thinking is why so many tank builds are able to survive and have huge burst.
The reason no ult gives undodgable status is because it's already baked into abilities themselves. Aoe and beams. The ult would litterally be wasted because it does nothing for them.
Onslaught counters resistance and that's fine. Ask for aoe to to be removed. Ask for aoe abilities not to be effected. fine. But complaining about penetration is an attempt at removing a counter.
Royalthought wrote: »Royalthought wrote: »leepalmer95 wrote: »leepalmer95 wrote: »No everything needs to be nerfed because it is performing well. We just need to buff the other ultimates to make then feel worthy while. Like removing the cast time off dawnbreaker and giving incap major defile back at 120 ult. Allow corrosive to give dk dots both physical and spell penetration. Give stam templar a decent offensive ult. Stam sorc and stam warden have no physical damage ultimate. Give them decent class options, and less people will gravitate toward 2h ult.
If you made all other ultimated on par with current onslaught then the game would be run around and whoever has ult first wins.
That assumes that firing that off wins and it's not true. It's definitely strong. But most players seem to get away CC and evade after hearing it. Only time I see it landing and people eating it is when its someone really bad, or theres a bunch of people to where its harder to spot where the sound came from and who's juiced. But then again; if there's enough people in the area, good luck getting onslaught to go off.
I mean; its definitely stronger than most the other ultimate so balance needs done; but I really don't want to see all ultimate become meteor and really not feel all that effective
They could literally just reduce the pen to 30% for 8s, still be super strong and likely the best ult in the game for pvp still.
Said this before but onslaught is simply a counter to high resistance.
When builds that survive via roll dodge get hit with abilities that ignore it they're forced to have enough resistance to survive it or be hard countered.
Similarly builds that survive via high resistance get hit with onslaught they're force to rely on mobility or be hard countered.
The only changes that would make sense is the removal of the AoE effect, it's ability to add penetration to undodgable attacks and a shorter duration. But the 100% penetration is fine as a counter just as abilities that ignore 100% of roll dodge are.
Imagine ultimate that would make all your attacks undodgeable for 12 seconds, because that would be to rolldodge-builds what onslaught is to high resist-builds. Would you like to be that dodgeroll spammer whos main defense would be 100% neutralized for 12 seconds just because attacker chose to use specific ultimate?
Penetration counters resistances, but both sides need to make sacrifices to gain something. Someone who builds for high resistances sacrifices other thing, just like someone who stacks penetration sacrifices. There needs to be trade-offs.
If you want to counter high resistances use lover mundus, sharpened weapons, spriggan/spinner, stack blue cp to penetration and use skills or sets that provide even more penetration or reduce targets resists.
It`s debateable if we have access to enough penetration to sufficiently counter the amount of resistances possible to have, but 100% penetration from one single ultimate for sure is not balanced. There simply isn`t enough trade-offs for user of that ulti to justify enormous amount of power possible to gain.
I agree with leepalmer95 here, even if onslaught penetrated only 30% of targets armor it would be legit and popular ultimate, in its current form it`s grossly overperforming.
False. you don not need to sacrifice offense for defense and vice versa.
That type of thinking is why so many tank builds are able to survive and have huge burst.
The reason no ult gives undodgable status is because it's already baked into abilities themselves. Aoe and beams. The ult would litterally be wasted because it does nothing for them.
Onslaught counters resistance and that's fine. Ask for aoe to to be removed. Ask for aoe abilities not to be effected. fine. But complaining about penetration is an attempt at removing a counter.
leepalmer95 wrote: »Royalthought wrote: »Royalthought wrote: »leepalmer95 wrote: »leepalmer95 wrote: »No everything needs to be nerfed because it is performing well. We just need to buff the other ultimates to make then feel worthy while. Like removing the cast time off dawnbreaker and giving incap major defile back at 120 ult. Allow corrosive to give dk dots both physical and spell penetration. Give stam templar a decent offensive ult. Stam sorc and stam warden have no physical damage ultimate. Give them decent class options, and less people will gravitate toward 2h ult.
