Gh0stDaddy wrote: »These are such a great idea and much needed. However there I believe that there is still work to be done.
First, I'm not sure that 2 lines are strong enough to compete with subclassing. I think 3 would be more fair and realistic.
Second, I think that only having 5 choices is way too limiting for both pve and pvp. In theory, I think that there should be something like 2 tank choices, 2 healer choices, several dps choices and some that might be useful for pvp. 5 is just to restrictive, 7 I think is the bare minimum, but 10 would be better. For example, the Sorcerer's Conservation of Energy only provides self recovery and the Nightblade's Share the Spoils only does others. These are just too restrictive because they are trying to do too much. If I'm a Sorcerer and I want group recovery I have no choices. If I'm a Nightblade and I want self recovery I have no choices.
Also, some of the support choices need to be reconsidered as they have redundant buffs or insubstantial support choices. For example, Dragonknight's Lead From the Front includes Major Protection as a buff. This is now an easily accessible group buff as it's on Hearth and Home and should already be present. It would be nice to get a group buff that is not in the kit.
Nightblade:
Above and Beyond:
This line needs to include a size amount of ignoring enemies critical resistance. As any crit increase will be countered by impen and overpowered Rallying Cry (please see my forum post).
Dragonknight:
Booming Voice:
This isn't a great choice as after using your ultimate is the time that you need recovery least. Please rework this to provide something more useful.
YandereGirlfriend wrote: »dhoward5b14_ESO wrote: »I really dislike Inexorable Descent being a double-down of Landslide because it can drop off fast and take too long to rebuild stacks. I currently use DK and like it (Zen and Heat Shock buff), but if this and Landslide stack time remains unchanged, I will just quit doing DK. With the damage done buff being removed from whip, my current subcass build is nerfed too much to keep.
In trash especially the double down of Landslide is bad. Other class masteries can get roughly 10% damage done within a few seconds of starting the fight.
Agreed stacks fall off to quickly if the would just make the stacks 5 seconds before falling off I think would solve most issues. I’m not as concerned personally with how long it takes to build up but it could be slightly faster 50 seconds (30s with shatter spike mantle). Perhaps 30 seconds standard then 15 seconds while using mantle.
The thing with landslide is, that it provides partial value along the way. It's not like it does nothing below 10 stacks. They gave DK this modifier with the expectation that it might not be possible to always maintain full stacks, for balance and counterplay. It doesn't really need to ramp faster, DKs damage is already excellent in the current state.
Providing partial value is all well and good but when stacks fall off after 2-3 seconds and then you gotta rebuild stacks makes the buff the passive gives negligible. When you compare other classes essentially starting a fight whether PvP or PvE at full strength
That was what I meant. DK has already the means to compete with other classes, despite their maxed out built-in modifiers. The landslide mechanic is as it stands currently more like the cherry on top, rewarding consistent engagements.
It is an annoying mechanic with unavoidable downtime. IMO, that feels quite bad and is anti-player.
Bumping it up to five-second decay is superior quality of life.
Honestly, that could even be part of that Mastery to further reward pureclassing DK.
BardokRedSnow wrote: »YandereGirlfriend wrote: »dhoward5b14_ESO wrote: »I really dislike Inexorable Descent being a double-down of Landslide because it can drop off fast and take too long to rebuild stacks. I currently use DK and like it (Zen and Heat Shock buff), but if this and Landslide stack time remains unchanged, I will just quit doing DK. With the damage done buff being removed from whip, my current subcass build is nerfed too much to keep.
In trash especially the double down of Landslide is bad. Other class masteries can get roughly 10% damage done within a few seconds of starting the fight.
Agreed stacks fall off to quickly if the would just make the stacks 5 seconds before falling off I think would solve most issues. I’m not as concerned personally with how long it takes to build up but it could be slightly faster 50 seconds (30s with shatter spike mantle). Perhaps 30 seconds standard then 15 seconds while using mantle.
The thing with landslide is, that it provides partial value along the way. It's not like it does nothing below 10 stacks. They gave DK this modifier with the expectation that it might not be possible to always maintain full stacks, for balance and counterplay. It doesn't really need to ramp faster, DKs damage is already excellent in the current state.
Providing partial value is all well and good but when stacks fall off after 2-3 seconds and then you gotta rebuild stacks makes the buff the passive gives negligible. When you compare other classes essentially starting a fight whether PvP or PvE at full strength
That was what I meant. DK has already the means to compete with other classes, despite their maxed out built-in modifiers. The landslide mechanic is as it stands currently more like the cherry on top, rewarding consistent engagements.
