I agree that implementing this on a nightblade will not make for such an easy playstyle. However, I have hit and been hit by up to 12K dual-wield heavy attacks prior to this patch. I'm not talking about a Doylemish proc. I'm simply talking about the two hits from dual-wield heavy attacks adding up to 12K. This happens regardless of whether you build for it, or not. It's one of the ways vampire stamblades do as much damage as they do. As they mitigate the crouch speed penalty, they tend to crouch while ganking. Some patches ago ZOS (re-)instated the mechanic whereby melee heavy attacks from crouch, from the rear, from out of combat do an inordinate amount of damage. Yes, this is quite inconsistent, at least in my own average stamblade gameplay. Nonetheless, what do you think will happen when the stamblade wears, say, Caluurion and one of those heavy attack sets? Or just two of those sets?TheEndBringer wrote: »A NB isn't doing a one shot heavy attack without stacking other sources of damage. For example, Caluurions or Grim Focus proc. They try all the time on me, and I'm also a NB with only 22k health.
Whenever I hit someone, I'm landing 6 to 7 sources of damage within 2 seconds. That takes several steps in a rotation and nothing going wrong.
This is the PvE perspective. I'll take your word for it, although from my cursory testing, this is not even true. Those weapon / spell damage based sets appear as strong as before on my DK with a lightning heavy attack build on a target dummy. I was testing with Infallible Mage + X, the former being an unchanged set. Nonetheless I'm wondering whether your assessment is simply a foregone conclusion or whether you've tested that. As far as I can see, they have set the weapon / spell damage parameters right where they need to be so as to leave the sets largely unchanged for ligtning heavy attacks, at least on a mag DK with Molten Armaments and Empower.PvP_Exploiter wrote: »The WD/SD increase if far less than flat damage.
HA got nerfed. Except for Storm Caller, for some reason that wasn't updated. Incompetence strikes again.
Yeah, cause tankiness does not matter when the attacker pops Corrosive. High crit resistance may help some (but only some). People generally don't have much of it anymore.xylena_lazarow wrote: »Hearing reports in zone and guilds of 30k stealth flame heavy attacks in CP Cyro against tanky targets.
xylena_lazarow wrote: »Hearing reports in zone and guilds of 30k stealth flame heavy attacks in CP Cyro against tanky targets.
That's a lot. Not entirely surprised, though. Maybe the result of heavy attack sets plus group buffs? The reason for this change is entirely opaque to me. Was it for PvP? For PvE? What's clear is that it was merely a change, not a nerf.xylena_lazarow wrote: »Hearing reports in zone and guilds of 30k stealth flame heavy attacks in CP Cyro against tanky targets.
Got hit by a 37k flame heavy attack today, completely fair and balanced. Much skill needed, even after heavy attack sets got nerfed. Was 1v1ing an EP infront of Ales and got hit by it from out of nowhere.
xylena_lazarow wrote: »Hearing reports in zone and guilds of 30k stealth flame heavy attacks in CP Cyro against tanky targets.
Got hit by a 37k flame heavy attack today, completely fair and balanced. Much skill needed, even after heavy attack sets got nerfed. Was 1v1ing an EP infront of Ales and got hit by it from out of nowhere.
That said, do you feel it more appropriate to adjust the sets or the DK class, or do you think everything is just fine the way it is? Personally I would be against diluting DK, especially against adjustments to Corrosive Armor, a skill that is an ultimate after all and one that's already been nerfed as it no longer applies to DOTs.xylena_lazarow wrote: »Hearing reports in zone and guilds of 30k stealth flame heavy attacks in CP Cyro against tanky targets.
Got hit by a 37k flame heavy attack today, completely fair and balanced. Much skill needed, even after heavy attack sets got nerfed. Was 1v1ing an EP infront of Ales and got hit by it from out of nowhere.
The set nerfs wrecked lightning heavy attack builds. They buffed fire staff heavy attack builds. So I'm seeing the same DK one shots I saw before the patch.
The secret sauce is molten armaments and 100% penetration, not the sets.
That said, do you feel it more appropriate to adjust the sets or the DK class, or do you think everything is just fine the way it is? Personally I would be against diluting DK, especially against adjustments to Corrosive Armor, a skill that is an ultimate after all and one that's already been nerfed as it no longer applies to DOTs.xylena_lazarow wrote: »Hearing reports in zone and guilds of 30k stealth flame heavy attacks in CP Cyro against tanky targets.
