Zumos wrote: Mon Sep 08, 2025 7:31 amThe abilities you mentioned are still in the Ability stacking group. This means they now stack with Guard/Detaunt, as Guard/Detaunt now form their own stacking group.leftayparxoun wrote: Mon Sep 08, 2025 12:08 am
- Could you perhaps clarify what happens to other damage reducing buffs such as the ones from Vaul's Tempering, We'z Bigger and Oppression?
Do they belong to the "Ability" category and will also stack with Guard/Detaunt but are overwritten by Challenge, Ya Missed Me and Dragon's Talon (due to having less mitigation% value) ?
Coming back to this for a couple reasons.
While it wasn't expressly stated, I imagine that since "Vaul's Tempering", "We'z Bigger" and "Oppression" damage reduction buffs are also considered abilities, they will not stack if the attacker has "Challenge" applied to them.
And since "Challenge" is no longer removable by damaging, I believe that with a proper rotation most enemy dps will be under constant "Challenge" in orvr. How does this bode for those abilities then?
- "We'z Bigger" & "Vaul Tempering" will basically only provide the Immunities buff to group mates within 30 ft (and the movement speed for "We'z Bigger" with the "Linecracka!" tactic)
- "Oppression" will basically only provide 594 armor to the Chosen himself. The newly added Duration increase conditional effect for it will also do nothing for the skill because the armor buff already has 100% uptime and as mentioned before the damage reduction buffs do not stack with "Challenge".
All three are 13 points abilities but, in the context of orvr, having party immunities for 6 seconds seems a lot more valuable than a 594 armor buff to the tank itself. Even compared to Blackguard's middle tree 13p ability "Oppression" now seem to bring less to the table.
Are those abilities meant to be a counter against ranged dps that are too far away to be Challenged? If so, both "We'z Bigger" and "Vaul Tempering" make thematic sense since they can be activated without a target, however "Oppression" still requires both a Block and an offensive target within 5 ft to activate.
Alternatively:
Is "Oppression" now intended to be a smaller scale tool since there you both won't have a perfect "Challenge" rotation uptime and the damage reduction part will help with reducing Tank damage (since they are exempt from their own "Challenge" damage reduction)?