It is an annoying mechanic with unavoidable downtime. IMO, that feels quite bad and is anti-player.
Bumping it up to five-second decay is superior quality of life.
Honestly, that could even be part of that Mastery to further reward pureclassing DK.
As a pure dk enthusiast, one that's been enjoying the hell out of it and tested the masteries on the pts and dueled, I think this is more than fine, especially if wildfire embers goes unchanged for pyrebrand. Landslide in pvp with earthspike mantle has a very fast five second buildup, and a very easy means of maintaining the max stacks via the dots, which will be re-applied in your rotation. You'll be constantly doing damage, the falloff is minimal, the buildup in most fights is quick.
If people are complaining about this for pve then idk but free 10 percent damage and heals for absolutely nothing is more than adequate for DK especially when considering the other damage boosting masteries. Any time I check cmx, landslide with earthspike mantle was pretty much always max stacks for the majority of fights.
But it is pretty annoying losing stacks between PvP fights which are often very short. You get what, 3 every 10sec with Spikes on? So it takes 40sec to hit 10, then 20sec to get back to 0. That's unnecssarily punishing when the game can't guarantee action every 20sec. I think they could stand to either make it build more quickly, or make it decay slower.BardokRedSnow wrote: »Landslide in pvp with earthspike mantle has a very fast five second buildup, and a very easy means of maintaining the max stacks via the dots, which will be re-applied in your rotation.
CaptainVenom wrote: »Class Mastery points could be based on how many subclasses the character has. If you subclass just one skill line, you get just 1 point.






But it is pretty annoying losing stacks between PvP fights which are often very short. You get what, 3 every 10sec with Spikes on? So it takes 40sec to hit 10, then 20sec to get back to 0. That's unnecssarily punishing when the game can't guarantee action every 20sec. I think they could stand to either make it build more quickly, or make it decay slower.BardokRedSnow wrote: »Landslide in pvp with earthspike mantle has a very fast five second buildup, and a very easy means of maintaining the max stacks via the dots, which will be re-applied in your rotation.
Aces-High-82 wrote: »Pyrebrand shouldn't interact with Wildfire Embers. Procs aren't supposed to proc procs.
Pyreband & wildfire embers on the PTS are doing absurd DPS numbers. Between those two things + burning, which are essentially all "free" sources of damage which require no thoughtful input from you, they're sometimes netting a combined 4-5k DPS.
It's cool to see a playstyle avenue for dot DK via that mastery passive, but I really hate that we're embracing the "my light attacks cause you to take 5k DPS" mindset. It feels cheap and lazy compared to having passives boost the actual dot abilities of DK themselves. It's problematic in the same way that sets like relequen are problematic. Not to mention completely oppressive to fight against.
Would rather see the passive reworked to boost your dot abilities in some way. Flat % modifiers to dot damage, or perhaps scaling interactions when using multiple DK dots (shatterspike, embers/claw, burning talons, breath). Like perhaps having one of these DK dots active on your opponent will cause the next applied dot to deal x% more damage for it's duration. Just something that requires more thought than the fire and forget damage that is pyre/wildfire.Conservation of Energy makes Blood for Blood full resource positive on all 3 pools. You spam it and all 3 resource pools go up. This maybe shouldn't proc on skills that cost health.
I feel like if we're embracing the "classes can have access to infinite sustain" idea that DK now has, the mag/stam sustain isn't the main issue with conservation (even though it is nearly all the sustain you need as far as duels on the PTS go). The bigger issue I'm seeing is how much this heals now. It is #1 healing on CMX every single fight, and rewards you for stacking health which is a huge problem in PVP. For example, here is the healing in a duel on a 40k HP sorc build (which is very easy to achieve these days without giving up much).
Seems some sort of cooldown or reduction in effectiveness to the healing portion of conservation of energy is needed. I am all for buffing the pure classes to DK level, but this is like effortlessly-unkillable levels of healing (assuming you're not fighting an 8k dps pyre DK or a 10k dps WW).
4.7k heals from Blood Magic? Mine heal me for 1.6k in pvp at over 35k HP. The heal barely feels servicable to me. But as always, seems some builds can break anything that exists.
That Blood Magic screenshot was mine, taken in a duel. Trust me, it could get worse with the healing lol.
My suggestion for Conservation is to proc Blood Magic off Sorc abilities only, similar to Font of Power. This would greatly reduce Blood Magic's potency as it can no longer proc off Vigor, Healing Soul, etc.