Got hit by a 37k flame heavy attack today, completely fair and balanced. Much skill needed, even after heavy attack sets got nerfed. Was 1v1ing an EP infront of Ales and got hit by it from out of nowhere.
The set nerfs wrecked lightning heavy attack builds. They buffed fire staff heavy attack builds. So I'm seeing the same DK one shots I saw before the patch.
The secret sauce is molten armaments and 100% penetration, not the sets.
That said, do you feel it more appropriate to adjust the sets or the DK class, or do you think everything is just fine the way it is? Personally I would be against diluting DK, especially against adjustments to Corrosive Armor, a skill that is an ultimate after all and one that's already been nerfed as it no longer applies to DOTs.xylena_lazarow wrote: »Hearing reports in zone and guilds of 30k stealth flame heavy attacks in CP Cyro against tanky targets.
Got hit by a 37k flame heavy attack today, completely fair and balanced. Much skill needed, even after heavy attack sets got nerfed. Was 1v1ing an EP infront of Ales and got hit by it from out of nowhere.
The set nerfs wrecked lightning heavy attack builds. They buffed fire staff heavy attack builds. So I'm seeing the same DK one shots I saw before the patch.
The secret sauce is molten armaments and 100% penetration, not the sets.
TheEndBringer wrote: »That said, do you feel it more appropriate to adjust the sets or the DK class, or do you think everything is just fine the way it is? Personally I would be against diluting DK, especially against adjustments to Corrosive Armor, a skill that is an ultimate after all and one that's already been nerfed as it no longer applies to DOTs.xylena_lazarow wrote: »Hearing reports in zone and guilds of 30k stealth flame heavy attacks in CP Cyro against tanky targets.
Got hit by a 37k flame heavy attack today, completely fair and balanced. Much skill needed, even after heavy attack sets got nerfed. Was 1v1ing an EP infront of Ales and got hit by it from out of nowhere.
The set nerfs wrecked lightning heavy attack builds. They buffed fire staff heavy attack builds. So I'm seeing the same DK one shots I saw before the patch.
The secret sauce is molten armaments and 100% penetration, not the sets.
DKs need to be brought down a little. Not nerfed. But then again, the moment they remotely adjust anything, people freak out. A large segment of players will also always float to easy mode builds because the character is less important to them than the combat.
Corrosive is ridiculous. Just bring the damage down a little. Their heals are also way way over the line, but you can't mess with those without punishing PVE DKs, which is why I think we need a battle spirit adjustment to healing over targeting individual class heals.
Here is a 37k flame heavy from a nightblade
video: https://imgur.com/8gsktzM
They instantly cloak after the heavy attack so you can never actually see them.
Master_Kas wrote: »Here is a 37k flame heavy from a nightblade
video: https://imgur.com/8gsktzM
They instantly cloak after the heavy attack so you can never actually see them.
Ouch. 37k dmg oO
Sure it was a NB and not a DK with invispot? Looked like one but damage seems to high.
This is the PvE perspective. I'll take your word for it, although from my cursory testing, this is not even true. Those weapon / spell damage based sets appear as strong as before on my DK with a lightning heavy attack build on a target dummy. I was testing with Infallible Mage + X, the former being an unchanged set. Nonetheless I'm wondering whether your assessment is simply a foregone conclusion or whether you've tested that. As far as I can see, they have set the weapon / spell damage parameters right where they need to be so as to leave the sets largely unchanged for ligtning heavy attacks, at least on a mag DK with Molten Armaments and Empower.PvP_Exploiter wrote: »The WD/SD increase if far less than flat damage.
HA got nerfed. Except for Storm Caller, for some reason that wasn't updated. Incompetence strikes again.
I have no idea what they were thinking in regards to PvP. Lightning heavy attacks were nasty already, but it was a pretty niche playstyle. Now this has been opened up to more playstyles and to outright crouch ganking with, for example, flame heavy attacks. Historically speaking, this is not new. Heavy attack bow and flame staff DK builds used to be a thing at various points in the past. How ZOS could stumble into this trap again is beyond me, especially when they forbade stamsorc Imbued / Crystal Weapon stacking in the same patch and when they made Crystal Weapon uncrouch you in a previous one.
