The DK class is significantly more powerful than what is in PvP and that was somewhat the point.
The whole idea behind the class refreshes are to bring each, independent, class up in power to be in-line with what the highest tier subclassed builds have.
Prior to the DK refresh the subclassed builds were hitting with this level of power and had access to all the utility as well.
The DK class is significantly more powerful than what is in PvP and that was somewhat the point.
The whole idea behind the class refreshes are to bring each, independent, class up in power to be in-line with what the highest tier subclassed builds have.
Prior to the DK refresh the subclassed builds were hitting with this level of power and had access to all the utility as well.
Did ZOS ever explicitly say that? Because subclassed DK is still arguably more powerful than pure thanks to stacking damage instances. If that was their goal they've missed the mark from the start.
TLDR; ‘I have my own opinion on balance but I’ll blame the long-since-declining PvP playerbase for the reason I disagree with balance (some classes reworked and some now) and I completely ignore the fact other reworks are coming that will bring other specs to par’.
‘Anyways, nerf everything because it isn’t my thing.’
Fun fact: the Morrowind sustain nerfs were actually the cause of the first mass exodus of (let’s just say PvP) players.
TLDR; ‘I have my own opinion on balance but I’ll blame the long-since-declining PvP playerbase for the reason I disagree with balance (some classes reworked and some now) and I completely ignore the fact other reworks are coming that will bring other specs to par’.
‘Anyways, nerf everything because it isn’t my thing.’
Fun fact: the Morrowind sustain nerfs were actually the cause of the first mass exodus of (let’s just say PvP) players.
TLDR; ‘I have my own opinion on balance but I’ll blame the long-since-declining PvP playerbase for the reason I disagree with balance (some classes reworked and some now) and I completely ignore the fact other reworks are coming that will bring other specs to par’.
‘Anyways, nerf everything because it isn’t my thing.’
Fun fact: the Morrowind sustain nerfs were actually the cause of the first mass exodus of (let’s just say PvP) players.
Hot take: each pure class should have a CoE level sustain passive.
I know it’s cliche but that’s the main and center point change of the reworks, the ability to sustain and the hyper-amount of burst available in a class (referring mainly to DK on this part).
Most classes have decent burst already in their kit, and while not perfect, can also be combined with onslaught, contingency, etc therefore the only true bar of entry is sustain. My reworked NB has to slowly end his own existence just to get decent sustain barely matching dark deal spam (which includes a health heal)- I know the feeling.
If anyone wants to know why, just stop playing your META DK, WW, and sorcs and try out templar, nightblade, arcanist, and necro. Pure class by the way.
You'll find out in less than 5 minutes.
Hot take: each pure class should have a CoE level sustain passive.
I know it’s cliche but that’s the main and center point change of the reworks, the ability to sustain and the hyper-amount of burst available in a class (referring mainly to DK on this part).
Most classes have decent burst already in their kit, and while not perfect, can also be combined with onslaught, contingency, etc therefore the only true bar of entry is sustain. My reworked NB has to slowly end his own existence just to get decent sustain barely matching dark deal spam (which includes a health heal)- I know the feeling.
Hot take: each pure class should have a CoE level sustain passive.
I know it’s cliche but that’s the main and center point change of the reworks, the ability to sustain and the hyper-amount of burst available in a class (referring mainly to DK on this part).
Most classes have decent burst already in their kit, and while not perfect, can also be combined with onslaught, contingency, etc therefore the only true bar of entry is sustain. My reworked NB has to slowly end his own existence just to get decent sustain barely matching dark deal spam (which includes a health heal)- I know the feeling.
This would be a horror show unless some other combat mechs were also re-worked, namely, Evasion.
There are already too many mechanics in PvP that are being over-utilized, giving high sustain across the board would make for terrible combat.
Non-Sorc players can achieve higher sustain now but have to allocate certain resources to do it, which makes sense. Part of the reason Sorc gets heavy sustain from CoE is that Sorc in-class burst is pretty poor. Only Templar is as bad, so instead Sorcs got higher sustain which plays into the Sorcs utility-heavy skill kit.
Since most every other class has in-class skills with better burst mechs it wouldn't make sense to give them high sustain without the allocation cost that's required now.
SaffronCitrusflower wrote: »This week PvP is dying because nobody wants to play vengeance and ZOS took away GH. They said they wouldn't do this to us, but here we are.
