

Awesome.Warden Class Refresh [Feedback]: This is a carry-over from last week’s PTS Summary. While not strictly related to this PTS, we see your questions and concerns related to the Warden class refresh, and the class refresh effort in general. We know everyone is disappointed by the delay and would like to know where we’re at with the Warden and general next steps. We are working on an additional written update for you and hope to share it in the coming weeks. In the meantime, thank you for your patience.
i am confused by why 0% was not already explored.VFX Intensity [Feeback]: This is a carry-over from last week’s PTS Summary. We have seen your feedback regarding adding the option to reduce VFX to 0% via the VFX Intensity settings. We are currently exploring options – please note that any solution will not be available during the U51 PTS cycle.
ZOS_JessicaFolsom wrote: »Warden Class Refresh [Feedback]: This is a carry-over from last week’s PTS Summary. While not strictly related to this PTS, we see your questions and concerns related to the Warden class refresh, and the class refresh effort in general. We know everyone is disappointed by the delay and would like to know where we’re at with the Warden and general next steps. We are working on an additional written update for you and hope to share it in the coming weeks. In the meantime, thank you for your patience.
TX12001rwb17_ESO wrote: »What is this about air? what if your an argonian who can breathe underwater or an "undead" vampire, why would you need air? bit immersion breaking no?
Nerfs to whip are too heavy handed and unjustified. HoF and the wings are what needs nerfing. Nerfing damage is always unhealthy and besides its onslaught that allowes the one shot tank build to exist. Please take a look into those before nerfing the only dk skill that matters.
As someone who also mained necro. This feels the same, back when you decided to turn necros burst skill into a self buff. These are bad changes and you have been given multiple great feedbacks how to balance dk, by experienced players.
Nerfs to whip are too heavy handed and unjustified. HoF and the wings are what needs nerfing. Nerfing damage is always unhealthy and besides its onslaught that allowes the one shot tank build to exist. Please take a look into those before nerfing the only dk skill that matters.
As someone who also mained necro. This feels the same, back when you decided to turn necros burst skill into a self buff. These are bad changes and you have been given multiple great feedbacks how to balance dk, by experienced players.
Nerfs to whip are incredibly justifed.
They nerfed the stacks to about half. But that is still a whip at 75% power or rather only a 25% nerf. My casual (I'm in Order's, Rally BB, BloodSpawn, Mono, Trainee) 15-19k whips are still 11-14k whips and my corro/onslaught whips go from 27k to 20k... which is still ALOT for being in defensive gear.
Nevermind the clip that one dude experienced with max resists and 40k health... that 41k whip would only go down to 30k. The nerf is absolutely appropriate.
Nerfs to whip are too heavy handed and unjustified. HoF and the wings are what needs nerfing. Nerfing damage is always unhealthy and besides its onslaught that allowes the one shot tank build to exist. Please take a look into those before nerfing the only dk skill that matters.
As someone who also mained necro. This feels the same, back when you decided to turn necros burst skill into a self buff. These are bad changes and you have been given multiple great feedbacks how to balance dk, by experienced players.
Nerfs to whip are incredibly justifed.
They nerfed the stacks to about half. But that is still a whip at 75% power or rather only a 25% nerf. My casual (I'm in Order's, Rally BB, BloodSpawn, Mono, Trainee) 15-19k whips are still 11-14k whips and my corro/onslaught whips go from 27k to 20k... which is still ALOT for being in defensive gear.
Nevermind the clip that one dude experienced with max resists and 40k health... that 41k whip would only go down to 30k. The nerf is absolutely appropriate.
No they nerfed each stack by 50%. So at max stacks you have 48% increased dmg, which means it will do less dmg than crystal frags and spectral bow. And again it is only onslaught and corro that allowes whip to deal such high dmg. Corro itself its very easy to counter, but go after that and crit dmg if you dont want this problem to reappear each rework.
But HoF and wings still remain too strong. Reduce the sustain at least to 10% and wings need the aoe knockback removed and projectile dmg reduced to 20%
Nerfs to whip are too heavy handed and unjustified. HoF and the wings are what needs nerfing. Nerfing damage is always unhealthy and besides its onslaught that allowes the one shot tank build to exist. Please take a look into those before nerfing the only dk skill that matters.
As someone who also mained necro. This feels the same, back when you decided to turn necros burst skill into a self buff. These are bad changes and you have been given multiple great feedbacks how to balance dk, by experienced players.