EDIT: I can see from the PTS forums that people considered these changes a hard nerf for (PvE) lightning heavy attack builds. I guess this must be true for proper builds that had proper PvE testing done with them. Fair enough. Let's not get hung up on that for this discussion, which is about PvP instant heavy attacks, rather than channeled ones. By making this change, ZOS opened the door for these sets to be used with weapons other than lightning staves. These builds are proving exceptionally strong in PvP. When you think about it, a DK can sit in stealth and pop Corrosive Armor too.
Incorrect. I'll repeat: We're now talking about flame staff heavy attacks in PvP. Please get with the programme and stop talking about lightning heavy attacks.Either way, point is that nothing for HA builds changed in pvp.
Very simple answer: When someone can kill you with a true one-shot from stealth, e.g. in 1 second (1 GCD) with no possible counterplay, that's where I draw the line. If 20K damage was the maximum possible, that would be pretty borderline, but possibly OK. We're talking about 37K as it turns out.There's people who slap balorgh and dawnbreaker on a build with 2 defense sets and still kill someone with DB+spin2win, why should someone who goes full offense/no survivability not be able to kill someone with their ult?
This actually does provide some context and explains how my conventionally squishy, light armor, non-vamp magblade only got hit for 21K. I'd have to double-check. I got hit for 25K at one point, but I don't remember which character.They most likely built into armor in a proc campaign knowing it can get melted by balorghs or completely ignored by corrosive meaning the only helpful passive from heavy armor was the 2% max hp per piece. They most likely built into majority heavy armor increasing their magical damage taken without balancing weight pieces out. They most likely built into vampirism, stage 3 is popular so that's 13% more flame damage, some necro bombers go stage 4 so that's 20% more flame damage.
If you wanna be tankier and not the run around a piece of architecture tanky kind, I'd say get more %less dmg like major/minor protection, so flare and temporal guard if you use transform/buff ult, equip the less single target and less direct dmg blue perks, and check out ironblood and buffer of the swift. It's less damage taken that unpenetrable. If you do go into %less damage and balancing weight of armor pieces, then getting oneshot above 30k shouldn't happen unless you're stage 4 vampire for 20% more flame damage. You can also counter magical damage by being majority light armor.
And rightfully so. See my last post.There's also far worse, more damaging combos in a full offense build that go beyond 40k damage in a pinch, but I don't think people take the time to add the numbers up in the recap from a damage combo as opposed to just seeing 1 big lone heavy attack with the aid of corrosive.
I got hit with this myself.Just remember, just like those pvp "best" "OP" build videos that cherry pick low hp people, low resists people, pve'ers in pvp, or people with no reaction time.
TheEndBringer wrote: »Master_Kas wrote: »Here is a 37k flame heavy from a nightblade
video: https://imgur.com/8gsktzM
They instantly cloak after the heavy attack so you can never actually see them.
Ouch. 37k dmg oO
Sure it was a NB and not a DK with invispot? Looked like one but damage seems to high.
Hard to tell because it looks like they're below that hill. There are definitely ways to get your heavy attacks up like that. Especially if you push for max crit damage. But it's not an easy way to go and that's why you don't see a lot of NBs doing it. I've seen it more often on DKs because it's easier and you aren't surrendering your entire build to just heavies.
Come to think of it, a minor nerf of restricting all of those sets to activate only in combat would do the trick. Noble Duelist effectively has that restriction already. It only activates after the first light / heavy attack you do, not for the first one itself.
Come to think of it, a minor nerf of restricting all of those sets to activate only in combat would do the trick. Noble Duelist effectively has that restriction already. It only activates after the first light / heavy attack you do, not for the first one itself.
I think this damage is coming off https://eso-sets.com/set/sergeants-mail which has unconditional boost. But I believe this happened to https://eso-sets.com/set/titanborn-strength before.
I don't think it will stop the ganks with it really, you would just duo with your tank friend.
The reason all of those things you mentioned aren't really an alternative to high armor in general is that (a) they've almost all been nerfed into the 5% to 10% range bar something like Ironblood, and (b) they don't add up. Literally. Due to the multiplicative nature of mitigations, high armor and blocking remain the two most effective mitigation factors, because they are far larger than other individual factors. While I find Ironclad CP advisable and maybe one or two other factors like it, that tends to be weak sauce. There is a reason many people run high armor and, conversely, building into penetration remains a meta option.