

I have some issues with this change in general, but I want to focus in on Empower because it's a very big % value, tied to a very specific playstyle whose main numbers are clear. There are two ways people use empower, as part of oakensoul and with voidmantle, on heavy attack builds. That means that at the very least, with oakensoul you had Minor Slayer and Minor Berserk and on any reasonable build Weapon's Expert CP. There are other CP and other buffs you could have, but these would be the baseline. Minor Berserk and Slayer are also not hard to source so pretty expected buffs in a voidmantle situation.Fixed an issue where some bonuses that granted “damage done to monsters” were multiplicative with other damage bonuses, instead of additive. Affects the following;
Empower
[Developer Comment]
Spoiler
This fix will result in the affected effects to be reduced in power when used in tandem with other percent based damage bonuses. While we've gently increased some of the affected effects, some of these remain untouched until we get more data on average value impacts (since the change in power was dependent on what other bonuses were being ran in tandem), which we can rectify during PTS or in a future update if necessary.

Lava Whip
Flame Lash: This morph no longer grants increased damage done after consuming all charges, as we have recontextualized damage into the Class Mastery system.
Molten Whip: This morph no longer grants increased damage done per stack, as we have recontextualized damage into the Class Mastery system.
Lava Whip
Flame Lash: This morph no longer grants increased damage done after consuming all charges, as we have recontextualized damage into the Class Mastery system.
Molten Whip: This morph no longer grants increased damage done per stack, as we have recontextualized damage into the Class Mastery system.
This is a massive nerf to any DK who dared to dabble in subclassing - I'm not sure how to feel about this.
But it's worth pointing out that "if you are a Dragonknight" and "if you do not subclass" are not synonymous.
I think, long term, making class masteries apply "if you are that class" instead of "if you do not subclass" might be a better design, because it rewards sticking with your base class skill lines (which get better with selected class masteries) while not making subclassing completely useless.
Well I was going to subscribe to eso plus again but these stupid nerfs, particularly to empower and tide born, made me change my mind. Why Gillam is allowed to make any changes when the new combat team seemed to be so much better with the dk refresh I'll never know. Guess will leave the game again, see what state the warden is in come update 51. I was getting so excited with new builds, now I feel deflated.
pluvioisaplanet wrote: »Can we have a look at the Necromancer Class Flourish?
Ever since the change to corpses to have them despawn more frequently, this script has been very lackluster on Necromancer as there's just too few corpses around for the Class Flourish to use meaningfully.
I was wondering if it could have a similar condition to the new Class Mastery, Nothing Wasted, where consuming a corpse adds a stack for a duration.










CameraBeardThePirate wrote: »pluvioisaplanet wrote: »Can we have a look at the Necromancer Class Flourish?
Ever since the change to corpses to have them despawn more frequently, this script has been very lackluster on Necromancer as there's just too few corpses around for the Class Flourish to use meaningfully.
I was wondering if it could have a similar condition to the new Class Mastery, Nothing Wasted, where consuming a corpse adds a stack for a duration.
Agreed. The Necro Class Script is hot garbage in 90% of content (basically anything outside of Imperial City where there are extended fights with lots and lots of mobs).
Making corpses despawn quickly heavily neutered this class script. What's even the point of allowing it to stack to 10 if you're basically never going to be able to get it above 3?
The stacks need to be additive instead of completely replacing whatever the previous value was, or at the very least, it should create a corpse every time, regardless of if there's a corpse nearby, AND apply the stacks.
There's really no reason to use this script anymore outside of hyper specific shielding builds.
I hope this is the right place to talk about skill styles, it felt like the best place to potentially do so of the options on the list. I will say I appreciate the "no weapon override" version of molten and letting players choose, that's awesome to see. I also appreciate trying to give players green skill styles to replace the loss of the old poison morphs but I have two complaints about them overall.
1. While I like the green fire, part of what I liked about the original Noxious Breath was a cool orange/green gradient.
Original Noxious
PTS Green
I am not necessarily asking for this to be changed currently (completely green fire is cool and there is a need for it as a skill style imo), but I would like an offering of the orange/green gradient style in the future (as well as possible other gradients of orange/blue orange/purple or even color combos like blue/purple) for this skill style. It has a lot of potential and one of my dragonknights in character uses flames of various colors in dance and combat and I would like a way to represent that better.
2. I am disappointed that Hearthfire was not considered for a legacy skill style and I would like to see that changed/added. Ash Cloud was a very cool skill that was a big part of my dk healer's identity. I had hoped that with talks of legacy skills for DK we would maybe see a black Hearthfire skill style that could at least give us a little bit of the old look for Ash Cloud and I would very much like for it to be considered in the future if it's not in the scope of this pts.