Nerfs to whip are incredibly justifed.
They nerfed the stacks to about half. But that is still a whip at 75% power or rather only a 25% nerf. My casual (I'm in Order's, Rally BB, BloodSpawn, Mono, Trainee) 15-19k whips are still 11-14k whips and my corro/onslaught whips go from 27k to 20k... which is still ALOT for being in defensive gear.
Nevermind the clip that one dude experienced with max resists and 40k health... that 41k whip would only go down to 30k. The nerf is absolutely appropriate.
No they nerfed each stack by 50%. So at max stacks you have 48% increased dmg, which means it will do less dmg than crystal frags and spectral bow. And again it is only onslaught and corro that allowes whip to deal such high dmg. Corro itself its very easy to counter, but go after that and crit dmg if you dont want this problem to reappear each rework.
But HoF and wings still remain too strong. Reduce the sustain at least to 10% and wings need the aoe knockback removed and projectile dmg reduced to 20%
It's 49,5% actually but lets round it down to 49. Let's take a base tooltip of 10k. Live seething fury: 10k×1.99 at 3
stack 19900.
Pts: 10kx1.49= 14900. That's a little over 25% nerf to 3 stacks damage.
Dk does not need a crystal frag level burst, the class has the literal strongest dots in the game , not to mention the myriad of % modifiers built into the class toolkit.
Nerfs to whip are too heavy handed and unjustified. HoF and the wings are what needs nerfing. Nerfing damage is always unhealthy and besides its onslaught that allowes the one shot tank build to exist. Please take a look into those before nerfing the only dk skill that matters.
As someone who also mained necro. This feels the same, back when you decided to turn necros burst skill into a self buff. These are bad changes and you have been given multiple great feedbacks how to balance dk, by experienced players.
Nerfs to whip are incredibly justifed.
They nerfed the stacks to about half. But that is still a whip at 75% power or rather only a 25% nerf. My casual (I'm in Order's, Rally BB, BloodSpawn, Mono, Trainee) 15-19k whips are still 11-14k whips and my corro/onslaught whips go from 27k to 20k... which is still ALOT for being in defensive gear.
Nevermind the clip that one dude experienced with max resists and 40k health... that 41k whip would only go down to 30k. The nerf is absolutely appropriate.
No they nerfed each stack by 50%. So at max stacks you have 48% increased dmg, which means it will do less dmg than crystal frags and spectral bow. And again it is only onslaught and corro that allowes whip to deal such high dmg. Corro itself its very easy to counter, but go after that and crit dmg if you dont want this problem to reappear each rework.
But HoF and wings still remain too strong. Reduce the sustain at least to 10% and wings need the aoe knockback removed and projectile dmg reduced to 20%
It's 49,5% actually but lets round it down to 49. Let's take a base tooltip of 10k. Live seething fury: 10k×1.99 at 3
stack 19900.
Pts: 10kx1.49= 14900. That's a little over 25% nerf to 3 stacks damage.
Dk does not need a crystal frag level burst, the class has the literal strongest dots in the game , not to mention the myriad of % modifiers built into the class toolkit.
First you nerf Night Blade until one must use certain skills to be effective.
Now, you nerf Dragon Knight so one must use certain skills to be effective.
What's next Templar?
Nerfs to whip are too heavy handed and unjustified. HoF and the wings are what needs nerfing. Nerfing damage is always unhealthy and besides its onslaught that allowes the one shot tank build to exist. Please take a look into those before nerfing the only dk skill that matters.
As someone who also mained necro. This feels the same, back when you decided to turn necros burst skill into a self buff. These are bad changes and you have been given multiple great feedbacks how to balance dk, by experienced players.
The DK nerfs on whip are unjustified indeed and too heavy handed. Flame Lash is fine but Molten Whip should have remained the same, the only thing making it do this much damage as some people cry about is onslaught. Not putting corrosive out there as its easy to manage and avoid.
Onslaught can have almost 20k tooltip with the right setup and this is ignoring the fact that it always crits. Flame Lash & Hearth of Home are the only stuff that warranted a nerf - Wings are fine as long as Streak exists unnerfed.
Werewolves are overtuned and thanks to conservation of energy and static reverberation deal absurd amounts of damage while taking none (as their healing scales off max health). They wont even stop allowing class masteries carrying over on Werewolf form because they are lazy and don't want to have to deal with the extra coding.