SaffronCitrusflower wrote: »This week PvP is dying because nobody wants to play vengeance and ZOS took away GH. They said they wouldn't do this to us, but here we are.
Hot take: each pure class should have a CoE level sustain passive.
I know it’s cliche but that’s the main and center point change of the reworks, the ability to sustain and the hyper-amount of burst available in a class (referring mainly to DK on this part).
Most classes have decent burst already in their kit, and while not perfect, can also be combined with onslaught, contingency, etc therefore the only true bar of entry is sustain. My reworked NB has to slowly end his own existence just to get decent sustain barely matching dark deal spam (which includes a health heal)- I know the feeling.
SaffronCitrusflower wrote: »This week PvP is dying because nobody wants to play vengeance and ZOS took away GH. They said they wouldn't do this to us, but here we are.
i play a nightblade and Arcanist everyday in BG.If anyone wants to know why, just stop playing your META DK, WW, and sorcs and try out templar, nightblade, arcanist, and necro. Pure class by the way.
You'll find out in less than 5 minutes.
Hot take: each pure class should have a CoE level sustain passive.
I know it’s cliche but that’s the main and center point change of the reworks, the ability to sustain and the hyper-amount of burst available in a class (referring mainly to DK on this part).
Most classes have decent burst already in their kit, and while not perfect, can also be combined with onslaught, contingency, etc therefore the only true bar of entry is sustain. My reworked NB has to slowly end his own existence just to get decent sustain barely matching dark deal spam (which includes a health heal)- I know the feeling.
This would be a horror show unless some other combat mechs were also re-worked, namely, Evasion.
There are already too many mechanics in PvP that are being over-utilized, giving high sustain across the board would make for terrible combat.
Non-Sorc players can achieve higher sustain now but have to allocate certain resources to do it, which makes sense. Part of the reason Sorc gets heavy sustain from CoE is that Sorc in-class burst is pretty poor. Only Templar is as bad, so instead Sorcs got higher sustain which plays into the Sorcs utility-heavy skill kit.
Since most every other class has in-class skills with better burst mechs it wouldn't make sense to give them high sustain without the allocation cost that's required now.
You may have missed the memo. DK, wolf, and sorc have this.
I have this (high sustain with no sustain sets) on my stam sorc with dark deal and tri-pots.
This would level the playing field. Also, I didn’t mean the exact same type of mastery passive (I.E, just resources on skill use) as they could easily give ‘thematic’ increases (around same or similar values over time) to each class.
I absolutely disagree with you in that every class shouldn’t have this right now. At a minimum, this benefits PvE tremendously and at a maximum makes other pure classes more viable in PvP.
Right now, and for the foreseeable future- onslaught/high pen and crit damage lined up in a burst are how you kill ‘above average’ (properly built, have an idea how to PvP)- ‘good’ players. This would remain the same conceptually.
Hot take: each pure class should have a CoE level sustain passive.
I know it’s cliche but that’s the main and center point change of the reworks, the ability to sustain and the hyper-amount of burst available in a class (referring mainly to DK on this part).
Most classes have decent burst already in their kit, and while not perfect, can also be combined with onslaught, contingency, etc therefore the only true bar of entry is sustain. My reworked NB has to slowly end his own existence just to get decent sustain barely matching dark deal spam (which includes a health heal)- I know the feeling.
This would be a horror show unless some other combat mechs were also re-worked, namely, Evasion.
There are already too many mechanics in PvP that are being over-utilized, giving high sustain across the board would make for terrible combat.
Non-Sorc players can achieve higher sustain now but have to allocate certain resources to do it, which makes sense. Part of the reason Sorc gets heavy sustain from CoE is that Sorc in-class burst is pretty poor. Only Templar is as bad, so instead Sorcs got higher sustain which plays into the Sorcs utility-heavy skill kit.
Since most every other class has in-class skills with better burst mechs it wouldn't make sense to give them high sustain without the allocation cost that's required now.
You may have missed the memo. DK, wolf, and sorc have this.
I have this (high sustain with no sustain sets) on my stam sorc with dark deal and tri-pots.
This would level the playing field. Also, I didn’t mean the exact same type of mastery passive (I.E, just resources on skill use) as they could easily give ‘thematic’ increases (around same or similar values over time) to each class.
I absolutely disagree with you in that every class shouldn’t have this right now. At a minimum, this benefits PvE tremendously and at a maximum makes other pure classes more viable in PvP.