If you made all other ultimated on par with current onslaught then the game would be run around and whoever has ult first wins.
That assumes that firing that off wins and it's not true. It's definitely strong. But most players seem to get away CC and evade after hearing it. Only time I see it landing and people eating it is when its someone really bad, or theres a bunch of people to where its harder to spot where the sound came from and who's juiced. But then again; if there's enough people in the area, good luck getting onslaught to go off.
I mean; its definitely stronger than most the other ultimate so balance needs done; but I really don't want to see all ultimate become meteor and really not feel all that effective
They could literally just reduce the pen to 30% for 8s, still be super strong and likely the best ult in the game for pvp still.
Said this before but onslaught is simply a counter to high resistance.
When builds that survive via roll dodge get hit with abilities that ignore it they're forced to have enough resistance to survive it or be hard countered.
Similarly builds that survive via high resistance get hit with onslaught they're force to rely on mobility or be hard countered.
The only changes that would make sense is the removal of the AoE effect, it's ability to add penetration to undodgable attacks and a shorter duration. But the 100% penetration is fine as a counter just as abilities that ignore 100% of roll dodge are.
Imagine ultimate that would make all your attacks undodgeable for 12 seconds, because that would be to rolldodge-builds what onslaught is to high resist-builds. Would you like to be that dodgeroll spammer whos main defense would be 100% neutralized for 12 seconds just because attacker chose to use specific ultimate?
Penetration counters resistances, but both sides need to make sacrifices to gain something. Someone who builds for high resistances sacrifices other thing, just like someone who stacks penetration sacrifices. There needs to be trade-offs.
If you want to counter high resistances use lover mundus, sharpened weapons, spriggan/spinner, stack blue cp to penetration and use skills or sets that provide even more penetration or reduce targets resists.
It`s debateable if we have access to enough penetration to sufficiently counter the amount of resistances possible to have, but 100% penetration from one single ultimate for sure is not balanced. There simply isn`t enough trade-offs for user of that ulti to justify enormous amount of power possible to gain.
I agree with leepalmer95 here, even if onslaught penetrated only 30% of targets armor it would be legit and popular ultimate, in its current form it`s grossly overperforming.
False. you don not need to sacrifice offense for defense and vice versa.
That type of thinking is why so many tank builds are able to survive and have huge burst.
The reason no ult gives undodgable status is because it's already baked into abilities themselves. Aoe and beams. The ult would litterally be wasted because it does nothing for them.
Onslaught counters resistance and that's fine. Ask for aoe to to be removed. Ask for aoe abilities not to be effected. fine. But complaining about penetration is an attempt at removing a counter.
Funny how this 'counter' hurts glass cannons, squishy builds just as hard if not more as they don't have the extra hp to deal with it.
You can sit there claiming, counter w/e. Its too overtuned. The pen% need reducing and the duration, at the very least one needs to be looked at.
Royalthought wrote: »Royalthought wrote: »leepalmer95 wrote: »leepalmer95 wrote: »No everything needs to be nerfed because it is performing well. We just need to buff the other ultimates to make then feel worthy while. Like removing the cast time off dawnbreaker and giving incap major defile back at 120 ult. Allow corrosive to give dk dots both physical and spell penetration. Give stam templar a decent offensive ult. Stam sorc and stam warden have no physical damage ultimate. Give them decent class options, and less people will gravitate toward 2h ult.
If you made all other ultimated on par with current onslaught then the game would be run around and whoever has ult first wins.
That assumes that firing that off wins and it's not true. It's definitely strong. But most players seem to get away CC and evade after hearing it. Only time I see it landing and people eating it is when its someone really bad, or theres a bunch of people to where its harder to spot where the sound came from and who's juiced. But then again; if there's enough people in the area, good luck getting onslaught to go off.