I def see that when Sorc gets its rework. Rn Heart of Flame provides better sustain and healing.
TX12001rwb17_ESO wrote: »Would it have been so bad to just make all the class mastery buffs simple Weapon/Spell Power buffs based on how underperforming the class is on live?
CaptainVenom wrote: »Class Mastery points could be based on how many subclasses the character has. If you subclass just one skill line, you get just 1 point.
There is a REASON why they call them "Class Mastery" points, because you are the master of your SINGLE class. The entire point of these is to make single-classing equal to subclassing. Including subclassing at all makes the whole effort pointless.


So Skinny Cheeks just posted a video and basically, everything is too low and needs to have some buffs and changes.
https://youtube.com/watch?v=vnEMhIw_Jk8
It was a horrendous mistake to not limit subclassing to one skill line in the first place. That ship has sailed so Subclassing needs to become niche and cede the meta back to pure classes.Waillyam23 wrote: »But Sublassing only one skill line is a huge loss now compared to Sublassing two skill lines and no Subclassing at all.
I think it's acceptable to allow 1 point of class mastery when only choose 1 line of subclass, but only if all classes are reworked.
My initial impression was that the class masteries are too weak, then I doubted a bit when some started saying they are broken, but I am also back to thinking they are not enough. There was a wow effect for a few day, yet when considering everything and leaving aside unintended interactions, none of the masteries are good enough to seriously compete with subclassing at least as far as pvp is concerned.
And it seems I am far from alone in my thinking.
My initial impression was that the class masteries are too weak, then I doubted a bit when some started saying they are broken, but I am also back to thinking they are not enough. There was a wow effect for a few day, yet when considering everything and leaving aside unintended interactions, none of the masteries are good enough to seriously compete with subclassing at least as far as pvp is concerned.
And it seems I am far from alone in my thinking.
The problem is that some are extremely strong for some forms of content, while others are absolutely outclassed niche picks. They didn't even achieve a reasonable balance within the masteries.
ArctosCethlenn wrote: »My initial impression was that the class masteries are too weak, then I doubted a bit when some started saying they are broken, but I am also back to thinking they are not enough. There was a wow effect for a few day, yet when considering everything and leaving aside unintended interactions, none of the masteries are good enough to seriously compete with subclassing at least as far as pvp is concerned.
And it seems I am far from alone in my thinking.
The problem is that some are extremely strong for some forms of content, while others are absolutely outclassed niche picks. They didn't even achieve a reasonable balance within the masteries.
That isn't shocking after the class sets, some are ridiculously strong and require zero engagement with class skills or lines (pyrebrand lmao) and others are outclassed niche picks.
My initial impression was that the class masteries are too weak, then I doubted a bit when some started saying they are broken, but I am also back to thinking they are not enough. There was a wow effect for a few day, yet when considering everything and leaving aside unintended interactions, none of the masteries are good enough to seriously compete with subclassing at least as far as pvp is concerned.
And it seems I am far from alone in my thinking.
My initial impression was that the class masteries are too weak, then I doubted a bit when some started saying they are broken, but I am also back to thinking they are not enough. There was a wow effect for a few day, yet when considering everything and leaving aside unintended interactions, none of the masteries are good enough to seriously compete with subclassing at least as far as pvp is concerned.
And it seems I am far from alone in my thinking.
You're not wrong. I didn't test every class, I figured there were enough mains to cover them all .. but when I looked at Sorc I saw the same thing you are.
People sometimes forget that there's an opportunity cost for choices we make in game. It's one thing to say X or Y Class Mastery passive is "good", in a vacuum .. but when one looks at those passives versus Subclassing that's where things fall short. There's no Class Mastery passive that I'm seeing that's going to present a sweeter opportunity than being able to slot a Merciless Resolve or Fatecarver or Shalks or Surprise Attack.
These Mastery passives, from what I understand, are supposed to be a partial class enhancement to hold us over whilst the Devs work on the class refreshes; then seeing the Mastery passives adjusted as each class is re-worked for balance.
These current Mastery passives aren't delivering the type of power or flexibility that Subclassing does, full stop.
It doesn't matter whether it's PvE or PvP, Subclassing just delivers too much and if the only restrictions Subclassed builds have are these weak passives it's going to be a hard sell convincing people to stick with a pure base class build versus subbing.
I don't doubt some people are seeing an increase in power by using the Class Mastery passives now than the power they were seeing before, BUT, that doesn't mean that the power they were outputting before the Mastery passives was anywhere near on par with the potential of what's out there; either for PvP or PvE.