Even lore wise it makes no sense for a Werewolf to be benefitting from class masteries. If they wanted to give it masteries, it should have had its own set but again they are too lazy to deliver quality content and do some work.
At this rate, noone will trust them with the class reworks and the game will sink - watch how many people are still playing next summer
The DK nerfs on whip are unjustified indeed and too heavy handed. Flame Lash is fine but Molten Whip should have remained the same, the only thing making it do this much damage as some people cry about is onslaught. Not putting corrosive out there as its easy to manage and avoid.
Onslaught can have almost 20k tooltip with the right setup and this is ignoring the fact that it always crits. Flame Lash & Hearth of Home are the only stuff that warranted a nerf - Wings are fine as long as Streak exists unnerfed.
Werewolves are overtuned and thanks to conservation of energy and static reverberation deal absurd amounts of damage while taking none (as their healing scales off max health). They wont even stop allowing class masteries carrying over on Werewolf form because they are lazy and don't want to have to deal with the extra coding.
Even lore wise it makes no sense for a Werewolf to be benefitting from class masteries. If they wanted to give it masteries, it should have had its own set but again they are too lazy to deliver quality content and do some work.
At this rate, noone will trust them with the class reworks and the game will sink - watch how many people are still playing next summer
Nerfs to whip are too heavy handed and unjustified. HoF and the wings are what needs nerfing. Nerfing damage is always unhealthy and besides its onslaught that allowes the one shot tank build to exist. Please take a look into those before nerfing the only dk skill that matters.
As someone who also mained necro. This feels the same, back when you decided to turn necros burst skill into a self buff. These are bad changes and you have been given multiple great feedbacks how to balance dk, by experienced players.
Nerfs to whip are incredibly justifed.
They nerfed the stacks to about half. But that is still a whip at 75% power or rather only a 25% nerf. My casual (I'm in Order's, Rally BB, BloodSpawn, Mono, Trainee) 15-19k whips are still 11-14k whips and my corro/onslaught whips go from 27k to 20k... which is still ALOT for being in defensive gear.
Nevermind the clip that one dude experienced with max resists and 40k health... that 41k whip would only go down to 30k. The nerf is absolutely appropriate.
No they nerfed each stack by 50%. So at max stacks you have 48% increased dmg, which means it will do less dmg than crystal frags and spectral bow. And again it is only onslaught and corro that allowes whip to deal such high dmg. Corro itself its very easy to counter, but go after that and crit dmg if you dont want this problem to reappear each rework.
But HoF and wings still remain too strong. Reduce the sustain at least to 10% and wings need the aoe knockback removed and projectile dmg reduced to 20%
The DK nerfs on whip are unjustified indeed and too heavy handed. Flame Lash is fine but Molten Whip should have remained the same, the only thing making it do this much damage as some people cry about is onslaught. Not putting corrosive out there as its easy to manage and avoid.
Onslaught can have almost 20k tooltip with the right setup and this is ignoring the fact that it always crits. Flame Lash & Hearth of Home are the only stuff that warranted a nerf - Wings are fine as long as Streak exists unnerfed.
Werewolves are overtuned and thanks to conservation of energy and static reverberation deal absurd amounts of damage while taking none (as their healing scales off max health). They wont even stop allowing class masteries carrying over on Werewolf form because they are lazy and don't want to have to deal with the extra coding.
Even lore wise it makes no sense for a Werewolf to be benefitting from class masteries. If they wanted to give it masteries, it should have had its own set but again they are too lazy to deliver quality content and do some work.
At this rate, noone will trust them with the class reworks and the game will sink - watch how many people are still playing next summer
Sooo it's ok to have strongest DoT in-game, strongest sustain in-game AND on top of that strongest burst in game? Whip is easier to stack than bow. Does not have a travel time like bow / crystal frags. Does not get nerfed by projectile reduction. Is harder to dodge due to no travel time.
People complain about "whip only OP with corrosive and onslaught". If onslaught and corro were the reason whip was strong we would have already known half a year ago during subclassing meta.
The DK nerfs on whip are unjustified indeed and too heavy handed. Flame Lash is fine but Molten Whip should have remained the same, the only thing making it do this much damage as some people cry about is onslaught. Not putting corrosive out there as its easy to manage and avoid.
Onslaught can have almost 20k tooltip with the right setup and this is ignoring the fact that it always crits. Flame Lash & Hearth of Home are the only stuff that warranted a nerf - Wings are fine as long as Streak exists unnerfed.