I mean; its definitely stronger than most the other ultimate so balance needs done; but I really don't want to see all ultimate become meteor and really not feel all that effective
They could literally just reduce the pen to 30% for 8s, still be super strong and likely the best ult in the game for pvp still.
Said this before but onslaught is simply a counter to high resistance.
When builds that survive via roll dodge get hit with abilities that ignore it they're forced to have enough resistance to survive it or be hard countered.
Similarly builds that survive via high resistance get hit with onslaught they're force to rely on mobility or be hard countered.
The only changes that would make sense is the removal of the AoE effect, it's ability to add penetration to undodgable attacks and a shorter duration. But the 100% penetration is fine as a counter just as abilities that ignore 100% of roll dodge are.
Imagine ultimate that would make all your attacks undodgeable for 12 seconds, because that would be to rolldodge-builds what onslaught is to high resist-builds. Would you like to be that dodgeroll spammer whos main defense would be 100% neutralized for 12 seconds just because attacker chose to use specific ultimate?
Penetration counters resistances, but both sides need to make sacrifices to gain something. Someone who builds for high resistances sacrifices other thing, just like someone who stacks penetration sacrifices. There needs to be trade-offs.
If you want to counter high resistances use lover mundus, sharpened weapons, spriggan/spinner, stack blue cp to penetration and use skills or sets that provide even more penetration or reduce targets resists.
It`s debateable if we have access to enough penetration to sufficiently counter the amount of resistances possible to have, but 100% penetration from one single ultimate for sure is not balanced. There simply isn`t enough trade-offs for user of that ulti to justify enormous amount of power possible to gain.
I agree with leepalmer95 here, even if onslaught penetrated only 30% of targets armor it would be legit and popular ultimate, in its current form it`s grossly overperforming.
False. you don not need to sacrifice offense for defense and vice versa.
That type of thinking is why so many tank builds are able to survive and have huge burst.
The reason no ult gives undodgable status is because it's already baked into abilities themselves. Aoe and beams. The ult would litterally be wasted because it does nothing for them.
Onslaught counters resistance and that's fine. Ask for aoe to to be removed. Ask for aoe abilities not to be effected. fine. But complaining about penetration is an attempt at removing a counter.
No. Sacrifices and trade-offs do exist. For a reason.
If I choose sharpened trait instead of nirnhoned, lover mundus instead of warrior, spriggan instead of hundings I leave lots of wep damage to table for the sake of countering someones resistances. That way I deal more damage when there is resistances to penetrate, but all that wep dmg I chose to not get would have buffed my healing and thus increase my own survivability. Now, tell me again that trade-offs don`t exist. With current onslaught there`s no need to use those intended and balanced counters to resistances, and I see that as a problem.
Perhaps trade-offs in this game are not significant enough, that`s also debateable, but they do exist, as they should.
If a skill is built to be a tank killer, it needs to scale with resistances. The skill currently hits low resist builds just as hard as high resist builds. Add where the damage against a target is x times the resists percent. Super effective against high armor targets, use useless against glass cannons.
Chilly-McFreeze wrote: »If a skill is built to be a tank killer, it needs to scale with resistances. The skill currently hits low resist builds just as hard as high resist builds. Add where the damage against a target is x times the resists percent. Super effective against high armor targets, use useless against glass cannons.
Which other ultimate is deliberately useless against someone who can't be arsed to build into defense/mitigation?
Emma_Overload wrote: »It's funny hearing people talk about Major Evasion as if it's easy for everyone to get. The options for light armor are all bad.
Why do I´ve a feeling that all calls for nerfing this ability will backfire completely?
leepalmer95 wrote: »Worrying that this broken skill isn't even mentioned yet.
The fact its super high dmg + ignores armour and is AOE is already enough to put it above most other 'instant' dmg ults if not at the top. I've hit like 12k against proper pvp builds and even higher vs potato builds. I remember getting sniped and turning around and hitting the guy for 18k.
