Your Stam parses mean nothing when one of the big reasons the Stam cost increase is a problem is BECAUSE Mag builds' sustain will be ass. A Trial Dummy providing you every relevant buff also doesn't apply to solo content when the only buffs you're getting are from your own Skills and Gear.MSattrtand wrote: »
They didn’t seem to consider this or care when destroying werewolf sustain which ergo directly affects ‘werewolf bash weaving’ as well.
I loved the skill expression despite it being 1-bar.
For the love of Eights, can you stop writing about Werewolf sustain in PvE? I'm tired of parsing.
I'm double-bash-weaving for the whole fight. My sustain is perfectly fine with green food and tri-stat potions.
If you want to double-bash-weave with green food and armour potions, well, you can, but that's not a good idea. But it's technically possible.
Double-bash-weaving on 6-mil dummy, so only my own sustain. Green food, tri-stat potions. Sustain is bad. Do not double-bash-weave in groups that can't even provide the Orb.
And no, you can't sustain double-bash-weaving on Mag Werewolf, like any other Mag spec. And yes, once again I'm talking only about PvE.
Trial Dummy providing you every relevant buff also doesn't apply to solo content when the only buffs you're getting are from your own Skills and Gear.
https://youtu.be/SVgcOWPU6k0?si=1aKFvmoUcpkxj3YE&t=788tomofhyrule wrote: »Trial Dummy providing you every relevant buff also doesn't apply to solo content when the only buffs you're getting are from your own Skills and Gear.
And here is the crux of most balancing issues.
If you balance against every person being solo, then groups are OP. If you balance against groups, then soloists are left in the dust.
Which is the right answer?
The right answer in this case would be trying several things they seem unwilling to do:tomofhyrule wrote: »Trial Dummy providing you every relevant buff also doesn't apply to solo content when the only buffs you're getting are from your own Skills and Gear.
And here is the crux of most balancing issues.
If you balance against every person being solo, then groups are OP. If you balance against groups, then soloists are left in the dust.
Which is the right answer?
soldierofzion82 wrote: »"Seething Fury (Molten Whip’s buff) is now halved in PvP, reducing how deadly their burst combos can be."
Halving the burst combo is a little harsh. How about knocking it down to 75% of what it was? 50% seems excessive.
Just a consideration... I mean, if I have to swap to slapping people as a DK Vampire Lord then okay. I will continue to bring pain to the NBs and Sorcs that try to run away from me.
It's always this or that. Can't please everyone. I get it, but this seems a tad extra when DK DPS isn't wanted in PVE group content. Got to leave us at least one area of the game where we can shine besides PVE tanking.
The class refresh for DK has been amazing. Looking forward to the others. Keep up the great work!
soldierofzion82 wrote: »"Seething Fury (Molten Whip’s buff) is now halved in PvP, reducing how deadly their burst combos can be."
Halving the burst combo is a little harsh. How about knocking it down to 75% of what it was? 50% seems excessive.
Just a consideration... I mean, if I have to swap to slapping people as a DK Vampire Lord then okay. I will continue to bring pain to the NBs and Sorcs that try to run away from me.
It's always this or that. Can't please everyone. I get it, but this seems a tad extra when DK DPS isn't wanted in PVE group content. Got to leave us at least one area of the game where we can shine besides PVE tanking.
The class refresh for DK has been amazing. Looking forward to the others. Keep up the great work!
It is 75%. So you have base whip which was 100% and original buff was 100%; now 50% buff instead.
So 150% instead of 200% which equates to 75%. Very good change consider>>
That knocks the 41k whip from the video to 30k. My corro/onslaught whips from 27k to about 20k (again, 2-3 defensive sets depending on if you count Mono). My non-corro onsalught whips from 15-19k to about 11-14k. Which are all appropriate.
Anoko_Medivh wrote: »Regarding the 50% nerf to molten whip, that’s worse than it was for the past several years. At least revert it back to 60%…..
Endgame PvE player here. Seeing the Pummeling Goliath changes is very disappointing I really hope these changes will not go through to live servers.
I personally have been enjoying the double-bash rotation a lot. I've been playing this game for almost 7 years now and I can genuinely say the current patch is the most fun I've had in ESO in all that time, partly also because of how enjoyable I find the double bash necro rotation. It's been such a breath of fresh air after spending so long beaming on arcanist.
Double bash weaving is a bit more complex than other rotations but not as tricky as it might initially seem. Pummeling Goliath is a strong ultimate that comes with some significant downsides and I would strongly argue against the proposed changes. Having a double-bash rotation adds interesting variety to the gameplay options. I would also like to point out that just looking at logs and how this class is performing will show very biased results for these reasons:
- Goliath is normally played by players who are already good at the game. If you had these players play other classes, they will likely perform just as well, or at least very close to it
- Many endgame players choose not to play other classes because they are either less interesting, or perform slightly worse, so the stats in logs are very skewed towards Goliaths. This is a very important thing to take note of when looking at logs. In the past I've seen Templar DDs copy healer setups from top-performing logs, because they thought it was good for Templar DPS. While the truth was that high-end groups just didn't play templar as it was slightly worse than other classes and a scorepush group's healer in a support setup (Roaring Opportunist + Jorvuld's) did more damage than average templar damage dealer
- Nightblades and Sorcerers for single target fights in PvE perform just as well as Necromancers with Goliath, if not better in many cases. Goliath strength is AoE and immobile fights
- Non-goliath Necromancer still performs very well, just a few k DPS behind Goliath, the issue is, as I mentioned above, many top-players just don't play non-goliath enough to showcase the strength. Here's an example run we did with an endgame group on Bahsei HM (1 min 17 s fight), which is one of few fights where you don't want to interrupt the boss. So we decided to stop using Goliath, to avoid interrupting Bahsei's channel. This is single target DPS on the boss:
#1 is non-goliath
#2 is goliath
#3 is non-goliath
As you can see player #1 is even higher DPS (Gopher) than the Goliath player (me), simply because he's a more experienced player and does the rotation well.
Pummeling Goliath ult has some significant downsides, which is:
- Stamina Drain is very high and players are usually forced into stamina recovery food. Even with it, it's often hard to sustain
- The ult is expensive and ult generation stops in Goliath transformation which lasts for 20 seconds. This means players can't benefit from sets like Pillager, Cryptcannon, and Minor + Major Heroism buffs during that time. In order to get the best out of Goliath, the group needs to coordinate around Goliath timers, which is tricky. Without this coordination, Goliath does not perform as well. For this reason as well, ults like meteor, you might be able to get 2-3 meteors off, which comes close in performance
- The high health gain makes some Health% mechanics very difficult or even impossible. Such as vSE HM Yaseyla's ice tombs or vOC HM curses on second boss. This makes the ultimate not viable for some fights.
- Bash cannot be queued up and this means the time before a bash goes through is tied to ping. This hurts players with high ping. Generally bash cooldown is about 333 ms, but players with higher ping will need to wait longer. This makes 2 bashes per GCD impossible for players who are playing around 200 ping or more
tl;dr: If you want to nerf Goliath damage, I think that's reasonable, but do not remove the double-bash rotation as it is what makes necromancers so fun to play and many endgame players agree with this. Goliath is not performing much higher than other ults, it's just that the logs do not reflect this fact well, because top players only play Goliath.
People who do not enjoy double-bashing can still play meteor Necro or other classes and perform very well. Let us keep double-bash for those who enjoy it. If you want to make the rotation more enjoyable, fix the issue with bash cooldown being tied to ping so that players with high ping can have an easier time double-bashing.