Right now, and for the foreseeable future- onslaught/high pen and crit damage lined up in a burst are how you kill ‘above average’ (properly built, have an idea how to PvP)- ‘good’ players. This would remain the same conceptually.
No, I didn't miss the memo. I'm aware players can achieve high sustain but, generally, there's a greater resource allocation to do so. Whether we're talking gear sets or skill slots, those are all active allocation of available resources in a build, whereas CoE is purely a passive; That's a very big deal. Receiving that high of a level of sustain without having to dedicate pieces of gear, pots, or a skill slot opens up build potential quite a bit.
The reason that, IMO, it makes sense on Sorc is because their IN-CLASS damage kit is mechanically weaker than most of the field. This doesn't include world & weapon skills since one wouldn't consider those when building class-specific attributes.
When it comes to other pure-classes being more viable in both PvE and PvP, I do agree, that most of the Mastery Passives do not deliver on that. Myself and others said this on the PTS threads; we knew that not all of the passives were going to deliver the needed power, especially in PvP ... but ... giving everyone strong passive resource sustain doesn't make sense because not all classes execute their functions (mechanically) the same way; this is why each classes Mastery passives focus on something different.
When it comes to Sorcs one big thing people never like to admit is that, as a class, they're utility heavy. They're good for pressure but not for the immediate & instant burst or cleave that the current state of PvP demands. Experienced players are all very much aware of how to counter Sorc pressure and it's easy to do because of the longer time-frame needed for their class skills to do anything. That extra time is what gives opponents the ability to easily counter. This is why the lions share of Sorcs go Stam and slot skills from world & weapon skill trees because those skills deliver the insta-cast, immediate high scale burst that's needed for PvP. The same goes for the Mag Sorcs, slotting skills like Wield Soul & Crushing Shock by default since the in-class kit can't deliver insta-burst.
This is why a strong, passive, sustain makes sense on a Sorc, because it reinforces their ability to maintain that pressure over time with their class kit, whereas everyone else is using their class kits to stack instances of heavy insta-burst for quicker kills.
Another difference though, is that Sorcs pay a W/S penalty for slotting outside of the class to get access to those heavier burst mechanics that most other classes already have. So while I can understand the high sustain passive on Sorc, it doesn't make sense on other classes, save maybe for Templar. Other classes that have in-class access to mechanics have to dedicate active resources to achieve higher sustain and that goes to balance.
Mastery passives need to align with classes. Giving everyone the same thing is precisely what subclassing did and that's what broke PvP worse than it's ever been. Strong passive sustain on a Sorc is one thing, but passive sustain that strong on, say, a NB is something completely different. It doesn't necessarily bring everyone more in line to do that.
i play a nightblade and Arcanist everyday in BG.If anyone wants to know why, just stop playing your META DK, WW, and sorcs and try out templar, nightblade, arcanist, and necro. Pure class by the way.
You'll find out in less than 5 minutes.
The nightblade is average/worst of all my toons. But it still works just fine as a vampire pulse ganker with shadow cloak, draugerkin and winterborn.
But the Arcanist slaps. Spattering disjunction and winterborn subclassed dark magic and winters embraced. Still a super powerful build without shattered paths signet.
Including against DK’s and warewolves. They are often dead before they can even reach me.
tsaescishoeshiner wrote: »I'm not sure that PvP is dying, but it's at its most inaccessible and highest skill-and-build-gap in years. The difference between the ceiling and floor make it unenjoyable and unrewarding even for players who are trying to get better—you can't compete unless you somehow figure out the gear and abilities that are optimal enough to mathematically compete. I've never been able to find highly competitive builds myself, but lately it's been even more punishing, because either you make it over that threshold or not.
In Vengeance, with my same proc set build from Gray Host, I can make impacts in fights and even solo kill skilled players. I don't see ball groups, and 1vXers and gankers really have to earn it instead of 2-shotting people. PvP is skill-based, more responsive with slower time-to-kill, and accessible without needing a highly optimized build to make a difference.
Not that Vengeance doesn't have problems like class imbalance and more. It's also less deeply customizable and you get less of a power fantasy of being able to go 30 kills, 0 deaths. But that power comes at a cost for people who want to enjoy and learn PvP.
Cyrodiil used to be more like Vengeance, as far as having a more approachable competitive gap. I wish it could be more like that again. I could invite friends to Vengeance to improve at PvP, but not Gray Host. And battlegrounds are just 2 players dominating the entire 16-person match. At times it feels impossible to enjoy and learn.