The basically 100% penetration on direct dmg skills for 12s is just a stupidly uncessary, OP utility added on. It's way too much.
Now the idea is ok I guess, still not sure why it needs such a stupidly strong extra benefit added, people cried about incap giving 20% increased dmg to that person for 5s and the pen on onslaught is easily 30-45% increased dmg to your direct dmg attacks (which next patch is all there will be) to everyone for 12s. Even writing the effect is absurb.
Honestly i could kind of get with the utility of it, an offensive and a defence morph. Both need tuning on the %'s though.
But realistically zos went too overboard with the stats as usual. Why 100% pen? Why 12s? This could easily be 30% pen for 8s and still be strong. It would mean the extra pen would stack with the casters usual pen and make the casters usual pen actually useful. Why go something like spriggans or make sure you have major fracture if you're ult is going to give 100% pen anyway.
Not every class has access to protection buffs and its very hard to get major protection now and that is the only 'defence' to this skill. The skill that lasts 12s. I mean running arond on a warden/ templar with minor protection and as soon as someone onslaught suddenly i've got to fear dizzying spam that crits for near 9-10k? Yeah an spamable that hits just as fast as any other instant spamable now is hitting harder than ults thanks to a broken ult buffing its dmg massively for 12s.
It's so annyoying, i can be fighting a weird tanky high hp stamina build which it has lowish dmg, until they onslaught and even the tanky builds suddenly be putting out more dmg than glass cannon builds.
This definitely needs to be addressed. To all the people saying it isn’t OP and is needed to counter Resist builds......are you kidding? So instead of fixing the builds that get 35k resists and 30-60% mitigation let’s just make a skill that does the work for us.
Then deletes anyone that doesn’t run the aids builds that are ruining PvP.
FFS
Why do I´ve a feeling that all calls for nerfing this ability will backfire completely?
maybe, you know... experience?
Anyway, all the discussion regarding OS makes me remember that PTS cycle when everyone was claiming that the new 2H ulti was the strongest thing in this game, and EotS was just crap
Why do I´ve a feeling that all calls for nerfing this ability will backfire completely?
maybe, you know... experience?
Anyway, all the discussion regarding OS makes me remember that PTS cycle when everyone was claiming that the new 2H ulti was the strongest thing in this game, and EotS was just crap
And then based on that feedback ZoS overbuffed EotS.
Stoney_McGeee wrote: »If 9/10 you used onslaught and the player died, sure call nerf.
But it’s not a automatic kill after you use onslaught.
Like seriously I played all morning, and killed a block tank( wasn’t easy as cake honestly)
A lot of people survived.
And a lot of potatoes died.
Some used it on me, and I survived.
I’m also a light armor build and still was able to survive.
So again I don’t see what you’re crying about. Are you playing is first person mode and can’t counter?
Stoney_McGeee wrote: »If 9/10 you used onslaught and the player died, sure call nerf.
But it’s not a automatic kill after you use onslaught.
Like seriously I played all morning, and killed a block tank( wasn’t easy as cake honestly)
A lot of people survived.
And a lot of potatoes died.
Some used it on me, and I survived.
I’m also a light armor build and still was able to survive.
So again I don’t see what you’re crying about. Are you playing is first person mode and can’t counter?
Smh no I hear multiple people getting 3 or 4 shot every night back to back to back soooo
You are trolling or haven't figured out how to use it properly yet bud..
ZarkingFrued wrote: »
LEARN HOW TO PLAY AND YOU WONT DIE (AS MUCH)
ZarkingFrued wrote: »leepalmer95 wrote: »Worrying that this broken skill isn't even mentioned yet.
The fact its super high dmg + ignores armour and is AOE is already enough to put it above most other 'instant' dmg ults if not at the top. I've hit like 12k against proper pvp builds and even higher vs potato builds. I remember getting sniped and turning around and hitting the guy for 18k.