Werewolves are overtuned and thanks to conservation of energy and static reverberation deal absurd amounts of damage while taking none (as their healing scales off max health). They wont even stop allowing class masteries carrying over on Werewolf form because they are lazy and don't want to have to deal with the extra coding.
Even lore wise it makes no sense for a Werewolf to be benefitting from class masteries. If they wanted to give it masteries, it should have had its own set but again they are too lazy to deliver quality content and do some work.
At this rate, noone will trust them with the class reworks and the game will sink - watch how many people are still playing next summer
Sooo it's ok to have strongest DoT in-game, strongest sustain in-game AND on top of that strongest burst in game? Whip is easier to stack than bow. Does not have a travel time like bow / crystal frags. Does not get nerfed by projectile reduction. Is harder to dodge due to no travel time.
People complain about "whip only OP with corrosive and onslaught". If onslaught and corro were the reason whip was strong we would have already known half a year ago during subclassing meta.
Also majority of the time, molten whip does 6500 damage on average. Unless you’re running some high penetration set or orders wrath/acuity with molag keena or some similar monster set and onslaught, molten whip damage really isn’t that high/much of a problem. It’s squishy casuals who don’t know how to deal with it that get hit loads off molten whip and complain. Use the right gear/traits/cp and block at the right times and you won’t be taking 15k + whips.
Finally, in terms of Molten whip damage potentially been applied before animation is complete thanks to animation cancelling, same can be said about every other skill in game - if you use it and animation cancel same time, the damage will be applied before the animation - that’s something easily fixed by ZOS should they decide to.
Animation cancelling isn’t an intended game mechanic and could very well be considered an exploit as it provides an unfair advantage, especially against players who aren’t familiar with it and don’t know how to do it themselves.
So all ZOS has to do is patch this. They can also disable any addons that give players advantages over others in PvP.
Other classes have more broken ccs than dk - sorc has streak, wander has charm, templar has best cc in game after sorc - binding javelin, ww has aoe fear etc, there’s no addon to warn players about those and prompt them to dodge - only for DKs.
Instead of whining about the only class in the game that’s actually been reworked, focus that frustration on the real problem: the painfully slow pace of the class reworks and the fact they’re doing them one at a time instead of tackling two at once, as if reworking classes in a 15-year-old game is some kind of cutting-edge science.
NovelliESO wrote: »Also majority of the time, molten whip does 6500 damage on average. Unless you’re running some high penetration set or orders wrath/acuity with molag keena or some similar monster set and onslaught, molten whip damage really isn’t that high/much of a problem. It’s squishy casuals who don’t know how to deal with it that get hit loads off molten whip and complain. Use the right gear/traits/cp and block at the right times and you won’t be taking 15k + whips.
You are just making up random numbers. Where are you getting the average of 6,500 from? Maybe yours is that weak, but that is just some arbitrary number. In addition, you mentioned sorc sustain as the strongest by far yet you're wrong about this as well. Also, nobody said whip is applied faster because of animation canceling, it's because it doesn't have a travel time. Almost every single thing you posted was wrong.
GeneralGrundmann wrote: »Finally, in terms of Molten whip damage potentially been applied before animation is complete thanks to animation cancelling, same can be said about every other skill in game - if you use it and animation cancel same time, the damage will be applied before the animation - that’s something easily fixed by ZOS should they decide to.
Animation cancelling isn’t an intended game mechanic and could very well be considered an exploit as it provides an unfair advantage, especially against players who aren’t familiar with it and don’t know how to do it themselves.
So all ZOS has to do is patch this. They can also disable any addons that give players advantages over others in PvP.
Other classes have more broken ccs than dk - sorc has streak, wander has charm, templar has best cc in game after sorc - binding javelin, ww has aoe fear etc, there’s no addon to warn players about those and prompt them to dodge - only for DKs.
Instead of whining about the only class in the game that’s actually been reworked, focus that frustration on the real problem: the painfully slow pace of the class reworks and the fact they’re doing them one at a time instead of tackling two at once, as if reworking classes in a 15-year-old game is some kind of cutting-edge science.
Sorry to inform you that late, but animation cancellation is an accepted game mechanic. It is neither a bug nor an exploit. ZOS themselves are posting links to streamers/content creators showing how to "weave" correctly. Animation cancellation is here to stay.