The basically 100% penetration on direct dmg skills for 12s is just a stupidly uncessary, OP utility added on. It's way too much.
Now the idea is ok I guess, still not sure why it needs such a stupidly strong extra benefit added, people cried about incap giving 20% increased dmg to that person for 5s and the pen on onslaught is easily 30-45% increased dmg to your direct dmg attacks (which next patch is all there will be) to everyone for 12s. Even writing the effect is absurb.
Honestly i could kind of get with the utility of it, an offensive and a defence morph. Both need tuning on the %'s though.
But realistically zos went too overboard with the stats as usual. Why 100% pen? Why 12s? This could easily be 30% pen for 8s and still be strong. It would mean the extra pen would stack with the casters usual pen and make the casters usual pen actually useful. Why go something like spriggans or make sure you have major fracture if you're ult is going to give 100% pen anyway.
Not every class has access to protection buffs and its very hard to get major protection now and that is the only 'defence' to this skill. The skill that lasts 12s. I mean running arond on a warden/ templar with minor protection and as soon as someone onslaught suddenly i've got to fear dizzying spam that crits for near 9-10k? Yeah an spamable that hits just as fast as any other instant spamable now is hitting harder than ults thanks to a broken ult buffing its dmg massively for 12s.
It's so annyoying, i can be fighting a weird tanky high hp stamina build which it has lowish dmg, until they onslaught and even the tanky builds suddenly be putting out more dmg than glass cannon builds.
For the love of God will you people find something else to do with your lives? This is it? Begging a video game company to remove things in video games you die to? Seriously people, this is getting downright pathetic. Good players dont even play this garbage anymore because you guys have made into a freaking Teletubbies wrestling match. LEARN HOW TO PLAY AND YOU WONT DIE. I don't have issues with Onslaught, and it's essentially the only counter for your trash 35k resistance mag build. Sorry you're not ESO God, and people actually have ways to break down your corny build. Invest in major/minor protection, invest in healing, use your shields. Stop begging. I play every mag class in the game and Onslaught is the last of my worries.
Stoney_McGeee wrote: »If 9/10 you used onslaught and the player died, sure call nerf.
But it’s not a automatic kill after you use onslaught.
Like seriously I played all morning, and killed a block tank( wasn’t easy as cake honestly)
A lot of people survived.
And a lot of potatoes died.
Some used it on me, and I survived.
I’m also a light armor build and still was able to survive.
So again I don’t see what you’re crying about. Are you playing is first person mode and can’t counter?
Smh no I hear multiple people getting 3 or 4 shot every night back to back to back soooo
You are trolling or haven't figured out how to use it properly yet bud..
If it's really 3 or 4 shot, it's either a NB or; player is bad at reacting
leepalmer95 wrote: »ZarkingFrued wrote: »leepalmer95 wrote: »Worrying that this broken skill isn't even mentioned yet.
The fact its super high dmg + ignores armour and is AOE is already enough to put it above most other 'instant' dmg ults if not at the top. I've hit like 12k against proper pvp builds and even higher vs potato builds. I remember getting sniped and turning around and hitting the guy for 18k.
The basically 100% penetration on direct dmg skills for 12s is just a stupidly uncessary, OP utility added on. It's way too much.
Now the idea is ok I guess, still not sure why it needs such a stupidly strong extra benefit added, people cried about incap giving 20% increased dmg to that person for 5s and the pen on onslaught is easily 30-45% increased dmg to your direct dmg attacks (which next patch is all there will be) to everyone for 12s. Even writing the effect is absurb.
Honestly i could kind of get with the utility of it, an offensive and a defence morph. Both need tuning on the %'s though.
But realistically zos went too overboard with the stats as usual. Why 100% pen? Why 12s? This could easily be 30% pen for 8s and still be strong. It would mean the extra pen would stack with the casters usual pen and make the casters usual pen actually useful. Why go something like spriggans or make sure you have major fracture if you're ult is going to give 100% pen anyway.
Not every class has access to protection buffs and its very hard to get major protection now and that is the only 'defence' to this skill. The skill that lasts 12s. I mean running arond on a warden/ templar with minor protection and as soon as someone onslaught suddenly i've got to fear dizzying spam that crits for near 9-10k? Yeah an spamable that hits just as fast as any other instant spamable now is hitting harder than ults thanks to a broken ult buffing its dmg massively for 12s.
It's so annyoying, i can be fighting a weird tanky high hp stamina build which it has lowish dmg, until they onslaught and even the tanky builds suddenly be putting out more dmg than glass cannon builds.
For the love of God will you people find something else to do with your lives? This is it? Begging a video game company to remove things in video games you die to? Seriously people, this is getting downright pathetic. Good players dont even play this garbage anymore because you guys have made into a freaking Teletubbies wrestling match. LEARN HOW TO PLAY AND YOU WONT DIE. I don't have issues with Onslaught, and it's essentially the only counter for your trash 35k resistance mag build. Sorry you're not ESO God, and people actually have ways to break down your corny build. Invest in major/minor protection, invest in healing, use your shields. Stop begging. I play every mag class in the game and Onslaught is the last of my worries.
Its more giving feedback? which is the entire point on this forum, opposed to people like you not reallyt adding much and just straight up flaming.
Its funny people keep saying that its the only counter to tank builds, ignoring the fact zos should address tank builds and not bring an OP broken 1 sided skill to deal with them.
What about when stamina tank builds with 30k armour then use the skill? They go from medicore dmg to more dmg than most glass cannon builds because of the ult.
leepalmer95 wrote: »ZarkingFrued wrote: »leepalmer95 wrote: »Worrying that this broken skill isn't even mentioned yet.
The fact its super high dmg + ignores armour and is AOE is already enough to put it above most other 'instant' dmg ults if not at the top. I've hit like 12k against proper pvp builds and even higher vs potato builds. I remember getting sniped and turning around and hitting the guy for 18k.
The basically 100% penetration on direct dmg skills for 12s is just a stupidly uncessary, OP utility added on. It's way too much.
Now the idea is ok I guess, still not sure why it needs such a stupidly strong extra benefit added, people cried about incap giving 20% increased dmg to that person for 5s and the pen on onslaught is easily 30-45% increased dmg to your direct dmg attacks (which next patch is all there will be) to everyone for 12s. Even writing the effect is absurb.
Honestly i could kind of get with the utility of it, an offensive and a defence morph. Both need tuning on the %'s though.
But realistically zos went too overboard with the stats as usual. Why 100% pen? Why 12s? This could easily be 30% pen for 8s and still be strong. It would mean the extra pen would stack with the casters usual pen and make the casters usual pen actually useful. Why go something like spriggans or make sure you have major fracture if you're ult is going to give 100% pen anyway.
Not every class has access to protection buffs and its very hard to get major protection now and that is the only 'defence' to this skill. The skill that lasts 12s. I mean running arond on a warden/ templar with minor protection and as soon as someone onslaught suddenly i've got to fear dizzying spam that crits for near 9-10k? Yeah an spamable that hits just as fast as any other instant spamable now is hitting harder than ults thanks to a broken ult buffing its dmg massively for 12s.
It's so annyoying, i can be fighting a weird tanky high hp stamina build which it has lowish dmg, until they onslaught and even the tanky builds suddenly be putting out more dmg than glass cannon builds.
For the love of God will you people find something else to do with your lives? This is it? Begging a video game company to remove things in video games you die to? Seriously people, this is getting downright pathetic. Good players dont even play this garbage anymore because you guys have made into a freaking Teletubbies wrestling match. LEARN HOW TO PLAY AND YOU WONT DIE. I don't have issues with Onslaught, and it's essentially the only counter for your trash 35k resistance mag build. Sorry you're not ESO God, and people actually have ways to break down your corny build. Invest in major/minor protection, invest in healing, use your shields. Stop begging. I play every mag class in the game and Onslaught is the last of my worries.
Its more giving feedback? which is the entire point on this forum, opposed to people like you not reallyt adding much and just straight up flaming.
Its funny people keep saying that its the only counter to tank builds, ignoring the fact zos should address tank builds and not bring an OP broken 1 sided skill to deal with them.
What about when stamina tank builds with 30k armour then use the skill? They go from medicore dmg to more dmg than most glass cannon builds because of the ult.
I don't think I'm the first who says this, but I believe that OS purpose is just to discourage HA after bleeds were practically removed from the game.
The thing is that it's a ZoS solution. The very same guys that created Proxy Detonation to discourage zergs, which, at last, ended being a Zerging tool...
Stoney_McGeee wrote: »If 9/10 you used onslaught and the player died, sure call nerf.
But it’s not a automatic kill after you use onslaught.
Like seriously I played all morning, and killed a block tank( wasn’t easy as cake honestly)
A lot of people survived.
And a lot of potatoes died.
Some used it on me, and I survived.
I’m also a light armor build and still was able to survive.
So again I don’t see what you’re crying about. Are you playing is first person mode and can’t counter?
Smh no I hear multiple people getting 3 or 4 shot every night back to back to back soooo
You are trolling or haven't figured out how to use it properly yet bud..
If it's really 3 or 4 shot, it's either a NB or; player is bad at reacting
Agreed but are we not playing the same game here? How is anyone other than someone that enjoys using the skill defending it atm?? Honestly..
ZarkingFrued wrote: »leepalmer95 wrote: »Worrying that this broken skill isn't even mentioned yet.
The fact its super high dmg + ignores armour and is AOE is already enough to put it above most other 'instant' dmg ults if not at the top. I've hit like 12k against proper pvp builds and even higher vs potato builds. I remember getting sniped and turning around and hitting the guy for 18k.
The basically 100% penetration on direct dmg skills for 12s is just a stupidly uncessary, OP utility added on. It's way too much.
Now the idea is ok I guess, still not sure why it needs such a stupidly strong extra benefit added, people cried about incap giving 20% increased dmg to that person for 5s and the pen on onslaught is easily 30-45% increased dmg to your direct dmg attacks (which next patch is all there will be) to everyone for 12s. Even writing the effect is absurb.
Honestly i could kind of get with the utility of it, an offensive and a defence morph. Both need tuning on the %'s though.
But realistically zos went too overboard with the stats as usual. Why 100% pen? Why 12s? This could easily be 30% pen for 8s and still be strong. It would mean the extra pen would stack with the casters usual pen and make the casters usual pen actually useful. Why go something like spriggans or make sure you have major fracture if you're ult is going to give 100% pen anyway.
Not every class has access to protection buffs and its very hard to get major protection now and that is the only 'defence' to this skill. The skill that lasts 12s. I mean running arond on a warden/ templar with minor protection and as soon as someone onslaught suddenly i've got to fear dizzying spam that crits for near 9-10k? Yeah an spamable that hits just as fast as any other instant spamable now is hitting harder than ults thanks to a broken ult buffing its dmg massively for 12s.
It's so annyoying, i can be fighting a weird tanky high hp stamina build which it has lowish dmg, until they onslaught and even the tanky builds suddenly be putting out more dmg than glass cannon builds.
For the love of God will you people find something else to do with your lives? This is it? Begging a video game company to remove things in video games you die to? Seriously people, this is getting downright pathetic. Good players dont even play this garbage anymore because you guys have made into a freaking Teletubbies wrestling match. LEARN HOW TO PLAY AND YOU WONT DIE. I don't have issues with Onslaught, and it's essentially the only counter for your trash 35k resistance mag build. Sorry you're not ESO God, and people actually have ways to break down your corny build. Invest in major/minor protection, invest in healing, use your shields. Stop begging. I play every mag class in the game and Onslaught is the last of my worries.
leepalmer95 wrote: »leepalmer95 wrote: »ZarkingFrued wrote: »leepalmer95 wrote: »Worrying that this broken skill isn't even mentioned yet.
The fact its super high dmg + ignores armour and is AOE is already enough to put it above most other 'instant' dmg ults if not at the top. I've hit like 12k against proper pvp builds and even higher vs potato builds. I remember getting sniped and turning around and hitting the guy for 18k.
The basically 100% penetration on direct dmg skills for 12s is just a stupidly uncessary, OP utility added on. It's way too much.
Now the idea is ok I guess, still not sure why it needs such a stupidly strong extra benefit added, people cried about incap giving 20% increased dmg to that person for 5s and the pen on onslaught is easily 30-45% increased dmg to your direct dmg attacks (which next patch is all there will be) to everyone for 12s. Even writing the effect is absurb.
Honestly i could kind of get with the utility of it, an offensive and a defence morph. Both need tuning on the %'s though.
But realistically zos went too overboard with the stats as usual. Why 100% pen? Why 12s? This could easily be 30% pen for 8s and still be strong. It would mean the extra pen would stack with the casters usual pen and make the casters usual pen actually useful. Why go something like spriggans or make sure you have major fracture if you're ult is going to give 100% pen anyway.
Not every class has access to protection buffs and its very hard to get major protection now and that is the only 'defence' to this skill. The skill that lasts 12s. I mean running arond on a warden/ templar with minor protection and as soon as someone onslaught suddenly i've got to fear dizzying spam that crits for near 9-10k? Yeah an spamable that hits just as fast as any other instant spamable now is hitting harder than ults thanks to a broken ult buffing its dmg massively for 12s.
It's so annyoying, i can be fighting a weird tanky high hp stamina build which it has lowish dmg, until they onslaught and even the tanky builds suddenly be putting out more dmg than glass cannon builds.
For the love of God will you people find something else to do with your lives? This is it? Begging a video game company to remove things in video games you die to? Seriously people, this is getting downright pathetic. Good players dont even play this garbage anymore because you guys have made into a freaking Teletubbies wrestling match. LEARN HOW TO PLAY AND YOU WONT DIE. I don't have issues with Onslaught, and it's essentially the only counter for your trash 35k resistance mag build. Sorry you're not ESO God, and people actually have ways to break down your corny build. Invest in major/minor protection, invest in healing, use your shields. Stop begging. I play every mag class in the game and Onslaught is the last of my worries.
Its more giving feedback? which is the entire point on this forum, opposed to people like you not reallyt adding much and just straight up flaming.
Its funny people keep saying that its the only counter to tank builds, ignoring the fact zos should address tank builds and not bring an OP broken 1 sided skill to deal with them.
What about when stamina tank builds with 30k armour then use the skill? They go from medicore dmg to more dmg than most glass cannon builds because of the ult.
I don't think I'm the first who says this, but I believe that OS purpose is just to discourage HA after bleeds were practically removed from the game.
The thing is that it's a ZoS solution. The very same guys that created Proxy Detonation to discourage zergs, which, at last, ended being a Zerging tool...
Yeah Its just a stupid skill to me. It 'enables' stamina to kill magicka 'tanks', yet also enables stamina tanks to kill magicka squishy easier, allowed anything stamina to suddenly do super high dmg.
Its in line with other stupid things like proc sets and dot poisons, things in the game which enables low dmg builds to do high dmg either with effects of a skill or the flat dmg of a proc.
echo2omega wrote: »Good news!
Permafrost is being buffed to last for 12 seconds! This is the exact same duration of Onslaught. That means that you can get a full 12 seconds of major protection reducing the damage you take by 30% !!! There are also an overabundance of other sources of major protection so you can have nearly 100% uptime!